add name to Actor
This commit is contained in:
@@ -105,7 +105,7 @@ const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
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ScreenGameplay::ScreenGameplay( bool bDemonstration )
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ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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{
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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@@ -626,7 +626,7 @@ void ScreenGameplay::LoadNextSong()
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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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.SetTweenDiffuse( RageColor(1,1,1,1) );
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m_Background.SetDiffuse( RageColor(1,1,1,1) );
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m_textSongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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@@ -970,7 +970,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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m_textDebug.StopTweening();
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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m_textDebug.BeginTweening( 1/8.f );
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m_textDebug.SetTweenDiffuse( RageColor(1,1,1,1) );
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m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
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return;
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}
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@@ -978,7 +978,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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{
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m_textDebug.StopTweening();
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m_textDebug.BeginTweening( 1/8.f );
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m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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return;
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}
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@@ -1028,7 +1028,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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m_textDebug.StopTweening();
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m_textDebug.BeginTweening( 3 ); // sleep
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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break;
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case SDLK_F8:
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{
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@@ -1062,7 +1062,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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m_textDebug.StopTweening();
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m_textDebug.BeginTweening( 3 ); // sleep
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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}
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break;
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case SDLK_F11:
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@@ -1087,7 +1087,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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m_textDebug.StopTweening();
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m_textDebug.BeginTweening( 3 ); // sleep
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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}
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break;
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}
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@@ -1406,10 +1406,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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/* // received while STATE_OUTRO
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case SM_ShowCleared:
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m_sprCleared.BeginTweening(1.0f);
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m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,1) );
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m_sprCleared.SetDiffuse( RageColor(1,1,1,1) );
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m_sprCleared.BeginTweening(1.5f); // sleep
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m_sprCleared.BeginTweening(0.7f);
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m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_sprCleared.SetDiffuse( RageColor(1,1,1,0) );
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SCREENMAN->PostMessageToTopScreen( SM_GoToStateAfterCleared, 4 );
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break;
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*/
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@@ -1419,27 +1419,27 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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// make the background invisible so we don't waste mem bandwidth drawing it
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m_Background.BeginTweening( 1 );
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m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_Background.SetDiffuse( RageColor(1,1,1,0) );
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RageColor colorStage = GAMESTATE->GetStageColor();
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colorStage.a *= 0.7f;
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m_sprTryExtraStage.SetZoom( 4 );
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m_sprTryExtraStage.BeginBlurredTweening( 0.8f, TWEEN_DECELERATE );
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m_sprTryExtraStage.SetTweenZoom( 0.4f ); // zoom out
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m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.SetZoom( 0.4f ); // zoom out
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m_sprTryExtraStage.SetDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.BeginTweening( 0.2f );
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m_sprTryExtraStage.SetTweenZoom( 0.8f ); // bounce
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m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.SetZoom( 0.8f ); // bounce
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m_sprTryExtraStage.SetDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.BeginTweening( 0.2f );
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m_sprTryExtraStage.SetTweenZoom( 1.0f ); // come to rest
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m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.SetZoom( 1.0f ); // come to rest
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m_sprTryExtraStage.SetDiffuse( colorStage ); // and fade in
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colorStage.a = 0;
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m_sprTryExtraStage.BeginTweening( 2 ); // sleep
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m_sprTryExtraStage.BeginTweening( 1 ); // fade out
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m_sprTryExtraStage.SetTweenDiffuse( colorStage );
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m_sprTryExtraStage.SetDiffuse( colorStage );
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SCREENMAN->PostMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
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}
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break;
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@@ -1514,7 +1514,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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// make the background invisible so we don't waste power drawing it
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m_Background.BeginTweening( 1 );
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m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_Background.SetDiffuse( RageColor(1,1,1,0) );
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// show the survive time if extra stage
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// TODO: Move this animation to a metric?
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@@ -1528,10 +1528,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) );
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m_textSurviveTime.BeginTweening( 0.3f ); // sleep
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m_textSurviveTime.BeginTweening( 0.3f ); // fade in
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m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,1) );
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m_textSurviveTime.SetDiffuse( RageColor(1,1,1,1) );
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m_textSurviveTime.BeginTweening( 3.5f ); // sleep
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m_textSurviveTime.BeginTweening( 0.5f ); // fade out
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m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
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}
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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@@ -1594,7 +1594,7 @@ void ScreenGameplay::TweenOnScreen()
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apActorsInLifeFrame[i]->SetY( fOriginalY-100 );
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apActorsInLifeFrame[i]->BeginTweening( 0.5f ); // sleep
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apActorsInLifeFrame[i]->BeginTweening( 1 );
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apActorsInLifeFrame[i]->SetTweenY( fOriginalY );
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apActorsInLifeFrame[i]->SetY( fOriginalY );
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}
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@@ -1614,7 +1614,7 @@ void ScreenGameplay::TweenOnScreen()
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apActorsInScoreFrame[i]->SetY( fOriginalY+100 );
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apActorsInScoreFrame[i]->BeginTweening( 0.5f ); // sleep
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apActorsInScoreFrame[i]->BeginTweening( 1 );
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apActorsInScoreFrame[i]->SetTweenY( fOriginalY );
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apActorsInScoreFrame[i]->SetY( fOriginalY );
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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@@ -1623,7 +1623,7 @@ void ScreenGameplay::TweenOnScreen()
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m_DifficultyIcon[p].SetX( (p==PLAYER_1) ? fOriginalX-200 : fOriginalX+200 );
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m_DifficultyIcon[p].BeginTweening( 0.5f ); // sleep
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m_DifficultyIcon[p].BeginTweening( 1 );
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m_DifficultyIcon[p].SetTweenX( fOriginalX );
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m_DifficultyIcon[p].SetX( fOriginalX );
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}
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}
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@@ -1636,6 +1636,6 @@ void ScreenGameplay::ShowOniGameOver( PlayerNumber pn )
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{
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m_sprOniGameOver[pn].SetDiffuse( RageColor(1,1,1,1) );
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m_sprOniGameOver[pn].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
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m_sprOniGameOver[pn].SetTweenY( CENTER_Y );
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m_sprOniGameOver[pn].SetY( CENTER_Y );
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m_sprOniGameOver[pn].SetEffectBob( 4, RageVector3(0,6,0) );
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}
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