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:
@@ -41,6 +41,8 @@ public:
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virtual bool IsInDanger() { return m_bInDanger; };
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DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
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protected:
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bool IsDangerVisible();
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void UpdateCurBGChange();
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@@ -19,6 +19,8 @@
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#include "song.h"
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#include "Character.h"
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#define DC_X( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterXP%d",choice+1))
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#define DC_Y( choice ) THEME->GetMetricF("DancingCharacters",ssprintf("2DCharacterYP%d",choice+1))
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const float CAMERA_REST_DISTANCE = 32.f;
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const float CAMERA_REST_LOOK_AT_HEIGHT = -9.f;
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@@ -44,15 +46,86 @@ const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
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DancingCharacters::DancingCharacters()
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{
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m_bDrawDangerLight = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_2DIdleTimer[p].SetZero();
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m_i2DAnimState[p] = AS2D_IDLE; // start on idle state
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m_bHasIdleAnim[p] = m_bHas2DElements[p] = false;
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
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if( !pChar )
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continue;
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// load in any potential 2D stuff
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CString sCharacterDirectory = pChar->m_sCharDir;
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CString sCurrentAnim;
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sCurrentAnim = sCharacterDirectory + "2DIdle";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasIdleAnim[p] = m_bHas2DElements[p] = true;
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m_bgIdle[p].LoadFromAniDir( sCurrentAnim );
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m_bgIdle[p].SetXY(DC_X(p),DC_Y(p));
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}
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sCurrentAnim = sCharacterDirectory + "2DMiss";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasMissAnim[p] = m_bHas2DElements[p] = true;
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m_bgMiss[p].LoadFromAniDir( sCurrentAnim );
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m_bgMiss[p].SetXY(DC_X(p),DC_Y(p));
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}
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sCurrentAnim = sCharacterDirectory + "2DGood";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasGoodAnim[p] = m_bHas2DElements[p] = true;
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m_bgGood[p].LoadFromAniDir( sCurrentAnim );
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m_bgGood[p].SetXY(DC_X(p),DC_Y(p));
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}
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sCurrentAnim = sCharacterDirectory + "2DGreat";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasGreatAnim[p] = m_bHas2DElements[p] = true;
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m_bgGreat[p].LoadFromAniDir( sCurrentAnim );
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m_bgGreat[p].SetXY(DC_X(p),DC_Y(p));
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}
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sCurrentAnim = sCharacterDirectory + "2DFever";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasFeverAnim[p] = m_bHas2DElements[p] = true;
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m_bgFever[p].LoadFromAniDir( sCurrentAnim );
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m_bgFever[p].SetXY(DC_X(p),DC_Y(p));
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}
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sCurrentAnim = sCharacterDirectory + "2DFail";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasFailAnim[p] = m_bHas2DElements[p] = true;
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m_bgFail[p].LoadFromAniDir( sCurrentAnim );
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m_bgFail[p].SetXY(DC_X(p),DC_Y(p));
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}
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sCurrentAnim = sCharacterDirectory + "2DWin";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasWinAnim[p] = m_bHas2DElements[p] = true;
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m_bgWin[p].LoadFromAniDir( sCurrentAnim );
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m_bgWin[p].SetXY(DC_X(p),DC_Y(p));
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}
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sCurrentAnim = sCharacterDirectory + "2DWinFever";
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if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
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{
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m_bHasWinFeverAnim[p] = m_bHas2DElements[p] = true;
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m_bgWinFever[p].LoadFromAniDir( sCurrentAnim );
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m_bgWinFever[p].SetXY(DC_X(p),DC_Y(p));
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}
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if( pChar->GetModelPath().empty() )
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continue;
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@@ -182,6 +255,53 @@ void DancingCharacters::Update( float fDelta )
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m_fThisCameraStartBeat = (float) iCurBeat;
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m_fThisCameraEndBeat = float(iCurBeat + 8);
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}
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// update any 2D stuff
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if(m_bHasIdleAnim[p])
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{
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if(m_bHasIdleAnim[p] && m_i2DAnimState[p] == AS2D_IDLE)
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m_bgIdle[p].Update(fDelta);
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if(m_bHasMissAnim[p] && m_i2DAnimState[p] == AS2D_MISS)
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m_bgMiss[p].Update(fDelta);
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if(m_bHasGoodAnim[p] && m_i2DAnimState[p] == AS2D_GOOD)
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m_bgGood[p].Update(fDelta);
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if(m_bHasGreatAnim[p] && m_i2DAnimState[p] == AS2D_GREAT)
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m_bgGreat[p].Update(fDelta);
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if(m_bHasFeverAnim[p] && m_i2DAnimState[p] == AS2D_FEVER)
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m_bgFever[p].Update(fDelta);
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if(m_bHasFailAnim[p] && m_i2DAnimState[p] == AS2D_FAIL)
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m_bgFail[p].Update(fDelta);
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if(m_bHasWinAnim[p] && m_i2DAnimState[p] == AS2D_WIN)
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m_bgWin[p].Update(fDelta);
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if(m_bHasWinFeverAnim[p] && m_i2DAnimState[p] == AS2D_WINFEVER)
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m_bgWinFever[p].Update(fDelta);
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if(m_i2DAnimState[p] != AS2D_IDLE) // if we're not in idle state, start a timer to return us to idle
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{
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// never return to idle state if we have failed / passed (i.e. completed) the song
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if(m_i2DAnimState[p] != AS2D_WINFEVER && m_i2DAnimState[p] != AS2D_FAIL && m_i2DAnimState[p] != AS2D_WIN)
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{
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if(m_2DIdleTimer[p].IsZero())
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m_2DIdleTimer[p].Touch();
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if(!m_2DIdleTimer[p].IsZero() && m_2DIdleTimer[p].Ago() > 1.0f)
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{
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m_2DIdleTimer[p].SetZero();
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m_i2DAnimState[p] = AS2D_IDLE;
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}
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}
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}
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}
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}
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}
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void DancingCharacters::Change2DAnimState(int iPlayerNum, int iState)
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{
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if(iPlayerNum >= NUM_PLAYERS) { ASSERT(0); } // player out of bounds?
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if(iState >= AS2D_MAXSTATES) { ASSERT(0); } // invalid state?
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m_i2DAnimState[iPlayerNum] = iState;
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}
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void DancingCharacters::DrawPrimitives()
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@@ -235,4 +355,24 @@ void DancingCharacters::DrawPrimitives()
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DISPLAY->CameraPopMatrix();
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// now draw any potential 2D stuff
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if(m_bHasIdleAnim[p] && m_i2DAnimState[p] == AS2D_IDLE)
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m_bgIdle[p].Draw();
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if(m_bHasMissAnim[p] && m_i2DAnimState[p] == AS2D_MISS)
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m_bgMiss[p].Draw();
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if(m_bHasGoodAnim[p] && m_i2DAnimState[p] == AS2D_GOOD)
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m_bgGood[p].Draw();
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if(m_bHasGreatAnim[p] && m_i2DAnimState[p] == AS2D_GREAT)
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m_bgGreat[p].Draw();
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if(m_bHasFeverAnim[p] && m_i2DAnimState[p] == AS2D_FEVER)
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m_bgFever[p].Draw();
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if(m_bHasWinFeverAnim[p] && m_i2DAnimState[p] == AS2D_WINFEVER)
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m_bgWinFever[p].Draw();
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if(m_bHasWinAnim[p] && m_i2DAnimState[p] == AS2D_WIN)
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m_bgWin[p].Draw();
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if(m_bHasFailAnim[p] && m_i2DAnimState[p] == AS2D_FAIL)
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m_bgFail[p].Draw();
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}
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}
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@@ -14,7 +14,23 @@
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#include "Model.h"
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#include "ActorFrame.h"
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#include "PlayerNumber.h"
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#include "BGAnimation.h"
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#include "ThemeManager.h"
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#include "RageTimer.h"
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enum ANIM_STATES_2D
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{
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AS2D_IDLE = 0,
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AS2D_MISS,
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AS2D_GOOD,
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AS2D_GREAT,
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AS2D_FEVER,
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AS2D_FAIL,
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AS2D_WIN,
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AS2D_WINFEVER,
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AS2D_IGNORE, // special case -- so that we can timer to idle again.
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AS2D_MAXSTATES // leave at end
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};
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class DancingCharacters : public ActorFrame
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{
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@@ -22,11 +38,11 @@ public:
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DancingCharacters();
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virtual void LoadNextSong();
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virtual void Update( float fDelta );
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virtual void DrawPrimitives();
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bool m_bDrawDangerLight;
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void Change2DAnimState(int iPlayerNum, int iState);
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protected:
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Model m_Character[NUM_PLAYERS];
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@@ -39,6 +55,28 @@ protected:
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float m_fCameraHeightEnd;
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float m_fThisCameraStartBeat;
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float m_fThisCameraEndBeat;
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bool m_bHas2DElements[NUM_PLAYERS];
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bool m_bHasIdleAnim[NUM_PLAYERS];
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BGAnimation m_bgIdle[NUM_PLAYERS];
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bool m_bHasMissAnim[NUM_PLAYERS];
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BGAnimation m_bgMiss[NUM_PLAYERS];
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bool m_bHasGoodAnim[NUM_PLAYERS];
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BGAnimation m_bgGood[NUM_PLAYERS];
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bool m_bHasGreatAnim[NUM_PLAYERS];
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BGAnimation m_bgGreat[NUM_PLAYERS];
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bool m_bHasFeverAnim[NUM_PLAYERS];
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BGAnimation m_bgFever[NUM_PLAYERS];
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bool m_bHasFailAnim[NUM_PLAYERS];
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BGAnimation m_bgFail[NUM_PLAYERS];
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bool m_bHasWinAnim[NUM_PLAYERS];
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BGAnimation m_bgWin[NUM_PLAYERS];
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bool m_bHasWinFeverAnim[NUM_PLAYERS];
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BGAnimation m_bgWinFever[NUM_PLAYERS];
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RageTimer m_2DIdleTimer[NUM_PLAYERS];
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int m_i2DAnimState[NUM_PLAYERS];
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};
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#endif
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@@ -92,6 +92,7 @@ PlayerMinus::~PlayerMinus()
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void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper, NoteFieldPlus* pNoteField )
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{
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m_iDCState = AS2D_IDLE;
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//LOG->Trace( "PlayerMinus::Load()", );
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GAMESTATE->ResetNoteSkinsForPlayer( pn );
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@@ -530,7 +531,33 @@ void PlayerMinus::Step( int col, RageTimer tm )
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{
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case PC_HUMAN: {
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if(GAMESTATE->m_CurGame == GAME_EZ2)
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{
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/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
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/* Ez2 is only perfect / good / miss */
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float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_MISS;
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else score = TNS_NONE;
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}
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else if(GAMESTATE->m_CurGame == GAME_PNM)
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{
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/* PNM Goods = Great / Boo = Miss */
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float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_MISS;
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else score = TNS_NONE;
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}
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if( tn == TAP_MINE )
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{
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// stepped too close to mine?
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMineSeconds )
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@@ -581,6 +608,17 @@ void PlayerMinus::Step( int col, RageTimer tm )
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if(score == TNS_BOO)
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score = TNS_MISS;
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}
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if ( GAMESTATE->m_CurGame == GAME_PNM ) // a boo is really miss on pnm, a good is really a great!
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{
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if(score == TNS_MARVELOUS) // in demo mode PC shouldnt hit marvelous
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score = TNS_PERFECT;
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if(score == TNS_GOOD)
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score = TNS_GREAT;
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if(score == TNS_BOO)
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score = TNS_MISS;
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}
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/* AI will generate misses here. Don't handle a miss like a regular note because
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* we want the judgment animation to appear delayed. Instead, return early if
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@@ -598,7 +636,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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}
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break;
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case PC_AUTOPLAY:
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if(GAMESTATE->m_CurGame == GAME_EZ2)
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if(GAMESTATE->m_CurGame == GAME_EZ2 || GAMESTATE->m_CurGame == GAME_PNM) // these gametypes never hit marvelous on autoplay
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{
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score = TNS_PERFECT;
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}
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@@ -615,7 +653,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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score = TNS_NONE;
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break;
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}
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if( score != TNS_NONE && score != TNS_MISS )
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{
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@@ -645,8 +683,27 @@ void PlayerMinus::Step( int col, RageTimer tm )
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if( IsRowCompletelyJudged(iIndexOverlappingNote) )
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OnRowCompletelyJudged( iIndexOverlappingNote );
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if( score == TNS_MISS || score == TNS_BOO )
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{
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m_iDCState = AS2D_MISS;
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}
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if( score == TNS_GOOD || score == TNS_GREAT )
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{
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m_iDCState = AS2D_GOOD;
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}
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if( score == TNS_PERFECT || score == TNS_MARVELOUS )
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{
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m_iDCState = AS2D_GREAT;
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if(m_pLifeMeter->GetLife() == 1.0f) // full life
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{
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m_iDCState = AS2D_FEVER; // super celebrate time :)
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}
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}
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}
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if( bGrayArrowStep )
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m_pNoteField->Step( col );
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@@ -896,7 +953,7 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
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case TNS_MISS:
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++GAMESTATE->m_CurStageStats.iCurMissCombo[m_PlayerNumber];
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m_iDCState = AS2D_MISS; // update dancing 2d characters that may have missed a note
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case TNS_GOOD:
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case TNS_BOO:
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if( iCurCombo > 50 )
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@@ -27,6 +27,7 @@
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#include "RageTimer.h"
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#include "ProTimingDisplay.h"
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#include "RageSound.h"
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#include "DancingCharacters.h"
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class ScoreDisplay;
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class LifeMeter;
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@@ -51,7 +52,8 @@ public:
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void Step( int col, RageTimer tm );
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void RandomiseNotes( int iNoteRow );
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void FadeToFail();
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int GetDancingCharacterState() { return m_iDCState; };
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void SetCharacterState(int iDCState) { m_iDCState = iDCState; };
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protected:
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void UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
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void OnRowCompletelyJudged( int iStepIndex );
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@@ -79,6 +81,8 @@ protected:
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Combo m_Combo;
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int m_iDCState;
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// DancingCharacters* m_pDancingCharacters; // used to adjust the 2D anims dancing states
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LifeMeter* m_pLifeMeter;
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CombinedLifeMeter* m_pCombinedLifeMeter;
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ScoreDisplay* m_pScore;
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@@ -45,6 +45,7 @@ const char* JUDGE_STRING[NUM_JUDGE_LINES] =
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// #define JUDGE_SOUND_TIME( name ) THEME->GetMetricF( m_sName, ssprintf("JudgeSoundTime%s", name) );
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// #define SOUND_ON_FULL_ALPHA THEME->GetMetricB( m_sName, "JudgeSoundIfJudgeGraphicsFullAlpha" )
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// 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" );
|
||||
|
||||
@@ -56,7 +56,11 @@ protected:
|
||||
Type m_Type;
|
||||
|
||||
float m_fScreenCreateTime;
|
||||
|
||||
|
||||
BGAnimation m_bgFailedBack;
|
||||
BGAnimation m_bgFailedOverlay;
|
||||
BGAnimation m_bgPassedOverlay;
|
||||
|
||||
MenuElements m_Menu;
|
||||
|
||||
// banner area
|
||||
@@ -115,6 +119,7 @@ protected:
|
||||
bool m_bTryExtraStage;
|
||||
Sprite m_sprTryExtraStage;
|
||||
AutoActor m_FullCombo[NUM_PLAYERS];
|
||||
bool m_bFailed;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -54,6 +54,7 @@
|
||||
#define SHOW_LIFE_METER_FOR_DISABLED_PLAYERS THEME->GetMetricB("ScreenGameplay","ShowLifeMeterForDisabledPlayers")
|
||||
#define STATICBG_X THEME->GetMetricI ("ScreenGameplay","StaticBGX")
|
||||
#define STATICBG_Y THEME->GetMetricI ("ScreenGameplay","StaticBGY")
|
||||
#define EVAL_ON_FAIL THEME->GetMetricB ("ScreenGameplay", "ShowEvaluationOnFail")
|
||||
|
||||
CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
|
||||
CachedThemeMetricF G_TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
|
||||
@@ -1094,7 +1095,22 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
// check for fail
|
||||
//
|
||||
UpdateCheckFail();
|
||||
|
||||
|
||||
//
|
||||
// update 2d dancing characters
|
||||
//
|
||||
for( int p=0; p<NUM_PLAYERS; p++ )
|
||||
{
|
||||
if( !GAMESTATE->IsPlayerEnabled(p) )
|
||||
continue;
|
||||
if(m_Background.GetDancingCharacters() != NULL)
|
||||
{
|
||||
if(m_Player[p].GetDancingCharacterState() != AS2D_IGNORE) // grab the state of play from player and update the character
|
||||
m_Background.GetDancingCharacters()->Change2DAnimState(p,m_Player[p].GetDancingCharacterState());
|
||||
m_Player[p].SetCharacterState(AS2D_IGNORE); // set to ignore as we've already grabbed the latest change
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Check for enemy death in enemy battle
|
||||
//
|
||||
@@ -1662,6 +1678,21 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
m_NextSongOut.StartTransitioning( SM_LoadNextSong );
|
||||
return;
|
||||
}
|
||||
|
||||
// update dancing characters for win / lose
|
||||
for(p=0; p<NUM_PLAYERS;p++)
|
||||
{
|
||||
if( GAMESTATE->IsPlayerEnabled(p) && GAMESTATE->m_CurStageStats.bFailed[p] )
|
||||
m_Background.GetDancingCharacters()->Change2DAnimState(p,AS2D_FAIL); // fail anim
|
||||
else
|
||||
{
|
||||
if(m_pLifeMeter[p]->GetLife() == 1.0f) // full life
|
||||
m_Background.GetDancingCharacters()->Change2DAnimState(p,AS2D_WINFEVER); // full life pass anim
|
||||
else
|
||||
m_Background.GetDancingCharacters()->Change2DAnimState(p,AS2D_WIN); // pass anim
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* End round. */
|
||||
if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
|
||||
@@ -1712,6 +1743,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case SM_LoadNextSong:
|
||||
@@ -1945,11 +1977,29 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
if( PREFSMAN->m_bEventMode )
|
||||
HandleScreenMessage( SM_GoToScreenAfterBack );
|
||||
{
|
||||
if(EVAL_ON_FAIL) // go to the eval screen if we fail
|
||||
{
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
|
||||
}
|
||||
else // the theme says just fail and go back to the song select for event mode
|
||||
{
|
||||
HandleScreenMessage( SM_GoToScreenAfterBack );
|
||||
}
|
||||
}
|
||||
else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
|
||||
else
|
||||
SCREENMAN->SetNewScreen( "ScreenGameOver" );
|
||||
{
|
||||
if(EVAL_ON_FAIL) // go to the eval screen if we fail
|
||||
{
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
|
||||
}
|
||||
else // if not just game over now
|
||||
{
|
||||
SCREENMAN->SetNewScreen( "ScreenGameOver" );
|
||||
}
|
||||
}
|
||||
break;
|
||||
case PLAY_MODE_NONSTOP:
|
||||
SCREENMAN->SetNewScreen( "ScreenEvaluationNonstop" );
|
||||
|
||||
Reference in New Issue
Block a user