Commit Graph

94 Commits

Author SHA1 Message Date
Glenn Maynard 1168414cf0 m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
!m_bPastHereWeGo was the usual case.
2005-10-10 04:36:04 +00:00
Glenn Maynard b0df6d2d68 broadcast bPastHereWeGo 2005-10-10 02:24:58 +00:00
Glenn Maynard 291696fc1f fix backwards 2005-10-05 22:14:48 +00:00
Glenn Maynard bc85c365ee cleanup 2005-10-04 07:44:06 +00:00
Glenn Maynard 1cdfffd6a7 Let's be explicit: Demonstration should act like an attract screen. (This usually
happens to work without this, because the previous attract screen will set it,
and won't unset it since that's done in input.)
2005-10-04 07:43:42 +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 881001b6c6 broadcast on PlayMode changed 2005-07-25 03:59:24 +00:00
Glenn Maynard 6e8747d0b6 cleanup 2005-07-12 02:21:28 +00:00
Glenn Maynard 858c7e3ce3 fix assert 2005-07-05 21:43:17 +00:00
Glenn Maynard 1e05d86b7d missing includes 2005-07-04 20:52:21 +00:00
Chris Danford 8d2415f3a5 fix AV. Don't GAMESTATE->Reset on the way out. Let the next screen reset if it needs it. 2005-06-29 02:36:08 +00:00
Chris Danford 9c59962805 fix attract sounds play when they shouldn't if two ScreenDemonstrations in a row 2005-06-15 02:01:09 +00:00
Chris Danford 1cef761253 specify StyleTypes to use in ScreenDemonstration 2005-05-21 06:19:57 +00:00
Chris Danford e53fe591c8 use m_sName to look up metrics 2005-05-21 01:55:04 +00:00
Chris Danford e389ba6191 convert the rest to use Preference 2005-05-16 09:36:32 +00:00
Glenn Maynard c77b915b29 fix sorting 2005-05-09 11:54:13 +00:00
Chris Danford 16818e54c8 broadcast on style change 2005-05-07 08:34:20 +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
Charles Lohr 8c5909ebe9 Modify AutoScreenMessage to keep map of all non-standard ScreenMessages.
This has a lot of advantages over the old ways.  Some of the initial ones are that
you can log a list of all screenmessages and their respective number and another
is that it would be fairly easy to add a reverse lookup, so you could get the name
of a ScreenMessage for log use by getting the ScreenMessage number.
2005-03-28 08:01:36 +00:00
Chris Danford 880e42e1d3 fix conflicting ScreenMessage IDs by automatically generating unique values 2005-03-23 08:48:38 +00:00
Chris Danford dbbdfc14ce move SM_NotesEnded into ScreenGameplay.h so that it can be shared 2005-03-14 13:29:19 +00:00
Glenn Maynard 10ad53d845 use the same overlay for gameplay and demonstration 2005-02-26 10:23:05 +00:00
Chris Danford 4223e09cc8 GetPathTo -> GetPath 2005-02-06 03:32:53 +00:00
Glenn Maynard 3964f6b3a4 cleanup 2005-01-29 23:49:26 +00:00
Glenn Maynard c9091a1214 Don't play "On" automatically for non-generic BGAnimations; play it
explicitly, like we do with all other objects.
2005-01-15 19:21:09 +00:00
Glenn Maynard 27d6c1a5ee simplify demo/jukebox setup 2005-01-03 23:31:34 +00:00
Glenn Maynard 8cba265a01 Init() 2005-01-03 22:44:19 +00:00
Chris Danford 7f336c2ce6 self-registering screen classes 2004-11-26 17:28:47 +00:00
Glenn Maynard e88da4a8a1 bgm chain mixing 2004-10-25 03:47:22 +00:00
Chris Danford 64628fac21 remove enum Game. Instead, pass around the GameDef pointer 2004-07-25 04:27:20 +00:00
Glenn Maynard 94d0cba859 RageSounds -> GameSoundManager 2004-07-08 00:10:34 +00:00
Chris Danford 5544445ad0 name cleanup: StyleDef -> Style 2004-06-28 07:26:00 +00:00
Chris Danford 3809715db0 cleanup: Remove Style and use StyleDef everywhere. This gets rid of a lot of Style->StyleDef lookups and discourages code that's specific to a Style. All game logic should be data-driven. 2004-06-27 06:52:49 +00:00
Chris Danford 94f61972c8 move HowToPlay and Demonstration Style usage info into StyleDef 2004-06-27 02:16:12 +00:00
Chris Danford 51366df8cc name cleanup: PLAY_MODE_ARCADE -> PLAY_MODE_REGULAR 2004-06-11 06:05:35 +00:00
Geoff Benson 289231a48a no message 2004-06-08 12:42:16 +00:00
Glenn Maynard f5ce2e5303 cleanup 2004-06-08 05:55:00 +00:00
Glenn Maynard e4d124dd91 license update 2004-06-08 05:22:33 +00:00
Geoff Benson e34c02fbe3 Initial Techno Motion support - SINGLE8 and VERSUS8 2004-06-07 20:54:21 +00:00
Glenn Maynard 98a0b812f0 revert RageSounds::TakeOverSound stuff; ended up not using it
and it broke changing BPM during gameplay
SDL_Delay -> usleep
2004-05-21 00:58:48 +00:00
Chris Danford 66eec3b63a add metric to control difficulties that show in demonstration 2004-04-07 23:55:44 +00:00
Glenn Maynard 0fd9e1f140 cleanup 2004-03-25 22:20:40 +00:00
Glenn Maynard 9d7f804e95 simplify 2004-03-25 22:14:59 +00:00
Thad Ward a4ea178310 add comment. 2004-03-25 13:56:01 +00:00
Thad Ward 3047c0adfb Apparently SM_GoToNextScreen doesn't also send an SM_LoseFocus, so we need to
reset the sound volume there, too.
2004-03-25 10:45:30 +00:00
Thad Ward dabfb6355c add missing breaks to SM_GainFocus and SM_LoseFocus 2004-03-25 10:25:22 +00:00
Glenn Maynard c9265fa15a change and reset sound volume in SM_GainFocus and SM_LoseFocus;
they're always called, even when exiting to the sys menu
2004-03-25 10:07:11 +00:00
Glenn Maynard 9ab55c7e74 cleanup 2004-02-15 09:27:03 +00:00
Glenn Maynard 47825d5540 fix silent demo music 2004-01-22 07:00:44 +00:00
Glenn Maynard 1c268d8453 typo 2004-01-22 03:27:18 +00:00