Chris Danford
0c972a4dd7
cleanup CoinMode and Premium names
2007-02-26 09:40:14 +00:00
Glenn Maynard
f4583be663
header cleanup
2006-11-21 05:22:05 +00:00
Glenn Maynard
5cc5462722
header cleanup
2006-11-21 05:17:01 +00:00
Glenn Maynard
09d26bc908
unused
2006-10-01 00:10:39 +00:00
Glenn Maynard
45c85f0ebb
unused
2006-10-01 00:04:02 +00:00
Glenn Maynard
c7dfb9f2ec
MenuInput -> MenuButton
2006-09-14 20:52:34 +00:00
Glenn Maynard
f1cd95828e
remove MenuInput.IsValid(); if invalid, the button is simply MenuButton_INVALID
2006-09-14 20:31:46 +00:00
Glenn Maynard
3fe68d7f7d
simplify
2006-09-14 05:18:40 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
a87993bcb1
finish ctor transition
2006-01-15 20:46:15 +00:00
Glenn Maynard
1c5b3c9002
Transition away from Screen(sName).
2006-01-15 19:18:57 +00:00
Glenn Maynard
dfc67cd84d
ScreenWithMenuElements::StartTransitioning -> StartTransitioningScreen, to make searching
...
for it easier (vs. Transition::StartTransitioning). (Trying to simplify tweening; this
may go back later.)
2005-10-13 22:17:13 +00:00
Glenn Maynard
510f214792
unmute first, so Cancel gets to play sounds
2005-10-04 07:40:00 +00:00
Glenn Maynard
c9a12177d8
fix backwards
2005-10-04 07:39:03 +00:00
Chris Danford
15880eafd6
When in attract and not playing attract sounds, have SOUNDMAN only play sounds with RageSoundParams.m_bCriticalSound == true.
...
Currently, only the coin sound has RageSoundParams.m_bCriticalSound = true.
2005-10-04 06:51:06 +00:00
Chris Danford
a1cc399f3f
mute attract sounds inside of RageSound and don't mute everywhere that a sound might possibly be used in an attract screen
2005-10-03 23:54:40 +00:00
Glenn Maynard
594617200c
unneeded. ScreenWithMenuElements::Cancel stops music on StopMusicOnBack.
2005-09-10 20:13:42 +00:00
Glenn Maynard
14e5a181ca
SM_StopMusic not needed
2005-09-10 20:08:05 +00:00
Chris Danford
bb10c7c21f
pass around InputEventPlus in Screen::Input instead of multiple input structures
2005-09-05 02:26:50 +00:00
Chris Danford
d0f871e9ff
PlayMusic("") -> StopMusic()
2005-07-22 23:07:49 +00:00
Glenn Maynard
8050631be9
use GetNextScreen()
2005-07-22 09:12:16 +00:00
Glenn Maynard
09e64b25b6
cleanup
2005-07-20 09:57:42 +00:00
Glenn Maynard
29a77351c2
cleanup
2005-07-08 01:22:41 +00:00
Chris Danford
f7c6023412
fix attract sound frequency if initial screen not in attract loop
2005-06-11 11:25:34 +00:00
Chris Danford
50717c6ee9
COIN_ -> COIN_MODE_
2005-05-20 17:45:44 +00:00
Chris Danford
5c16cabf0d
move CoinMode toggle entirely into debug menu
...
add mute to debug menu
2005-05-16 22:23:20 +00:00
Glenn Maynard
c77b915b29
fix sorting
2005-05-09 11:54:13 +00:00
Chris Danford
820fb0b361
broadcast on Preference changes
2005-05-06 20:41:05 +00:00
Chris Danford
4ffa3dcef4
fix uses of CoinsPerCredit
2005-04-27 08:51:29 +00:00
Chris Danford
79172a5782
add BackGoesToStartScreen
2005-04-05 03:27:42 +00:00
Chris Danford
2480c02254
don't hard code a sleep - let a BGAnimation control the transition
2005-04-01 12:35:49 +00:00
Glenn Maynard
59b59214e9
fix attract music logic
2005-03-22 22:53:39 +00:00
Chris Danford
348cf4d15c
look at PLAY_MUSIC when calculating whether or not to stop the music
2005-03-21 01:14:30 +00:00
Chris Danford
84939d1a70
fix ScreenAttract looks for music even if PLAY_MUSIC=0
2005-03-21 00:20:36 +00:00
Glenn Maynard
008cae2479
m_sName for ScreenAttract::StartScreen
2005-03-17 07:23:59 +00:00
Charles Lohr
b36f6a6f04
VC6 cleanup. Remove .GetValue() "fixes" by overloading binary operators.
2005-03-14 20:26:50 +00:00
Chris Danford
24640235e2
fix ScreenWME off commands don't play
2005-02-28 06:08:55 +00:00
Chris Danford
3a57d2559e
use TimerSeconds to move between attract screens
2005-02-28 04:44:51 +00:00
Chris Danford
5a3b97c5f2
derive ScreenAttract from ScreenWithMenuElements to get underlay and overlay
2005-02-27 09:59:38 +00:00
Glenn Maynard
b51b0cfb4c
Use Init() for all screens, so we can set state before the base class
...
members are loaded--they'll see resets, score finalization, etc. It
also results in smaller code, due to a g++ bug that causes constructors
to be emitted several times.
2005-02-23 06:29:05 +00:00
Glenn Maynard
350faf7e01
cleanup
2005-02-22 21:44:54 +00:00
Chris Danford
a2915c038b
add TemporaryEventMode flag to GameState
2005-02-21 17:29:49 +00:00
Chris Danford
40c9e8fbe7
cache common metrics
2005-02-12 21:03:39 +00:00
Chris Danford
4223e09cc8
GetPathTo -> GetPath
2005-02-06 03:32:53 +00:00
Glenn Maynard
795380601b
remove some hardcoded screen names
2005-01-30 00:01:35 +00:00
Glenn Maynard
048ff316e7
comment
2005-01-19 21:45:09 +00:00
Glenn Maynard
7183a5e271
Add ScreenAttract::AutoBeginFadingOut() to disable sending
...
SM_BeginFadingOut. We can't do this in the ctor (since it's sent during
Update now); we can't do it in Update(), because if the message is posted
with a delay of 0 (ScreenRanking), the message will be added by
ScreenAttract::Update and immediately processed by Actor::Update
before the derived Update can remove it.
2005-01-16 14:48:44 +00:00
Glenn Maynard
b1227b4372
headers
2005-01-15 21:00:50 +00:00
Glenn Maynard
78800818e3
Remove BGAnimation::GetLengthSeconds; use GetTweenTimeLeft instead.
2005-01-15 18:31:14 +00:00
Chris Danford
cfd7f6300f
fix CoinMode toggling on ScreenTitleMenu
2005-01-05 04:35:15 +00:00