ScreenHowToPlay.. minor fixes. Animation probs, but will fix later tonight. Textures are correctly displayed now, tho
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@@ -16,6 +16,7 @@
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#include "GameState.h"
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#include "GameState.h"
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#include "GameDef.h"
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#include "GameDef.h"
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#include "RageLog.h"
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#include "RageLog.h"
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#include "RageDisplay.h"
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#include "SongManager.h"
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#include "SongManager.h"
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#include "NoteFieldPositioning.h"
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#include "NoteFieldPositioning.h"
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#include "GameManager.h"
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#include "GameManager.h"
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@@ -51,7 +52,7 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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// Display character
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// Display character+pad
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if( GAMESTATE->m_pCharacters.size() )
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if( GAMESTATE->m_pCharacters.size() )
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{
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{
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int iRnd;
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int iRnd;
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@@ -59,10 +60,15 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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if( iRnd != 0 )
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if( iRnd != 0 )
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{
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{
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m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() );
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m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() );
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m_mDancePad.LoadMilkshapeAscii("Characters\\DancePad-DDR.bones.txt");
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m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() );
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m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() );
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m_mCharacter.SetZoom(20);
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m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,100;Y,425");
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m_mCharacter.SetRotationX( 40 );
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m_mDancePad.SetRotationX( 35 );
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m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,120;Y,400");
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m_mDancePad.Command("X,40;Y,310;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,230;Y,390");
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this->AddChild(&m_mCharacter);
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this->AddChild(&m_mCharacter);
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this->AddChild(&m_mDancePad);
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}
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}
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}
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}
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//
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//
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@@ -189,7 +195,6 @@ void ScreenHowToPlay::Update( float fDelta )
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};
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};
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m_mCharacter.Update( (0+(fDelta*1.08f)) );
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m_mCharacter.Update( (0+(fDelta*1.08f)) );
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//m_mCharacter.Draw();
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};
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};
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}
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}
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@@ -209,3 +214,21 @@ void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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ScreenAttract::HandleScreenMessage( SM );
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ScreenAttract::HandleScreenMessage( SM );
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}
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}
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void ScreenHowToPlay::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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m_mDancePad.Draw();
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m_mCharacter.Draw();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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@@ -24,19 +24,17 @@ public:
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virtual void Update( float fDelta );
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virtual void Update( float fDelta );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void DrawPrimitives();
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protected:
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protected:
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LifeMeterBar m_LifeMeter;
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LifeMeterBar m_LifeMeter;
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Player m_Player;
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Player m_Player;
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Model m_mCharacter;
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Model m_mCharacter;
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Model m_mDancePad;
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Song* m_pSong;
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Song* m_pSong;
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float m_fFakeSecondsIntoSong;
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float m_fFakeSecondsIntoSong;
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float m_fSecondsUntilNextKeyFrame;
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float m_fSecondsUntilNextKeyFrame;
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/*#define NUM_KEY_FRAMES 10
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float m_fKeyFrames[NUM_KEY_FRAMES];
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float m_fCurKeyFrame;*/
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};
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};
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