Added in BeginnerHelper's step sensing ability, and so it will allow a flashing animation when an arrow is to be hit, ala DDR Extreme
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@@ -210,19 +210,8 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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//m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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m_bZeroDeltaOnNextUpdate = false;
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// If this is beginner mode, show the helper
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/* !! Working on this.. having probs loading the BG sequences -- Miryokuteki */
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//this->AddChild( &m_bhDancer );
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//m_bhDancer.Load( THEME->GetPathToG( "select difficulty ex picture easy") );
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//m_bhDancer.SetXY( -100,-100 ); //<-- causing entire screen to offset!
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//m_bhDancer.SetDiffuse( RageColor(1,1,1,1) );
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//m_bhDancer.SetEffectGlowShift( 0.5f );
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//m_bhDancer.BeginDraw();
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/* */
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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// init old offset in case offset changes in song
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if( GAMESTATE->IsCourseMode() )
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g_fOldOffset = -1000;
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@@ -231,9 +220,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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m_Background.SetDiffuse( RageColor(0.4f,0.4f,0.4f,1) );
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this->AddChild( &m_Background );
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@@ -792,13 +778,34 @@ void ScreenGameplay::LoadNextSong()
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m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath() );
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/* Set up song-specific graphics. */
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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if( PREFSMAN->m_bShowBeginnerHelper )
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{
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// Beginner steps are always the same on both players.. Just get the # of 1 player that's using the Beginner steps, and go on.
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for( int pb=0; pb<NUM_PLAYERS; pb++ )
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if( GAMESTATE->IsPlayerEnabled(pb) && GAMESTATE->m_PreferredDifficulty[pb] )
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m_iPOB = pb;
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m_Background.Unload(); // BeginnerHelper has it's own BG control.
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m_Background.StopAnimating();
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//m_BeginnerHelper.m_bEnabled = true; // Not yet implemented
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m_BeginnerHelper.Initialize( 2 ); // Init for doubles
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m_BeginnerHelper.SetX( CENTER_X );
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m_BeginnerHelper.SetY( CENTER_Y );
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}
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else
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{
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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}
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m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
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m_Background.BeginTweening( 2 );
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m_Background.SetDiffuse( RageColor(1,1,1,1) );
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m_fTimeLeftBeforeDancingComment = GAMESTATE->m_pCurSong->m_fFirstBeat + SECONDS_BETWEEN_COMMENTS;
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@@ -979,9 +986,34 @@ void ScreenGameplay::Update( float fDeltaTime )
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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int pn;
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m_BeginnerHelper.Update(fDeltaTime*GAMESTATE->m_fCurBPS);
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switch( m_DancingState )
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{
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case STATE_DANCING:
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// Check to see what we animate on this one
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if( PREFSMAN->m_bShowBeginnerHelper )
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{
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int iStep = 0;
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if((m_Player[m_iPOB].IsThereATapAtRow( BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.45f)))))
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{
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for( int k=0; k<m_Player[m_iPOB].GetNumTracks(); k++ )
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if( m_Player[m_iPOB].GetTapNote(k, BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.45f)) ) == TAP_TAP )
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{
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switch(k)
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{
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case 0: iStep += 6; break;
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case 1: iStep += 3; break;
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case 2: iStep += 8; break;
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case 3: iStep += 4; break;
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};
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}
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m_BeginnerHelper.Step( iStep );
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}
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}
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// -------------------------------------------
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//
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// Update living players' alive time
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//
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@@ -1153,12 +1185,16 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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}
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if( GAMESTATE->m_SongOptions.m_bAssistTick && IsTimeToPlayTicks())
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{
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m_soundAssistTick.Play();
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m_BeginnerHelper.FlashOnce();
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}
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}
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void ScreenGameplay::DrawPrimitives()
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{
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m_BeginnerHelper.DrawPrimitives();
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Screen::DrawPrimitives();
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}
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