added support for danger animation through BGAnimations or Movie
This commit is contained in:
+7
-10
@@ -2,6 +2,7 @@
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Fix
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Fix
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/////////////////////////
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/////////////////////////
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new phpwebhosting account
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new phpwebhosting account
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call BrainStorm guy
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call BrainStorm guy
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@@ -14,9 +15,9 @@ kitsappt photos
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100 flash on OK
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100 flash on OK
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slower eval bar
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slower eval bar tween
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option lines wrap
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post graphics jobs needed on web site.
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max style judge tween
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max style judge tween
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@@ -26,10 +27,6 @@ precise timing adjustment
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draw taps on same row as hold with hold head
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draw taps on same row as hold with hold head
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arrow under options titles
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wrap option title text
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texture cache
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texture cache
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max style lifemeter animation
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max style lifemeter animation
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@@ -40,9 +37,11 @@ TICK_MELODY
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pause in course contents scroll
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pause in course contents scroll
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scrollbar goofed up
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gap between wheel items
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limit best to 30 songs
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sample pop
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fix screwed up scroll bar
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ready, here we go between each stage of a course
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ready, here we go between each stage of a course
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@@ -50,8 +49,6 @@ send disc to Penny Arcade
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danger BGA, danger movie
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danger BGA, danger movie
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difficulty colors
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different top bar frame for oni
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different top bar frame for oni
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move NoteSkin to Theme
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move NoteSkin to Theme
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@@ -447,6 +447,20 @@ ColorNotSelected=0.5,0.5,0.5,1 // grayed
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HelpText=# $ to change line ! " to select between options then press START
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HelpText=# $ to change line ! " to select between options then press START
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TimerSeconds=40
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TimerSeconds=40
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[ScreenPreferences]
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LabelsX=140
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LabelsZoom=0.7
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LabelsHAlign=2 // 0,1,2 = left,center,right
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ItemsZoom=0.5
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ItemsX=160
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ItemsStartY=88
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ItemsSpacingY=34
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ColorSelected=1,1,1,1 // normal
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ColorNotSelected=0.5,0.5,0.5,1 // grayed
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ColorSelectedDefault=0.2,1.0,0.2,1 // green
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ColorNotSelectedDefault=0.1,0.5,0.1,1 // grayed green
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HelpText=# $ to change line ! " to select between options then press START
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[ScreenMapInstruments]
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[ScreenMapInstruments]
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HelpText=Use arrow keys to navigate, ENTER to assign, SPACE to clear, ESCAPE when done.
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HelpText=Use arrow keys to navigate, ENTER to assign, SPACE to clear, ESCAPE when done.
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@@ -590,3 +604,5 @@ Uppercase=1
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[OptionIconRow]
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[OptionIconRow]
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SpacingX=38
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SpacingX=38
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SpacingY=0
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SpacingY=0
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\
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@@ -63,14 +63,17 @@ Background::Background()
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m_BackgroundMode = MODE_STATIC_BG;
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m_BackgroundMode = MODE_STATIC_BG;
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m_sprDanger.SetZoom( 2 );
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CStringArray asPossibleDangerMovies;
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m_sprDanger.SetEffectWagging();
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GetDirListing( RANDOMMOVIES_DIR+"danger.avi", asPossibleDangerMovies, false, true );
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m_sprDanger.Load( THEME->GetPathTo("Graphics","gameplay danger text") );
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GetDirListing( RANDOMMOVIES_DIR+"danger.mpg", asPossibleDangerMovies, false, true );
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m_sprDanger.SetX( (float)RECTCENTERX(RECT_BACKGROUND) );
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GetDirListing( RANDOMMOVIES_DIR+"danger.mpeg", asPossibleDangerMovies, false, true );
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m_sprDanger.SetY( (float)RECTCENTERY(RECT_BACKGROUND) );
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m_sprDangerBackground.Load( THEME->GetPathTo("Graphics","gameplay danger background") );
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if( asPossibleDangerMovies.GetSize()>0 )
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m_sprDangerBackground.StretchTo( RECT_BACKGROUND );
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m_BGADanger.LoadFromMovie( asPossibleDangerMovies[0], true, false );
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else if( DoesFileExist(BG_ANIMS_DIR+"danger\\") )
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m_BGADanger.LoadFromAniDir( BG_ANIMS_DIR+"danger\\", "" );
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else
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PREFSMAN->m_bShowDanger = false;
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m_quadBGBrightness.StretchTo( RECT_BACKGROUND );
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m_quadBGBrightness.StretchTo( RECT_BACKGROUND );
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m_quadBGBrightness.SetDiffuse( D3DXCOLOR(0,0,0,1-PREFSMAN->m_fBGBrightness) );
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m_quadBGBrightness.SetDiffuse( D3DXCOLOR(0,0,0,1-PREFSMAN->m_fBGBrightness) );
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@@ -248,7 +251,7 @@ void Background::LoadFromSong( Song* pSong )
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CStringArray arrayPossibleAnims;
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CStringArray arrayPossibleAnims;
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GetDirListing( BG_ANIMS_DIR+"*.*", arrayPossibleAnims, true, true );
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GetDirListing( BG_ANIMS_DIR+"*.*", arrayPossibleAnims, true, true );
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for( int i=arrayPossibleAnims.GetSize()-1; i>=0; i-- )
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for( int i=arrayPossibleAnims.GetSize()-1; i>=0; i-- )
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if( 0==stricmp(arrayPossibleAnims[i].Right(3),"cvs") )
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if( 0==stricmp(arrayPossibleAnims[i].Right(3),"cvs") || -1!=arrayPossibleAnims[i].Find("anger") )
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arrayPossibleAnims.RemoveAt(i);
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arrayPossibleAnims.RemoveAt(i);
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for( i=0; i<4 && arrayPossibleAnims.GetSize()>0; i++ )
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for( i=0; i<4 && arrayPossibleAnims.GetSize()>0; i++ )
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{
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{
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@@ -266,6 +269,9 @@ void Background::LoadFromSong( Song* pSong )
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GetDirListing( RANDOMMOVIES_DIR + "*.avi", arrayPossibleMovies, false, true );
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GetDirListing( RANDOMMOVIES_DIR + "*.avi", arrayPossibleMovies, false, true );
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GetDirListing( RANDOMMOVIES_DIR + "*.mpg", arrayPossibleMovies, false, true );
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GetDirListing( RANDOMMOVIES_DIR + "*.mpg", arrayPossibleMovies, false, true );
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GetDirListing( RANDOMMOVIES_DIR + "*.mpeg", arrayPossibleMovies, false, true );
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GetDirListing( RANDOMMOVIES_DIR + "*.mpeg", arrayPossibleMovies, false, true );
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for( int i=arrayPossibleMovies.GetSize()-1; i>=0; i-- )
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if( -1!=arrayPossibleMovies[i].Find("anger") )
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arrayPossibleMovies.RemoveAt(i);
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for( int i=0; i<4 && arrayPossibleMovies.GetSize()>0; i++ )
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for( int i=0; i<4 && arrayPossibleMovies.GetSize()>0; i++ )
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{
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{
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int index = rand() % arrayPossibleMovies.GetSize();
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int index = rand() % arrayPossibleMovies.GetSize();
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@@ -349,8 +355,7 @@ void Background::Update( float fDeltaTime )
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if( DangerVisible() )
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if( DangerVisible() )
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{
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{
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m_sprDangerBackground.Update( fDeltaTime );
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m_BGADanger.Update( fDeltaTime );
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m_sprDanger.Update( fDeltaTime );
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}
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}
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else
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else
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{
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{
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@@ -385,8 +390,7 @@ void Background::DrawPrimitives()
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if( DangerVisible() )
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if( DangerVisible() )
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{
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{
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m_sprDangerBackground.Draw();
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m_BGADanger.Draw();
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m_sprDanger.Draw();
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}
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}
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else
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else
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{
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{
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@@ -55,9 +55,7 @@ protected:
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enum BackgroundMode { MODE_STATIC_BG, MODE_MOVIE_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES };
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enum BackgroundMode { MODE_STATIC_BG, MODE_MOVIE_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES };
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BackgroundMode m_BackgroundMode;
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BackgroundMode m_BackgroundMode;
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Sprite m_sprDanger;
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BackgroundAnimation m_BGADanger;
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Sprite m_sprDangerBackground;
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// used in all BackgroundModes except OFF
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// used in all BackgroundModes except OFF
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CArray<BackgroundAnimation*,BackgroundAnimation*> m_BackgroundAnimations;
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CArray<BackgroundAnimation*,BackgroundAnimation*> m_BackgroundAnimations;
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