Chris Danford
2a90706887
move decorations into theme
2008-03-19 11:37:33 +00:00
Chris Danford
de305ce7b7
title screen cleanup
2008-03-12 09:49:46 +00:00
Chris Danford
7f5657901c
better name: DifficultyMeter -> DifficultyDisplay
2008-03-11 10:41:11 +00:00
Chris Danford
dafd1ae754
temporarily add stage graphic. Move this and the life frame out into the overlay?
2008-03-11 10:00:31 +00:00
Glenn Maynard
3e36a05c5f
fix song.h!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2008-03-09 01:51:34 +00:00
AJ Kelly
d04ed18acc
Fix compile
2008-02-20 04:43:47 +00:00
Chris Danford
ebde2f6a0a
end gameplay when workout goal complete
2008-02-20 04:15:36 +00:00
Chris Danford
0acaeecba0
move m_bMultiplayer conditional into GameState
2007-11-13 10:27:28 +00:00
Chris Danford
a9f336acbc
fix CommitStageStats not being called
2007-11-13 10:24:42 +00:00
Chris Danford
ca58e59490
fix out-of-bounds in GetStepsQueue for Courses that bRepeat
2007-10-28 23:59:33 +00:00
Chris Danford
e8bca9e85c
fix wrong Steps being used for first multiplayer difficulty
2007-10-27 09:04:27 +00:00
Chris Danford
7ca1ac3fff
SurviveSeconds -> AliveSeconds
2007-10-27 01:51:58 +00:00
Chris Danford
6258283f30
clean up multiplayer difficulty choosing logic
2007-10-26 21:50:04 +00:00
Chris Danford
a770ba9d9d
add GetDummyPlayerInfo
2007-10-26 10:09:43 +00:00
Chris Danford
5272d5994c
clean up GetVisible() optimization to not process things that won't show. Fixes editor crash on playback.
2007-09-16 21:22:09 +00:00
Chris Danford
2322929f9c
Intermediate-term hack fix for multiplayer trying to load difficulties of Steps that aren't present.
2007-09-16 19:43:14 +00:00
Chris Danford
b0008ad8f7
remove unnecessary: m_pPlayer->SetVisible( bShowNoteField )
2007-09-09 04:06:05 +00:00
Chris Danford
df5be11a62
hide Players with no NoteField, always center MultiPlayer Players instead of looking up position metrics
2007-08-27 12:03:17 +00:00
Chris Danford
bd9447ede4
remove multiplayer song index hack, replace with UpdateStageStats override that multiplayer can use
...
fix gameplay fails immediately if all players don't have a LifeMeter.
2007-08-24 20:29:01 +00:00
Chris Danford
6977897945
fix PlayerStageStats pointing to the wrong PossibleSteps in Multiplayer
2007-08-21 01:36:22 +00:00
Chris Danford
2832da8b4c
in Multiplayer, have multiple Player objects for each MultiPlayer, then choose the best score from each group of Players on StageFinished
2007-08-20 10:45:28 +00:00
Chris Danford
82cb9aa2ee
allow backing out from keyboard in Multiplayer
2007-07-18 02:01:50 +00:00
Chris Danford
663640b0c2
allow multiple dummy players
2007-07-12 11:01:25 +00:00
Glenn Maynard
7f08da77f1
set all lights modes in metrics (except for a couple programmatic ones
...
for now)
2007-06-14 13:38:26 +00:00
Glenn Maynard
d1f0b1719e
tweak haste
2007-06-14 01:54:26 +00:00
Glenn Maynard
460c0c4412
deal with music rate changes
2007-06-12 18:33:32 +00:00
Chris Danford
f6b8d67f5f
fix "noteskin change in a course entry lasts through the next entry if the next entry has no attacks"
2007-06-10 23:47:35 +00:00
Glenn Maynard
6c9c99091f
m_vpPlayedSteps is identical to the beginning of m_vpPossibleSteps.
...
Change to m_iStepsPlayed to avoid the duplicate information.
2007-05-31 04:48:42 +00:00
Glenn Maynard
617712a1cf
ScreenGameplay::InitSongQueues adds songs to m_apSongsQueue,
...
etc. ScreenJukebox::InitSongQueues trims them. Init
m_CurStageStats.m_vpPossibleSongs outside of InitSongQueues,
so it isn't initialized differently than the queues.
2007-05-31 01:14:23 +00:00
Glenn Maynard
9b8ef44337
FailAfter30Misses -> FailOnMissCombo
2007-05-30 20:22:57 +00:00
Glenn Maynard
391b708820
AllHumanHaveComboOf30OrMoreMisses -> GetMinimumMissCombo
2007-05-30 20:03:12 +00:00
Chris Danford
92d3778e29
add LifeMeter binding in ScreenHowToPlay and ScreenGameplay
...
remove GetPlayerInfo binding (currently unused)
2007-05-29 21:19:38 +00:00
Glenn Maynard
08acd04a36
haste tweaks
2007-05-27 06:40:37 +00:00
Glenn Maynard
f9f358c89c
fix slow FOREACH_EnabledPlayerInfo, etc
2007-05-14 04:04:52 +00:00
Glenn Maynard
8278b2e9a1
make FailType a PlayerOption instead of a SongOption; fixes
...
peculiarity that GameState::GetPlayerFailType can implement
fail modes per-player and nothing else can
2007-05-12 23:48:29 +00:00
Glenn Maynard
382efb4dd3
exception no longer needed
2007-05-08 02:02:44 +00:00
Glenn Maynard
0146246b94
fix up failed transition timing
2007-05-01 19:43:41 +00:00
Glenn Maynard
79fefa5065
remove unused GivingUpGoesToNextScreen
2007-05-01 19:12:05 +00:00
Glenn Maynard
5cf9e757a0
remove unused m_sprCourseSongNumber
2007-05-01 04:29:28 +00:00
Glenn Maynard
f94e5a5ff2
Refactor and make music ending more explicit. If we're going to
...
fade, set it up at the start; fading is done before buffering, so changing
it is high-latency.
2007-05-01 02:25:38 +00:00
Glenn Maynard
b07a3d75d0
tweak
2007-04-29 00:02:37 +00:00
Glenn Maynard
9e26ff0fe1
haste goes to 1.6, not 3.2
2007-04-28 23:31:23 +00:00
Glenn Maynard
74a17abe9b
modified haste mechanics
2007-04-26 00:56:37 +00:00
Glenn Maynard
0036068bd5
missed DQ changes
2007-04-26 00:54:33 +00:00
Glenn Maynard
9ed7cf25f3
move AllHumanHaveComboOf30OrMoreMisses into StageStats
2007-04-25 16:39:03 +00:00
Glenn Maynard
def4aedce6
no saved stats in multiplayer
2007-04-25 16:34:08 +00:00
Glenn Maynard
e774751e95
run final stats before sending m_CurStageStats to m_vPlayedStageStats
2007-04-25 16:16:53 +00:00
Glenn Maynard
7f6a237cdd
handle failure in SGameplay, not SContinue; fixes name entry
...
not knowing a player is finished
2007-04-25 04:03:20 +00:00
Glenn Maynard
713c95b2b0
Stage refactoring:
...
- m_iPlayerCurrentStageIndexForCurrentCredit is changed to m_iPlayerStageTokens,
counting the number of stages left. This can be incremented and decremented
(as a bonus or penalty) with no weird side-effects; it is not used to determine
whether the player is on an extra stage. This is less brittle; it eliminates
special cases to avoid incrementing the counter and skipping into an extra stage.
- Stage tokens are subtracted for each song played, and a player is unjoined
when he runs out.
- Stage tokens are subtracted at the start of gameplay. If the player cancels,
they're "refunded". This differs from before, where the stage was incremented
at the end of gameplay. This makes the stage token counter meaningful during
gameplay; if this is done at the end, then it would be too high during gameplay.
- IsFinalStage is gone. If needed, use GetSmallestNumStagesLeftForAnyHumanPlayer.
- Extra stages are awarded by adding a stage token and incrementing
m_iAwardedExtraStages. If m_iAwardedExtraStages is 1, the player is
on his first extra stage; if 2, his second.
2007-04-25 03:50:17 +00:00
Glenn Maynard
d88d9388f8
simplify
2007-04-25 00:30:30 +00:00