Ez2 Checkin. (No song select yet)

This commit is contained in:
Andrew Livy
2002-06-23 11:43:53 +00:00
parent 02b9e3589d
commit f1e3334757
47 changed files with 1018 additions and 1124 deletions
+12 -171
View File
@@ -18,24 +18,10 @@
const CString VIS_DIR = "Visualizations\\";
const CString PARTICLE_DIR = "BGEffects\\particles\\";
const CString BACKGROUND_DIR = "BGEffects\\backgrounds\\";
// macro for handling CArrays of pointers
#define DELETE_CARRAY_CONTENTS( p ) {\
for( int d_ca_cI=0; d_ca_cI < (p).GetSize(); d_ca_cI++ ){ \
if((p).GetAt( d_ca_cI )) \
delete (p).GetAt( d_ca_cI ); \
}}
#define GET_RAND_ELEMENT( p ) ( (p).GetAt( rand() % (p).GetSize() ) )
Background::Background()
{
m_totalTime = 0.0f;
m_bShowDanger = false;
m_sprDanger.SetZoom( 2 );
@@ -45,116 +31,28 @@ Background::Background()
m_sprDangerBackground.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_DANGER_BACKGROUND) );
m_sprDangerBackground.StretchTo( CRect((int)SCREEN_LEFT, (int)SCREEN_TOP, (int)SCREEN_RIGHT, (int)SCREEN_BOTTOM) );
// load particle sprites
m_curParticleSprite = NULL;
LoadParticleSprites( PARTICLE_DIR );
// load particle systems
m_curPS = NULL;
LoadParticleSystems();
// load background sprites
m_curBackground = NULL;
LoadBackgroundSprites( BACKGROUND_DIR );
m_songBackground = NULL;
}
void Background::LoadParticleSprites( CString path )
{
CStringArray filenames;
// get full path filenames for particleSprites
GetDirListing( path+"*.sprite", filenames, false, true );
// load sprites
for( int i=0; i < filenames.GetSize(); i++ )
{
Sprite * temp = new Sprite();
temp->Load( filenames.GetAt(i) );
temp->SetBlendModeAdd();
m_particleSprites.Add( temp );
}
}
void Background::LoadParticleSystems()
{
m_particleSystems.Add( new DroppingParticleSystem );
m_particleSystems.Add( new SpiralParticleSystem );
m_particleSystems.Add( new ScrollingParticleSystem );
}
void Background::LoadBackgroundSprites( CString path )
{
CStringArray filenames;
// get full path filenames for particleSprites
GetDirListing( path+"*.png", filenames, false, true );
// load sprites
for( int i=0; i < filenames.GetSize(); i++ )
{
Sprite * temp = new Sprite();
temp->Load( filenames.GetAt(i) );
float colTiles = SCREEN_WIDTH / temp->GetUnzoomedWidth();
float rowTiles = SCREEN_HEIGHT / temp->GetUnzoomedHeight();
temp->StretchTo( CRect( SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM ) );
float textCoords[] = {
0,rowTiles, // bottom-left
0,0, // top-left
colTiles, rowTiles, // bottom-right
colTiles, 0, // top-right
};
temp->SetCustomTextureCoords( textCoords );
m_backgroundSprites.Add( temp );
}
}
Background::~Background()
{
DELETE_CARRAY_CONTENTS( m_particleSprites );
DELETE_CARRAY_CONTENTS( m_particleSystems );
DELETE_CARRAY_CONTENTS( m_backgroundSprites );
}
bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
{
Sprite * sprSongBackground = new Sprite();
if( pSong->HasBackgroundMovie() )
{
// load the movie backgound, and don't load a visualization
sprSongBackground->Load( pSong->GetBackgroundMoviePath() );
sprSongBackground->StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
sprSongBackground->SetZoomY( -1 );
sprSongBackground->SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
//this->AddActor( &m_sprSongBackground );
m_sprSongBackground.Load( pSong->GetBackgroundMoviePath() );
m_sprSongBackground.StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
m_sprSongBackground.SetZoomY( -1 );
m_sprSongBackground.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
this->AddActor( &m_sprSongBackground );
}
else
{
// load the static background (if available), and a visualization
if( pSong->HasBackground() ) sprSongBackground->Load( pSong->GetBackgroundPath(), false, 2, 0, true );
else sprSongBackground->Load( THEME->GetPathTo(GRAPHIC_FALLBACK_BACKGROUND), false, 2, 0, true );
if( pSong->HasBackground() ) m_sprSongBackground.Load( pSong->GetBackgroundPath(), false, 2, 0, true );
else m_sprSongBackground.Load( THEME->GetPathTo(GRAPHIC_FALLBACK_BACKGROUND), false, 2, 0, true );
sprSongBackground->StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
sprSongBackground->SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
//this->AddActor( &m_sprSongBackground );
m_sprSongBackground.StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
m_sprSongBackground.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
this->AddActor( &m_sprSongBackground );
if( PREFSMAN->m_bUseRandomVis && !bDisableVisualizations )
@@ -180,13 +78,6 @@ bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
}
}
m_backgroundSprites.Add( sprSongBackground );
m_songBackground = sprSongBackground;
// get a effect to start with
NextEffect();
return true;
}
@@ -194,36 +85,10 @@ void Background::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
m_totalTime += fDeltaTime;
m_sprVisualizationOverlay.Update( fDeltaTime );
//m_sprSongBackground.Update( fDeltaTime );
m_sprSongBackground.Update( fDeltaTime );
m_sprDanger.Update( fDeltaTime );
m_sprDangerBackground.Update( fDeltaTime );
if( m_curPS && m_curParticleSprite )
{
m_curParticleSprite->Update( fDeltaTime );
m_curPS->update( fDeltaTime );
}
if( m_curBackground )
{
if( m_curBackground != m_songBackground )
{
float tweenPeriod = 2.0f;
float rads = ( fmodf( m_totalTime, tweenPeriod ) / tweenPeriod ) * 2.0f * D3DX_PI;
D3DXCOLOR color = D3DXCOLOR(
cosf( rads ) * 0.5f + 0.5f,
cosf( rads + D3DX_PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
cosf( rads + D3DX_PI * 4.0f / 3.0f) * 0.5f + 0.5f,
1.0f
);
m_curBackground->SetDiffuseColor( color );
}
m_curBackground->Update( fDeltaTime );
}
}
void Background::DrawPrimitives()
@@ -237,34 +102,10 @@ void Background::DrawPrimitives()
}
else
{
//m_sprSongBackground.Draw();
m_sprSongBackground.Draw();
m_sprVisualizationOverlay.Draw();
if( m_curBackground )
m_curBackground->Draw();
if( m_curPS && m_curParticleSprite )
m_curPS->draw( m_curParticleSprite );
}
}
void Background::NextEffect()
{
// randomly choose a particle system
if( m_particleSystems.GetSize() > 0 )
m_curPS = GET_RAND_ELEMENT( m_particleSystems );
// randomly choose a particle sprite
if( m_particleSprites.GetSize() > 0 )
m_curParticleSprite = GET_RAND_ELEMENT( m_particleSprites );
// randomly choose a background sprite
if( m_backgroundSprites.GetSize() > 0 )
{
m_curBackground = GET_RAND_ELEMENT( m_backgroundSprites );
}
}
+2 -33
View File
@@ -12,22 +12,16 @@
#define _Background_H_
#include "RageUtil.h"
#include "Sprite.h"
#include "ActorFrame.h"
#include "Song.h"
#include "ParticleSystem.h"
class Background : public ActorFrame
{
public:
Background();
virtual ~Background();
virtual bool LoadFromSong( Song *pSong, bool bDisableVisualizations = false );
virtual void Update( float fDeltaTime );
@@ -36,12 +30,7 @@ public:
virtual void SetDiffuseColor( D3DXCOLOR c )
{
m_sprVisualizationOverlay.SetDiffuseColor( c );
for( int i=0; i < m_backgroundSprites.GetSize(); i++ )
m_backgroundSprites[i]->SetDiffuseColor(c);
//m_sprSongBackground.SetDiffuseColor( c );
m_sprSongBackground.SetDiffuseColor( c );
m_sprDanger.SetDiffuseColor( c );
m_sprDangerBackground.SetDiffuseColor( c );
};
@@ -51,34 +40,14 @@ public:
virtual bool IsDangerOn() { return m_bShowDanger; };
virtual void NextEffect();
protected:
virtual void LoadParticleSprites( CString path );
virtual void LoadBackgroundSprites( CString path );
virtual void LoadParticleSystems();
//CArray<Sprite*,Sprite*> m_backgroundTiles;
CArray<Sprite*,Sprite*> m_particleSprites;
Sprite * m_curParticleSprite;
CArray<ParticleSystem*,ParticleSystem*> m_particleSystems;
ParticleSystem* m_curPS;
CArray<Sprite*,Sprite*> m_backgroundSprites;
Sprite * m_curBackground;
Sprite m_sprVisualizationOverlay;
Sprite * m_songBackground;
Sprite m_sprSongBackground;
Sprite m_sprDanger;
Sprite m_sprDangerBackground;
bool m_bShowDanger;
float m_totalTime;
};
+1 -1
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@@ -57,7 +57,7 @@ void Combo::ContinueCombo( const int iNumNotesHit )
m_sprCombo.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); // visible
m_textComboNumber.SetText( ssprintf("%d", m_iCurCombo) );
float fNewZoom = min( 2, 0.5f + m_iCurCombo/800.0f );
float fNewZoom = 0.5f + m_iCurCombo/800.0f;
m_textComboNumber.SetZoom( fNewZoom );
//this->SetZoom( 1.2f );
+1 -1
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@@ -22,7 +22,7 @@ class DifficultyIcon : public Sprite
public:
DifficultyIcon()
{
Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_DIFFICULTY_ICONS) );
Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_DIFFICULTY_BANNER_ICONS) );
StopAnimating();
SetFromNotes( NULL );
+5
View File
@@ -34,6 +34,11 @@ void FootMeter::SetFromNotes( Notes* pNotes )
this->SetEffectGlowing();
else
this->SetEffectNone();
this->StopTweening();
this->SetZoom( 1.1f );
this->BeginTweening( 0.3f, TWEEN_BOUNCE_BEGIN );
this->SetTweenZoom( 1 );
}
else
{
+4 -76
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@@ -121,8 +121,8 @@ enum RadarCatrgory // starting from 12-o'clock rotating clockwise
RADAR_STREAM = 0,
RADAR_VOLTAGE,
RADAR_AIR,
RADAR_FREEZE,
RADAR_CHAOS,
RADAR_FREEZE,
NUM_RADAR_VALUES // leave this at the end
};
@@ -216,15 +216,14 @@ enum PlayMode
{
PLAY_MODE_ARCADE,
PLAY_MODE_ONI,
NUM_PLAY_MODES,
PLAY_MODE_INVALID
NUM_PLAY_MODES
};
enum PlayerNumber {
PLAYER_1 = 0,
PLAYER_2,
NUM_PLAYERS, // leave this at the end
PLAYER_INVALID
PLAYER_NONE
};
inline D3DXCOLOR PlayerToColor( const PlayerNumber p )
@@ -257,7 +256,7 @@ enum Game
GAME_PUMP, // Pump It Up
GAME_EZ2, // Ez2dancer
NUM_GAMES, // leave this at the end
GAME_INVALID,
GAME_NONE,
};
enum Style
@@ -393,74 +392,3 @@ struct SongOptions
};
///////////////////////////
// Scoring stuff
///////////////////////////
enum TapNoteScore {
TNS_NONE,
TNS_MISS,
TNS_BOO,
TNS_GOOD,
TNS_GREAT,
TNS_PERFECT,
};
inline int TapNoteScoreToDancePoints( TapNoteScore tns )
{
// What "Aaron in Japan" says:
/*
switch( tns )
{
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return -4;
case TNS_MISS: return -8;
case TNS_NONE: return -8;
default: ASSERT(0);
}
*/
// What seems more realistic to me:
switch( tns )
{
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return 0;
case TNS_MISS: return -2;
case TNS_NONE: return -4;
default: ASSERT(0); return 0;
}
}
//enum TapNoteTiming {
// TNT_NONE,
// TNT_EARLY,
// TNT_LATE
//};
enum HoldNoteScore
{
HNS_NONE, // this HoldNote has not been scored yet
HNS_OK, // the HoldNote has passed and was successfully held all the way through
HNS_NG // the HoldNote has passed and they missed it
};
inline int HoldNoteScoreToDancePoints( HoldNoteScore hns )
{
switch( hns )
{
case HNS_OK: return +6;
case HNS_NG: return +0;
default: ASSERT(0); return 0;
}
}
+1 -1
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@@ -71,7 +71,7 @@ public:
if( m_iMenuButtons[b] == GameI.button )
return MenuInput( p, (MenuButton)b );
}
return MenuInput( PLAYER_INVALID, MENU_BUTTON_INVALID );
return MenuInput( PLAYER_NONE, MENU_BUTTON_NONE );
};
inline GameInput MenuInputToGameInput( const MenuInput MenuI )
{
+13 -7
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@@ -1,19 +1,23 @@
#pragma once
/*
-----------------------------------------------------------------------------
Class: GhostArrow
File: GhostArrow.h
Desc: The trail a note leaves when it is destroyed.
Desc: Class used to represent a color arrow on the screen.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Ben Nordstrom
Chris Danford
Copyright (c) 2001 Ben Norstrom. All rights reserved.
-----------------------------------------------------------------------------
*/
class GhostArrow;
#ifndef _GhostArrow_H_
#define _GhostArrow_H_
#include "Sprite.h"
#include "GameConstantsAndTypes.h"
#include "Notes.h"
class GhostArrow : public Sprite
{
@@ -27,3 +31,5 @@ public:
float m_fVisibilityCountdown;
};
#endif
+2 -2
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@@ -177,7 +177,7 @@ void InputMapper::UpdateTempDItoGI()
bool InputMapper::DeviceToGame( DeviceInput DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
{
GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
return GameI.number != PLAYER_INVALID;
return GameI.number != PLAYER_NONE;
}
bool InputMapper::GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
@@ -216,7 +216,7 @@ MenuInput InputMapper::DeviceToMenu( DeviceInput DeviceI )
}
}
return MenuInput( PLAYER_INVALID, MENU_BUTTON_INVALID );
return MenuInput( PLAYER_NONE, MENU_BUTTON_NONE );
}
DeviceInput InputMapper::MenuToDevice( MenuInput MenuI )
+10 -14
View File
@@ -18,15 +18,11 @@ const int NUM_SECTIONS = 3;
const float SECTION_WIDTH = 1.0f/NUM_SECTIONS;
const float ABOUT_TO_FAIL_THRESHOLD = -0.3f;
const float FAIL_THRESHOLD = 0;
LifeMeterBar::LifeMeterBar()
{
m_fLifePercentage = 0.5f;
m_fTrailingLifePercentage = 0;
m_fLifeVelocity = 0;
m_bHasFailed = false;
ResetBarVelocity();
}
@@ -38,20 +34,20 @@ void LifeMeterBar::ChangeLife( TapNoteScore score )
float fDeltaLife;
switch( score )
{
case TNS_PERFECT: fDeltaLife = +0.015f; break;
case TNS_GREAT: fDeltaLife = +0.008f; break;
case TNS_GOOD: fDeltaLife = +0.000f; break;
case TNS_BOO: fDeltaLife = -0.050f; break;
case TNS_MISS: fDeltaLife = -0.100f; break;
case TNS_PERFECT: fDeltaLife = +0.02f; break;
case TNS_GREAT: fDeltaLife = +0.01f; break;
case TNS_GOOD: fDeltaLife = +0.00f; break;
case TNS_BOO: fDeltaLife = -0.06f; break;
case TNS_MISS: fDeltaLife = -0.12f; break;
}
if( bWasDoingGreat && !IsDoingGreat() )
fDeltaLife = -0.10f; // make it take a while to get back to "doing great"
fDeltaLife = -0.12f; // make it take a while to get back to "doing great"
m_fLifePercentage += fDeltaLife;
m_fLifePercentage = min( m_fLifePercentage, 1 );
m_fLifePercentage = clamp( m_fLifePercentage, 0, 1 );
if( m_fLifePercentage < FAIL_THRESHOLD )
if( m_fLifePercentage == 0 )
m_bHasFailed = true;
ResetBarVelocity();
@@ -72,7 +68,7 @@ bool LifeMeterBar::IsDoingGreat()
bool LifeMeterBar::IsAboutToFail()
{
return m_fLifePercentage < ABOUT_TO_FAIL_THRESHOLD;
return m_fLifePercentage < 0.3f;
}
bool LifeMeterBar::HasFailed()
@@ -90,7 +86,7 @@ void LifeMeterBar::Update( float fDeltaTime )
float fNewDelta = m_fLifePercentage - m_fTrailingLifePercentage;
if( fDelta * fNewDelta < 0 ) // the deltas have different signs
m_fLifeVelocity /= 4; // make some drag
m_fLifeVelocity /= 4;
m_fTrailingLifePercentage = clamp( m_fTrailingLifePercentage, 0, 1 );
}
+2 -2
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@@ -108,9 +108,9 @@ void MenuElements::Load( CString sBackgroundPath, CString sTopEdgePath, CString
if( GAMEMAN->m_CurStyle == STYLE_NONE )
m_textCreditInfo[p].SetText( "PRESS START" );
else if( GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
m_textCreditInfo[p].SetText( "" );
m_textCreditInfo[p].SetText( "PRESENT" );
else // not enabled
m_textCreditInfo[p].SetText( "NOT PRESENT" );
m_textCreditInfo[p].SetText( "CREDIT(S): 0 / 0" );
m_textCreditInfo[p].SetZoom( 0.5f );
+3 -3
View File
@@ -22,7 +22,7 @@ enum MenuButton
MENU_BUTTON_START,
MENU_BUTTON_BACK,
NUM_MENU_BUTTONS, // leave this at the end
MENU_BUTTON_INVALID
MENU_BUTTON_NONE
};
@@ -37,9 +37,9 @@ struct MenuInput
bool operator==( const MenuInput &other ) { return player == other.player && button == other.button; };
inline bool IsBlank() const { return player == PLAYER_INVALID; };
inline bool IsBlank() const { return player == PLAYER_NONE; };
inline bool IsValid() const { return !IsBlank(); };
inline void MakeBlank() { player = PLAYER_INVALID; button = MENU_BUTTON_INVALID; };
inline void MakeBlank() { player = PLAYER_NONE; button = MENU_BUTTON_NONE; };
};
+39 -123
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@@ -23,11 +23,7 @@
const float FADE_TIME = 1.0f;
const float SWITCH_MUSIC_TIME = 0.15f;
const float ROULETTE_SWITCH_MUSIC_TIME = SWITCH_MUSIC_TIME/2;
const int ROULETTE_SWITCHES_IN_SLOWING_DOWN = 5;
const float LOCKED_WHEEL_INITIAL_VELOCITY = 10;
const float SWITCH_MUSIC_TIME = 0.3f;
const float SORT_ICON_ON_SCREEN_X = -140;
const float SORT_ICON_ON_SCREEN_Y = -180;
@@ -55,8 +51,6 @@ D3DXCOLOR SECTION_COLORS[] = {
};
const int NUM_SECTION_COLORS = sizeof(SECTION_COLORS)/sizeof(D3DXCOLOR);
inline D3DXCOLOR GetNextSectionColor()
{
static int i=0;
@@ -64,6 +58,8 @@ inline D3DXCOLOR GetNextSectionColor()
return SECTION_COLORS[i++];
}
WheelItemData::WheelItemData()
{
m_pSong = NULL;
@@ -329,15 +325,12 @@ MusicWheel::MusicWheel()
this->AddActor( &m_ScrollBar );
m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_MUSIC), 16 );
m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_MUSIC), 10 );
m_soundChangeSort.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_CHANGE_SORT) );
m_soundExpand.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_SECTION_EXPAND) );
m_soundStart.Load( THEME->GetPathTo(SOUND_MENU_START) );
m_soundLocked.Load( THEME->GetPathTo(SOUND_SELECT_MUSIC_WHEEL_LOCKED) );
m_soundExpand.Load( THEME->GetPathTo(SOUND_MENU_START) );
m_fTimeLeftBeforePlayMusicSample = 0;
// init m_mapGroupNameToBannerColor
CArray<Song*, Song*> arraySongs;
@@ -356,11 +349,10 @@ MusicWheel::MusicWheel()
m_iSelection = 0;
m_WheelState = STATE_SELECTING_MUSIC;
m_fTimeLeftInState = 0;
m_WheelState = STATE_IDLE;
m_fTimeLeftInState = FADE_TIME;
m_fPositionOffsetFromSelection = 0;
m_iSwitchesLeftInSpinDown = 0;
// build all of the wheel item datas
for( int so=0; so<NUM_SORT_ORDERS; so++ )
@@ -678,10 +670,8 @@ void MusicWheel::DrawPrimitives()
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
case STATE_LOCKED:
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
{
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS_TO_DRAW/2 + m_fPositionOffsetFromSelection;
@@ -719,14 +709,10 @@ void MusicWheel::Update( float fDeltaTime )
if( m_WheelState == STATE_ROULETTE_SPINNING )
{
NextMusic(); // spin as fast as possible
}
if( m_fTimeLeftBeforePlayMusicSample > 0 )
{
m_fTimeLeftBeforePlayMusicSample -= fDeltaTime;
if( m_fTimeLeftBeforePlayMusicSample < 0 )
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
float fOldMod = fmodf( TIMER->GetTimeSinceStart()-fDeltaTime, SWITCH_MUSIC_TIME );
float fNewMod = fmodf( TIMER->GetTimeSinceStart(), SWITCH_MUSIC_TIME );
if( fNewMod < fOldMod ) // wrapped
NextMusic();
}
// update wheel state
@@ -735,6 +721,10 @@ void MusicWheel::Update( float fDeltaTime )
{
switch( m_WheelState )
{
case STATE_SWITCHING_MUSIC:
m_WheelState = STATE_IDLE; // now, wait for input
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
break;
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
{
m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
@@ -789,112 +779,46 @@ void MusicWheel::Update( float fDeltaTime )
break;
case STATE_FLYING_ON_AFTER_NEXT_SORT:
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input
m_WheelState = STATE_IDLE; // now, wait for input
break;
case STATE_TWEENING_ON_SCREEN:
SCREENMAN->SendMessageToTopScreen( SM_PlaySongSample, 0 );
m_WheelState = STATE_SELECTING_MUSIC;
m_WheelState = STATE_IDLE;
m_fTimeLeftInState = 0;
break;
case STATE_TWEENING_OFF_SCREEN:
m_WheelState = STATE_WAITING_OFF_SCREEN;
m_fTimeLeftInState = 0;
break;
case STATE_SELECTING_MUSIC:
case STATE_IDLE:
m_fTimeLeftInState = 0;
break;
case STATE_ROULETTE_SPINNING:
break;
case STATE_WAITING_OFF_SCREEN:
break;
case STATE_LOCKED:
break;
case STATE_ROULETTE_SLOWING_DOWN:
if( m_iSwitchesLeftInSpinDown == 0 )
{
m_WheelState = STATE_LOCKED;
m_fTimeLeftInState = 0;
m_soundStart.Play();
m_fLockedWheelVelocity = 0;
}
else
{
m_iSwitchesLeftInSpinDown--;
switch( m_iSwitchesLeftInSpinDown )
{
case 4: m_fTimeLeftInState = 0.2f; break;
case 3: m_fTimeLeftInState = 0.4f; break;
case 2: m_fTimeLeftInState = 0.8f; break;
case 1: m_fTimeLeftInState = 1.3f; break;
case 0: m_fTimeLeftInState = 0.5f; break;
default: ASSERT(0);
}
LOG->WriteLine( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
if( m_iSwitchesLeftInSpinDown < 2 )
randomf(0,1) >= 0.5f ? NextMusic() : PrevMusic();
else
NextMusic();
}
break;
default:
ASSERT(0); // all state changes should be handled explitily
m_WheelState = STATE_IDLE;
m_fTimeLeftInState = 0;
break;
}
}
// "rotate" wheel toward selected song
if( m_WheelState == STATE_LOCKED )
{
m_fPositionOffsetFromSelection = clamp( m_fPositionOffsetFromSelection, -0.3f, +0.3f );
float fSpringForce = - m_fPositionOffsetFromSelection*LOCKED_WHEEL_INITIAL_VELOCITY;
m_fLockedWheelVelocity += fSpringForce;
float fDrag = -m_fLockedWheelVelocity * fDeltaTime*4;
m_fLockedWheelVelocity += fDrag;
m_fPositionOffsetFromSelection += m_fLockedWheelVelocity*fDeltaTime;
if( fabsf(m_fPositionOffsetFromSelection) < 0.01f && fabsf(m_fLockedWheelVelocity) < 0.01f )
{
m_fPositionOffsetFromSelection = 0;
m_fLockedWheelVelocity = 0;
}
}
if( fabsf(m_fPositionOffsetFromSelection) < 0.02f )
m_fPositionOffsetFromSelection = 0;
else
{
// "rotate" wheel toward selected song
float fSpinSpeed;
if( m_WheelState == STATE_ROULETTE_SPINNING )
fSpinSpeed = 1.0f/ROULETTE_SWITCH_MUSIC_TIME;
else
fSpinSpeed = 0.6f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_MUSIC_TIME;
if( m_fPositionOffsetFromSelection > 0 )
m_fPositionOffsetFromSelection = max( 0, m_fPositionOffsetFromSelection - fSpinSpeed*fDeltaTime );
else if( m_fPositionOffsetFromSelection < 0 )
m_fPositionOffsetFromSelection = min( 0, m_fPositionOffsetFromSelection + fSpinSpeed*fDeltaTime );
m_fPositionOffsetFromSelection -= fDeltaTime * m_fPositionOffsetFromSelection*4; // linear
float fSign = m_fPositionOffsetFromSelection / fabsf(m_fPositionOffsetFromSelection);
m_fPositionOffsetFromSelection -= fDeltaTime * fSign; // constant
}
}
void MusicWheel::PrevMusic()
{
if( m_WheelState == STATE_LOCKED )
{
m_fLockedWheelVelocity = LOCKED_WHEEL_INITIAL_VELOCITY;
m_soundLocked.Play();
return;
}
if( fabsf(m_fPositionOffsetFromSelection) > 0.5f ) // wheel is busy spinning
return;
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC:
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
break; // fall through
@@ -919,29 +843,21 @@ void MusicWheel::PrevMusic()
m_fPositionOffsetFromSelection -= 1;
m_WheelState = STATE_SWITCHING_MUSIC;
m_fTimeLeftInState = SWITCH_MUSIC_TIME;
m_soundChangeMusic.Play();
}
void MusicWheel::NextMusic()
{
if( m_WheelState == STATE_LOCKED )
{
m_fLockedWheelVelocity = -LOCKED_WHEEL_INITIAL_VELOCITY;
m_soundLocked.Play();
return;
}
if( fabsf(m_fPositionOffsetFromSelection) > 0.5 ) // wheel is very busy spinning
return;
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC:
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
break; // fall through
default:
LOG->WriteLine( "NextMusic() ignored" );
return; // don't continue
}
@@ -962,6 +878,8 @@ void MusicWheel::NextMusic()
m_fPositionOffsetFromSelection += 1;
m_WheelState = STATE_SWITCHING_MUSIC;
m_fTimeLeftInState = SWITCH_MUSIC_TIME;
m_soundChangeMusic.Play();
}
@@ -974,7 +892,8 @@ void MusicWheel::NextSort()
{
switch( m_WheelState )
{
case STATE_SELECTING_MUSIC:
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
case STATE_FLYING_ON_AFTER_NEXT_SORT:
break; // fall through
default:
@@ -995,13 +914,10 @@ void MusicWheel::NextSort()
bool MusicWheel::Select() // return true of a playable item was chosen
{
LOG->WriteLine( "MusicWheel::Select()" );
if( m_WheelState == STATE_ROULETTE_SPINNING )
{
m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
m_iSwitchesLeftInSpinDown = ROULETTE_SWITCHES_IN_SLOWING_DOWN;
m_fTimeLeftInState = 0.1f;
m_fTimeLeftInState = 20;
return false;
}
+2 -6
View File
@@ -131,7 +131,6 @@ protected:
MusicSortDisplay m_MusicSortDisplay;
ActorFrame m_frameOverlay;
// Actors inside of m_frameOverlay
Sprite m_sprSelectionOverlay;
Sprite m_sprHighScoreFrame[NUM_PLAYERS];
@@ -146,12 +145,10 @@ protected:
int m_iSelection; // index into GetCurWheelItemDatas()
CString m_sExpandedSectionName;
int m_iSwitchesLeftInSpinDown;
float m_fLockedWheelVelocity;
float m_fTimeLeftBeforePlayMusicSample; // Triggers a message send when crosses 0
enum WheelState {
STATE_SELECTING_MUSIC,
STATE_IDLE,
STATE_SWITCHING_MUSIC,
STATE_FLYING_OFF_BEFORE_NEXT_SORT,
STATE_FLYING_ON_AFTER_NEXT_SORT,
STATE_TWEENING_ON_SCREEN,
@@ -171,7 +168,6 @@ protected:
RageSoundSample m_soundChangeSort;
RageSoundSample m_soundExpand;
RageSoundSample m_soundStart;
RageSoundSample m_soundLocked;
+15 -42
View File
@@ -21,11 +21,6 @@
NoteData::NoteData()
{
Init();
}
void NoteData::Init()
{
memset( m_TapNotes, '0', MAX_NOTE_TRACKS*MAX_TAP_NOTE_ROWS );
m_iNumTracks = 0;
@@ -181,24 +176,6 @@ void NoteData::RemoveHoldNote( int index )
m_iNumHoldNotes--;
}
bool NoteData::IsThereANoteAtRow( int iRow )
{
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][iRow] != '0' )
return true;
}
for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
{
if( m_HoldNotes[i].m_iStartIndex == iRow )
return true;
}
return false;
}
int NoteData::GetLastRow()
{
int iOldestIndexFoundSoFar = 0;
@@ -235,7 +212,7 @@ float NoteData::GetLastBeat()
int NoteData::GetNumTapNotes( const float fStartBeat, const float fEndBeat )
{
int iNumNotes = 0;
int iNumSteps = 0;
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
@@ -245,11 +222,11 @@ int NoteData::GetNumTapNotes( const float fStartBeat, const float fEndBeat )
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][i] != '0' )
iNumNotes++;
iNumSteps++;
}
}
return iNumNotes;
return iNumSteps;
}
int NoteData::GetNumDoubles( const float fStartBeat, const float fEndBeat )
@@ -276,18 +253,19 @@ int NoteData::GetNumDoubles( const float fStartBeat, const float fEndBeat )
int NoteData::GetNumHoldNotes( const float fStartBeat, const float fEndBeat )
{
int iNumHolds = 0;
int iNumSteps = 0;
int iStartIndex = BeatToNoteRow( fStartBeat );
int iEndIndex = BeatToNoteRow( fEndBeat );
for( int i=0; i<m_iNumHoldNotes; i++ )
{
HoldNote &hn = m_HoldNotes[i];
if( iStartIndex <= hn.m_iStartIndex && hn.m_iEndIndex <= iEndIndex )
iNumHolds++;
float fHoldStartBeat = NoteRowToBeat( m_HoldNotes[i].m_iStartIndex );
if( fStartBeat >= fHoldStartBeat && fStartBeat < fEndBeat )
iNumSteps++;
}
return iNumHolds;
return iNumSteps;
}
int NoteData::GetPossibleDancePoints()
@@ -730,9 +708,8 @@ float NoteData::GetStreamRadarValue( float fSongSeconds )
{
// density of steps
int iNumNotes = GetNumTapNotes() + GetNumHoldNotes();
float fNotesPerSecond = iNumNotes/fSongSeconds;
float fReturn = fNotesPerSecond / 5;
return min( fReturn, 1.2f );
float fBeatsPerSecond = iNumNotes/fSongSeconds;
return fBeatsPerSecond / 5;
}
float NoteData::GetVoltageRadarValue( float fSongSeconds )
@@ -752,30 +729,26 @@ float NoteData::GetVoltageRadarValue( float fSongSeconds )
fMaxDensityPerSecSoFar = fDensityPerSecThisMeasure;
}
float fReturn = fMaxDensityPerSecSoFar*10;
return min( fReturn, 1.2f );
return fMaxDensityPerSecSoFar;
}
float NoteData::GetAirRadarValue( float fSongSeconds )
{
// number of doubles
int iNumDoubles = GetNumDoubles();
float fReturn = iNumDoubles / fSongSeconds * 2;
return min( fReturn, 1.2f );
return iNumDoubles / fSongSeconds * 2;
}
float NoteData::GetChaosRadarValue( float fSongSeconds )
{
// irregularity of steps
float fReturn = fabsf( GetStreamRadarValue(fSongSeconds) - GetVoltageRadarValue(fSongSeconds) ) * 2.5f;
return min( fReturn, 1.2f );
return fabsf( GetStreamRadarValue(fSongSeconds) - GetVoltageRadarValue(fSongSeconds) );
}
float NoteData::GetFreezeRadarValue( float fSongSeconds )
{
// number of hold steps
float fReturn = GetNumHoldNotes() / fSongSeconds * 3;
return min( fReturn, 1.2f );
return GetNumHoldNotes() / fSongSeconds * 10;
}
+49 -7
View File
@@ -21,7 +21,33 @@
// ... for future expansion
enum TapNoteScore {
TNS_NONE,
TNS_MISS,
TNS_BOO,
TNS_GOOD,
TNS_GREAT,
TNS_PERFECT,
};
inline int TapNoteScoreToDancePoints( TapNoteScore tns )
{
switch( tns )
{
case TNS_PERFECT: return +2;
case TNS_GREAT: return +1;
case TNS_GOOD: return +0;
case TNS_BOO: return -4;
case TNS_MISS: return +8;
default: return 0;
}
}
//enum TapNoteTiming {
// TNT_NONE,
// TNT_EARLY,
// TNT_LATE
//};
struct HoldNote
@@ -31,10 +57,28 @@ struct HoldNote
int m_iEndIndex;
};
enum HoldNoteScore
{
HNS_NONE, // this HoldNote has not been scored yet
HNS_OK, // the HoldNote has passed and was successfully held all the way through
HNS_NG // the HoldNote has passed and they missed it
};
inline int HoldNoteScoreToDancePoints( HoldNoteScore hns )
{
switch( hns )
{
case HNS_OK: return +6;
case HNS_NG: return +0;
default: ASSERT(0); return 0;
}
}
inline int BeatToNoteRow( float fBeatNum ) { return int( fBeatNum * ELEMENTS_PER_BEAT + 0.5f); }; // round
inline int BeatToNoteRowNotRounded( float fBeatNum ) { return (int)( fBeatNum * ELEMENTS_PER_BEAT ); };
inline float NoteRowToBeat( float fNoteIndex ) { return fNoteIndex / (float)ELEMENTS_PER_BEAT; };
inline int BeatToNoteIndexNotRounded( float fBeatNum ){ return (int)( fBeatNum * ELEMENTS_PER_BEAT ); };
inline float NoteRowToBeat( float fNoteIndex ) { return fNoteIndex / (float)ELEMENTS_PER_BEAT; };
inline float NoteRowToBeat( int iNoteIndex ) { return NoteRowToBeat( (float)iNoteIndex ); };
@@ -44,7 +88,6 @@ class NoteData
{
public:
NoteData();
void Init();
~NoteData();
// used for loading
@@ -66,7 +109,7 @@ public:
void ClearRange( int iNoteIndexBegin, int iNoteIndexEnd );
void ClearAll() { ClearRange( 0, MAX_TAP_NOTE_ROWS ); };
void CopyRange( NoteData* pFrom, int iNoteIndexBegin, int iNoteIndexEnd );
void CopyAll( NoteData* pFrom ) { m_iNumTracks = pFrom->m_iNumTracks; m_iNumHoldNotes = 0; CopyRange( pFrom, 0, MAX_TAP_NOTE_ROWS ); };
void CopyAll( NoteData* pFrom ) { m_iNumTracks = pFrom->m_iNumTracks; CopyRange( pFrom, 0, MAX_TAP_NOTE_ROWS ); };
inline bool IsRowEmpty( int index )
{
@@ -81,7 +124,6 @@ public:
void RemoveHoldNote( int index );
// statistics
bool IsThereANoteAtRow( int iRow );
float GetLastBeat(); // return the beat number of the last note
int GetLastRow();
int GetNumTapNotes( const float fStartBeat = 0, const float fEndBeat = MAX_BEATS );
@@ -98,16 +140,16 @@ public:
case RADAR_STREAM: return GetStreamRadarValue( fSongSeconds ); break;
case RADAR_VOLTAGE: return GetVoltageRadarValue( fSongSeconds ); break;
case RADAR_AIR: return GetAirRadarValue( fSongSeconds ); break;
case RADAR_FREEZE: return GetFreezeRadarValue( fSongSeconds ); break;
case RADAR_CHAOS: return GetChaosRadarValue( fSongSeconds ); break;
case RADAR_FREEZE: return GetFreezeRadarValue( fSongSeconds ); break;
default: ASSERT(0); return 0;
}
};
float GetStreamRadarValue( float fSongSeconds );
float GetVoltageRadarValue( float fSongSeconds );
float GetAirRadarValue( float fSongSeconds );
float GetFreezeRadarValue( float fSongSeconds );
float GetChaosRadarValue( float fSongSeconds );
float GetFreezeRadarValue( float fSongSeconds );
// Transformations
void LoadTransformed( NoteData* pOriginal, int iNewNumTracks, int iNewToOriginalTrack[] );
+2 -1
View File
@@ -237,7 +237,8 @@ void NoteField::DrawPrimitives()
const int iCol = hn.m_iTrack;
const float fHoldNoteLife = m_HoldNoteLife[i];
const bool bActive = NoteRowToBeat(hn.m_iStartIndex-1) <= m_fSongBeat && m_fSongBeat <= NoteRowToBeat(hn.m_iEndIndex); // hack: added -1 because hn.m_iStartIndex changes as note is held
const bool bActive = NoteRowToBeat(hn.m_iStartIndex) > m_fSongBeat && m_fSongBeat < NoteRowToBeat(hn.m_iEndIndex);
// parts of the hold
const float fStartDrawingAtBeat = froundf( (float)hn.m_iStartIndex, ROWS_BETWEEN_HOLD_BITS );
+135 -141
View File
@@ -1,12 +1,11 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: Player
Class: Notes
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
@@ -30,27 +29,28 @@ const float COMBO_Y_OFFSET = +26;
const float ARROWS_Y = SCREEN_TOP + ARROW_SIZE * 1.5f;
const float HOLD_JUDGEMENT_Y = ARROWS_Y + 80;
const float HOLD_ARROW_NG_TIME = 0.18f;
const float HOLD_ARROW_NG_TIME = 0.27f;
Player::Player()
{
m_fSongBeat = 0;
m_PlayerNumber = PLAYER_INVALID;
m_PlayerNumber = PLAYER_NONE;
// init step elements
for( int t=0; t<MAX_NOTE_TRACKS; t++ )
for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ )
{
for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ )
for( int c=0; c<MAX_NOTE_TRACKS; c++ )
{
m_TapNotes[t][i] = '0';
m_TapNoteScores[t][i] = TNS_NONE;
m_TapNotesOriginal[c][i] = '0';
m_TapNotes[c][i] = '0';
}
m_TapNoteScores[i] = TNS_NONE;
}
m_iNumHoldNotes = 0;
for( int i=0; i<MAX_HOLD_NOTE_ELEMENTS; i++ )
for( i=0; i<MAX_HOLD_NOTE_ELEMENTS; i++ )
{
m_HoldNoteScores[i] = HNS_NONE;
m_fHoldNoteLife[i] = 1.0f;
@@ -72,16 +72,9 @@ Player::Player()
}
void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteData, int iMeter, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore )
void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteData, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore )
{
//LOG->WriteLine( "Player::Load()", );
NoteData::Init();
NoteDataWithScoring::Init();
// init step elements
for( int i=0; i<MAX_HOLD_NOTE_ELEMENTS; i++ )
m_fHoldNoteLife[i] = 1.0f;
this->CopyAll( pNoteData );
m_PlayerNumber = player_no;
@@ -90,7 +83,7 @@ void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteD
m_pLifeMeter = pLM;
m_pScore = pScore;
if( m_pScore )
m_pScore->Init( player_no, m_PlayerOptions, pNoteData->GetNumTapNotes(), iMeter );
m_pScore->Init( player_no, m_PlayerOptions, pNoteData->GetNumTapNotes(), SONGMAN->GetCurrentNotes(player_no)->m_iMeter );
if( !po.m_bHoldNotes )
this->RemoveHoldNotes();
@@ -102,6 +95,12 @@ void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteD
m_NoteField.Load( (NoteData*)this, player_no, pStyleDef, po, 1.5f, 5.5f, NoteField::MODE_DANCING );
for( int t=0; t<pNoteData->m_iNumTracks; t++ )
{
for( int r=0; r<MAX_TAP_NOTE_ROWS; r++ )
m_TapNotesOriginal[t][r] = pNoteData->m_TapNotes[t][r];
}
m_GrayArrowRow.Load( player_no, pStyleDef, po );
m_GhostArrowRow.Load( player_no, pStyleDef, po );
@@ -109,10 +108,8 @@ void Player::Load( PlayerNumber player_no, StyleDef* pStyleDef, NoteData* pNoteD
m_Combo.SetY( po.m_bReverseScroll ? -COMBO_Y_OFFSET : COMBO_Y_OFFSET );
m_Judgement.SetY( po.m_bReverseScroll ? -JUDGEMENT_Y_OFFSET : JUDGEMENT_Y_OFFSET );
for( int c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
for( int c=0; c<MAX_NOTE_TRACKS; c++ )
m_HoldJudgement[c].SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - HOLD_JUDGEMENT_Y : HOLD_JUDGEMENT_Y );
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
m_HoldJudgement[c].SetX( (float)pStyleDef->m_ColumnInfo[player_no][c].fXOffset );
m_NoteField.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
m_GrayArrowRow.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
@@ -123,8 +120,7 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
{
//LOG->WriteLine( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
m_fSongBeat = fSongBeat; // save song beat
//
// Check for TapNote misses
//
@@ -146,6 +142,7 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
float fStartBeat = NoteRowToBeat( (float)hn.m_iStartIndex );
float fEndBeat = NoteRowToBeat( (float)hn.m_iEndIndex );
const int iCol = hn.m_iTrack;
const StyleInput StyleI( m_PlayerNumber, hn.m_iTrack );
const GameInput GameI = GAMEMAN->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
@@ -153,9 +150,9 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
// update the life
if( fStartBeat < m_fSongBeat && m_fSongBeat < fEndBeat ) // if the song beat is in the range of this hold
{
const bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI ) || PREFSMAN->m_bAutoPlay;
const bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
// if they got a bad score or haven't stepped on the corresponding tap yet
const bool bSteppedOnTapNote = m_TapNoteScores[hn.m_iTrack][hn.m_iStartIndex] >= TNS_GREAT;
const bool bSteppedOnTapNote = m_TapNoteScores[hn.m_iStartIndex] >= TNS_GREAT;
if( bIsHoldingButton && bSteppedOnTapNote )
@@ -164,11 +161,9 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
fLife += fDeltaTime/HOLD_ARROW_NG_TIME;
fLife = min( fLife, 1 ); // clamp
int iNewStartRow = BeatToNoteRow( m_fSongBeat );
ASSERT( iNewStartRow >= m_NoteField.m_HoldNotes[i].m_iStartIndex );
m_NoteField.m_HoldNotes[i].m_iStartIndex = iNewStartRow; // move the start of this Hold
m_NoteField.m_HoldNotes[i].m_iStartIndex = BeatToNoteRow( m_fSongBeat ); // move the start of this Hold
m_GhostArrowRow.HoldNote( hn.m_iTrack ); // update the "electric ghost" effect
m_GhostArrowRow.HoldNote( iCol ); // update the "electric ghost" effect
}
else // !bIsHoldingButton
{
@@ -186,7 +181,7 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
if( fLife == 0 ) // the player has not pressed the button for a long time!
{
hns = HNS_NG;
m_HoldJudgement[hn.m_iTrack].SetHoldJudgement( HNS_NG );
m_HoldJudgement[iCol].SetHoldJudgement( HNS_NG );
}
// check for OK
@@ -195,7 +190,7 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
// At this point fLife > 0, or else we would have marked it NG above
fLife = 1;
hns = HNS_OK;
m_HoldJudgement[hn.m_iTrack].SetHoldJudgement( HNS_OK );
m_HoldJudgement[iCol].SetHoldJudgement( HNS_OK );
m_NoteField.SetHoldNoteLife( i, fLife ); // update the NoteField display
}
}
@@ -211,6 +206,9 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
m_GrayArrowRow.Update( fDeltaTime, fSongBeat );
m_NoteField.Update( fDeltaTime, fSongBeat );
m_GhostArrowRow.Update( fDeltaTime, fSongBeat );
m_fSongBeat = fSongBeat; // save song beat
}
void Player::DrawPrimitives()
@@ -262,6 +260,26 @@ void Player::DrawPrimitives()
m_HoldJudgement[c].Draw();
}
bool Player::IsThereANoteAtIndex( int iIndex )
{
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotesOriginal[t][iIndex] != '0' )
return true;
}
for( int i=0; i<m_iNumHoldNotes; i++ ) // for each HoldNote
{
if( m_HoldNotes[i].m_iStartIndex == iIndex )
return true;
}
return false;
}
void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
{
//LOG->WriteLine( "Player::HandlePlayerStep()" );
@@ -270,6 +288,13 @@ void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
m_GrayArrowRow.Step( col );
CheckForCompleteRow( fSongBeat, col, fMaxBeatDiff );
}
void Player::CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff )
{
//LOG->WriteLine( "Player::CheckForCompleteRow()" );
// look for the closest matching step
int iIndexStartLookingAt = BeatToNoteRow( fSongBeat );
@@ -279,7 +304,7 @@ void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
int iIndexOverlappingNote = -1; // leave as -1 if we don't find any
// Start at iIndexStartLookingAt and search outward. The first one note overlaps the player's hit (this is the closest match).
// Start at iIndexStartLookingAt and search outward. The first one that overlaps the player's step is the closest match.
for( int delta=0; delta <= iNumElementsToExamine; delta++ )
{
int iCurrentIndexEarlier = iIndexStartLookingAt - delta;
@@ -293,8 +318,7 @@ void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
// check the step to the left of iIndexStartLookingAt
////////////////////////////
//LOG->WriteLine( "Checking Notes[%d]", iCurrentIndexEarlier );
if( m_TapNotes[col][iCurrentIndexEarlier] != '0' && // there is a note here
m_TapNoteScores[col][iCurrentIndexEarlier] == TNS_NONE ) // this note doesn't have a score
if( m_TapNotes[col][iCurrentIndexEarlier] != '0' ) // these Notes overlap
{
iIndexOverlappingNote = iCurrentIndexEarlier;
break;
@@ -305,8 +329,7 @@ void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
// check the step to the right of iIndexStartLookingAt
////////////////////////////
//LOG->WriteLine( "Checking Notes[%d]", iCurrentIndexLater );
if( m_TapNotes[col][iCurrentIndexLater] != '0' && // there is a note here
m_TapNoteScores[col][iCurrentIndexLater] == TNS_NONE ) // this note doesn't have a score
if( m_TapNotes[col][iCurrentIndexLater] != '0' ) // these Notes overlap
{
iIndexOverlappingNote = iCurrentIndexLater;
break;
@@ -315,28 +338,13 @@ void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
if( iIndexOverlappingNote != -1 )
{
// compute the score for this hit
const float fStepBeat = NoteRowToBeat( (float)iIndexOverlappingNote );
const float fBeatsUntilStep = fStepBeat - fSongBeat;
const float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
TapNoteScore &score = m_TapNoteScores[col][iIndexOverlappingNote];
if( fPercentFromPerfect < 0.35f ) score = TNS_PERFECT;
else if( fPercentFromPerfect < 0.6f ) score = TNS_GREAT;
else if( fPercentFromPerfect < 0.8f ) score = TNS_GOOD;
else score = TNS_BOO;
m_TapNotes[col][iIndexOverlappingNote] = '0'; // mark hit
bool bRowDestroyed = true;
for( int t=0; t<m_iNumTracks; t++ ) // did this complete the elminiation of the row?
{
if( m_TapNotes[t][iIndexOverlappingNote] != '0' && // there is a note here
m_TapNoteScores[t][iIndexOverlappingNote] == TNS_NONE ) // and it doesn't have a score
{
if( m_TapNotes[t][iIndexOverlappingNote] != '0' )
bRowDestroyed = false;
break; // stop searching
}
}
if( bRowDestroyed )
OnRowDestroyed( fSongBeat, col, fMaxBeatDiff, iIndexOverlappingNote );
@@ -345,14 +353,22 @@ void Player::HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff )
void Player::OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int iIndexThatWasSteppedOn )
{
float fStepBeat = NoteRowToBeat( (float)iIndexThatWasSteppedOn );
float fBeatsUntilStep = fStepBeat - fSongBeat;
float fPercentFromPerfect = fabsf( fBeatsUntilStep / fMaxBeatDiff );
//LOG->WriteLine( "fBeatsUntilStep: %f, fPercentFromPerfect: %f",
// fBeatsUntilStep, fPercentFromPerfect );
// find the minimum score of the row
TapNoteScore score = TNS_PERFECT;
for( int t=0; t<m_iNumTracks; t++ )
if( m_TapNoteScores[t][iIndexThatWasSteppedOn] >= TNS_BOO )
score = min( score, m_TapNoteScores[t][iIndexThatWasSteppedOn] );
// compute what the score should be for the note we stepped on
TapNoteScore &score = m_TapNoteScores[iIndexThatWasSteppedOn];
if( fPercentFromPerfect < 0.25f ) score = TNS_PERFECT;
else if( fPercentFromPerfect < 0.50f ) score = TNS_GREAT;
else if( fPercentFromPerfect < 0.75f ) score = TNS_GOOD;
else score = TNS_BOO;
// update the judgement, score, and life
m_Judgement.SetJudgement( score );
@@ -367,14 +383,14 @@ void Player::OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int i
// show ghost arrows
for( int c=0; c<m_iNumTracks; c++ ) // for each column
{
if( m_TapNotes[c][iIndexThatWasSteppedOn] != '0' ) // if there is a note in this col
if( m_TapNotesOriginal[c][iIndexThatWasSteppedOn] != '0' ) // if there is an original note note in this column
m_GhostArrowRow.TapNote( c, score, m_Combo.GetCurrentCombo()>100 ); // show the ghost arrow for this column
}
int iNumNotesDestroyed = 0;
for( c=0; c<m_iNumTracks; c++ ) // for each column
{
if( m_TapNotes[c][iIndexThatWasSteppedOn] != '0' ) // if there is a note in this col
if( m_TapNotesOriginal[c][iIndexThatWasSteppedOn] != '0' ) // if there is an original note note in this column
iNumNotesDestroyed++;
}
@@ -406,6 +422,54 @@ void Player::OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int i
}
void Player::GetGameplayStatistics( GameplayStatistics& GSout )
{
GSout.pSong = SONGMAN->GetCurrentSong();
Notes* pNotes = SONGMAN->GetCurrentNotes(m_PlayerNumber);
GSout.dc = pNotes->m_DifficultyClass;
GSout.meter = pNotes->m_iMeter;
GSout.iPossibleDancePoints = ((NoteData*)this)->GetPossibleDancePoints();
GSout.iActualDancePoints = 0;
for( int i=0; i<MAX_TAP_NOTE_ROWS; i++ )
{
switch( m_TapNoteScores[i] )
{
case TNS_PERFECT: GSout.perfect++; break;
case TNS_GREAT: GSout.great++; break;
case TNS_GOOD: GSout.good++; break;
case TNS_BOO: GSout.boo++; break;
case TNS_MISS: GSout.miss++; break;
case TNS_NONE: break;
default: ASSERT( false );
}
GSout.iActualDancePoints += TapNoteScoreToDancePoints( m_TapNoteScores[i] );
}
for( i=0; i<m_iNumHoldNotes; i++ )
{
switch( m_HoldNoteScores[i] )
{
case HNS_NG: GSout.ng++; break;
case HNS_OK: GSout.ok++; break;
case HNS_NONE: break;
default: ASSERT( false );
}
GSout.iActualDancePoints += HoldNoteScoreToDancePoints( m_HoldNoteScores[i] );
}
GSout.max_combo = m_Combo.GetMaxCombo();
GSout.score = m_pScore ? m_pScore->GetScore() : 0;
GSout.failed = this->m_pLifeMeter->HasFailed();
for( int r=0; r<NUM_RADAR_VALUES; r++ )
{
GSout.fRadarPossible[r] = this->GetRadarValue( (RadarCatrgory)r, SONGMAN->GetCurrentSong()->GetMusicLengthSeconds() );
GSout.fRadarActual[r] = randomf(0, GSout.fRadarPossible[r]);
}
}
int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
{
//LOG->WriteLine( "Notes::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
@@ -418,19 +482,17 @@ int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
int iStartCheckingAt = max( 0, iMissIfOlderThanThisIndex-10 );
//LOG->WriteLine( "iStartCheckingAt: %d iMissIfOlderThanThisIndex: %d", iStartCheckingAt, iMissIfOlderThanThisIndex );
for( int t=0; t<m_iNumTracks; t++ )
for( int i=iStartCheckingAt; i<iMissIfOlderThanThisIndex; i++ )
{
for( int r=iStartCheckingAt; r<iMissIfOlderThanThisIndex; r++ )
if( m_TapNoteScores[i] != TNS_NONE ) // this index already has a score
continue;
// look for any track at this index that still has data
if( !this->IsRowEmpty( i ) )
{
bool bFoundAMissInThisRow = false;
if( m_TapNotes[t][r] != '0' && m_TapNoteScores[t][r] == TNS_NONE )
{
m_TapNoteScores[t][r] = TNS_MISS;
iNumMissesFound++;
bFoundAMissInThisRow = true;
}
if( bFoundAMissInThisRow )
m_pLifeMeter->ChangeLife( TNS_MISS );
m_TapNoteScores[i] = TNS_MISS;
iNumMissesFound++;
m_pLifeMeter->ChangeLife( TNS_MISS );
}
}
@@ -444,76 +506,8 @@ int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat )
}
void Player::CrossedRow( int iNoteRow, float fSongBeat, float fMaxBeatDiff )
{
if( PREFSMAN->m_bAutoPlay )
{
// check to see if there's at the crossed row
for( int t=0; t<m_iNumTracks; t++ )
{
if( m_TapNotes[t][iNoteRow] != '0' )
this->HandlePlayerStep( fSongBeat, t, fMaxBeatDiff );
}
}
}
GameplayStatistics Player::GetGameplayStatistics( Song* pSong, Notes* pNotes )
{
GameplayStatistics GSreturn;
GSreturn.pSong = pSong;
GSreturn.dc = pNotes->m_DifficultyClass;
GSreturn.meter = pNotes->m_iMeter;
GSreturn.iPossibleDancePoints = ((NoteData*)this)->GetPossibleDancePoints();
GSreturn.iActualDancePoints = 0;
for( int t=0; t<MAX_NOTE_TRACKS; t++ )
{
for( int r=0; r<MAX_TAP_NOTE_ROWS; r++ )
{
if( m_TapNotes[t][r] == '0' )
continue; // no note here
switch( m_TapNoteScores[t][r] )
{
case TNS_PERFECT: GSreturn.perfect++; break;
case TNS_GREAT: GSreturn.great++; break;
case TNS_GOOD: GSreturn.good++; break;
case TNS_BOO: GSreturn.boo++; break;
case TNS_MISS: GSreturn.miss++; break;
case TNS_NONE: break;
default: ASSERT( false );
}
GSreturn.iActualDancePoints += TapNoteScoreToDancePoints( m_TapNoteScores[t][r] );
}
}
for( int i=0; i<m_iNumHoldNotes; i++ )
{
switch( m_HoldNoteScores[i] )
{
case HNS_NG: GSreturn.ng++; break;
case HNS_OK: GSreturn.ok++; break;
case HNS_NONE: break;
default: ASSERT( false );
}
GSreturn.iActualDancePoints += HoldNoteScoreToDancePoints( m_HoldNoteScores[i] );
}
GSreturn.max_combo = m_Combo.GetMaxCombo();
GSreturn.score = m_pScore ? m_pScore->GetScore() : 0;
GSreturn.failed = this->m_pLifeMeter->HasFailed();
for( int r=0; r<NUM_RADAR_VALUES; r++ )
{
GSreturn.fRadarPossible[r] = this->GetRadarValue( (RadarCatrgory)r, pSong->GetMusicLengthSeconds() );
GSreturn.fRadarActual[r] = this->GetActualRadarValue( (RadarCatrgory)r, pSong->GetMusicLengthSeconds() );
GSreturn.fRadarPossible[r] = clamp( GSreturn.fRadarPossible[r], 0, 1 );
GSreturn.fRadarActual[r] = clamp( GSreturn.fRadarActual[r], 0, 1 );
}
return GSreturn;
}
+10 -6
View File
@@ -31,13 +31,11 @@
#include "NoteField.h"
#include "GrayArrowRow.h"
#include "GhostArrowRow.h"
#include "NoteDataWithScoring.h"
struct GameplayStatistics;
class Player : public NoteDataWithScoring, public ActorFrame
class Player : public NoteData, public ActorFrame
{
public:
Player();
@@ -45,27 +43,33 @@ public:
void Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference );
void DrawPrimitives();
void Load( PlayerNumber player_no, StyleDef *pStyleDef, NoteData* pNoteData, int iMeter, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore );
void CrossedRow( int iNoteRow, float fSongBeat, float fMaxBeatDiff );
void Load( PlayerNumber player_no, StyleDef *pStyleDef, NoteData* pNoteData, const PlayerOptions& po, LifeMeterBar* pLM, ScoreDisplayRolling* pScore );
void CrossedIndex( int iIndex );
void HandlePlayerStep( float fSongBeat, int col, float fMaxBeatDiff );
int UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
GameplayStatistics GetGameplayStatistics( Song* pSong, Notes* pNotes );
void GetGameplayStatistics( GameplayStatistics& GSout );
bool IsThereANoteAtIndex( int iIndex );
protected:
void CheckForCompleteRow( float fSongBeat, int col, float fMaxBeatDiff );
void OnRowDestroyed( float fSongBeat, int col, float fMaxBeatDiff, int iStepIndex );
float m_fSongBeat;
PlayerNumber m_PlayerNumber;
PlayerOptions m_PlayerOptions;
// maintain this extra data in addition to the NoteData
TapNote m_TapNotesOriginal[MAX_NOTE_TRACKS][MAX_TAP_NOTE_ROWS]; // the original Notes that were loaded into player
TapNoteScore m_TapNoteScores[MAX_TAP_NOTE_ROWS];
float m_fHoldNoteLife[MAX_TAP_NOTE_ROWS]; // 1.0 means this HoldNote has full life.
// 0.0 means this HoldNote is dead
// When this value hits 0.0 for the first time,
// m_HoldScore becomes HSS_NG.
// If the life is > 0.0 when the HoldNote ends, then
// m_HoldScore becomes HSS_OK.
HoldNoteScore m_HoldNoteScores[MAX_HOLD_NOTE_ELEMENTS];
GrayArrowRow m_GrayArrowRow;
+11 -34
View File
@@ -29,13 +29,12 @@ PrefsManager::PrefsManager()
m_bAnnouncer = true;
m_bEventMode = true;
m_iNumArcadeStages = 3;
m_bAutoPlay = false;
m_fJudgeWindow = 0.10f;
m_iDifficulty = 4;
for( int p=0; p<NUM_PLAYERS; p++ )
m_PreferredDifficultyClass[p] = CLASS_EASY;
m_SongSortOrder = SORT_GROUP;
m_PlayMode = PLAY_MODE_INVALID;
m_PlayMode = PLAY_MODE_ARCADE;
m_iCurrentStageIndex = 0;
ReadPrefsFromDisk();
@@ -62,8 +61,7 @@ void PrefsManager::ReadPrefsFromDisk()
ini.GetValueB( "Options", "Announcer", m_bAnnouncer );
ini.GetValueB( "Options", "EventMode", m_bEventMode );
ini.GetValueI( "Options", "NumArcadeStages", m_iNumArcadeStages );
ini.GetValueB( "Options", "AutoPlay", m_bAutoPlay );
ini.GetValueF( "Options", "JudgeWindow", m_fJudgeWindow );
ini.GetValueI( "Options", "Difficulty", m_iDifficulty );
}
@@ -81,8 +79,7 @@ void PrefsManager::SavePrefsToDisk()
ini.SetValueB( "Options", "Announcer", m_bAnnouncer );
ini.SetValueB( "Options", "EventMode", m_bEventMode );
ini.SetValueI( "Options", "NumArcadeStages", m_iNumArcadeStages );
ini.SetValueB( "Options", "AutoPlay", m_bAutoPlay );
ini.SetValueF( "Options", "JudgeWindow", m_fJudgeWindow );
ini.SetValueI( "Options", "Difficulty", m_iDifficulty );
ini.WriteFile();
}
@@ -92,30 +89,20 @@ int PrefsManager::GetStageIndex()
return m_iCurrentStageIndex;
}
int PrefsManager::GetStageNumber()
{
return m_iCurrentStageIndex+1;
}
bool PrefsManager::IsFinalStage()
{
return m_iCurrentStageIndex == m_iNumArcadeStages-1;
}
bool PrefsManager::IsExtraStage()
{
return m_iCurrentStageIndex == m_iNumArcadeStages;
}
bool PrefsManager::IsExtraStage2()
{
return m_iCurrentStageIndex == m_iNumArcadeStages+1;
}
CString PrefsManager::GetStageText()
{
if( IsFinalStage() )
if( m_iCurrentStageIndex == m_iNumArcadeStages-1 )
return "Final";
else if( IsExtraStage() )
return "Extra";
else if( IsExtraStage2() )
return "Extra 2";
int iStageNo = m_iCurrentStageIndex+1;
@@ -135,16 +122,6 @@ CString PrefsManager::GetStageText()
default:sNumberSuffix = "th"; break;
}
}
return ssprintf( "%d%s", iStageNo, sNumberSuffix );
}
D3DXCOLOR PrefsManager::GetStageColor()
{
if( IsFinalStage() )
return D3DXCOLOR(1,0.1f,0.1f,1); // red
else if( IsExtraStage() || IsExtraStage2() )
return D3DXCOLOR(1,1,0.3f,1); // yellow
else
return D3DXCOLOR(0.3f,1,0.3f,1); // green
return ssprintf( "%d%s", this->GetStageNumber(), sNumberSuffix );
}
+2 -5
View File
@@ -33,8 +33,7 @@ public:
bool m_bAnnouncer;
bool m_bEventMode;
int m_iNumArcadeStages;
bool m_bAutoPlay;
float m_fJudgeWindow;
int m_iDifficulty;
void ReadPrefsFromDisk();
void SavePrefsToDisk();
@@ -47,11 +46,9 @@ public:
int m_iCurrentStageIndex; // starts at 0, and is incremented with each Stage Clear
int GetStageIndex();
int GetStageNumber();
bool IsFinalStage();
bool IsExtraStage();
bool IsExtraStage2();
CString GetStageText();
D3DXCOLOR GetStageColor();
PlayerOptions m_PlayerOptions[NUM_PLAYERS];
+3 -6
View File
@@ -25,14 +25,13 @@ RageSound* SOUND = NULL;
RageSound::RageSound( HWND hWnd )
{
LOG->WriteLine( "RageSound::RageSound()" );
// save the HWND
if( !hWnd )
throw RageException( "RageSound called with NULL hWnd." );
m_hWndApp = hWnd;
if( BASS_GetVersion() != MAKELONG(1,6) )
throw RageException( "BASS version 1.6 DLL could not be loaded. Verify that Bass.dll exists in the program directory.");
if( BASS_GetVersion() != MAKELONG(1,5) )
throw RageException( "BASS version 1.5 DLL could not be loaded. Verify that Bass.dll exists in the program directory.");
if( !BASS_Init( -1, 44100, BASS_DEVICE_LEAVEVOL|BASS_DEVICE_LATENCY, m_hWndApp ) )
{
@@ -73,8 +72,6 @@ RageSound::RageSound( HWND hWnd )
RageSound::~RageSound()
{
LOG->WriteLine( "RageSound::~RageSound()" );
BASS_Stop();
BASS_Free();
}
@@ -88,7 +85,7 @@ void RageSound::PlayOnceStreamed( CString sPath )
if( FALSE == BASS_StreamPlay( hStream, FALSE, 0 ) )
throw RageException( "RageSound: Error playing a sound stream." );
// this stream will free itself when stopped
// this stream will free itself when stopped
}
void RageSound::PlayOnceStreamedFromDir( CString sDir )
+3 -3
View File
@@ -97,7 +97,7 @@ ScreenEdit::ScreenEdit()
m_NoteFieldRecord.SetZoom( 1.0f );
m_NoteFieldRecord.Load( &noteData, PLAYER_1, GAMEMAN->GetCurrentStyleDef(), m_PlayerOptions, 2, 5, NoteField::MODE_EDITING );
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), &noteData, 1, PlayerOptions(), NULL, NULL );
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), &noteData, PlayerOptions(), NULL, NULL );
m_Player.SetXY( EDIT_CENTER_X, EDIT_GRAY_Y );
m_Fade.SetClosed();
@@ -234,7 +234,7 @@ void ScreenEdit::Update( float fDeltaTime )
m_NoteFieldEdit.Update( fDeltaTime, m_fTrailingBeat );
int iIndexNow = BeatToNoteRowNotRounded( m_fBeat );
int iIndexNow = BeatToNoteIndexNotRounded( m_fBeat );
CString sNoteType;
@@ -499,7 +499,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
m_Mode = MODE_PLAY;
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), (NoteData*)&m_NoteFieldEdit, 1, PlayerOptions(), NULL, NULL );
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), (NoteData*)&m_NoteFieldEdit, PlayerOptions(), NULL, NULL );
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetTweenDiffuseColor( D3DXCOLOR(0,0,0,0.5f) );
+4 -32
View File
@@ -21,6 +21,7 @@ Andrew Livy
#include "GameManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "ScreenEz2SelectStyle.h"
/* Constants */
@@ -64,37 +65,6 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
{
LOG->WriteLine( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
/*
for( int s=0; s<NUM_STYLES; s++ )
{
Style style = (Style)s;
if( StyleToGame(style) == GAMEMAN->m_CurGame ) // games match
m_aPossibleStyles.Add( style );
}
*/
// m_iSelection = 0;
/*
for( int i=0; i<m_aPossibleStyles.GetSize(); i++ )
{
Style style = m_aPossibleStyles[i];
m_sprIcon[i].Load( THEME->GetPathTo(GRAPHIC_SELECT_STYLE_ICONS) );
m_sprIcon[i].StopAnimating();
m_sprIcon[i].SetState( style );
m_sprIcon[i].SetXY( ICONS_START_X + ICONS_SPACING_X*i, ICON_Y );
this->AddActor( &m_sprIcon[i] );
}
m_sprExplanation.Load( THEME->GetPathTo(GRAPHIC_SELECT_STYLE_EXPLANATION) );
m_sprExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
this->AddActor( &m_sprExplanation );
m_sprPreview.SetXY( PREVIEW_X, PREVIEW_Y );
this->AddActor( &m_sprPreview );
m_sprInfo.SetXY( INFO_X, INFO_Y );
this->AddActor( &m_sprInfo );
*/
m_iSelectedStyle=0;
// Load in the sprites we will be working with.
@@ -266,7 +236,7 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
SCREENMAN->SetNewScreen( new ScreenEz2SelectStyle );
break;
}
}
@@ -362,6 +332,8 @@ presses the button bound to start
void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
{
// GAME->m_sCurrentStyle = DANCE_STYLES[m_iSelectedStyle];
MUSIC->Stop();
m_soundSelect.PlayRandom();
+381
View File
@@ -0,0 +1,381 @@
/****************************************
ScreenEzSelectPlayer,cpp
Desc: See Header
Copyright (C):
Andrew Livy
*****************************************/
/* Includes */
#include "stdafx.h"
#include "ScreenEz2SelectStyle.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageMusic.h"
#include "ScreenTitleMenu.h"
#include "ScreenCaution.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "ScreenSelectDifficulty.h"
#include "ScreenSandbox.h"
#include "GameManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
/* Constants */
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
const CString DANCE_STYLES[] = {
"easy",
"hard",
"real",
"double",
};
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);
const float OPT_X[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_X-350,
CENTER_X,
CENTER_X+350,
CENTER_X+700,
}; // tells us the default X position
const float OPT_Y[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_Y,
CENTER_Y,
CENTER_Y,
CENTER_Y,
}; // tells us the default Y position
const float CLUB_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[0]+0,
OPT_X[0]-350,
OPT_X[2]+0,
OPT_X[1]+0,
};
const float EASY_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[1]+0,
OPT_X[0]+0,
OPT_X[0]-350,
OPT_X[2]+0,
};
const float HARD_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[2]+0,
OPT_X[1]+0,
OPT_X[0]+0,
OPT_X[0]-350,
};
const float REAL_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[3]+0,
OPT_X[2]+0,
OPT_X[1]+0,
OPT_X[0]+0,
};
/************************************
ScreenEz2SelectStyle (Constructor)
Desc: Sets up the screen display
************************************/
ScreenEz2SelectStyle::ScreenEz2SelectStyle()
{
LOG->WriteLine( "ScreenEz2SelectStyle::ScreenEz2SelectStyle()" );
m_iSelectedStyle=0;
// Load in the sprites we will be working with.
for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
{
CString sPadGraphicPath;
switch( i )
{
case 0:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_3); //HACK! Would LIKE to have own filename :)
break;
case 1:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_0);
break;
case 2:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_1);
break;
case 3:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_2);
break;
}
m_sprOpt[i].Load( sPadGraphicPath );
m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] );
m_sprOpt[i].SetZoom( 1 );
this->AddActor( &m_sprOpt[i] );
}
m_Menu.Load(
THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
ssprintf("Use %c %c to select, then press START", char(1), char(2) )
);
this->AddActor( &m_Menu );
m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_STYLE_CHANGE) );
m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
// SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) );
if( !MUSIC->IsPlaying() )
{
MUSIC->Load( THEME->GetPathTo(SOUND_MUSIC_SCROLL_MUSIC) );
MUSIC->Play( true );
}
// AfterChange();
// TweenOnScreen();
m_Menu.TweenOnScreenFromBlack( SM_None );
}
/************************************
~ScreenEz2SelectStyle (Destructor)
Desc: Writes line to log when screen
is terminated.
************************************/
ScreenEz2SelectStyle::~ScreenEz2SelectStyle()
{
LOG->WriteLine( "ScreenEz2SelectStyle::~ScreenEz2SelectStyle()" );
}
/************************************
DrawPrimitives
Desc: Draws the screen =P
************************************/
void ScreenEz2SelectStyle::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
/************************************
Input
Desc: Handles player input.
************************************/
void ScreenEz2SelectStyle::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->WriteLine( "ScreenEz2SelectStyle::Input()" );
if( m_Menu.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
/************************************
HandleScreenMessage
Desc: Handles Screen Messages and changes
game states.
************************************/
void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_MenuTimer:
MenuStart(PLAYER_NONE);
break;
case SM_GoToPrevState:
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
}
}
/************************************
MenuBack
Desc: Actions performed when a player
presses the button bound to back
************************************/
void ScreenEz2SelectStyle::MenuBack( const PlayerNumber p )
{
MUSIC->Stop();
m_Menu.TweenOffScreenToBlack( SM_GoToPrevState, true );
// m_Fade.CloseWipingLeft( SM_GoToPrevState );
// TweenOffScreen();
}
/************************************
SetFadedStyles
Desc: Fades out non-highlighted items
depending on the users choice.
************************************/
void ScreenEz2SelectStyle::SetFadedStyles()
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[1].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[2].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[3].SetTweenDiffuseColor( OPT_NOT_SELECTED );
if (m_iSelectedStyle != 3)
{
m_sprOpt[m_iSelectedStyle + 1].SetTweenDiffuseColor( OPT_SELECTED );
}
else
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED );
}
}
/************************************
MenuRight
Desc: Actions performed when a player
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...
{
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();
}
/************************************
MenuLeft
Desc: Actions performed when a player
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 )
{
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();
}
/************************************
MenuStart
Desc: Actions performed when a player
presses the button bound to start
************************************/
void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
{
// GAMEMAN->m_CurStyle = DANCE_STYLES[m_iSelectedStyle];
m_soundSelect.PlayRandom();
this->ClearMessageQueue();
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
TweenOffScreen();
}
/************************************
TweenOffScreen
Desc: Squashes graphics before the screen
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 );
}*/
}
+56
View File
@@ -0,0 +1,56 @@
/********************************
ScreenEz2SelectStyle.h
Desc: The "Player Select Screen" for Ez2dancer
Copyright (c):
Andrew Livy
*********************************/
/* Includes */
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "TransitionFade.h"
#include "Quad.h"
#include "RandomSample.h"
#include "Quad.h"
#include "MenuElements.h"
/* Class Definition */
const int NUM_EZ2STYLE_GRAPHICS = 4;
class ScreenEz2SelectStyle : public Screen
{
public:
ScreenEz2SelectStyle(); // Constructor
virtual ~ScreenEz2SelectStyle(); // Destructor
/* Public Function Prototypes */
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
void MenuLeft( const PlayerNumber p );
void MenuRight( const PlayerNumber p );
void MenuStart( const PlayerNumber p );
void MenuBack( const PlayerNumber p );
void TweenOffScreen();
// void TweenOnScreen();
private:
/* Private Function Prototypes */
// void BeforeChange();
void AfterChange();
void SetFadedStyles();
// void AnimateGraphics();
/* Variable Declarations */
MenuElements m_Menu;
Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
int m_iSelectedStyle;
RandomSample m_soundChange;
RandomSample m_soundSelect;
};
+62 -153
View File
@@ -43,15 +43,13 @@ const float PLAYER_OPTIONS_LOCAL_Y[NUM_PLAYERS] = { -10, +10 };
const float DIFFICULTY_X[NUM_PLAYERS] = { SCREEN_LEFT+60, SCREEN_RIGHT-60 };
const float DIFFICULTY_Y[NUM_PLAYERS] = { SCREEN_BOTTOM-70, SCREEN_BOTTOM-70 };
const float DEBUG_X = CENTER_X;
const float DEBUG_Y = CENTER_Y-70;
const float MAX_SECONDS_CAN_BE_OFF_BY = 0.25f;
const float TIME_BETWEEN_DANCING_COMMENTS = 15;
// received while STATE_DANCING
const ScreenMessage SM_PlayMusic = ScreenMessage(SM_User+101);
const ScreenMessage SM_MusicEnded = ScreenMessage(SM_User+102);
const ScreenMessage SM_SongEnded = ScreenMessage(SM_User+102);
const ScreenMessage SM_LifeIs0 = ScreenMessage(SM_User+103);
@@ -64,7 +62,7 @@ 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_GoToScreenAfterFail = ScreenMessage(SM_User+125);
@@ -73,8 +71,6 @@ ScreenGameplay::ScreenGameplay()
LOG->WriteLine( "ScreenGameplay::ScreenGameplay()" );
m_pCurSong = NULL;
for( int p=0; p<NUM_PLAYERS; p++ )
m_pCurNotes[p] = NULL;
switch( PREFSMAN->m_PlayMode )
{
@@ -110,7 +106,7 @@ ScreenGameplay::ScreenGameplay()
for( p=0; p<NUM_PLAYERS; p++ )
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
@@ -154,8 +150,12 @@ ScreenGameplay::ScreenGameplay()
m_textStageNumber.Load( THEME->GetPathTo(FONT_HEADER2) );
m_textStageNumber.TurnShadowOff();
m_textStageNumber.SetXY( STAGE_NUMBER_LOCAL_X, STAGE_NUMBER_LOCAL_Y );
m_textStageNumber.SetText( PREFSMAN->GetStageText() );
m_textStageNumber.SetDiffuseColor( PREFSMAN->GetStageColor() );
CString sStageText = PREFSMAN->GetStageText();
m_textStageNumber.SetText( sStageText );
if( stricmp(sStageText, "Final") == 0 )
m_textStageNumber.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) ); // red
else
m_textStageNumber.SetDiffuseColor( D3DXCOLOR(0.3f,1,0.3f,1) ); // green
m_frameTop.AddActor( &m_textStageNumber );
@@ -178,7 +178,6 @@ ScreenGameplay::ScreenGameplay()
m_ScoreDisplay[p].SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
m_ScoreDisplay[p].SetZoom( 0.8f );
m_ScoreDisplay[p].SetDiffuseColor( PlayerToColor(p) );
m_frameBottom.AddActor( &m_ScoreDisplay[p] );
m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
@@ -208,13 +207,9 @@ ScreenGameplay::ScreenGameplay()
}
m_textDebug.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
this->AddActor( &m_textDebug );
m_StarWipe.SetClosed();
@@ -267,38 +262,18 @@ ScreenGameplay::~ScreenGameplay()
}
void ScreenGameplay::SaveSummary()
{
// save score summaries
if( m_pCurSong != NULL )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
continue; // skip
SONGMAN->m_aGameplayStatistics[p].Add( m_Player[p].GetGameplayStatistics(m_pCurSong, m_pCurNotes[p]) );
}
m_pCurSong = NULL;
}
}
void ScreenGameplay::LoadNextSong()
{
int p;
m_pCurSong = m_apSongQueue[m_apSongQueue.GetSize()-1];
m_apSongQueue.RemoveAt(m_apSongQueue.GetSize()-1);
SaveSummary();
m_pCurSong = m_apSongQueue[0];
m_apSongQueue.RemoveAt(0);
Notes* pNotes[NUM_PLAYERS];
for( p=0; p<NUM_PLAYERS; p++ )
{
m_pCurNotes[p] = m_apNotesQueue[p][0];
m_apNotesQueue[p].RemoveAt(0);
pNotes[p] = m_apNotesQueue[p][m_apNotesQueue[p].GetSize()-1];
m_apNotesQueue[p].RemoveAt(m_apNotesQueue[p].GetSize()-1);
}
@@ -310,10 +285,10 @@ void ScreenGameplay::LoadNextSong()
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), m_pCurNotes[p] );
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), pNotes[p] );
NoteData* pOriginalNoteData = m_pCurNotes[p]->GetNoteData();
NoteData* pOriginalNoteData = pNotes[p]->GetNoteData();
NoteData newNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, pOriginalNoteData, newNoteData );
@@ -322,7 +297,6 @@ void ScreenGameplay::LoadNextSong()
(PlayerNumber)p,
GAMEMAN->GetCurrentStyleDef(),
&newNoteData,
m_pCurNotes[p]->m_iMeter,
PREFSMAN->m_PlayerOptions[p],
&m_LifeMeter[p],
&m_ScoreDisplay[p]
@@ -330,8 +304,6 @@ void ScreenGameplay::LoadNextSong()
}
m_soundMusic.Load( m_pCurSong->GetMusicPath() );
this->SendScreenMessage( SM_PlayMusic, 3 );
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
m_Background.LoadFromSong( m_pCurSong );
m_Background.SetDiffuseColor( D3DXCOLOR(0.5f,0.5f,0.5f,1) );
@@ -346,10 +318,6 @@ void ScreenGameplay::Update( float fDeltaTime )
Screen::Update( fDeltaTime );
if( m_pCurSong == NULL )
return;
float fSongBeat, fBPS;
float fPositionSeconds = m_soundMusic.GetPositionSeconds();
@@ -360,7 +328,7 @@ void ScreenGameplay::Update( float fDeltaTime )
//LOG->WriteLine( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * PREFSMAN->m_SongOptions.m_fMusicRate;
float fMaxBeatDifference = fBPS*MAX_SECONDS_CAN_BE_OFF_BY;
for( int p=0; p<NUM_PLAYERS; p++ )
{
@@ -388,12 +356,16 @@ void ScreenGameplay::Update( float fDeltaTime )
continue;
if( !m_LifeMeter[p].IsAboutToFail() )
{
bAllAboutToFail = false;
if( !m_LifeMeter[p].HasFailed() )
bAllFailed = false;
}
else if( !m_LifeMeter[p].HasFailed() )
{
bAllFailed = false;
}
break;
}
if( bAllAboutToFail ) m_Background.TurnDangerOn();
else m_Background.TurnDangerOff();
@@ -415,11 +387,9 @@ void ScreenGameplay::Update( float fDeltaTime )
// Check for end of song
if( m_DancingState == STATE_DANCING &&
m_soundMusic.GetLengthSeconds() - m_soundMusic.GetPositionSeconds() < 0.5f )
{
this->SendScreenMessage( SM_MusicEnded, 0 );
}
m_soundMusic.GetLengthSeconds() - m_soundMusic.GetPositionSeconds() < 2 )
this->SendScreenMessage( SM_SongEnded, 1 );
// Check to see if it's time to play a gameplay comment
if( PREFSMAN->m_bAnnouncer )
{
@@ -438,52 +408,31 @@ void ScreenGameplay::Update( float fDeltaTime )
//
// Send crossed row messages to Player
//
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0;
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_Player[p].CrossedRow( r, fSongBeat, fMaxBeatDifference );
}
}
iRowLastCrossed = iRowNow;
//
// play assist ticks
//
// Sound cards have a latency between when a sample is Play()ed and when the sound
// will start coming out the speaker. Compensate for this by boosting
// fPositionSeconds ahead
if( PREFSMAN->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
{
//
// play assist ticks
//
// Sound cards have a latency between when a sample is Play()ed and when the sound
// will start coming out the speaker. Compensate for this by boosting
// fPositionSeconds ahead
fPositionSeconds += (SOUND->GetPlayLatency()+0.06f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.06 seconds to make them play a tiny bit earlier
m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS );
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
static int iRowLastCrossed = 0;
int iIndexNow = BeatToNoteIndexNotRounded( fSongBeat );
static int iIndexLastCrossed = 0;
bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indicies we crossed
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
for( int i=iIndexLastCrossed+1; i<=iIndexNow; i++ ) // for each index we crossed since the last update
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_Player[p].CrossedRow( r, fSongBeat, fMaxBeatDifference );
bAnyoneHasANote |= m_Player[p].IsThereANoteAtRow( r );
bAnyoneHasANote |= m_Player[p].IsThereANoteAtIndex( i );
break; // this will only play the tick for the first player that is joined
}
}
@@ -492,7 +441,7 @@ void ScreenGameplay::Update( float fDeltaTime )
m_soundAssistTick.PlayRandom();
iRowLastCrossed = iRowNow;
iIndexLastCrossed = iIndexNow;
}
}
@@ -511,44 +460,6 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
float fSongBeat, fBPS;
m_pCurSong->GetBeatAndBPSFromElapsedTime( m_soundMusic.GetPositionSeconds(), fSongBeat, fBPS );
// Handle special keys to adjust the offset
if( type == IET_FIRST_PRESS && DeviceI.device == DEVICE_KEYBOARD )
{
switch( DeviceI.button )
{
case DIK_F9:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()-0.01f );
break;
case DIK_F10:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()+0.01f );
break;
case DIK_F11:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()-(1/fBPS) );
break;
case DIK_F12:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()+(1/fBPS) );
break;
}
switch( DeviceI.button )
{
case DIK_F9:
case DIK_F10:
case DIK_F11:
case DIK_F12:
m_textDebug.SetText( ssprintf("Offset = %f.", m_pCurSong->GetBeatOffsetInSeconds()) );
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweeningQueued( 3 ); // sleep
m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
break;
}
}
if( MenuI.IsValid() )
{
@@ -567,14 +478,14 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
}
}
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * PREFSMAN->m_SongOptions.m_fMusicRate;
float fMaxBeatsCanBeOffBy = MAX_SECONDS_CAN_BE_OFF_BY * fBPS;
if( type == IET_FIRST_PRESS )
{
if( StyleI.IsValid() )
{
if( GAMEMAN->IsPlayerEnabled( StyleI.player ) )
m_Player[StyleI.player].HandlePlayerStep( fSongBeat, StyleI.col, fMaxBeatDifference );
m_Player[StyleI.player].HandlePlayerStep( fSongBeat, StyleI.col, fMaxBeatsCanBeOffBy );
}
}
}
@@ -604,6 +515,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
if( PREFSMAN->m_bAnnouncer )
m_announcerHereWeGo.PlayRandom();
m_Background.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,0.8f,1) );
m_soundMusic.Play();
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
break;
case SM_User+6:
break;
@@ -622,33 +535,21 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
this->SendScreenMessage( SM_BeginFailed, 0 );
m_DancingState = STATE_OUTRO;
break;
case SM_PlayMusic:
m_soundMusic.Play();
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
break;
case SM_MusicEnded:
case SM_SongEnded:
if( m_DancingState == STATE_OUTRO ) // gameplay already ended
return; // ignore
if( m_apSongQueue.GetSize() > 0 )
if( m_bBothHaveFailed ) // fail them
{
LoadNextSong();
this->SendScreenMessage( SM_BeginFailed, 0 );
}
else
else // cleared
{
if( m_bBothHaveFailed ) // fail them
{
this->SendScreenMessage( SM_BeginFailed, 0 );
}
else // cleared
{
m_StarWipe.CloseWipingRight( SM_ShowCleared );
if( PREFSMAN->m_bAnnouncer )
m_announcerCleared.PlayRandom(); // crowd cheer
}
m_DancingState = STATE_OUTRO;
m_StarWipe.CloseWipingRight( SM_ShowCleared );
if( PREFSMAN->m_bAnnouncer )
m_announcerCleared.PlayRandom(); // crowd cheer
}
m_DancingState = STATE_OUTRO;
break;
// received while STATE_OUTRO
@@ -661,8 +562,16 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SendMessageToTopScreen( SM_GoToResults, 1 );
break;
case SM_GoToResults:
SaveSummary();
SCREENMAN->SetNewScreen( new ScreenResults(false) );
{
// send score summaries to the PREFSMAN object so ScreenResults can grab it.
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
continue; // skip
m_Player[p].GetGameplayStatistics( SONGMAN->m_GameplayStatistics[PREFSMAN->m_iNumArcadeStages-1][p] );
}
SCREENMAN->SetNewScreen( new ScreenResults(false) );
}
break;
+5 -7
View File
@@ -47,16 +47,14 @@ public:
private:
void TweenOnScreen();
void TweenOffScreen();
void SaveSummary();
void LoadNextSong();
DancingState m_DancingState;
Song* m_pCurSong;
Notes* m_pCurNotes[NUM_PLAYERS];
CArray<Song*,Song*> m_apSongQueue; // nearest songs are on front of queue
CArray<Notes*,Notes*> m_apNotesQueue[NUM_PLAYERS]; // nearest notes are on front of queue
Song* m_pCurSong; // nearest songs are on back of queue
CArray<Song*,Song*> m_apSongQueue; // nearest songs are on back of queue
CArray<Notes*,Notes*> m_apNotesQueue[NUM_PLAYERS]; // nearest notes are on back of queue
bool m_bBothHaveFailed;
float m_fTimeLeftBeforeDancingComment; // this counter is only running while STATE_DANCING
@@ -64,19 +62,19 @@ private:
Background m_Background;
ActorFrame m_frameTop;
Sprite m_sprTopFrame;
Quad m_quadLifeMeterBG[NUM_PLAYERS]; // just a black quad to fill in hole for the life meter
LifeMeterBar m_LifeMeter[NUM_PLAYERS];
BitmapText m_textStageNumber;
ActorFrame m_frameBottom;
Sprite m_sprBottomFrame;
ScoreDisplayRolling m_ScoreDisplay[NUM_PLAYERS];
BitmapText m_textPlayerOptions[NUM_PLAYERS];
BitmapText m_textDebug;
TransitionStarWipe m_StarWipe;
+9 -8
View File
@@ -82,9 +82,8 @@ const CString CREDIT_LINES[] =
"SPECIAL THANKS TO:",
"SimWolf",
"Dance With Intensity",
"DDRLlama",
"AngelTK",
"www.ddrmaniax.net",
"DDR Llama",
"DDRManiaX",
"Lagged",
"The Melting Pot",
"DDRJamz Global BBS",
@@ -109,8 +108,10 @@ const CString CREDIT_LINES[] =
"",
"",
"If your name is missing from this list,",
" send me an e-mail!",
" -Chris"
"",
" I apologize!",
"",
" -Chris"
};
const int NUM_CREDIT_LINES = sizeof(CREDIT_LINES) / sizeof(CString);
@@ -155,12 +156,12 @@ ScreenMusicScroll::ScreenMusicScroll()
{
m_textLines[i].SetZoom( 0.7f );
m_textLines[i].SetXY( CENTER_X, SCREEN_BOTTOM + 40 );
m_textLines[i].BeginTweeningQueued( 0.30f * i );
m_textLines[i].BeginTweeningQueued( 3.0f );
m_textLines[i].BeginTweeningQueued( 0.20f * i );
m_textLines[i].BeginTweeningQueued( 2.0f );
m_textLines[i].SetTweenXY( CENTER_X, SCREEN_TOP - 40 );
}
this->SendScreenMessage( SM_StartFadingOut, 0.30f * i + 3.0f );
this->SendScreenMessage( SM_StartFadingOut, 0.20f * i + 3.0f );
this->AddActor( &m_Fade );
+22 -28
View File
@@ -134,7 +134,7 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, const InputEventType
if( m_Menu.IsClosing() )
return; // ignore
if( MenuI.player == PLAYER_INVALID )
if( MenuI.player == PLAYER_NONE )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
@@ -174,7 +174,7 @@ void ScreenSelectCourse::HandleScreenMessage( const ScreenMessage SM )
{
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenStage );
SCREENMAN->SetNewScreen( new ScreenStage(false) );
}
break;
}
@@ -198,38 +198,32 @@ void ScreenSelectCourse::MenuRight( const PlayerNumber p, const InputEventType t
void ScreenSelectCourse::MenuStart( const PlayerNumber p )
{
// this needs to check whether valid Notes are selected!
bool bChoseACourse = m_MusicWheel.Select();
m_MusicWheel.Select();
if( bChoseACourse )
switch( m_MusicWheel.GetSelectedType() )
{
switch( m_MusicWheel.GetSelectedType() )
{
case TYPE_COURSE:
SONGMAN->m_pCurCourse = m_MusicWheel.GetSelectedCourse();
case TYPE_COURSE:
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL) );
TweenOffScreen();
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL) );
m_soundSelect.PlayRandom();
TweenOffScreen();
// show "hold START for options"
m_textHoldForOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.BeginTweeningQueued( 2.0f ); // sleep
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
m_soundSelect.PlayRandom();
m_Menu.TweenOffScreenToBlack( SM_None, false );
// show "hold START for options"
m_textHoldForOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.BeginTweeningQueued( 2.0f ); // sleep
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
m_Menu.TweenOffScreenToBlack( SM_None, false );
this->SendScreenMessage( SM_GoToNextState, 2.5f );
break;
}
this->SendScreenMessage( SM_GoToNextState, 2.5f );
break;
}
}
-15
View File
@@ -72,10 +72,6 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
{
LOG->WriteLine( "ScreenSelectDifficulty::ScreenSelectDifficulty()" );
// Reset the current PlayMode
PREFSMAN->m_PlayMode = PLAY_MODE_INVALID;
int p;
m_Menu.Load(
@@ -211,22 +207,11 @@ void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
{
for( int p=0; p<NUM_PLAYERS; p++ )
switch( m_iSelection[p] )
{
case 0: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_EASY; break;
case 1: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_MEDIUM; break;
case 2: PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_HARD; break;
}
}
switch( m_iSelection[PLAYER_1] )
{
case 0:
case 1:
case 2: // something on page 1 was chosen
PREFSMAN->m_PlayMode = PLAY_MODE_ARCADE;
SCREENMAN->SetNewScreen( new ScreenSelectGroup );
break;
case 3:
+4 -1
View File
@@ -77,14 +77,17 @@ void ScreenSelectGame::ExportOptions()
{
case GAME_DANCE:
GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE;
GAMEMAN->m_CurGame = GAME_DANCE;
ANNOUNCER->SwitchAnnouncer( "default" );
break;
case GAME_PUMP:
GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE;
GAMEMAN->m_CurGame = GAME_PUMP;
ANNOUNCER->SwitchAnnouncer( "default" );
break;
case GAME_EZ2:
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
GAMEMAN->m_CurGame = GAME_EZ2;
ANNOUNCER->SwitchAnnouncer( "ez2" );
break;
default: ASSERT(0); // invalid Game
+52 -65
View File
@@ -217,7 +217,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, const InputEventType
{
LOG->WriteLine( "ScreenSelectMusic::Input()" );
if( MenuI.player == PLAYER_INVALID )
if( MenuI.player == PLAYER_NONE )
return;
if( m_Menu.IsClosing() )
@@ -323,7 +323,7 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
{
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenStage );
SCREENMAN->SetNewScreen( new ScreenStage(false) );
}
break;
case SM_PlaySongSample:
@@ -350,69 +350,64 @@ void ScreenSelectMusic::MenuRight( const PlayerNumber p, const InputEventType ty
void ScreenSelectMusic::MenuStart( const PlayerNumber p )
{
// this needs to check whether valid Notes are selected!
bool bResult = m_MusicWheel.Select();
m_MusicWheel.Select();
if( bResult )
switch( m_MusicWheel.GetSelectedType() )
{
// a song was selected
switch( m_MusicWheel.GetSelectedType() )
case TYPE_SONG:
{
case TYPE_SONG:
if( !m_MusicWheel.GetSelectedSong()->HasMusic() )
{
if( !m_MusicWheel.GetSelectedSong()->HasMusic() )
{
SCREENMAN->AddScreenToTop( new ScreenPrompt( "ERROR:\n \nThis song does not have a music file\n and cannot be played.", PROMPT_OK) );
return;
}
bool bIsNew = m_MusicWheel.GetSelectedSong()->IsNew();
bool bIsHard = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
if( SONGMAN->GetCurrentNotes((PlayerNumber)p) && SONGMAN->GetCurrentNotes((PlayerNumber)p)->m_iMeter >= 9 )
bIsHard = true;
}
if( bIsNew )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_NEW) );
else if( bIsHard )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_HARD) );
else
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL) );
TweenOffScreen();
m_bMadeChoice = true;
m_soundSelect.PlayRandom();
// show "hold START for options"
m_textHoldForOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.BeginTweeningQueued( 2.0f ); // sleep
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
m_Menu.TweenOffScreenToBlack( SM_None, false );
this->SendScreenMessage( SM_GoToNextState, 2.5f );
SCREENMAN->AddScreenToTop( new ScreenPrompt( "ERROR:\n \nThis song does not have a music file\n and cannot be played.", PROMPT_OK) );
return;
}
break;
case TYPE_SECTION:
break;
case TYPE_ROULETTE:
break;
bool bIsNew = m_MusicWheel.GetSelectedSong()->IsNew();
bool bIsHard = false;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
if( SONGMAN->GetCurrentNotes((PlayerNumber)p) && SONGMAN->GetCurrentNotes((PlayerNumber)p)->m_iMeter >= 9 )
bIsHard = true;
}
if( bIsNew )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_NEW) );
else if( bIsHard )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_HARD) );
else
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL) );
TweenOffScreen();
m_bMadeChoice = true;
m_soundSelect.PlayRandom();
// show "hold START for options"
m_textHoldForOptions.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.BeginTweeningQueued( 2.0f ); // sleep
m_textHoldForOptions.BeginTweeningQueued( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
m_Menu.TweenOffScreenToBlack( SM_None, false );
this->SendScreenMessage( SM_GoToNextState, 2.5f );
}
}
break;
case TYPE_SECTION:
break;
case TYPE_ROULETTE:
break;
}
}
@@ -439,14 +434,6 @@ void ScreenSelectMusic::AfterNotesChange( const PlayerNumber p )
m_DifficultyIcon[p].SetFromNotes( pNotes );
m_FootMeter[p].SetFromNotes( pNotes );
if( pNotes )
{
// do a little bounce
m_FootMeter[p].StopTweening();
m_FootMeter[p].SetZoom( 1.1f );
m_FootMeter[p].BeginTweening( 0.3f, TWEEN_BOUNCE_BEGIN );
m_FootMeter[p].SetTweenZoom( 1 );
}
m_GrooveRadar.SetFromNotes( p, pNotes );
m_MusicWheel.NotesChanged( p );
}
+2 -7
View File
@@ -47,11 +47,6 @@ ScreenSelectStyle::ScreenSelectStyle()
{
LOG->WriteLine( "ScreenSelectStyle::ScreenSelectStyle()" );
// Reset the current style and game
GAMEMAN->m_CurStyle = STYLE_NONE;
for( int s=0; s<NUM_STYLES; s++ )
{
Style style = (Style)s;
@@ -136,7 +131,7 @@ void ScreenSelectStyle::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_MenuTimer:
MenuStart(PLAYER_INVALID);
MenuStart(PLAYER_NONE);
break;
case SM_GoToPrevState:
MUSIC->Stop();
@@ -215,7 +210,7 @@ void ScreenSelectStyle::MenuRight( const PlayerNumber p )
void ScreenSelectStyle::MenuStart( const PlayerNumber p )
{
if( p != PLAYER_INVALID )
if( p != PLAYER_NONE )
GAMEMAN->m_sMasterPlayerNumber = p;
GAMEMAN->m_CurStyle = GetSelectedStyle();
+22 -29
View File
@@ -29,48 +29,41 @@ const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 3);
ScreenStage::ScreenStage()
ScreenStage::ScreenStage( bool bTryExtraStage )
{
m_bTryExtraStage = false;
m_textStage.Load( THEME->GetPathTo(FONT_STAGE) );
m_textStage.TurnShadowOff();
if( PREFSMAN->IsExtraStage() )
if( bTryExtraStage )
{
m_textStage.SetText( "Extra Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) ); // red
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA) );
}
else if( PREFSMAN->IsExtraStage2() )
{
m_textStage.SetText( "Extra Stage 2" ); // red
m_textStage.SetText( "Try Extra Stage!" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA) );
}
else if( PREFSMAN->IsFinalStage() )
else // !bTryExtraStage
{
m_textStage.SetText( "Final Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_FINAL) );
}
else
{
m_textStage.SetText( PREFSMAN->GetStageText() + " Stage" );
int iStageNo = PREFSMAN->GetStageNumber();
bool bFinal = PREFSMAN->IsFinalStage();
CString sStagePrefix = PREFSMAN->GetStageText();
m_textStage.SetText( sStagePrefix + " Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
const int iStageNo = PREFSMAN->GetStageIndex()+1;
switch( iStageNo )
if( bFinal )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_FINAL) );
else
{
case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_1) ); break;
case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_2) ); break;
case 3: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_3) ); break;
case 4: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_4) ); break;
case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
default: ; break; // play nothing
switch( iStageNo )
{
case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_1) ); break;
case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_2) ); break;
case 3: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_3) ); break;
case 4: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_4) ); break;
case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
}
}
}
m_textStage.SetXY( CENTER_X, CENTER_Y );
m_textStage.SetZoomX( 2 );
m_textStage.SetZoomY( 0 );
+1
View File
@@ -17,6 +17,7 @@ class ScreenStage : public Screen
{
public:
ScreenStage();
ScreenStage( bool bTryExtraStage );
virtual void HandleScreenMessage( const ScreenMessage SM );
+16 -3
View File
@@ -27,6 +27,7 @@
#include "RageLog.h"
#include "SongManager.h"
#include "AnnouncerManager.h"
#include "ScreenEz2SelectPlayer.h"
#include "GameManager.h"
@@ -61,6 +62,7 @@ const ScreenMessage SM_GoToGameOptions = ScreenMessage(SM_User+6);
const ScreenMessage SM_GoToSynchronize = ScreenMessage(SM_User+9);
const ScreenMessage SM_GoToEdit = ScreenMessage(SM_User+10);
const ScreenMessage SM_DoneOpening = ScreenMessage(SM_User+11);
const ScreenMessage SM_GoToEz2 = ScreenMessage(SM_User+12);
ScreenTitleMenu::ScreenTitleMenu()
{
@@ -95,7 +97,7 @@ ScreenTitleMenu::ScreenTitleMenu()
m_textVersion.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textVersion.SetHorizAlign( Actor::align_right );
m_textVersion.SetText( "v3.0 public test" );
m_textVersion.SetText( "v3.0 compatibility test" );
m_textVersion.SetDiffuseColor( D3DXCOLOR(0.6f,0.6f,0.6f,1) ); // light gray
m_textVersion.SetXY( SCREEN_RIGHT-16, SCREEN_BOTTOM-20 );
m_textVersion.SetZoom( 0.5f );
@@ -193,6 +195,9 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
case SM_GoToEdit:
SCREENMAN->SetNewScreen( new ScreenEditMenu );
break;
case SM_GoToEz2:
SCREENMAN->SetNewScreen( new ScreenEz2SelectPlayer );
break;
}
}
@@ -250,8 +255,16 @@ void ScreenTitleMenu::MenuStart( const PlayerNumber p )
switch( m_TitleMenuChoice )
{
case CHOICE_GAME_START:
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToCaution );
if ( GAMEMAN->m_CurGame == GAME_EZ2 )
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToEz2 );
}
else
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToCaution );
}
return;
case CHOICE_SELECT_GAME:
m_soundSelect.PlayRandom();
+1 -1
View File
@@ -890,8 +890,8 @@ void Song::TidyUpData()
pNM->m_fRadarValues[RADAR_STREAM] = pNM->GetNoteData()->GetStreamRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_VOLTAGE] = pNM->GetNoteData()->GetVoltageRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_AIR] = pNM->GetNoteData()->GetAirRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_FREEZE] = pNM->GetNoteData()->GetFreezeRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_CHAOS] = pNM->GetNoteData()->GetChaosRadarValue( fMusicLength );
pNM->m_fRadarValues[RADAR_FREEZE] = pNM->GetNoteData()->GetFreezeRadarValue( fMusicLength );
}
}
+1 -2
View File
@@ -77,8 +77,7 @@ void SongManager::SetCurrentNotes( PlayerNumber p, Notes* pNotes )
GameplayStatistics SongManager::GetLatestGameplayStatistics( PlayerNumber p )
{
ASSERT( m_aGameplayStatistics[p].GetSize() > 0 );
return m_aGameplayStatistics[p][ m_aGameplayStatistics[p].GetSize()-1 ];
return m_GameplayStatistics[ PREFSMAN->GetStageIndex() ][p];
}
+4 -2
View File
@@ -14,10 +14,12 @@
#include "Song.h"
#include "Course.h"
#include "GameplayStatistics.h"
#include "GamePlayStatistics.h"
//#include <d3dxmath.h> // for D3DXCOLOR
const int MAX_SONG_QUEUE_SIZE = 400; // this has to be gigantic to fit an "endless" number of songs
const int MAX_NUM_STAGES = 10; // the max number of stages that can be played in arcade mode
class SongManager
{
@@ -30,7 +32,7 @@ public:
Course* m_pCurCourse;
CString m_sPreferredGroup;
CArray<GameplayStatistics,GameplayStatistics> m_aGameplayStatistics[NUM_PLAYERS]; // for passing from Dancing to Results
GameplayStatistics m_GameplayStatistics[MAX_NUM_STAGES][NUM_PLAYERS]; // for passing from Dancing to Results
CArray<Song*, Song*> m_pSongs; // all songs that can be played
+18 -21
View File
@@ -1,4 +1,4 @@
//Microsoft Developer Studio generated resource script.
// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
@@ -27,18 +27,18 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
// TEXTINCLUDE
//
1 TEXTINCLUDE MOVEABLE PURE
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE MOVEABLE PURE
2 TEXTINCLUDE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END
3 TEXTINCLUDE MOVEABLE PURE
3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"
@@ -52,7 +52,7 @@ END
// Accelerator
//
IDR_MAIN_ACCEL ACCELERATORS MOVEABLE PURE
IDR_MAIN_ACCEL ACCELERATORS
BEGIN
VK_F5, IDM_CHANGEDETAIL, VIRTKEY, NOINVERT
"X", IDM_EXIT, VIRTKEY, ALT, NOINVERT
@@ -68,9 +68,8 @@ END
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON ICON DISCARDABLE "StepMania.ICO"
IDI_ICON ICON "StepMania.ICO"
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
@@ -93,14 +92,14 @@ BEGIN
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "http://www.stepmania.com\0"
VALUE "FileDescription", "StepMania\0"
VALUE "FileVersion", "1, 0, 0, 1\0"
VALUE "InternalName", "StepMania\0"
VALUE "LegalCopyright", "Copyright © 2001-2002\0"
VALUE "OriginalFilename", "StepMania.exe\0"
VALUE "ProductName", " StepMania\0"
VALUE "ProductVersion", "1, 0, 0, 1\0"
VALUE "CompanyName", "http://www.stepmania.com"
VALUE "FileDescription", "StepMania"
VALUE "FileVersion", "1, 0, 0, 1"
VALUE "InternalName", "StepMania"
VALUE "LegalCopyright", "Copyright © 2001-2002"
VALUE "OriginalFilename", "StepMania.exe"
VALUE "ProductName", " StepMania"
VALUE "ProductVersion", "1, 0, 0, 1"
END
END
BLOCK "VarFileInfo"
@@ -109,16 +108,14 @@ BEGIN
END
END
#endif // !_MAC
/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//
BITMAP_ERROR BITMAP MOVEABLE PURE "error.bmp"
BITMAP_SPLASH BITMAP MOVEABLE PURE "splash.bmp"
BITMAP_ERROR BITMAP "error.bmp"
BITMAP_SPLASH BITMAP "splash.bmp"
/////////////////////////////////////////////////////////////////////////////
//
@@ -126,9 +123,9 @@ BITMAP_SPLASH BITMAP MOVEABLE PURE "splash.bmp"
//
IDD_ERROR_DIALOG DIALOGEX 0, 0, 332, 234
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION
STYLE DS_SETFONT | DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION
CAPTION "StepMania Error"
FONT 8, "MS Sans Serif"
FONT 8, "MS Sans Serif", 0, 0, 0x0
BEGIN
EDITTEXT IDC_EDIT_ERROR,5,80,320,130,ES_MULTILINE |
ES_AUTOHSCROLL | ES_READONLY | WS_VSCROLL | NOT
+3 -26
View File
@@ -223,7 +223,6 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
}
} // end while( WM_QUIT != msg.message )
LOG->WriteLine( "Recieved WM_QUIT message. Shutting down..." );
// clean up after a normal exit
DestroyObjects(); // deallocate our game objects and leave fullscreen
@@ -237,29 +236,7 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
}
catch( ... )
{
switch( GetExceptionCode() )
{
case EXCEPTION_ACCESS_VIOLATION: g_sErrorString = "EXCEPTION_ACCESS_VIOLATION"; break;
case EXCEPTION_BREAKPOINT: g_sErrorString = "EXCEPTION_BREAKPOINT"; break;
case EXCEPTION_DATATYPE_MISALIGNMENT: g_sErrorString = "EXCEPTION_DATATYPE_MISALIGNMENT"; break;
case EXCEPTION_SINGLE_STEP: g_sErrorString = "EXCEPTION_SINGLE_STEP"; break;
case EXCEPTION_ARRAY_BOUNDS_EXCEEDED: g_sErrorString = "EXCEPTION_ARRAY_BOUNDS_EXCEEDED"; break;
case EXCEPTION_FLT_DENORMAL_OPERAND: g_sErrorString = "EXCEPTION_FLT_DENORMAL_OPERAND"; break;
case EXCEPTION_FLT_DIVIDE_BY_ZERO: g_sErrorString = "EXCEPTION_FLT_DIVIDE_BY_ZERO"; break;
case EXCEPTION_FLT_INEXACT_RESULT: g_sErrorString = "EXCEPTION_FLT_INEXACT_RESULT"; break;
case EXCEPTION_FLT_INVALID_OPERATION: g_sErrorString = "EXCEPTION_FLT_INVALID_OPERATION"; break;
case EXCEPTION_FLT_OVERFLOW: g_sErrorString = "EXCEPTION_FLT_OVERFLOW"; break;
case EXCEPTION_FLT_STACK_CHECK: g_sErrorString = "EXCEPTION_FLT_STACK_CHECK"; break;
case EXCEPTION_FLT_UNDERFLOW: g_sErrorString = "EXCEPTION_FLT_UNDERFLOW"; break;
case EXCEPTION_INT_DIVIDE_BY_ZERO: g_sErrorString = "EXCEPTION_INT_DIVIDE_BY_ZERO"; break;
case EXCEPTION_INT_OVERFLOW: g_sErrorString = "EXCEPTION_INT_OVERFLOW"; break;
case EXCEPTION_PRIV_INSTRUCTION: g_sErrorString = "EXCEPTION_PRIV_INSTRUCTION"; break;
case EXCEPTION_NONCONTINUABLE_EXCEPTION:g_sErrorString = "EXCEPTION_NONCONTINUABLE_EXCEPTION"; break;
case EXCEPTION_ACCESS_VIOLATION: g_sErrorString = "EXCEPTION_ACCESS_VIOLATION"; break;
case EXCEPTION_ACCESS_VIOLATION: g_sErrorString = "EXCEPTION_ACCESS_VIOLATION"; break;
default: g_sErrorString = "Unknown exception."; break;
}
g_sErrorString = "access violation or other run-time error.";
}
if( g_sErrorString != "" )
@@ -533,12 +510,12 @@ HRESULT CreateObjects( HWND hWnd )
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
//SCREENMAN->SetNewScreen( new ScreenLoading );
//SCREENMAN->SetNewScreen( new ScreenSandbox );
//SCREENMAN->SetNewScreen( new ScreenResults(true) );
//SCREENMAN->SetNewScreen( new ScreenResults(false) );
//SCREENMAN->SetNewScreen( new ScreenSelectDifficulty );
//SCREENMAN->SetNewScreen( new ScreenPlayerOptions );
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
//SCREENMAN->SetNewScreen( new ScreenGameplay );
//SCREENMAN->SetNewScreen( new ScreenMusicScroll );
//SCREENMAN->SetNewScreen( new ScreenSelectMusic );
+21 -25
View File
@@ -79,7 +79,7 @@ BSC32=bscmake.exe
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
# ADD LINK32 /nologo /subsystem:windows /profile /debug /machine:I386 /out:"../StepMania-debug.exe"
# ADD LINK32 /nologo /subsystem:windows /debug /machine:I386 /out:"../StepMania-debug.exe" /pdbtype:sept
!ENDIF
@@ -260,14 +260,6 @@ SOURCE=.\NoteData.h
# End Source File
# Begin Source File
SOURCE=.\NoteDataWithScoring.cpp
# End Source File
# Begin Source File
SOURCE=.\NoteDataWithScoring.h
# End Source File
# Begin Source File
SOURCE=.\Notes.cpp
# End Source File
# Begin Source File
@@ -666,22 +658,6 @@ SOURCE=.\TipDisplay.h
# Begin Group "Actors used in Gameplay"
# PROP Default_Filter ""
# Begin Group "ParticleSystems"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\DroppingParticleSystem.cpp
# End Source File
# Begin Source File
SOURCE=.\ParticleSystem.cpp
# End Source File
# Begin Source File
SOURCE=.\ParticleSystem.h
# End Source File
# End Group
# Begin Source File
SOURCE=.\ArrowEffects.cpp
@@ -872,6 +848,22 @@ SOURCE=.\ScreenEditMenu.h
# End Source File
# Begin Source File
SOURCE=.\ScreenEz2SelectPlayer.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenEz2SelectPlayer.h
# End Source File
# Begin Source File
SOURCE=.\ScreenEz2SelectStyle.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenEz2SelectStyle.h
# End Source File
# Begin Source File
SOURCE=.\ScreenGameOptions.cpp
# End Source File
# Begin Source File
@@ -1056,6 +1048,10 @@ SOURCE=.\ScreenTitleMenu.h
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\AnnouncerManager.cpp
# End Source File
# Begin Source File
SOURCE=.\AnnouncerManager.h
# End Source File
# Begin Source File
-6
View File
@@ -359,12 +359,6 @@
<File
RelativePath="NoteData.h">
</File>
<File
RelativePath="NoteDataWithScoring.cpp">
</File>
<File
RelativePath="NoteDataWithScoring.h">
</File>
<File
RelativePath="Notes.cpp">
</File>
+3 -3
View File
@@ -13,15 +13,15 @@
struct StyleInput
{
StyleInput() { player = PLAYER_INVALID; col = -1; };
StyleInput() { player = PLAYER_NONE; col = -1; };
StyleInput( PlayerNumber p, int c ) { player = p; col = c; };
bool operator==( const StyleInput &other ) { return player == other.player && col == other.col; };
PlayerNumber player;
int col;
inline bool IsBlank() const { return player == PLAYER_INVALID; };
inline bool IsBlank() const { return player == PLAYER_NONE; };
inline bool IsValid() const { return !IsBlank(); };
inline void MakeBlank() { player = PLAYER_INVALID; col = -1; };
inline void MakeBlank() { player = PLAYER_NONE; col = -1; };
};
+2 -2
View File
@@ -1,5 +1,5 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Microsoft Visual C++ generated include file.
// Used by StepMania.RC
//
#define IDD_ERROR_DIALOG 111
@@ -24,7 +24,7 @@
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 116
#define _APS_NEXT_RESOURCE_VALUE 115
#define _APS_NEXT_COMMAND_VALUE 40009
#define _APS_NEXT_CONTROL_VALUE 1009
#define _APS_NEXT_SYMED_VALUE 101
+2 -3
View File
@@ -86,7 +86,7 @@ public:
CString GetArtist() {return m_sArtist; };
CString GetCredit() {return m_sCredit; };
float GetBeatOffsetInSeconds() {return m_fOffsetInSeconds; };
void SetBeatOffsetInSeconds(float fNewOffset) {m_fOffsetInSeconds = fNewOffset; SetChangedSinceLastSave(); };
void SetBeatOffsetInSeconds(float fNewOffset) {m_fOffsetInSeconds = fNewOffset; };
void GetMinMaxBPM( float &fMinBPM, float &fMaxBPM )
{
fMaxBPM = 0;
@@ -114,13 +114,12 @@ public:
bool IsNew() { return GetNumTimesPlayed()==0; };
bool HasChangedSinceLastSave() { return m_bChangedSinceSave; }
void SetChangedSinceLastSave() { m_bChangedSinceSave = true; }
Grade GetGradeForDifficultyClass( NotesType nt, DifficultyClass dc );
private:
void SetChangedSinceLastSave() { m_bChangedSinceSave = true; }
CString m_sSongFilePath;
CString m_sSongDir;
CString m_sGroupName;