Glenn Maynard
0b7b6b6f9f
naming cleanups
2006-09-26 21:05:49 +00:00
Steve Checkoway
61624d6539
This is handled by ScreenJukebox.
2006-07-20 04:36:15 +00:00
Steve Checkoway
80698277cf
Don't use rand()%n. The function specified by the ANSI committee is a terrible linear congruential generator. In fact, it's so bad that the low order bit alternates. The algorithm implemented as RandomFloat() seems to be Park and Miller's "minimum standard" generator which is better (but not great). [See Knuth for more information.]
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Any place where you would use rand()%n, use RandomInt(0, n) instead.
2006-06-26 12:14:30 +00:00
Chris Danford
41d1e79678
fix course mods carry over to 2nd demonstration screen if 2 SDemonstrations are back to back
2006-03-09 09:06:46 +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
2b4c9e4516
Transition away from Screen(sName).
2006-01-15 19:49:02 +00:00
Glenn Maynard
c5b71c0631
remove logs (this stuff predates the crash handler and has been copied
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and pasted around since)
jesus we have a lot of screens
2006-01-15 08:54:03 +00:00
Glenn Maynard
1168414cf0
m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
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!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
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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.
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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
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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
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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