show early/late in judgment

larger boo window when playing beginner
This commit is contained in:
Chris Danford
2005-04-28 00:13:01 +00:00
parent 395d6488a8
commit b33f16d9b7
9 changed files with 69 additions and 35 deletions
+15 -8
View File
@@ -32,8 +32,12 @@ static ThemeMetric<apActorCommands> MISS_EVEN_COMMAND ("Judgment","MissEvenComm
Judgment::Judgment() Judgment::Judgment()
{ {
m_iCount = 0; m_iCount = 0;
}
m_sprJudgment.Load( THEME->GetPathG("Judgment","label 1x6") ); void Judgment::Load( bool bBeginner )
{
m_sprJudgment.Load( THEME->GetPathG("Judgment",bBeginner?"BeginnerLabel":"label") );
ASSERT( m_sprJudgment.GetNumStates() == 6 || m_sprJudgment.GetNumStates() == 12 );
m_sprJudgment.StopAnimating(); m_sprJudgment.StopAnimating();
Reset(); Reset();
this->AddChild( &m_sprJudgment ); this->AddChild( &m_sprJudgment );
@@ -48,7 +52,7 @@ void Judgment::Reset()
m_sprJudgment.SetHidden( true ); m_sprJudgment.SetHidden( true );
} }
void Judgment::SetJudgment( TapNoteScore score ) void Judgment::SetJudgment( TapNoteScore score, bool bEarly )
{ {
//LOG->Trace( "Judgment::SetJudgment()" ); //LOG->Trace( "Judgment::SetJudgment()" );
@@ -56,35 +60,38 @@ void Judgment::SetJudgment( TapNoteScore score )
m_sprJudgment.SetHidden( false ); m_sprJudgment.SetHidden( false );
int iStateMult = (m_sprJudgment.GetNumStates()==12) ? 2 : 0;
int iStateAdd = bEarly ? 0 : 1;
switch( score ) switch( score )
{ {
case TNS_MARVELOUS: case TNS_MARVELOUS:
m_sprJudgment.SetState( 0 ); m_sprJudgment.SetState( 0 * iStateMult + iStateAdd );
m_sprJudgment.RunCommands( (m_iCount%2) ? MARVELOUS_ODD_COMMAND : MARVELOUS_EVEN_COMMAND ); m_sprJudgment.RunCommands( (m_iCount%2) ? MARVELOUS_ODD_COMMAND : MARVELOUS_EVEN_COMMAND );
m_sprJudgment.RunCommands( MARVELOUS_COMMAND ); m_sprJudgment.RunCommands( MARVELOUS_COMMAND );
break; break;
case TNS_PERFECT: case TNS_PERFECT:
m_sprJudgment.SetState( 1 ); m_sprJudgment.SetState( 1 * iStateMult + iStateAdd );
m_sprJudgment.RunCommands( (m_iCount%2) ? PERFECT_ODD_COMMAND : PERFECT_EVEN_COMMAND ); m_sprJudgment.RunCommands( (m_iCount%2) ? PERFECT_ODD_COMMAND : PERFECT_EVEN_COMMAND );
m_sprJudgment.RunCommands( PERFECT_COMMAND ); m_sprJudgment.RunCommands( PERFECT_COMMAND );
break; break;
case TNS_GREAT: case TNS_GREAT:
m_sprJudgment.SetState( 2 ); m_sprJudgment.SetState( 2 * iStateMult + iStateAdd );
m_sprJudgment.RunCommands( (m_iCount%2) ? GREAT_ODD_COMMAND : GREAT_EVEN_COMMAND ); m_sprJudgment.RunCommands( (m_iCount%2) ? GREAT_ODD_COMMAND : GREAT_EVEN_COMMAND );
m_sprJudgment.RunCommands( GREAT_COMMAND ); m_sprJudgment.RunCommands( GREAT_COMMAND );
break; break;
case TNS_GOOD: case TNS_GOOD:
m_sprJudgment.SetState( 3 ); m_sprJudgment.SetState( 3 * iStateMult + iStateAdd );
m_sprJudgment.RunCommands( (m_iCount%2) ? GOOD_ODD_COMMAND : GOOD_EVEN_COMMAND ); m_sprJudgment.RunCommands( (m_iCount%2) ? GOOD_ODD_COMMAND : GOOD_EVEN_COMMAND );
m_sprJudgment.RunCommands( GOOD_COMMAND ); m_sprJudgment.RunCommands( GOOD_COMMAND );
break; break;
case TNS_BOO: case TNS_BOO:
m_sprJudgment.SetState( 4 ); m_sprJudgment.SetState( 4 * iStateMult + iStateAdd );
m_sprJudgment.RunCommands( (m_iCount%2) ? BOO_ODD_COMMAND : BOO_EVEN_COMMAND ); m_sprJudgment.RunCommands( (m_iCount%2) ? BOO_ODD_COMMAND : BOO_EVEN_COMMAND );
m_sprJudgment.RunCommands( BOO_COMMAND ); m_sprJudgment.RunCommands( BOO_COMMAND );
break; break;
case TNS_MISS: case TNS_MISS:
m_sprJudgment.SetState( 5 ); m_sprJudgment.SetState( 5 * iStateMult + iStateAdd );
m_sprJudgment.RunCommands( (m_iCount%2) ? MISS_ODD_COMMAND : MISS_EVEN_COMMAND ); m_sprJudgment.RunCommands( (m_iCount%2) ? MISS_ODD_COMMAND : MISS_EVEN_COMMAND );
m_sprJudgment.RunCommands( MISS_COMMAND ); m_sprJudgment.RunCommands( MISS_COMMAND );
break; break;
+2 -2
View File
@@ -13,9 +13,9 @@ class Judgment : public ActorFrame
{ {
public: public:
Judgment(); Judgment();
void Load( bool bAlternateLabel );
void Reset(); void Reset();
void SetJudgment( TapNoteScore score ); void SetJudgment( TapNoteScore score, bool bEarly );
protected: protected:
Sprite m_sprJudgment; Sprite m_sprJudgment;
+5 -4
View File
@@ -30,7 +30,7 @@ int GetNumNWithScore( const NoteData &in, TapNoteScore tns, int MinTaps, int iSt
FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( in, r, iStartRow, iEndRow ) FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( in, r, iStartRow, iEndRow )
{ {
int iNumNotesInRow = in.GetNumTracksWithTapOrHoldHead( r ); int iNumNotesInRow = in.GetNumTracksWithTapOrHoldHead( r );
TapNoteScore tnsRow = NoteDataWithScoring::LastTapNoteScore( in, r ); TapNoteScore tnsRow = NoteDataWithScoring::LastTapNoteResult( in, r ).tns;
if( iNumNotesInRow >= MinTaps && tnsRow >= tns ) if( iNumNotesInRow >= MinTaps && tnsRow >= tns )
iNumSuccessfulDoubles++; iNumSuccessfulDoubles++;
@@ -156,12 +156,13 @@ int LastTapNoteScoreTrack( const NoteData &in, unsigned iRow )
} }
} }
TapNoteScore NoteDataWithScoring::LastTapNoteScore( const NoteData &in, unsigned iRow )
TapNoteResult NoteDataWithScoring::LastTapNoteResult( const NoteData &in, unsigned iRow )
{ {
int iTrack = LastTapNoteScoreTrack( in, iRow ); int iTrack = LastTapNoteScoreTrack( in, iRow );
if( iTrack == -1 ) if( iTrack == -1 )
return TNS_NONE; return TapNoteResult();
return in.GetTapNote(iTrack, iRow).result.tns; return in.GetTapNote(iTrack, iRow).result;
} }
+2 -1
View File
@@ -5,6 +5,7 @@
#include "GameConstantsAndTypes.h" #include "GameConstantsAndTypes.h"
#include "PlayerNumber.h" #include "PlayerNumber.h"
#include "NoteTypes.h"
#include <map> #include <map>
struct RadarValues; struct RadarValues;
@@ -13,7 +14,7 @@ namespace NoteDataWithScoring
{ {
bool IsRowCompletelyJudged( const NoteData &in, unsigned iRow ); bool IsRowCompletelyJudged( const NoteData &in, unsigned iRow );
TapNoteScore MinTapNoteScore( const NoteData &in, unsigned iRow ); TapNoteScore MinTapNoteScore( const NoteData &in, unsigned iRow );
TapNoteScore LastTapNoteScore( const NoteData &in, unsigned iRow ); TapNoteResult LastTapNoteResult( const NoteData &in, unsigned iRow );
void GetActualRadarValues( const NoteData &in, PlayerNumber pn, float fSongSeconds, RadarValues& out ); void GetActualRadarValues( const NoteData &in, PlayerNumber pn, float fSongSeconds, RadarValues& out );
}; };
+39 -16
View File
@@ -45,8 +45,13 @@ CString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ){ return "AttackDisp
/* Distance to search for a note in Step(), in seconds. */ /* Distance to search for a note in Step(), in seconds. */
static const float StepSearchDistance = 1.0f; static const float StepSearchDistance = 1.0f;
#define ADJUSTED_WINDOW( judge ) ((PREFSMAN->m_fJudgeWindowSeconds##judge * PREFSMAN->m_fJudgeWindowScale) + PREFSMAN->m_fJudgeWindowAdd) #define ADJUSTED_WINDOW_HOLD( judge ) ( \
(PREFSMAN->m_fJudgeWindowSeconds##judge * PREFSMAN->m_fJudgeWindowScale) + \
PREFSMAN->m_fJudgeWindowAdd )
#define ADJUSTED_WINDOW_TAP( judge, tns ) ( \
ADJUSTED_WINDOW_HOLD( judge ) + \
((PREFSMAN->m_bMercifulBeginner && (tns==TNS_MISS||tns==TNS_BOO) && IsPlayingBeginner()) ? 0.5f : 0) )
Player::Player() Player::Player()
{ {
@@ -164,6 +169,7 @@ void Player::Init(
ActorUtil::OnCommand( m_Combo, sType ); ActorUtil::OnCommand( m_Combo, sType );
m_Judgment.SetName( "Judgment" ); m_Judgment.SetName( "Judgment" );
m_Judgment.Load( IsPlayingBeginner() );
ActorUtil::OnCommand( m_Judgment, sType ); ActorUtil::OnCommand( m_Judgment, sType );
m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD; m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
@@ -462,7 +468,7 @@ void Player::Update( float fDeltaTime )
else else
{ {
// Decrease life // Decrease life
fLife -= fDeltaTime/ADJUSTED_WINDOW(OK); fLife -= fDeltaTime/ADJUSTED_WINDOW_HOLD(OK);
fLife = max( fLife, 0 ); // clamp fLife = max( fLife, 0 ); // clamp
} }
break; break;
@@ -473,7 +479,7 @@ void Player::Update( float fDeltaTime )
// give positive life in Step(), not here. // give positive life in Step(), not here.
// Decrease life // Decrease life
fLife -= fDeltaTime/ADJUSTED_WINDOW(Roll); fLife -= fDeltaTime/ADJUSTED_WINDOW_HOLD(Roll);
fLife = max( fLife, 0 ); // clamp fLife = max( fLife, 0 ); // clamp
break; break;
default: default:
@@ -850,20 +856,20 @@ void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
{ {
case TapNote::mine: case TapNote::mine:
// stepped too close to mine? // stepped too close to mine?
if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Mine) ) if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Mine,TNS_HIT_MINE) )
score = TNS_HIT_MINE; score = TNS_HIT_MINE;
break; break;
case TapNote::attack: case TapNote::attack:
if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Attack) && !tn.result.bHidden ) if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Attack,TNS_NONE) && !tn.result.bHidden )
score = TNS_PERFECT; /* sentinel */ score = TNS_PERFECT; /* sentinel */
break; break;
default: default:
if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Marvelous) ) score = TNS_MARVELOUS; if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Marvelous, TNS_MARVELOUS) ) score = TNS_MARVELOUS;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Perfect) ) score = TNS_PERFECT; else if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Perfect, TNS_PERFECT) ) score = TNS_PERFECT;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Great) ) score = TNS_GREAT; else if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Great, TNS_GREAT) ) score = TNS_GREAT;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Good) ) score = TNS_GOOD; else if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Good, TNS_GOOD) ) score = TNS_GOOD;
else if( fSecondsFromPerfect <= ADJUSTED_WINDOW(Boo) ) score = TNS_BOO; else if( fSecondsFromPerfect <= ADJUSTED_WINDOW_TAP(Boo, TNS_BOO) ) score = TNS_BOO;
else score = TNS_NONE; else score = TNS_NONE;
break; break;
} }
@@ -1180,8 +1186,9 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
* the 2nd step of the jump, it sets another column's timer then AND's the jump * the 2nd step of the jump, it sets another column's timer then AND's the jump
* columns with the "was pressed recently" columns to see whether or not you hit * columns with the "was pressed recently" columns to see whether or not you hit
* all the columns of the jump. -Chris */ * all the columns of the jump. -Chris */
// TapNoteScore score = NoteDataWithScoring::MinTapNoteScore( m_NoteData, iIndexThatWasSteppedOn ); TapNoteResult tnr = NoteDataWithScoring::LastTapNoteResult( m_NoteData, iIndexThatWasSteppedOn );
TapNoteScore score = NoteDataWithScoring::LastTapNoteScore( m_NoteData, iIndexThatWasSteppedOn ); TapNoteScore score = tnr.tns;
ASSERT(score != TNS_NONE); ASSERT(score != TNS_NONE);
ASSERT(score != TNS_HIT_MINE); ASSERT(score != TNS_HIT_MINE);
ASSERT(score != TNS_AVOIDED_MINE); ASSERT(score != TNS_AVOIDED_MINE);
@@ -1221,7 +1228,7 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
HandleTapRowScore( iIndexThatWasSteppedOn ); // update score HandleTapRowScore( iIndexThatWasSteppedOn ); // update score
m_Judgment.SetJudgment( score ); m_Judgment.SetJudgment( score, tnr.fTapNoteOffset < 0 );
} }
@@ -1295,7 +1302,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
} }
if( iNumMissesFound > 0 ) if( iNumMissesFound > 0 )
m_Judgment.SetJudgment( TNS_MISS ); m_Judgment.SetJudgment( TNS_MISS, false );
} }
@@ -1380,7 +1387,7 @@ void Player::RandomizeNotes( int iNoteRow )
void Player::HandleTapRowScore( unsigned row ) void Player::HandleTapRowScore( unsigned row )
{ {
TapNoteScore scoreOfLastTap = NoteDataWithScoring::LastTapNoteScore( m_NoteData, row ); TapNoteScore scoreOfLastTap = NoteDataWithScoring::LastTapNoteResult( m_NoteData, row ).tns;
int iNumTapsInRow = m_NoteData.GetNumTracksWithTapOrHoldHead(row); int iNumTapsInRow = m_NoteData.GetNumTracksWithTapOrHoldHead(row);
ASSERT(iNumTapsInRow > 0); ASSERT(iNumTapsInRow > 0);
@@ -1569,7 +1576,7 @@ void Player::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
float Player::GetMaxStepDistanceSeconds() float Player::GetMaxStepDistanceSeconds()
{ {
return GAMESTATE->m_SongOptions.m_fMusicRate * ADJUSTED_WINDOW(Boo); return GAMESTATE->m_SongOptions.m_fMusicRate * ADJUSTED_WINDOW_TAP(Boo,TNS_BOO);
} }
void Player::FadeToFail() void Player::FadeToFail()
@@ -1578,6 +1585,22 @@ void Player::FadeToFail()
m_pNoteField->FadeToFail(); m_pNoteField->FadeToFail();
} }
bool Player::IsPlayingBeginner() const
{
if( !m_pPlayerStageStats->vpPossibleSteps.empty() )
{
Steps *pSteps = m_pPlayerStageStats->vpPossibleSteps[0];
return pSteps->GetDifficulty() == DIFFICULTY_BEGINNER;
}
else
{
if( m_pPlayerState->m_PlayerNumber == PLAYER_INVALID )
return false;
Steps *pSteps = GAMESTATE->m_pCurSteps[ m_pPlayerState->m_PlayerNumber ];
return pSteps && pSteps->GetDifficulty() == DIFFICULTY_BEGINNER;
}
}
/* /*
* (c) 2001-2004 Chris Danford * (c) 2001-2004 Chris Danford
* All rights reserved. * All rights reserved.
+3 -1
View File
@@ -53,7 +53,7 @@ public:
void ApplyWaitingTransforms(); void ApplyWaitingTransforms();
void SetPaused( bool bPaused ) { m_bPaused = bPaused; } void SetPaused( bool bPaused ) { m_bPaused = bPaused; }
static float GetMaxStepDistanceSeconds(); float GetMaxStepDistanceSeconds();
NoteData m_NoteData; NoteData m_NoteData;
@@ -70,6 +70,8 @@ protected:
int GetClosestNoteDirectional( int col, int iStartRow, int iMaxRowsAhead, bool bAllowGraded, bool bForward ) const; int GetClosestNoteDirectional( int col, int iStartRow, int iMaxRowsAhead, bool bAllowGraded, bool bForward ) const;
int GetClosestNote( int col, int iNoteRow, int iMaxRowsAhead, int iMaxRowsBehind, bool bAllowGraded ) const; int GetClosestNote( int col, int iNoteRow, int iMaxRowsAhead, int iMaxRowsBehind, bool bAllowGraded ) const;
bool IsPlayingBeginner() const;
PlayerState* m_pPlayerState; PlayerState* m_pPlayerState;
PlayerStageStats* m_pPlayerStageStats; PlayerStageStats* m_pPlayerStageStats;
float m_fNoteFieldHeight; float m_fNoteFieldHeight;
+1 -1
View File
@@ -99,7 +99,7 @@ public:
Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter
Preference<bool> m_bFailOffInBeginner; Preference<bool> m_bFailOffInBeginner;
Preference<bool> m_bFailOffForFirstStageEasy; Preference<bool> m_bFailOffForFirstStageEasy;
Preference<bool> m_bMercifulBeginner; // don't subtract from percent score or grade DP Preference<bool> m_bMercifulBeginner; // don't subtract from percent score or grade DP, larger boo window
// percent score (the number that is shown on the screen and saved to memory card) // percent score (the number that is shown on the screen and saved to memory card)
Preference<int> m_iPercentScoreWeightMarvelous; Preference<int> m_iPercentScoreWeightMarvelous;
+1 -1
View File
@@ -1461,7 +1461,7 @@ void ScreenGameplay::Update( float fDeltaTime )
float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat ); float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
/* Make sure we keep going long enough to register a miss for the last note. */ /* Make sure we keep going long enough to register a miss for the last note. */
fSecondsToStop += Player::GetMaxStepDistanceSeconds(); fSecondsToStop += m_Player[GAMESTATE->m_MasterPlayerNumber].GetMaxStepDistanceSeconds();
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_SongFinished.IsTransitioning() && !m_NextSong.IsTransitioning() ) if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_SongFinished.IsTransitioning() && !m_NextSong.IsTransitioning() )
m_SongFinished.StartTransitioning( SM_NotesEnded ); m_SongFinished.StartTransitioning( SM_NotesEnded );
+1 -1
View File
@@ -483,7 +483,7 @@ void ScreenGameplayMultiplayer::Update( float fDeltaTime )
float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat ); float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
/* Make sure we keep going long enough to register a miss for the last note. */ /* Make sure we keep going long enough to register a miss for the last note. */
fSecondsToStop += Player::GetMaxStepDistanceSeconds(); fSecondsToStop += m_AutoPlayer.GetMaxStepDistanceSeconds();
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_Out.IsTransitioning() ) if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_Out.IsTransitioning() )
this->HandleScreenMessage( SM_NotesEnded ); this->HandleScreenMessage( SM_NotesEnded );