Added: 2D DancingCharacter System, Ability to Show (or not show) Evaluation Screen on Fail. Evaluation Screen Fail / Passed BGA Overlays.

This commit is contained in:
Andrew Livy
2003-11-10 23:25:44 +00:00
parent 0fd7734c93
commit ad7c67b0ce
8 changed files with 357 additions and 16 deletions
+50 -5
View File
@@ -45,6 +45,7 @@ const char* JUDGE_STRING[NUM_JUDGE_LINES] =
// #define JUDGE_SOUND_TIME( name ) THEME->GetMetricF( m_sName, ssprintf("JudgeSoundTime%s", name) );
// #define SOUND_ON_FULL_ALPHA THEME->GetMetricB( m_sName, "JudgeSoundIfJudgeGraphicsFullAlpha" )
// metrics that are specific to classes derived from ScreenEvaluation
#define FAILED_SCREEN THEME->GetMetric (m_sName, "FailedScreen")
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define END_SCREEN THEME->GetMetric (m_sName,"EndScreen")
#define SHOW_BANNER_AREA THEME->GetMetricB(m_sName,"ShowBannerArea")
@@ -91,6 +92,8 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
m_bFailed = false; // the evaluation is not showing failed results by default
m_sName = sClassName;
if( !TYPE.CompareNoCase("stage") )
m_Type = stage;
@@ -107,6 +110,10 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
// Figure out which statistics and songs we're going to display
//
StageStats stageStats;
if(stageStats.AllFailed() ) // if everyone failed
m_bFailed = true; // flag it for this screen
vector<Song*> vSongsToShow;
switch( m_Type )
{
@@ -189,6 +196,8 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
continue; // skip
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
continue; // skip
if( m_bFailed )
continue; // skip
switch( m_Type )
{
@@ -274,7 +283,6 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
}
}
// If both players get a machine high score, a player
// whose score is added later may bump the players who were
// added earlier. Adjust for this.
@@ -284,6 +292,9 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
continue; // skip
if( iMachineHighScoreIndex[p] == -1 ) // no record
continue; // skip
if( m_bFailed ) // both players failed
continue; // skip
for( int p2=0; p2<p; p2++ )
{
if( !GAMESTATE->IsHumanPlayer(p2) )
@@ -321,8 +332,16 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
m_Menu.Load( m_sName );
this->AddChild( &m_Menu );
if(m_bFailed && m_Type==stage)
{
m_bgFailedBack.LoadFromAniDir( THEME->GetPathToB("ScreenEvaluationStage Failed Background") );
m_bgFailedOverlay.LoadFromAniDir( THEME->GetPathToB("ScreenEvaluationStage Failed Overlay") );
}
else if( m_Type == stage )
{
// the themer can use the regular background for passed background
m_bgPassedOverlay.LoadFromAniDir( THEME->GetPathToB("ScreenEvaluationStage Passed Overlay") );
}
//
// init banner area
//
@@ -971,6 +990,14 @@ void ScreenEvaluation::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
if(m_bFailed && m_Type == stage)
{
m_bgFailedBack.Update( fDeltaTime );
m_bgFailedOverlay.Update( fDeltaTime );
}
else if (m_Type == stage)
m_bgPassedOverlay.Update( fDeltaTime );
for( int p=0; p<NUM_PLAYERS; p++)
{
if (GAMESTATE->m_CurStageStats.iBonus[p] == 0)
@@ -1021,7 +1048,19 @@ void ScreenEvaluation::Update( float fDeltaTime )
void ScreenEvaluation::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
// draw the failed background here if the player(s) failed
if(m_bFailed && m_Type == stage)
m_bgFailedBack.Draw();
Screen::DrawPrimitives();
// draw the pass / failed overlays here respectively
if(m_bFailed && m_Type == stage)
m_bgFailedOverlay.Draw();
else if (m_Type == stage)
m_bgPassedOverlay.Draw();
m_Menu.DrawTopLayer();
}
@@ -1043,13 +1082,19 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
MenuStart( PLAYER_INVALID );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
if(m_bFailed && !PREFSMAN->m_bEventMode) // if failed and not in event mode go to gameover screen
SCREENMAN->SetNewScreen( FAILED_SCREEN );
else
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
case SM_GoToSelectCourse:
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
break;
case SM_GoToEndScreen:
SCREENMAN->SetNewScreen( END_SCREEN );
if(m_bFailed && !PREFSMAN->m_bEventMode) // if failed and not in event mode go to gameover screen
SCREENMAN->SetNewScreen( FAILED_SCREEN );
else
SCREENMAN->SetNewScreen( END_SCREEN );
break;
// case SM_GoToEvaluationSummary:
// SCREENMAN->SetNewScreen( "ScreenEvaluationSummary" );