Updated ScreenHowToPlay code to include dancer. I know it's a bit rough and too-fast paced right now, but that will all be fixed tonight when I get home and re-commit.

This commit is contained in:
Kevin Slaughter
2003-07-31 11:31:24 +00:00
parent 3eddc31009
commit adc19d0a15
14 changed files with 119 additions and 8 deletions
+1 -1
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@@ -2197,7 +2197,7 @@ NextScreen=ScreenHowToPlay
[ScreenHowToPlay]
NextScreen=ScreenDemonstration
SongBPM=100
SecondsToShow=60
SecondsToShow=25
[ScreenDemonstration]
SecondsToShow=30
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+5 -4
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@@ -52,10 +52,11 @@ CString GetRandomFileInDir( CString sDir )
}
CString Character::GetModelPath() { return m_sCharDir + "model.txt"; }
CString Character::GetRestAnimationPath() { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest" SLASH)); }
CString Character::GetWarmUpAnimationPath() { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp" SLASH)); }
CString Character::GetDanceAnimationPath() { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance" SLASH)); }
CString Character::GetModelPath() { return m_sCharDir + "model.txt"; }
CString Character::GetRestAnimationPath() { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest" SLASH)); }
CString Character::GetWarmUpAnimationPath() { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp" SLASH)); }
CString Character::GetDanceAnimationPath() { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance" SLASH)); }
CString Character::GetHowToPlayAnimationPath() { return DerefRedir(GetRandomFileInDir(m_sCharDir + "HowToPlay" SLASH)); }
CString Character::GetTakingABreakPath()
{
CStringArray as;
+1
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@@ -29,6 +29,7 @@ public:
CString GetRestAnimationPath();
CString GetWarmUpAnimationPath();
CString GetDanceAnimationPath();
CString GetHowToPlayAnimationPath();
CString m_sCharDir;
CString m_sName;
+1
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@@ -59,6 +59,7 @@ DancingCharacters::DancingCharacters()
m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
m_Character[p].LoadMilkshapeAsciiBones( "howtoplay", pChar->GetHowToPlayAnimationPath() );
m_Character[p].PlayAnimation( "rest" );
this->AddChild( &m_Character[p] );
}
+7
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@@ -738,6 +738,13 @@ void Model::PlayAnimation( CString sAniName )
m_fCurrFrame = 0;
}
float Model::GetCurFrame() { return m_fCurrFrame; };
void Model::SetFrame( float fNewFrame )
{
m_fCurrFrame = fNewFrame;
}
void
Model::AdvanceFrame (float dt)
{
+2
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@@ -57,6 +57,8 @@ public:
void AdvanceFrame (float dt);
virtual void SetState( int iNewState );
float GetCurFrame();
void SetFrame( float fNewFrame );
virtual int GetNumStates();
+94 -3
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@@ -1,4 +1,5 @@
#include "global.h"
#include "stdlib.h"
/*
-----------------------------------------------------------------------------
Class: ScreenHowToPlay
@@ -43,9 +44,35 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
m_LifeMeter.Load( PLAYER_1 );
m_LifeMeter.SetXY( 480, 40 );
this->AddChild( &m_LifeMeter );
// Display character
int iRnd;
iRnd = rand() % (GAMESTATE->m_pCharacters.size()-1);
if( iRnd != 0 )
{
m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() );
m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() );
m_mCharacter.SetZoom(20);
m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,100;Y,425");
this->AddChild(&m_mCharacter);
}
//
NoteData* pND = new NoteData;
pND->SetNumTracks( iNumOfTracks );
/* Old notes.. Until our HowToPlay animation changes, Steps changed.
pND->SetTapNote( 0, ROWS_PER_BEAT*12, TAP_TAP );
pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP );
pND->SetTapNote( 2, ROWS_PER_BEAT*20, TAP_TAP );
@@ -62,25 +89,39 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*45.5f), TAP_TAP );
pND->SetTapNote( 0, ROWS_PER_BEAT*46, TAP_TAP );
pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
*/
pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP );
pND->SetTapNote( 2, ROWS_PER_BEAT*18, TAP_TAP );
pND->SetTapNote( 0, ROWS_PER_BEAT*20, TAP_TAP );
pND->SetTapNote( 0, ROWS_PER_BEAT*22, TAP_TAP );
pND->SetTapNote( 3, ROWS_PER_BEAT*22, TAP_TAP );
m_pSong = new Song;
float fSongBPM = SONG_BPM; // need this on a separate line, otherwise VC6 release build screws up and returns 0
m_pSong->AddBPMSegment( BPMSegment(0.0,fSongBPM) );
m_pSong->AddStopSegment( StopSegment(15,2) );
/* Same as above
m_pSong->AddStopSegment( StopSegment(12,2) );
m_pSong->AddStopSegment( StopSegment(16,2) );
m_pSong->AddStopSegment( StopSegment(20,2) );
m_pSong->AddStopSegment( StopSegment(24,2) );
m_pSong->AddStopSegment( StopSegment(28,2) );
*/
m_pSong->AddStopSegment( StopSegment(16,2) );
m_pSong->AddStopSegment( StopSegment(18,2) );
m_pSong->AddStopSegment( StopSegment(20,2) );
m_pSong->AddStopSegment( StopSegment(22,2) );
GAMESTATE->m_pCurSong = m_pSong;
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
m_Player.Load( PLAYER_1, pND, &m_LifeMeter, NULL, NULL, NULL, NULL, NULL );
/* We need a nice way to fill up the LifeMeter half-way. -- Miryo */
m_Player.SetX( 480 );
m_Player.DontShowJudgement();
this->AddChild( &m_Player );
delete pND;
m_fFakeSecondsIntoSong = 0;
@@ -99,6 +140,56 @@ void ScreenHowToPlay::Update( float fDelta )
{
GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
m_fFakeSecondsIntoSong += fDelta;
LOG->ShowConsole();
if( GAMESTATE->m_bFreeze )
{
switch(int(GAMESTATE->m_fSongBeat))
{
case 16: m_mCharacter.SetFrame(30); break;
case 18: m_mCharacter.SetFrame(85); break;
case 20: m_mCharacter.SetFrame(150); break;
case 22: m_mCharacter.SetFrame(270); break;
};
}
else
{
// HowToPlay animations.. This will be retimed soon to be a reasonable speed. This was just a quick'n'dirty way of showing this screen correctly.
// Until we get a better HowToPlay animation done, it has to be this way..
if( (GAMESTATE->m_fSongBeat >= 15.0f && GAMESTATE->m_fSongBeat <= 15.2f) )
{
m_mCharacter.SetFrame(1);
};
if( (GAMESTATE->m_fSongBeat >= 17.0f && GAMESTATE->m_fSongBeat <= 17.2f) )
{
m_mCharacter.SetFrame(55);
};
if( (GAMESTATE->m_fSongBeat >= 19.0f && GAMESTATE->m_fSongBeat <= 19.2f) )
{
m_mCharacter.SetFrame(120);
};
if( (GAMESTATE->m_fSongBeat >= 21.0f && GAMESTATE->m_fSongBeat <= 21.2f) )
{
m_mCharacter.SetFrame(240);
};
// ----------------------------------------------------------------------- */
if( (GAMESTATE->m_fSongBeat >= 0.0f && GAMESTATE->m_fSongBeat <= 15.0f) ||
(GAMESTATE->m_fSongBeat >= 16.8f && GAMESTATE->m_fSongBeat <= 17.0f) ||
(GAMESTATE->m_fSongBeat >= 18.8f && GAMESTATE->m_fSongBeat <= 19.0f) ||
(GAMESTATE->m_fSongBeat >= 20.8f && GAMESTATE->m_fSongBeat <= 21.0f) ||
(GAMESTATE->m_fSongBeat >= 22.8f) )
{
if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) )
m_mCharacter.SetFrame(184);
//Loop for HowToPlay static movement is 184~243
};
m_mCharacter.Update( (0+(fDelta*1.08)) );
//m_mCharacter.Draw();
};
}
ScreenAttract::Update( fDelta );
@@ -110,7 +201,7 @@ void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
{
case SM_BeginFadingOut:
/* We can't do this in ScreenHowToPlay::~ScreenHowToPlay, since that happens
* after the ctor of the next screen; we don't want to mess with its state. */
* after the actor of the next screen; we don't want to mess with its state. */
GAMESTATE->m_pCurSong = NULL;
break;
}
+8
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@@ -9,9 +9,11 @@
-----------------------------------------------------------------------------
*/
#include "ScreenAttract.h"
#include "Player.h"
#include "LifeMeterBar.h"
#include "Character.h"
class ScreenHowToPlay : public ScreenAttract
@@ -26,9 +28,15 @@ public:
protected:
LifeMeterBar m_LifeMeter;
Player m_Player;
Model m_mCharacter;
Song* m_pSong;
float m_fFakeSecondsIntoSong;
float m_fSecondsUntilNextKeyFrame;
/*#define NUM_KEY_FRAMES 10
float m_fKeyFrames[NUM_KEY_FRAMES];
float m_fCurKeyFrame;*/
};
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