Ez2 Checkin. (No song select yet)
This commit is contained in:
+12
-171
@@ -18,24 +18,10 @@
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const CString VIS_DIR = "Visualizations\\";
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const CString PARTICLE_DIR = "BGEffects\\particles\\";
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const CString BACKGROUND_DIR = "BGEffects\\backgrounds\\";
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// macro for handling CArrays of pointers
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#define DELETE_CARRAY_CONTENTS( p ) {\
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for( int d_ca_cI=0; d_ca_cI < (p).GetSize(); d_ca_cI++ ){ \
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if((p).GetAt( d_ca_cI )) \
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delete (p).GetAt( d_ca_cI ); \
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}}
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#define GET_RAND_ELEMENT( p ) ( (p).GetAt( rand() % (p).GetSize() ) )
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Background::Background()
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{
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m_totalTime = 0.0f;
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m_bShowDanger = false;
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m_sprDanger.SetZoom( 2 );
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@@ -45,116 +31,28 @@ Background::Background()
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m_sprDangerBackground.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_DANGER_BACKGROUND) );
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m_sprDangerBackground.StretchTo( CRect((int)SCREEN_LEFT, (int)SCREEN_TOP, (int)SCREEN_RIGHT, (int)SCREEN_BOTTOM) );
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// load particle sprites
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m_curParticleSprite = NULL;
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LoadParticleSprites( PARTICLE_DIR );
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// load particle systems
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m_curPS = NULL;
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LoadParticleSystems();
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// load background sprites
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m_curBackground = NULL;
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LoadBackgroundSprites( BACKGROUND_DIR );
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m_songBackground = NULL;
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}
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void Background::LoadParticleSprites( CString path )
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{
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CStringArray filenames;
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// get full path filenames for particleSprites
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GetDirListing( path+"*.sprite", filenames, false, true );
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// load sprites
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for( int i=0; i < filenames.GetSize(); i++ )
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{
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Sprite * temp = new Sprite();
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temp->Load( filenames.GetAt(i) );
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temp->SetBlendModeAdd();
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m_particleSprites.Add( temp );
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}
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}
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void Background::LoadParticleSystems()
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{
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m_particleSystems.Add( new DroppingParticleSystem );
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m_particleSystems.Add( new SpiralParticleSystem );
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m_particleSystems.Add( new ScrollingParticleSystem );
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}
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void Background::LoadBackgroundSprites( CString path )
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{
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CStringArray filenames;
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// get full path filenames for particleSprites
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GetDirListing( path+"*.png", filenames, false, true );
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// load sprites
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for( int i=0; i < filenames.GetSize(); i++ )
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{
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Sprite * temp = new Sprite();
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temp->Load( filenames.GetAt(i) );
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float colTiles = SCREEN_WIDTH / temp->GetUnzoomedWidth();
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float rowTiles = SCREEN_HEIGHT / temp->GetUnzoomedHeight();
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temp->StretchTo( CRect( SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM ) );
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float textCoords[] = {
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0,rowTiles, // bottom-left
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0,0, // top-left
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colTiles, rowTiles, // bottom-right
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colTiles, 0, // top-right
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};
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temp->SetCustomTextureCoords( textCoords );
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m_backgroundSprites.Add( temp );
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}
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}
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Background::~Background()
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{
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DELETE_CARRAY_CONTENTS( m_particleSprites );
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DELETE_CARRAY_CONTENTS( m_particleSystems );
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DELETE_CARRAY_CONTENTS( m_backgroundSprites );
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}
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bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
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{
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Sprite * sprSongBackground = new Sprite();
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if( pSong->HasBackgroundMovie() )
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{
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// load the movie backgound, and don't load a visualization
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sprSongBackground->Load( pSong->GetBackgroundMoviePath() );
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sprSongBackground->StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
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sprSongBackground->SetZoomY( -1 );
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sprSongBackground->SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
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//this->AddActor( &m_sprSongBackground );
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m_sprSongBackground.Load( pSong->GetBackgroundMoviePath() );
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m_sprSongBackground.StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
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m_sprSongBackground.SetZoomY( -1 );
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m_sprSongBackground.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
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this->AddActor( &m_sprSongBackground );
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}
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else
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{
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// load the static background (if available), and a visualization
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if( pSong->HasBackground() ) sprSongBackground->Load( pSong->GetBackgroundPath(), false, 2, 0, true );
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else sprSongBackground->Load( THEME->GetPathTo(GRAPHIC_FALLBACK_BACKGROUND), false, 2, 0, true );
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if( pSong->HasBackground() ) m_sprSongBackground.Load( pSong->GetBackgroundPath(), false, 2, 0, true );
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else m_sprSongBackground.Load( THEME->GetPathTo(GRAPHIC_FALLBACK_BACKGROUND), false, 2, 0, true );
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sprSongBackground->StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
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sprSongBackground->SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
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//this->AddActor( &m_sprSongBackground );
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m_sprSongBackground.StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
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m_sprSongBackground.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
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this->AddActor( &m_sprSongBackground );
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if( PREFSMAN->m_bUseRandomVis && !bDisableVisualizations )
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@@ -180,13 +78,6 @@ bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
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}
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}
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m_backgroundSprites.Add( sprSongBackground );
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m_songBackground = sprSongBackground;
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// get a effect to start with
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NextEffect();
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return true;
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}
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@@ -194,36 +85,10 @@ void Background::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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m_totalTime += fDeltaTime;
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m_sprVisualizationOverlay.Update( fDeltaTime );
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//m_sprSongBackground.Update( fDeltaTime );
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m_sprSongBackground.Update( fDeltaTime );
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m_sprDanger.Update( fDeltaTime );
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m_sprDangerBackground.Update( fDeltaTime );
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if( m_curPS && m_curParticleSprite )
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{
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m_curParticleSprite->Update( fDeltaTime );
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m_curPS->update( fDeltaTime );
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}
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if( m_curBackground )
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{
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if( m_curBackground != m_songBackground )
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{
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float tweenPeriod = 2.0f;
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float rads = ( fmodf( m_totalTime, tweenPeriod ) / tweenPeriod ) * 2.0f * D3DX_PI;
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D3DXCOLOR color = D3DXCOLOR(
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cosf( rads ) * 0.5f + 0.5f,
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cosf( rads + D3DX_PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
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cosf( rads + D3DX_PI * 4.0f / 3.0f) * 0.5f + 0.5f,
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1.0f
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);
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m_curBackground->SetDiffuseColor( color );
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}
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m_curBackground->Update( fDeltaTime );
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}
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}
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void Background::DrawPrimitives()
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@@ -237,34 +102,10 @@ void Background::DrawPrimitives()
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}
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else
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{
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//m_sprSongBackground.Draw();
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m_sprSongBackground.Draw();
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m_sprVisualizationOverlay.Draw();
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if( m_curBackground )
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m_curBackground->Draw();
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if( m_curPS && m_curParticleSprite )
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m_curPS->draw( m_curParticleSprite );
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}
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}
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void Background::NextEffect()
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{
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// randomly choose a particle system
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if( m_particleSystems.GetSize() > 0 )
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m_curPS = GET_RAND_ELEMENT( m_particleSystems );
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// randomly choose a particle sprite
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if( m_particleSprites.GetSize() > 0 )
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m_curParticleSprite = GET_RAND_ELEMENT( m_particleSprites );
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// randomly choose a background sprite
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if( m_backgroundSprites.GetSize() > 0 )
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{
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m_curBackground = GET_RAND_ELEMENT( m_backgroundSprites );
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}
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}
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@@ -12,22 +12,16 @@
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#define _Background_H_
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#include "RageUtil.h"
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#include "Sprite.h"
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#include "ActorFrame.h"
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#include "Song.h"
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#include "ParticleSystem.h"
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class Background : public ActorFrame
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{
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public:
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Background();
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virtual ~Background();
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virtual bool LoadFromSong( Song *pSong, bool bDisableVisualizations = false );
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virtual void Update( float fDeltaTime );
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@@ -36,12 +30,7 @@ public:
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virtual void SetDiffuseColor( D3DXCOLOR c )
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{
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m_sprVisualizationOverlay.SetDiffuseColor( c );
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for( int i=0; i < m_backgroundSprites.GetSize(); i++ )
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m_backgroundSprites[i]->SetDiffuseColor(c);
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//m_sprSongBackground.SetDiffuseColor( c );
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m_sprSongBackground.SetDiffuseColor( c );
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m_sprDanger.SetDiffuseColor( c );
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m_sprDangerBackground.SetDiffuseColor( c );
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};
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@@ -51,34 +40,14 @@ public:
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virtual bool IsDangerOn() { return m_bShowDanger; };
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virtual void NextEffect();
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protected:
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virtual void LoadParticleSprites( CString path );
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virtual void LoadBackgroundSprites( CString path );
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virtual void LoadParticleSystems();
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//CArray<Sprite*,Sprite*> m_backgroundTiles;
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CArray<Sprite*,Sprite*> m_particleSprites;
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Sprite * m_curParticleSprite;
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CArray<ParticleSystem*,ParticleSystem*> m_particleSystems;
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ParticleSystem* m_curPS;
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CArray<Sprite*,Sprite*> m_backgroundSprites;
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Sprite * m_curBackground;
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Sprite m_sprVisualizationOverlay;
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Sprite * m_songBackground;
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Sprite m_sprSongBackground;
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Sprite m_sprDanger;
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Sprite m_sprDangerBackground;
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bool m_bShowDanger;
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float m_totalTime;
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};
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@@ -57,7 +57,7 @@ void Combo::ContinueCombo( const int iNumNotesHit )
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m_sprCombo.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); // visible
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m_textComboNumber.SetText( ssprintf("%d", m_iCurCombo) );
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float fNewZoom = min( 2, 0.5f + m_iCurCombo/800.0f );
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float fNewZoom = 0.5f + m_iCurCombo/800.0f;
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m_textComboNumber.SetZoom( fNewZoom );
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//this->SetZoom( 1.2f );
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@@ -22,7 +22,7 @@ class DifficultyIcon : public Sprite
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public:
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DifficultyIcon()
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{
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Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_DIFFICULTY_ICONS) );
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Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_DIFFICULTY_BANNER_ICONS) );
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StopAnimating();
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SetFromNotes( NULL );
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@@ -34,6 +34,11 @@ void FootMeter::SetFromNotes( Notes* pNotes )
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this->SetEffectGlowing();
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else
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this->SetEffectNone();
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this->StopTweening();
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this->SetZoom( 1.1f );
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this->BeginTweening( 0.3f, TWEEN_BOUNCE_BEGIN );
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this->SetTweenZoom( 1 );
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}
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else
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{
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@@ -121,8 +121,8 @@ enum RadarCatrgory // starting from 12-o'clock rotating clockwise
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RADAR_STREAM = 0,
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RADAR_VOLTAGE,
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RADAR_AIR,
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RADAR_FREEZE,
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RADAR_CHAOS,
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RADAR_FREEZE,
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NUM_RADAR_VALUES // leave this at the end
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};
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@@ -216,15 +216,14 @@ enum PlayMode
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{
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PLAY_MODE_ARCADE,
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PLAY_MODE_ONI,
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NUM_PLAY_MODES,
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PLAY_MODE_INVALID
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NUM_PLAY_MODES
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};
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enum PlayerNumber {
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PLAYER_1 = 0,
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PLAYER_2,
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NUM_PLAYERS, // leave this at the end
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PLAYER_INVALID
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PLAYER_NONE
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};
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inline D3DXCOLOR PlayerToColor( const PlayerNumber p )
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@@ -257,7 +256,7 @@ enum Game
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GAME_PUMP, // Pump It Up
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GAME_EZ2, // Ez2dancer
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NUM_GAMES, // leave this at the end
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GAME_INVALID,
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GAME_NONE,
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};
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enum Style
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@@ -393,74 +392,3 @@ struct SongOptions
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};
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///////////////////////////
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// Scoring stuff
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///////////////////////////
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enum TapNoteScore {
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TNS_NONE,
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TNS_MISS,
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TNS_BOO,
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TNS_GOOD,
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TNS_GREAT,
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TNS_PERFECT,
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};
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inline int TapNoteScoreToDancePoints( TapNoteScore tns )
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{
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// What "Aaron in Japan" says:
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/*
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switch( tns )
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{
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case TNS_PERFECT: return +2;
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case TNS_GREAT: return +1;
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case TNS_GOOD: return +0;
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case TNS_BOO: return -4;
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case TNS_MISS: return -8;
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case TNS_NONE: return -8;
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default: ASSERT(0);
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}
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*/
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// What seems more realistic to me:
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switch( tns )
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{
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case TNS_PERFECT: return +2;
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case TNS_GREAT: return +1;
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case TNS_GOOD: return +0;
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case TNS_BOO: return 0;
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case TNS_MISS: return -2;
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case TNS_NONE: return -4;
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default: ASSERT(0); return 0;
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}
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}
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//enum TapNoteTiming {
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// TNT_NONE,
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// TNT_EARLY,
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// TNT_LATE
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//};
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enum HoldNoteScore
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{
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HNS_NONE, // this HoldNote has not been scored yet
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HNS_OK, // the HoldNote has passed and was successfully held all the way through
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HNS_NG // the HoldNote has passed and they missed it
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};
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inline int HoldNoteScoreToDancePoints( HoldNoteScore hns )
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{
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switch( hns )
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{
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case HNS_OK: return +6;
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case HNS_NG: return +0;
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default: ASSERT(0); return 0;
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}
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}
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||||
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@@ -71,7 +71,7 @@ public:
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if( m_iMenuButtons[b] == GameI.button )
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return MenuInput( p, (MenuButton)b );
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}
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return MenuInput( PLAYER_INVALID, MENU_BUTTON_INVALID );
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return MenuInput( PLAYER_NONE, MENU_BUTTON_NONE );
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};
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inline GameInput MenuInputToGameInput( const MenuInput MenuI )
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{
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@@ -1,19 +1,23 @@
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#pragma once
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/*
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-----------------------------------------------------------------------------
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Class: GhostArrow
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File: GhostArrow.h
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Desc: The trail a note leaves when it is destroyed.
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Desc: Class used to represent a color arrow on the screen.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Ben Nordstrom
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Chris Danford
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Copyright (c) 2001 Ben Norstrom. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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class GhostArrow;
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#ifndef _GhostArrow_H_
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#define _GhostArrow_H_
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#include "Sprite.h"
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#include "GameConstantsAndTypes.h"
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#include "Notes.h"
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class GhostArrow : public Sprite
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{
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@@ -27,3 +31,5 @@ public:
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float m_fVisibilityCountdown;
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};
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||||
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||||
#endif
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||||
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@@ -177,7 +177,7 @@ void InputMapper::UpdateTempDItoGI()
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bool InputMapper::DeviceToGame( DeviceInput DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
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||||
{
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GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
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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 )
|
||||
|
||||
@@ -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 );
|
||||
}
|
||||
|
||||
|
||||
@@ -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 );
|
||||
|
||||
@@ -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
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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[] );
|
||||
|
||||
@@ -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
@@ -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
@@ -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;
|
||||
|
||||
@@ -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 );
|
||||
}
|
||||
|
||||
|
||||
@@ -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];
|
||||
|
||||
@@ -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 )
|
||||
|
||||
@@ -97,7 +97,7 @@ ScreenEdit::ScreenEdit()
|
||||
m_NoteFieldRecord.SetZoom( 1.0f );
|
||||
m_NoteFieldRecord.Load( ¬eData, PLAYER_1, GAMEMAN->GetCurrentStyleDef(), m_PlayerOptions, 2, 5, NoteField::MODE_EDITING );
|
||||
|
||||
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), ¬eData, 1, PlayerOptions(), NULL, NULL );
|
||||
m_Player.Load( PLAYER_1, GAMEMAN->GetCurrentStyleDef(), ¬eData, 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) );
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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 );
|
||||
}*/
|
||||
}
|
||||
@@ -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;
|
||||
};
|
||||
@@ -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;
|
||||
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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 );
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 );
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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 );
|
||||
|
||||
@@ -17,6 +17,7 @@ class ScreenStage : public Screen
|
||||
{
|
||||
public:
|
||||
ScreenStage();
|
||||
ScreenStage( bool bTryExtraStage );
|
||||
|
||||
virtual void HandleScreenMessage( const ScreenMessage SM );
|
||||
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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];
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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
@@ -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
|
||||
|
||||
@@ -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
@@ -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
|
||||
|
||||
@@ -359,12 +359,6 @@
|
||||
<File
|
||||
RelativePath="NoteData.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="NoteDataWithScoring.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="NoteDataWithScoring.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="Notes.cpp">
|
||||
</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; };
|
||||
|
||||
};
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user