Glenn Maynard
4c2ffa90ef
Player cleanup
2005-02-26 05:59:12 +00:00
Chris Danford
ab22e629d4
enforce that changed message is broadcast whenever value changes
2005-02-24 12:27:30 +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
Chris Danford
1de61aa8ae
split AutoActor into a separate file
2005-02-09 05:27:51 +00:00
Chris Danford
4223e09cc8
GetPathTo -> GetPath
2005-02-06 03:32:53 +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
0dfdaee605
remove some more old experimental stuff
2005-01-15 02:01:26 +00:00
Glenn Maynard
3a9b2f7f4b
working on fixing up extra loads when entering play mode in the editor
2005-01-15 01:28:29 +00:00
Chris Danford
a1340dd1c0
have gameplay objects access PlayerStageStats though a member pointer and not directly access g_CurStageStats.
2004-12-22 07:31:27 +00:00
Chris Danford
f840c014a9
Move some player-specific data out of the bloated GameState class.
...
Have gameplay objects hold a PlayerState pointer instead of a PlayerNumber and indexing back into GameState.
This will simplify off-screen players (e.g. CPU ghosts, network replicated human players, >2 players using one NoteField)
2004-12-20 06:25:59 +00:00
Glenn Maynard
f0c9196995
fix Assertion '!actor.GetID().empty()' failed
2004-12-06 06:22:32 +00:00
Chris Danford
4183869a45
fix player Y position
2004-12-04 21:14:25 +00:00
Chris Danford
7f336c2ce6
self-registering screen classes
2004-11-26 17:28:47 +00:00
Chris Danford
406a2d1085
cleanup
2004-11-06 23:54:34 +00:00
Chris Danford
bcbe615c0d
Pass ActorCommand structures to Actor instead of unparsed command strings.
...
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00
Chris Danford
09193d9e4b
cleanup:
...
use references when passing NoteData
Have player own a NoteDataWithScoring, not derive from it
2004-10-23 17:43:49 +00:00
Chris Danford
d2a54cca31
make TapNote a struct. Over time, more properties will move from the enums and into bit flags.
2004-09-12 05:56:24 +00:00
Glenn Maynard
350d3771b8
dep fix
2004-08-19 01:18:11 +00:00
Chris Danford
ff4c12b727
rename GameDef -> Game
2004-07-25 17:07:32 +00:00
Chris Danford
64628fac21
remove enum Game. Instead, pass around the GameDef pointer
2004-07-25 04:27:20 +00:00
Glenn Maynard
db75aa0255
simplify
2004-07-12 22:57:37 +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
Thad Ward
aa020f9351
style cleanup.
...
only turn lighting off if we turned it on.
2004-06-19 04:37:37 +00:00
Kevin Slaughter
b3f1d8f874
Added GL cel shading option for models
2004-06-18 11:02:40 +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
Thad Ward
78d16a5f90
if we aren't using the notefield, don't bother trying to load notes...
2004-05-16 12:42:26 +00:00
Steve Checkoway
20a8bab45c
Clean up includes.
2004-04-05 05:22:32 +00:00
Chris Danford
f95254c1a9
turn off culling on dancing characters
2004-03-07 05:53:04 +00:00
Glenn Maynard
2a6e586a73
SOUND->HandleSongTimer() in SM_GainFocus, not ctor
2004-01-30 20:29:24 +00:00
Glenn Maynard
588836df07
generic beat sync
2003-12-18 08:53:38 +00:00
Glenn Maynard
eb0620add8
pass TimingData to GameState::UpdateSongPosition
2003-12-18 06:14:47 +00:00
Glenn Maynard
11870a6072
continue phasing out BASE_PATH and SLASH
2003-12-10 09:26:05 +00:00
Chris Danford
143dc3ae5e
tweak ScoreDisplayRave
2003-11-26 06:40:03 +00:00
Glenn Maynard
90dee42da0
Fix ScreenHowToPlay crash in non-Dance game types.
2003-11-01 19:50:43 +00:00
Chris Danford
9b111c9058
fix AV if character has no model
2003-10-12 20:00:22 +00:00
Andrew Livy
276a051904
Barebones Pop'n Music Theme / Noteskin
2003-10-07 17:57:52 +00:00
Glenn Maynard
c15e0cec49
Allow screen aliasing.
2003-09-27 22:30:51 +00:00
Chris Danford
4414561fe6
add default character so Rave/Battle is playable without character models
2003-09-25 04:22:51 +00:00
Glenn Maynard
ceefa6411d
Fix dyslexic BeginnerHelper (how'd I miss that?)
2003-09-15 07:31:26 +00:00
Glenn Maynard
a3edb8c9e3
More duplicated code, since I don't have time to work out how to merge
...
this stuff right now.
2003-09-12 00:47:20 +00:00
Glenn Maynard
077c5174f3
simplify (twice)
2003-09-12 00:39:40 +00:00
Glenn Maynard
0a17f01401
Cleanup; start aligning this with BeginnerHelper so we can merge some
...
duplicate code.
2003-09-12 00:30:18 +00:00
Glenn Maynard
f49b417b49
No need to use SAFE_DELETE in dtors.
2003-09-12 00:23:54 +00:00
Glenn Maynard
f948027667
Create an "Other" category for ScreenHowToPlay steps.sm, and other
...
files that don't really go anywhere else.
Fix possible ELEMENT_CATEGORY_STRING null pointer dereference.
2003-09-11 23:21:33 +00:00
Kevin Slaughter
6b84056a1c
Addition to ThemeManager now prevents this screen from crashing if the SM file is not found in the current theme's dir so we can fall back onto the default theme's SM file.
2003-09-11 09:15:59 +00:00
Thad Ward
a34f11b7a8
only need to call these if we are drawing the character or dancepad.
2003-09-08 18:20:59 +00:00