Changed "Cleared" to "Try Extra Stage" during gameplay if qualify for extra stage

This commit is contained in:
Chris Danford
2002-09-10 01:13:45 +00:00
parent c005d5f6aa
commit e3f82a706a
5 changed files with 119 additions and 23 deletions
+5 -4
View File
@@ -1053,10 +1053,11 @@ options is sufficient.
* Step 2: Install the Direct X 8.1 SDK
The DirectX 8.1 SDK is a free (but large) download from Microsoft (link here).
Install it using all the default settings. The SDK installer will configure
Visual C++ with the correct paths needed to find the DirectX 8.1 libraries and
headers.
The DirectX 8.1 SDK is a free (but large) download from Microsoft:
http://msdn.microsoft.com/downloads/?url=/downloads/sample.asp?url=/MSDN-FILES/
027/001/771/msdncompositedoc.xml&frame=true. Install it using all the default
settings. The SDK installer will configure Visual C++ with the correct paths
needed to find the DirectX 8.1 libraries and headers.
* Step 3: Create a SourceForge account
+31
View File
@@ -16,6 +16,7 @@
#include "PrefsManager.h"
#include "InputMapper.h"
#include "Song.h"
#include "RageLog.h"
GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program
@@ -315,3 +316,33 @@ float GameState::GetPlayerSurviveTime( PlayerNumber pn )
else
return m_fSecondsBeforeFail[pn];
}
Grade GameState::GetCurrentGrade( PlayerNumber pn )
{
if( !GAMESTATE->IsPlayerEnabled(pn) || GAMESTATE->m_fSecondsBeforeFail[pn] != -1 )
return GRADE_E;
/* Based on the percentage of your total "Dance Points" to the maximum
* possible number, the following rank is assigned:
*
* 100% - AAA
* 93% - AA
* 80% - A
* 65% - B
* 45% - C
* Less - D
* Fail - E
*/
float fPercentDancePoints = m_iActualDancePoints[pn] / (float)m_iPossibleDancePoints[pn];
fPercentDancePoints = max( fPercentDancePoints, 0 );
LOG->Trace( "iActualDancePoints: %i", m_iActualDancePoints[pn] );
LOG->Trace( "iPossibleDancePoints: %i", m_iPossibleDancePoints[pn] );
LOG->Trace( "fPercentDancePoints: %f", fPercentDancePoints );
if ( fPercentDancePoints >= 1.00 ) return GRADE_AAA;
else if( fPercentDancePoints >= 0.93 ) return GRADE_AA;
else if( fPercentDancePoints >= 0.80 ) return GRADE_A;
else if( fPercentDancePoints >= 0.65 ) return GRADE_B;
else if( fPercentDancePoints >= 0.45 ) return GRADE_C;
else return GRADE_D;
}
+3
View File
@@ -15,6 +15,7 @@
#include "SongOptions.h"
#include "Game.h"
#include "Style.h"
#include "Grade.h"
class Song;
@@ -96,6 +97,8 @@ public:
float GetElapsedSeconds(); // Arcade: time into current song. Oni/Endless: time into current course
Grade GetCurrentGrade( PlayerNumber pn );
int m_iSongsIntoCourse; // In Arcade, this value is meaningless.
// In Oni and Endless, this is the number of songs played in the current course.
int m_iSongsBeforeFail[NUM_PLAYERS]; // In Arcade, this value is meaningless.
+78 -19
View File
@@ -73,7 +73,7 @@ const ScreenMessage SM_PlayToastySound = ScreenMessage(SM_User+105);
// received while STATE_OUTRO
const ScreenMessage SM_ShowCleared = ScreenMessage(SM_User+111);
const ScreenMessage SM_HideCleared = ScreenMessage(SM_User+112);
const ScreenMessage SM_ShowTryExtraStage = ScreenMessage(SM_User+112);
const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+113);
const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+114);
const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+115);
@@ -81,7 +81,6 @@ const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+115);
const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+121);
const ScreenMessage SM_ShowFailed = ScreenMessage(SM_User+122);
const ScreenMessage SM_PlayFailComment = ScreenMessage(SM_User+123);
const ScreenMessage SM_HideFailed = ScreenMessage(SM_User+124);
const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
const ScreenMessage SM_GoToTitleMenu = ScreenMessage(SM_User+126);
@@ -333,6 +332,14 @@ ScreenGameplay::ScreenGameplay()
m_sprFailed.SetDiffuse( D3DXCOLOR(1,1,1,0) );
this->AddChild( &m_sprFailed );
if( GAMESTATE->IsFinalStage() )
m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics","gameplay try extra stage1") );
else if( GAMESTATE->IsExtraStage() )
m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics","gameplay try extra stage2") );
m_sprTryExtraStage.SetXY( CENTER_X, CENTER_Y );
m_sprTryExtraStage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
this->AddChild( &m_sprTryExtraStage );
if( GAMESTATE->m_bDemonstration )
{
m_quadDemonstrationBox.SetDiffuse( D3DXCOLOR(0,0,0,0.7f) );
@@ -369,6 +376,7 @@ ScreenGameplay::ScreenGameplay()
if( !GAMESTATE->m_bDemonstration ) // don't load sounds if just playing demonstration
{
m_soundFail.Load( THEME->GetPathTo("Sounds","gameplay failed") );
m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","gameplay try extra stage") );
m_soundOniDie.Load( THEME->GetPathTo("Sounds","gameplay oni die") );
m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
@@ -1081,8 +1089,34 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
else
{
m_StarWipe.CloseWipingRight( SM_None );
this->SendScreenMessage( SM_ShowCleared, 1 );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
// do they deserve an extra stage?
bool bTryExtraStage = false;
if( (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage()) )
{
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
if( GAMESTATE->m_pCurNotes[p]->m_DifficultyClass == CLASS_HARD && GAMESTATE->GetCurrentGrade((PlayerNumber)p) >= GRADE_AA )
bTryExtraStage = true;
}
}
if( PREFSMAN->m_bEventMode )
bTryExtraStage = false;
if( bTryExtraStage )
{
this->SendScreenMessage( SM_ShowTryExtraStage, 1 );
}
else
{
this->SendScreenMessage( SM_ShowCleared, 1 );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
}
}
}
}
@@ -1200,13 +1234,42 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
case SM_ShowCleared:
m_sprCleared.BeginTweening(1.0f);
m_sprCleared.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
SCREENMAN->SendMessageToTopScreen( SM_HideCleared, 1.5 );
break;
case SM_HideCleared:
m_sprCleared.BeginTweening(1.5f); // sleep
m_sprCleared.BeginTweening(0.7f);
m_sprCleared.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 1 );
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 3 );
break;
case SM_ShowTryExtraStage:
{
m_soundTryExtraStage.PlayRandom();
// make the background invisible so we don't waste mem bandwidth drawing it
m_Background.BeginTweening( 1 );
m_Background.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
D3DXCOLOR colorStage = GAMESTATE->GetStageColor();
colorStage.a *= 0.7f;
m_sprTryExtraStage.SetZoom( 4 );
m_sprTryExtraStage.BeginBlurredTweening( 0.8f, TWEEN_BIAS_END );
m_sprTryExtraStage.SetTweenZoom( 0.5f ); // zoom out
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.BeginTweening( 0.3f );
m_sprTryExtraStage.SetTweenZoom( 1.1f ); // bounce
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.BeginTweening( 0.2f );
m_sprTryExtraStage.SetTweenZoom( 1.0f ); // come to rest
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
colorStage.a = 0;
m_sprTryExtraStage.BeginTweening( 3 ); // sleep
m_sprTryExtraStage.SetTweenDiffuse( colorStage );
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
}
break;
case SM_SaveChangedBeforeGoingBack:
if( m_bChangedOffsetOrBPM )
{
@@ -1270,6 +1333,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_sprFailed.BeginTweening( 0.2f );
m_sprFailed.SetTweenZoom( 1.0f ); // come to rest
m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
m_sprFailed.BeginTweening( 2 ); // sleep
m_sprFailed.BeginTweening( 1 );
m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
// show the survive time if extra stage
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
@@ -1283,25 +1349,18 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_textSurviveTime.BeginTweening( 0.3f ); // sleep
m_textSurviveTime.BeginTweening( 0.3f ); // fade in
m_textSurviveTime.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_textSurviveTime.BeginTweening( 3.5f ); // sleep
m_textSurviveTime.BeginTweening( 0.5f ); // fade out
m_textSurviveTime.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
}
SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.0f );
SCREENMAN->SendMessageToTopScreen( SM_HideFailed, 2.0f );
SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f );
break;
case SM_PlayFailComment:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
break;
case SM_HideFailed:
m_sprFailed.StopTweening();
m_sprFailed.BeginTweening(1.0f);
m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textSurviveTime.BeginTweening( 0.5f ); // sleep
m_textSurviveTime.BeginTweening( 0.5f ); // fade out
m_textSurviveTime.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 1.5f );
break;
case SM_GoToScreenAfterFail:
if( m_bChangedOffsetOrBPM )
{
+2
View File
@@ -106,6 +106,7 @@ private:
FocusingSprite m_sprHereWeGo;
MotionBlurSprite m_sprCleared;
MotionBlurSprite m_sprFailed;
MotionBlurSprite m_sprTryExtraStage;
BitmapText m_textSurviveTime; // only shown in extra stage
@@ -124,6 +125,7 @@ private:
RandomSample m_soundFail;
RandomSample m_soundOniDie;
RandomSample m_soundTryExtraStage;
RandomSample m_announcerReady;
RandomSample m_announcerHereWeGo;
RandomSample m_announcerDanger;