Ez2dancer update.

This commit is contained in:
Andrew Livy
2002-07-08 17:25:02 +00:00
parent ab1c4268e6
commit ebc4db8972
5 changed files with 415 additions and 97 deletions
+12
View File
@@ -185,6 +185,8 @@ enum NotesType
NOTES_TYPE_EZ2_SINGLE,
NOTES_TYPE_EZ2_DOUBLE,
NOTES_TYPE_EZ2_REAL,
NOTES_TYPE_EZ2_SINGLE_VERSUS,
NOTES_TYPE_EZ2_REAL_VERSUS,
NUM_NOTES_TYPES, // leave this at the end
NOTES_TYPE_INVALID,
};
@@ -202,6 +204,8 @@ inline int NotesTypeToNumTracks( NotesType nt )
case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
case NOTES_TYPE_EZ2_SINGLE_VERSUS: return 10;
case NOTES_TYPE_EZ2_REAL_VERSUS: return 10;
default: ASSERT(0); return -1; // invalid NotesType
}
}
@@ -218,6 +222,8 @@ inline NotesType StringToNotesType( CString sNotesType )
else if( sNotesType == "ez2-single" ) return NOTES_TYPE_EZ2_SINGLE;
else if( sNotesType == "ez2-double" ) return NOTES_TYPE_EZ2_DOUBLE;
else if( sNotesType == "ez2-real" ) return NOTES_TYPE_EZ2_REAL;
else if( sNotesType == "ez2-real-versus" ) return NOTES_TYPE_EZ2_REAL_VERSUS;
else if( sNotesType == "ez2-single-versus" ) return NOTES_TYPE_EZ2_SINGLE_VERSUS;
else ASSERT(0); return NOTES_TYPE_DANCE_SINGLE; // invalid NotesType
}
@@ -234,6 +240,8 @@ inline CString NotesTypeToString( NotesType nt )
case NOTES_TYPE_EZ2_SINGLE: return "ez2-single";
case NOTES_TYPE_EZ2_DOUBLE: return "ez2-double";
case NOTES_TYPE_EZ2_REAL: return "ez2-real";
case NOTES_TYPE_EZ2_REAL_VERSUS: return "ez2-real-versus";
case NOTES_TYPE_EZ2_SINGLE_VERSUS: return "ez2-single-versus";
default: ASSERT(0); return ""; // invalid NotesType
}
}
@@ -303,6 +311,8 @@ enum Style
STYLE_EZ2_SINGLE,
STYLE_EZ2_DOUBLE,
STYLE_EZ2_REAL,
STYLE_EZ2_SINGLE_VERSUS,
STYLE_EZ2_REAL_VERSUS,
NUM_STYLES, // leave this at the end
STYLE_NONE,
};
@@ -324,6 +334,8 @@ inline Game StyleToGame( Style s )
case STYLE_EZ2_SINGLE:
case STYLE_EZ2_DOUBLE:
case STYLE_EZ2_REAL:
case STYLE_EZ2_SINGLE_VERSUS:
case STYLE_EZ2_REAL_VERSUS:
return GAME_EZ2;
default:
ASSERT(0); // invalid Style
+56 -1
View File
@@ -467,7 +467,62 @@ StyleDef g_StyleDefs[NUM_STYLES] =
3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_SINGLE_VERSUS
"ez2-single-versus", // m_szName
NOTES_TYPE_EZ2_SINGLE, // m_NotesType
StyleDef::TWO_PLAYERS_USE_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_REAL_VERSUS
"ez2-real-versus", // m_szName
NOTES_TYPE_EZ2_REAL, // m_NotesType
StyleDef::TWO_PLAYERS_USE_TWO_SIDES, // m_StyleType
{ 160, 480 }, // m_iCenterX
7, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
},
},
};
+16
View File
@@ -177,6 +177,22 @@ void ScreenEz2SelectPlayer::DrawPrimitives()
if (ez2_lasttimercheck[1] != 0.0f && TIMER->GetTimeSinceStart() > ez2_lasttimercheck[1] + 1)
{
ez2_lasttimercheck[1] = 0.0f;
if (m_iSelectedStyle == 0) // only the left pad was selected
{
GAMEMAN->m_sMasterPlayerNumber = PLAYER_1;
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
}
else if (m_iSelectedStyle == 1) // only the right pad was selected
{
GAMEMAN->m_sMasterPlayerNumber = PLAYER_2;
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
}
else // they both selected
{
GAMEMAN->m_sMasterPlayerNumber = PLAYER_1;
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS;
}
MUSIC->Stop();
+323 -92
View File
@@ -22,9 +22,12 @@ Andrew Livy
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "GameConstantsAndTypes.h"
#include "Background.h"
/* Constants */
const CString BG_ANIMS_DIR = "BGAnimations\\";
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
@@ -35,6 +38,14 @@ const CString DANCE_STYLES[] = {
"double",
};
enum DStyles {
DS_CLUB,
DS_EASY,
DS_HARD,
DS_REAL
};
const float TWEEN_TIME = 0.35f;
const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
@@ -81,6 +92,22 @@ const float REAL_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[0]+0,
};
const float OPT_XP[NUM_EZ2P_GRAPHICS] = {
CENTER_X+200, // This is the pad X
CENTER_X-200, // This is the pad X
CENTER_X-198, // This is the 1p X
CENTER_X+195, // This is the 2p X
}; // tells us the default X position
const float OPT_YP[NUM_EZ2P_GRAPHICS] = {
CENTER_Y+130,
CENTER_Y+130,
CENTER_Y+115,
CENTER_Y+115,
}; // tells us the default Y position
float ez2p_lasttimercheck[2];
int ez2p_bounce=0; // used for the bouncing of the '1p' and '2p' images
int ez2p_direct=0; // direction of the bouncing of the '1p' and '2p' images
/************************************
ScreenEz2SelectStyle (Constructor)
@@ -92,7 +119,7 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
LOG->WriteLine( "ScreenEz2SelectStyle::ScreenEz2SelectStyle()" );
m_iSelectedStyle=0;
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
// Load in the sprites we will be working with.
for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
{
@@ -118,6 +145,29 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
this->AddActor( &m_sprOpt[i] );
}
for( i=0; i<NUM_EZ2P_GRAPHICS; i++ )
{
CString sPadGraphicPath;
switch( i )
{
case 0:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE);
break;
case 1:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE);
break;
case 2:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_MEDIUM_PICTURE);
break;
case 3:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_EASY_PICTURE);
break;
}
m_sprPly[i].Load( sPadGraphicPath );
m_sprPly[i].SetXY( OPT_XP[i], OPT_YP[i] );
m_sprPly[i].SetZoom( 1 );
this->AddActor( &m_sprPly[i] );
}
m_Menu.Load(
THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
@@ -139,8 +189,44 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
MUSIC->Play( true );
}
// AfterChange();
// TweenOnScreen();
if ( GAMEMAN->m_sMasterPlayerNumber == PLAYER_1 && GAMEMAN->m_CurStyle == STYLE_EZ2_SINGLE) //if p1 already selected hide graphic.
{
m_iSelectedPlayer = 0;
m_sprPly[1].BeginTweening( 0 );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( 0 );
m_sprPly[2].SetTweenZoomY( 0 );
}
else if ( GAMEMAN->m_sMasterPlayerNumber == PLAYER_2 && GAMEMAN->m_CurStyle == STYLE_EZ2_SINGLE) //if p2 already selected hide graphic.
{
m_iSelectedPlayer = 1;
m_sprPly[3].BeginTweening( 0 );
m_sprPly[3].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( 0 );
m_sprPly[0].SetTweenZoomY( 0 );
}
else // if both are already selected, hide the graphics alltogether
{
m_iSelectedPlayer = 2;
m_sprPly[1].BeginTweening( 0 );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( 0 );
m_sprPly[2].SetTweenZoomY( 0 );
m_sprPly[3].BeginTweening( 0 );
m_sprPly[3].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( 0 );
m_sprPly[0].SetTweenZoomY( 0 );
// hide the CLUB graphic...
m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
MenuLeft( PLAYER_1 ); // shift left so that we're clean again.
}
GAMEMAN->m_CurStyle = STYLE_NONE; // why reset this? because we want player2 to be able to input at this stage.
m_Menu.TweenOnScreenFromBlack( SM_None );
}
@@ -162,6 +248,11 @@ Desc: Draws the screen =P
void ScreenEz2SelectStyle::DrawPrimitives()
{
if (m_iSelectedPlayer != 2) // no need to animate graphics if we have no graphics to animate ;)
{
AnimateGraphics();
}
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
@@ -242,6 +333,10 @@ void ScreenEz2SelectStyle::SetFadedStyles()
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED );
}
if (m_iSelectedPlayer == 2 && m_iSelectedStyle == DS_REAL)
{
m_sprOpt[1].SetTweenDiffuseColor( OPT_SELECTED );
}
}
/************************************
@@ -251,45 +346,49 @@ presses the button bound to right
************************************/
void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
{
if( m_iSelectedStyle == 3 ) // wrap to the first dance style
m_iSelectedStyle = 0; // which is (club) easy (hard)
else
m_iSelectedStyle = m_iSelectedStyle + 1; // otherwise shuffle up a style...
if(m_iSelectedStyle == 2) // If it's HARD and CLUB needs to appear from the other side...
if (m_iSelectedPlayer != 2) // Single player
{
m_sprOpt[0].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == 3 ) // wrap to the first dance style
m_iSelectedStyle = 0; // which is (club) easy (hard)
else
m_iSelectedStyle = m_iSelectedStyle + 1; // otherwise shuffle up a style...
if(m_iSelectedStyle == 2) // If it's HARD and CLUB needs to appear from the other side...
{
m_sprOpt[0].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if(m_iSelectedStyle == 3) // If it's REAL and EASY needs to appear from the other side...
{
m_sprOpt[1].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if(m_iSelectedStyle == 0) // If it's CLUB and HARD needs to appear from the other side...
{
m_sprOpt[2].SetXY( EASY_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[3].SetXY( EASY_X[m_iSelectedStyle]+1050, OPT_Y[0] ); // REAL must also move, due to the fact that it is the end item at the start, it moves differently to the rest.
}
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
SetFadedStyles();
}
}
else if(m_iSelectedStyle == 3) // If it's REAL and EASY needs to appear from the other side...
{
m_sprOpt[1].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if(m_iSelectedStyle == 0) // If it's CLUB and HARD needs to appear from the other side...
{
m_sprOpt[2].SetXY( EASY_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[3].SetXY( EASY_X[m_iSelectedStyle]+1050, OPT_Y[0] ); // REAL must also move, due to the fact that it is the end item at the start, it moves differently to the rest.
}
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
SetFadedStyles();
}
/************************************
@@ -299,44 +398,120 @@ presses the button bound to left
************************************/
void ScreenEz2SelectStyle::MenuLeft( PlayerNumber p )
{
if( m_iSelectedStyle == 0 ) // wrap to the last dance style
m_iSelectedStyle = 3;
else
m_iSelectedStyle = m_iSelectedStyle - 1;
if( m_iSelectedStyle == 3 )
if (m_iSelectedPlayer != 2) // Single player
{
m_sprOpt[3].SetXY( CLUB_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[2].SetXY( CLUB_X[m_iSelectedStyle]-1050, OPT_Y[0] );
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == 0 ) // wrap to the last dance style
m_iSelectedStyle = 3;
else
m_iSelectedStyle = m_iSelectedStyle - 1;
if( m_iSelectedStyle == 3 )
{
m_sprOpt[3].SetXY( CLUB_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[2].SetXY( CLUB_X[m_iSelectedStyle]-1050, OPT_Y[0] );
}
else if( m_iSelectedStyle == 2 )
{
m_sprOpt[1].SetXY( HARD_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if( m_iSelectedStyle == 1 )
{
m_sprOpt[0].SetXY( EASY_X[m_iSelectedStyle]-1050, OPT_Y[0] ); // First move it over the other side off-screen...
}
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
SetFadedStyles();
}
}
else if( m_iSelectedStyle == 2 )
else // Two Players (means NO club option...)
{
m_sprOpt[1].SetXY( HARD_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == DS_EASY ) // wrap to the last dance style
m_iSelectedStyle = DS_REAL;
else
m_iSelectedStyle = m_iSelectedStyle - 1;
if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
{
m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
{
m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
{
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
/* NOTE: Because we're really shifting three values using a setup for four values
the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
them playing double
*/
if (m_iSelectedStyle == DS_REAL)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_HARD)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_EASY)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
SetFadedStyles();
}
}
else if( m_iSelectedStyle == 1 )
{
m_sprOpt[0].SetXY( EASY_X[m_iSelectedStyle]-1050, OPT_Y[0] ); // First move it over the other side off-screen...
}
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
SetFadedStyles();
}
/************************************
@@ -348,13 +523,28 @@ void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
{
// GAMEMAN->m_CurStyle = DANCE_STYLES[m_iSelectedStyle];
m_soundSelect.PlayRandom();
if ((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1))
{
m_soundSelect.PlayRandom();
TweenPlyOffScreen();
m_iSelectedPlayer = 2; // set to BOTH players now.
// hide the CLUB graphic...
m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
MenuLeft( p ); // shift left so that we're clean again.
}
else
{
m_soundSelect.PlayRandom();
this->ClearMessageQueue();
this->ClearMessageQueue();
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
TweenOffScreen();
TweenOffScreen();
}
}
@@ -365,18 +555,59 @@ changes state.
************************************/
void ScreenEz2SelectStyle::TweenOffScreen()
{
/* if (m_iSelectedStyle == 0 || m_iSelectedStyle == 2)
{
m_sprOpt[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[1].SetTweenZoomY( 0 );
m_sprOpt[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[2].SetTweenZoomY( 0 );
}
if (m_iSelectedStyle == 1 || m_iSelectedStyle == 2)
{
m_sprOpt[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[0].SetTweenZoomY( 0 );
m_sprOpt[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[3].SetTweenZoomY( 0 );
}*/
}
/************************************
AnimateGraphics
Desc: Animates the 1p/2p selection
************************************/
void ScreenEz2SelectStyle::AnimateGraphics()
{
//if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
{
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
ez2p_bounce+=1;
m_sprPly[2].SetXY( OPT_XP[2], OPT_YP[2] - ez2p_bounce);
m_sprPly[3].SetXY( OPT_XP[3], OPT_YP[3] - ez2p_bounce);
if (ez2p_bounce == 10)
{
ez2p_direct = 1;
}
}
else if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 1) // bounce 1p/2p down
{
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
ez2p_bounce-=1;
m_sprPly[2].SetXY( OPT_XP[2], OPT_YP[2] - ez2p_bounce);
m_sprPly[3].SetXY( OPT_XP[3], OPT_YP[3] - ez2p_bounce);
if (ez2p_bounce == 0)
{
ez2p_direct = 0;
}
}
}
/************************************
TweenPlyOffScreen
Desc: Squashes Player Graphics off screen
When selected.
************************************/
void ScreenEz2SelectStyle::TweenPlyOffScreen()
{
m_sprPly[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[2].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[0].SetTweenZoomY( 0 );
m_sprPly[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[3].SetTweenZoomY( 0 );
}
+8 -4
View File
@@ -7,6 +7,7 @@ Andrew Livy
/* Includes */
#include "Background.h"
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
@@ -19,6 +20,7 @@ Andrew Livy
/* Class Definition */
const int NUM_EZ2STYLE_GRAPHICS = 4;
const int NUM_EZ2P_GRAPHICS = 4;
class ScreenEz2SelectStyle : public Screen
{
@@ -36,21 +38,23 @@ public:
void MenuStart( const PlayerNumber p );
void MenuBack( const PlayerNumber p );
void TweenOffScreen();
// void TweenOnScreen();
void TweenPlyOffScreen();
private:
/* Private Function Prototypes */
void AnimateGraphics();
// void BeforeChange();
void AfterChange();
void SetFadedStyles();
// void AnimateGraphics();
/* Variable Declarations */
MenuElements m_Menu;
Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
Sprite m_sprPly[NUM_EZ2P_GRAPHICS];
int m_iSelectedStyle;
int m_iSelectedPlayer;
RandomSample m_soundChange;
RandomSample m_soundSelect;
protected:
};