Ez2dancer update.
This commit is contained in:
@@ -22,9 +22,12 @@ Andrew Livy
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameConstantsAndTypes.h"
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#include "Background.h"
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/* Constants */
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const CString BG_ANIMS_DIR = "BGAnimations\\";
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const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
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@@ -35,6 +38,14 @@ const CString DANCE_STYLES[] = {
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"double",
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};
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enum DStyles {
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DS_CLUB,
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DS_EASY,
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DS_HARD,
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DS_REAL
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};
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const float TWEEN_TIME = 0.35f;
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const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
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const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
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@@ -81,6 +92,22 @@ const float REAL_X[NUM_EZ2STYLE_GRAPHICS] = {
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OPT_X[0]+0,
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};
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const float OPT_XP[NUM_EZ2P_GRAPHICS] = {
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CENTER_X+200, // This is the pad X
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CENTER_X-200, // This is the pad X
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CENTER_X-198, // This is the 1p X
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CENTER_X+195, // This is the 2p X
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}; // tells us the default X position
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const float OPT_YP[NUM_EZ2P_GRAPHICS] = {
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CENTER_Y+130,
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CENTER_Y+130,
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CENTER_Y+115,
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CENTER_Y+115,
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}; // tells us the default Y position
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float ez2p_lasttimercheck[2];
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int ez2p_bounce=0; // used for the bouncing of the '1p' and '2p' images
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int ez2p_direct=0; // direction of the bouncing of the '1p' and '2p' images
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/************************************
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ScreenEz2SelectStyle (Constructor)
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@@ -92,7 +119,7 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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LOG->WriteLine( "ScreenEz2SelectStyle::ScreenEz2SelectStyle()" );
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m_iSelectedStyle=0;
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ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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// Load in the sprites we will be working with.
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for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
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{
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@@ -118,6 +145,29 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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this->AddActor( &m_sprOpt[i] );
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}
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for( i=0; i<NUM_EZ2P_GRAPHICS; i++ )
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{
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CString sPadGraphicPath;
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switch( i )
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{
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case 0:
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sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE);
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break;
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case 1:
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sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE);
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break;
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case 2:
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sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_MEDIUM_PICTURE);
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break;
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case 3:
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sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_EASY_PICTURE);
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break;
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}
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m_sprPly[i].Load( sPadGraphicPath );
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m_sprPly[i].SetXY( OPT_XP[i], OPT_YP[i] );
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m_sprPly[i].SetZoom( 1 );
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this->AddActor( &m_sprPly[i] );
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}
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m_Menu.Load(
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
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@@ -139,8 +189,44 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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MUSIC->Play( true );
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}
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// AfterChange();
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// TweenOnScreen();
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if ( GAMEMAN->m_sMasterPlayerNumber == PLAYER_1 && GAMEMAN->m_CurStyle == STYLE_EZ2_SINGLE) //if p1 already selected hide graphic.
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{
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m_iSelectedPlayer = 0;
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m_sprPly[1].BeginTweening( 0 );
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m_sprPly[1].SetTweenZoomY( 0 );
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m_sprPly[2].BeginTweening( 0 );
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m_sprPly[2].SetTweenZoomY( 0 );
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}
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else if ( GAMEMAN->m_sMasterPlayerNumber == PLAYER_2 && GAMEMAN->m_CurStyle == STYLE_EZ2_SINGLE) //if p2 already selected hide graphic.
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{
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m_iSelectedPlayer = 1;
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m_sprPly[3].BeginTweening( 0 );
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m_sprPly[3].SetTweenZoomY( 0 );
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m_sprPly[0].BeginTweening( 0 );
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m_sprPly[0].SetTweenZoomY( 0 );
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}
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else // if both are already selected, hide the graphics alltogether
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{
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m_iSelectedPlayer = 2;
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m_sprPly[1].BeginTweening( 0 );
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m_sprPly[1].SetTweenZoomY( 0 );
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m_sprPly[2].BeginTweening( 0 );
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m_sprPly[2].SetTweenZoomY( 0 );
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m_sprPly[3].BeginTweening( 0 );
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m_sprPly[3].SetTweenZoomY( 0 );
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m_sprPly[0].BeginTweening( 0 );
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m_sprPly[0].SetTweenZoomY( 0 );
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// hide the CLUB graphic...
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m_sprOpt[0].BeginTweening( 0 );
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m_sprOpt[0].SetTweenZoomY( 0 );
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m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
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MenuLeft( PLAYER_1 ); // shift left so that we're clean again.
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}
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GAMEMAN->m_CurStyle = STYLE_NONE; // why reset this? because we want player2 to be able to input at this stage.
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m_Menu.TweenOnScreenFromBlack( SM_None );
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}
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@@ -162,6 +248,11 @@ Desc: Draws the screen =P
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void ScreenEz2SelectStyle::DrawPrimitives()
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{
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if (m_iSelectedPlayer != 2) // no need to animate graphics if we have no graphics to animate ;)
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{
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AnimateGraphics();
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}
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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@@ -242,6 +333,10 @@ void ScreenEz2SelectStyle::SetFadedStyles()
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{
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m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED );
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}
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if (m_iSelectedPlayer == 2 && m_iSelectedStyle == DS_REAL)
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{
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m_sprOpt[1].SetTweenDiffuseColor( OPT_SELECTED );
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}
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}
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/************************************
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@@ -251,45 +346,49 @@ presses the button bound to right
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************************************/
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void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
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{
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if( m_iSelectedStyle == 3 ) // wrap to the first dance style
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m_iSelectedStyle = 0; // which is (club) easy (hard)
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else
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m_iSelectedStyle = m_iSelectedStyle + 1; // otherwise shuffle up a style...
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if(m_iSelectedStyle == 2) // If it's HARD and CLUB needs to appear from the other side...
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if (m_iSelectedPlayer != 2) // Single player
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{
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m_sprOpt[0].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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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
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{
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if( m_iSelectedStyle == 3 ) // wrap to the first dance style
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m_iSelectedStyle = 0; // which is (club) easy (hard)
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else
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m_iSelectedStyle = m_iSelectedStyle + 1; // otherwise shuffle up a style...
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if(m_iSelectedStyle == 2) // If it's HARD and CLUB needs to appear from the other side...
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{
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m_sprOpt[0].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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}
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else if(m_iSelectedStyle == 3) // If it's REAL and EASY needs to appear from the other side...
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{
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m_sprOpt[1].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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}
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else if(m_iSelectedStyle == 0) // If it's CLUB and HARD needs to appear from the other side...
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{
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m_sprOpt[2].SetXY( EASY_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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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.
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}
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m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
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m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
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m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
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m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
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m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
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SetFadedStyles();
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}
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}
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else if(m_iSelectedStyle == 3) // If it's REAL and EASY needs to appear from the other side...
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{
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m_sprOpt[1].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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}
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else if(m_iSelectedStyle == 0) // If it's CLUB and HARD needs to appear from the other side...
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{
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m_sprOpt[2].SetXY( EASY_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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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.
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}
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m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
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m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
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m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
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m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
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m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
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SetFadedStyles();
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}
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/************************************
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@@ -299,44 +398,120 @@ presses the button bound to left
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************************************/
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void ScreenEz2SelectStyle::MenuLeft( PlayerNumber p )
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{
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if( m_iSelectedStyle == 0 ) // wrap to the last dance style
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m_iSelectedStyle = 3;
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else
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m_iSelectedStyle = m_iSelectedStyle - 1;
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if( m_iSelectedStyle == 3 )
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if (m_iSelectedPlayer != 2) // Single player
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{
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m_sprOpt[3].SetXY( CLUB_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
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m_sprOpt[2].SetXY( CLUB_X[m_iSelectedStyle]-1050, OPT_Y[0] );
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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
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{
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if( m_iSelectedStyle == 0 ) // wrap to the last dance style
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m_iSelectedStyle = 3;
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else
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m_iSelectedStyle = m_iSelectedStyle - 1;
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if( m_iSelectedStyle == 3 )
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{
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m_sprOpt[3].SetXY( CLUB_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
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m_sprOpt[2].SetXY( CLUB_X[m_iSelectedStyle]-1050, OPT_Y[0] );
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}
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else if( m_iSelectedStyle == 2 )
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{
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m_sprOpt[1].SetXY( HARD_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
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}
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else if( m_iSelectedStyle == 1 )
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{
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m_sprOpt[0].SetXY( EASY_X[m_iSelectedStyle]-1050, OPT_Y[0] ); // First move it over the other side off-screen...
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}
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m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
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m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
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m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
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m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
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m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
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SetFadedStyles();
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}
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}
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else if( m_iSelectedStyle == 2 )
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else // Two Players (means NO club option...)
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{
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m_sprOpt[1].SetXY( HARD_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
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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
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{
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if( m_iSelectedStyle == DS_EASY ) // wrap to the last dance style
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m_iSelectedStyle = DS_REAL;
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else
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m_iSelectedStyle = m_iSelectedStyle - 1;
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if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
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{
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m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
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m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]-350, OPT_Y[0] );
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}
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else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
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{
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m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
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m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
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}
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else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
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{
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m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
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m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
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}
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/* NOTE: Because we're really shifting three values using a setup for four values
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the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
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Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
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them playing double
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*/
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if (m_iSelectedStyle == DS_REAL)
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{
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m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
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m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
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m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
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}
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else if (m_iSelectedStyle == DS_HARD)
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{
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m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
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m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
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m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
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}
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else if (m_iSelectedStyle == DS_EASY)
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{
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m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
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m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
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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 );
|
||||
}
|
||||
Reference in New Issue
Block a user