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@@ -22,22 +22,21 @@
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#include "SongManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "ScreenGameOver.h"
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//
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// Defines specific to GameScreenTitleMenu
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//
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const float COLUMN_LEFT_SINGLE = (SCREEN_WIDTH*1/4);
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const float COLUMN_RIGHT_SINGLE = (SCREEN_WIDTH*3/4);
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const float COLUMN_LEFT_DOUBLE = (COLUMN_LEFT_SINGLE+30);
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const float COLUMN_RIGHT_DOUBLE = (COLUMN_RIGHT_SINGLE-30);
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const float LIFE_X[NUM_PLAYERS] = { CENTER_X-180, CENTER_X+180 };
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const float LIFE_Y = SCREEN_TOP+28;
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const float SCORE_X[NUM_PLAYERS] = { CENTER_X-214, CENTER_X+214 };
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const float SCORE_Y = SCREEN_BOTTOM-38;
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const float DIFFICULTY_X[NUM_PLAYERS] = { SCREEN_LEFT+50, SCREEN_RIGHT-50 };
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const float DIFFICULTY_Y = SCREEN_BOTTOM-80;
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const float MAX_SECONDS_CAN_BE_OFF_BY = 0.20f;
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const float TIME_BETWEEN_DANCING_COMMENTS = 15;
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@@ -57,7 +56,7 @@ const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+121);
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const ScreenMessage SM_ShowFailed = ScreenMessage(SM_User+122);
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const ScreenMessage SM_PlayFailComment = ScreenMessage(SM_User+123);
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const ScreenMessage SM_HideFailed = ScreenMessage(SM_User+124);
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const ScreenMessage SM_GoToSelectSong = ScreenMessage(SM_User+125);
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const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
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@@ -72,67 +71,52 @@ ScreenGameplay::ScreenGameplay()
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m_pSong = SONGMAN->m_pCurSong;
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// Get the current StyleDef definition (used below)
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StyleDef* pStyleDef = GAME->GetCurrentStyleDef();
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAME->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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NoteData* pOriginalNoteData = SONGMAN->m_pCurNotes[p]->GetNoteData();
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NoteData newNoteData;
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GAME->GetCurrentStyleDef()->GetTransformedNoteDataForStyle( (PlayerNumber)p, pOriginalNoteData, newNoteData );
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m_Player[p].Load(
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(PlayerNumber)p,
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&newNoteData,
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PREFS->m_PlayerOptions[p],
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&m_LifeMeter[p],
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&m_ScoreDisplay[p]
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);
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}
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m_Background.LoadFromSong( SONGMAN->m_pCurSong );
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m_Background.SetDiffuseColor( D3DXCOLOR(0.4f,0.4f,0.4f,1) );
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this->AddActor( &m_Background );
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// Get the current StyleDef definition (used below)
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StyleDef* pStyleDef = GAMEMAN->GetCurrentStyleDef();
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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float fDifficultyY = DIFFICULTY_Y;
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if( PREFSMAN->m_PlayerOptions[p].m_bReverseScroll )
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fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y;
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m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
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m_DifficultyBanner[p].SetFromNotes( SONGMAN->m_pCurNotes[p] );
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this->AddActor( &m_DifficultyBanner[p] );
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// init players
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if( GAME->m_sCurrentStyle == "single" )
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{
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m_Player[PLAYER_1].SetX( COLUMN_LEFT_SINGLE );
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this->AddActor( &m_Player[PLAYER_1] );
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}
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else if( GAME->m_sCurrentStyle == "versus" || GAME->m_sCurrentStyle == "couple" )
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{
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m_Player[PLAYER_1].SetX( COLUMN_LEFT_SINGLE );
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this->AddActor( &m_Player[PLAYER_1] );
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m_Player[PLAYER_2].SetX( COLUMN_RIGHT_SINGLE );
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this->AddActor( &m_Player[PLAYER_2] );
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}
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else if( GAME->m_sCurrentStyle == "double" || GAME->m_sCurrentStyle == "solo" )
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{
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m_Player[PLAYER_1].SetX( CENTER_X );
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this->AddActor( &m_Player[PLAYER_1] );
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}
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else
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ASSERT( false ); // invalid style
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NoteData* pOriginalNoteData = SONGMAN->m_pCurNotes[p]->GetNoteData();
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NoteData newNoteData;
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GAMEMAN->GetCurrentStyleDef()->GetTransformedNoteDataForStyle( (PlayerNumber)p, pOriginalNoteData, newNoteData );
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m_Player[p].SetX( (float) GAMEMAN->GetCurrentStyleDef()->m_iCenterX[p] );
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m_Player[p].Load(
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(PlayerNumber)p,
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GAMEMAN->GetCurrentStyleDef(),
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&newNoteData,
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PREFSMAN->m_PlayerOptions[p],
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&m_LifeMeter[p],
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&m_ScoreDisplay[p]
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);
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this->AddActor( &m_Player[p] );
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAME->IsPlayerEnabled(PlayerNumber(p)) )
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if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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m_LifeMeter[p].SetPlayerOptions( PREFS->m_PlayerOptions[p] );
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m_LifeMeter[p].SetPlayerOptions( PREFSMAN->m_PlayerOptions[p] );
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m_LifeMeter[p].SetXY( LIFE_X[p], LIFE_Y );
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m_LifeMeter[p].SetZoomX( 256 );
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m_LifeMeter[p].SetZoomY( 20 );
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@@ -151,13 +135,13 @@ ScreenGameplay::ScreenGameplay()
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m_textSmallStage.TurnShadowOff();
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m_textSmallStage.SetXY( CENTER_X, 60 );
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m_textSmallStage.SetDiffuseColor( D3DXCOLOR(0.3f,1,1,1) );
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m_textSmallStage.SetText( PREFS->GetStageText() );
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m_textSmallStage.SetText( PREFSMAN->GetStageText() );
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this->AddActor( &m_textSmallStage );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAME->IsPlayerEnabled(PlayerNumber(p)) )
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if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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m_ScoreDisplay[p].SetXY( SCORE_X[p], SCORE_Y );
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@@ -243,13 +227,13 @@ void ScreenGameplay::Update( float fDeltaTime )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAME->IsPlayerEnabled(PlayerNumber(p)) )
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if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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m_Player[p].Update( fDeltaTime, fSongBeat, fMaxBeatDifference );
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}
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// check for fail
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switch( PREFS->m_SongOptions.m_FailType )
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switch( PREFSMAN->m_SongOptions.m_FailType )
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{
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case SongOptions::FAIL_ARCADE:
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case SongOptions::FAIL_END_OF_SONG:
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@@ -263,17 +247,15 @@ void ScreenGameplay::Update( float fDeltaTime )
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bool bAllFailed = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAME->IsPlayerEnabled(PlayerNumber(p)) )
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if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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const float fLifePercentage = m_LifeMeter[p].GetLifePercentage();
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if( fLifePercentage > 0.3f )
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if( !m_LifeMeter[p].IsAboutToFail() )
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{
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bAllAboutToFail = false;
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bAllFailed = false;
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}
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else if( fLifePercentage > 0.0f ) // dead. Let the message handler choose to fail or not
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else if( !m_LifeMeter[p].HasFailed() )
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{
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bAllFailed = false;
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}
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@@ -304,7 +286,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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this->SendScreenMessage( SM_SongEnded, 1 );
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// Check to see if it's time to play a gameplay comment
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if( PREFS->m_GameOptions.m_bAnnouncer )
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if( PREFSMAN->m_bAnnouncer )
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{
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m_fTimeLeftBeforeDancingComment -= fDeltaTime;
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if( m_fTimeLeftBeforeDancingComment <= 0 )
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@@ -322,7 +304,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( PREFS->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
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if( PREFSMAN->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
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{
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//
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// play assist ticks
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@@ -342,10 +324,11 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAME->IsPlayerEnabled( (PlayerNumber)p ) )
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if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
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continue; // skip
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bAnyoneHasANote |= m_Player[p].IsThereANoteAtIndex( i );
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break; // this will only play the tick for the first player that is joined
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}
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}
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@@ -413,7 +396,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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break;
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case SM_User+2:
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m_sprReady.StartFocusing();
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if( PREFS->m_GameOptions.m_bAnnouncer )
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if( PREFSMAN->m_bAnnouncer )
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m_announcerReady.PlayRandom();
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break;
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case SM_User+3:
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@@ -423,11 +406,11 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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break;
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case SM_User+5:
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m_sprHereWeGo.StartFocusing();
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if( PREFS->m_GameOptions.m_bAnnouncer )
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if( PREFSMAN->m_bAnnouncer )
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m_announcerHereWeGo.PlayRandom();
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m_Background.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,0.8f,1) );
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m_soundMusic.Play();
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m_soundMusic.SetPlaybackRate( PREFS->m_SongOptions.m_fMusicRate );
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m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
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break;
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case SM_User+6:
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break;
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@@ -442,7 +425,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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// received while STATE_DANCING
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case SM_LifeIs0:
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if( PREFS->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE ) // fail them now!
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if( PREFSMAN->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE ) // fail them now!
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this->SendScreenMessage( SM_BeginFailed, 0 );
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m_DancingState = STATE_OUTRO;
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break;
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@@ -457,7 +440,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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else // cleared
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{
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m_StarWipe.CloseWipingRight( SM_ShowCleared );
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if( PREFS->m_GameOptions.m_bAnnouncer )
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if( PREFSMAN->m_bAnnouncer )
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m_announcerCleared.PlayRandom(); // crowd cheer
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}
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m_DancingState = STATE_OUTRO;
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@@ -473,9 +456,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SendMessageToTopScreen( SM_GoToResults, 1 );
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break;
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case SM_GoToResults:
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// send score summaries to the PREFS object so ScreenResults can grab it.
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PREFS->m_ScoreSummary[PLAYER_1] = m_Player[PLAYER_1].GetScoreSummary();
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PREFS->m_ScoreSummary[PLAYER_2] = m_Player[PLAYER_2].GetScoreSummary();
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// send score summaries to the PREFSMAN object so ScreenResults can grab it.
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PREFSMAN->m_ScoreSummary[PLAYER_1] = m_Player[PLAYER_1].GetScoreSummary();
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PREFSMAN->m_ScoreSummary[PLAYER_2] = m_Player[PLAYER_2].GetScoreSummary();
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SCREENMAN->SetNewScreen( new ScreenResults );
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break;
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@@ -487,7 +470,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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this->SendScreenMessage( SM_ShowFailed, 0.2f );
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break;
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case SM_ShowFailed:
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if( PREFS->m_GameOptions.m_bAnnouncer )
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if( PREFSMAN->m_bAnnouncer )
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m_soundFail.PlayRandom();
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// make the background invisible so we don't waste mem bandwidth drawing it
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@@ -509,7 +492,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SendMessageToTopScreen( SM_HideFailed, 3.0f );
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break;
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case SM_PlayFailComment:
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if( PREFS->m_GameOptions.m_bAnnouncer )
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if( PREFSMAN->m_bAnnouncer )
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m_announcerFailComment.PlayRandom();
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break;
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case SM_HideFailed:
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@@ -517,10 +500,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_sprFailed.BeginTweening(1.0f);
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m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
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SCREENMAN->SendMessageToTopScreen( SM_GoToSelectSong, 1.5f );
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SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 1.5f );
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break;
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case SM_GoToSelectSong:
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SCREENMAN->SetNewScreen( new ScreenSelectMusic );
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case SM_GoToScreenAfterFail:
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if( PREFSMAN->m_bEventMode )
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SCREENMAN->SetNewScreen( new ScreenSelectMusic );
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else
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SCREENMAN->SetNewScreen( new ScreenGameOver );
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break;
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}
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