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
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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
Chris Danford
b6d711b3c1
Remove backgrounds on screens. Have one shared background that persists across screens.
2004-12-09 08:16:18 +00:00
Chris Danford
7f336c2ce6
self-registering screen classes
2004-11-26 17:28:47 +00:00
Chris Danford
722941a646
add monkey scripting input driver for longevity testing
2004-10-16 15:04:10 +00:00
Glenn Maynard
06c3b710fa
Start attract music in first update, not ScreenAttract's ctor; we may have
...
more to load in the derived class, and it's better to wait for loads to finish
before starting music (starting music in the middle of a load then delaying
some more is ugly and emphasizes the load time)
2004-07-25 08:40:01 +00:00
Chris Danford
da775dbd3e
move all metrics in the "Common" group into one header file
2004-07-17 22:15:39 +00:00
Glenn Maynard
94d0cba859
RageSounds -> GameSoundManager
2004-07-08 00:10:34 +00:00
Chris Danford
a266e00c93
force particular Premium and CoinMode values if bEventMode
2004-06-09 08:14:21 +00:00
Chris Danford
d5c31a1a23
revert headers
2004-06-09 04:28:27 +00:00
Chris Danford
2241c31369
stop ScreenDemonstration music on MENU_COIN
2004-06-09 02:48:38 +00:00
Glenn Maynard
e4d124dd91
license update
2004-06-08 05:22:33 +00:00
Glenn Maynard
1d9e4c4658
SDL_Delay -> usleep
2004-05-21 03:31:26 +00:00
Chris Danford
58d63cb476
make draw order separate from Z value
...
add "PageType" graphic to ScreenEvaluation
2004-05-02 03:01:27 +00:00
Chris Danford
6590bd2d48
don't load multiple copies of "common start" or "common invalid" sound
2004-05-01 23:28:53 +00:00
Chris Danford
7807b0c703
don't use PlayOnce in performance critical places
2004-03-23 23:56:38 +00:00
Chris Danford
0e9670fe4b
move join pause time to metric
2004-03-23 21:02:58 +00:00
Glenn Maynard
bde4fa54cb
cleanup
2004-02-14 01:29:09 +00:00
Glenn Maynard
ebd948988d
rename new GetPathTo -> GetPath to avoid overload problems
2004-02-14 01:16:04 +00:00
Chris Danford
0bff292827
don't stop music if the next Attract screen is playing the same sound
2004-02-01 23:07:13 +00:00
Chris Danford
69fd514b68
add 3D scrolling to ActorScroller
...
generalize BGAnimation, BGAnimationLayer to eliminate shared code with ActorFrame
2004-02-01 03:14:37 +00:00
Chris Danford
5580eccda5
add ScreenEnding to show stats
...
add weight/calories to Profile
2004-01-07 02:56:47 +00:00
Chris Danford
5aa2a3dff4
add AttractSoundFrequency option
...
remove AttractSound and DemonstrationSound options
2003-12-28 19:46:50 +00:00
Glenn Maynard
514aac93a9
Replace m_bPlayersCanJoin with PlayersCanJoin().
...
Move GetNumSidesJoined out of the header.
2003-11-10 16:48:22 +00:00
Chris Danford
420988148d
fixing high score bugs
2003-10-19 21:38:11 +00:00
Glenn Maynard
4329c3fbef
add traces
2003-10-18 21:01:04 +00:00
Chris Danford
ddf14995ce
add basic bookkeeping
2003-10-13 08:33:39 +00:00
Chris Danford
b3d25996d8
add option for silent attract
2003-10-12 19:45:28 +00:00
Glenn Maynard
0f09ef2103
prevent negative PostScreenMessage time
2003-10-10 03:47:45 +00:00
Glenn Maynard
3aea7c8a3e
SOUNDMAN -> SOUND
...
RageSoundManager.h -> RageSounds.h
2003-07-26 22:53:22 +00:00
Glenn Maynard
ea3af6e46d
noisy
2003-04-22 07:42:50 +00:00
Chris Danford
9aa6a8ab89
revert event mode
2003-04-19 19:05:25 +00:00
Chris Danford
82199383a8
Change event mode to a CoinMode (since using COIN_PAY and EventMode at the same time doesn't make sense).
...
Split ScreenLogo and ScreenTitleMenu.
In ScreenTitleMenu, add a different animation if using COIN_HOME (for SMMAX2).
Added codes at TitleMenu to change Theme and Announcer.
2003-04-13 04:50:08 +00:00
Chris Danford
448bdc7b6e
make calls to THEME->GetPathTo() more concise
2003-04-12 17:39:27 +00:00
Chris Danford
e148806d1b
add name to Actor
2003-04-12 06:16:12 +00:00
Chris Danford
1627422e09
fix ScreenEvaluationCourse glitches
...
Change ScreenManager message sending methods for more precise control:
- SendMessageToTopScreen: handle the message immediately
- PostMessageToTopScreen: post message to queue for processing next update
2003-03-25 21:17:29 +00:00
Chris Danford
51ca82a8e6
Modularize coin logic
2003-03-09 03:28:34 +00:00
Chris Danford
31aa613295
Cleanup of theme element names
...
Renamed ScreenSelectMax* back to their old names
Replaced all hard-coded transitions with TransitionBGAnimations
2003-03-09 00:55:49 +00:00
Kevin Slaughter
b491619a5f
ScreenAttract update
2003-02-18 09:36:59 +00:00