Commit Graph

116 Commits

Author SHA1 Message Date
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
Thad Ward 226f34427b Update the lifebar if we are using it but not using the player object. 2003-09-08 18:05:00 +00:00