Glenn Maynard
fea54929ac
precise, framerate-independent assist ticks
2004-01-12 09:36:01 +00:00
Glenn Maynard
5ef57a474b
add foreground gameplay layer
2004-01-07 00:13:32 +00:00
Glenn Maynard
d5d1ea5ca4
move AllFailedEarlier into StageStats
2003-12-31 20:58:14 +00:00
Chris Danford
1ad4a83050
add song position meter to gameplay screen
2003-12-25 05:53:30 +00:00
Glenn Maynard
780fa83500
split out ScreenGameplay::SetupSong
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course radar value work
2003-12-23 02:18:27 +00:00
Glenn Maynard
19ff522f3d
CourseSongNumber
2003-12-18 23:19:02 +00:00
Glenn Maynard
a2b10b881a
add PlayerName
2003-12-17 10:21:31 +00:00
Glenn Maynard
2cd058620b
Always set GAMESTATE->m_CurStageStats.pSong.
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Always fill in m_vPlayedStageStats.
2003-12-15 06:24:59 +00:00
Chris Danford
ade8308aa1
add per-player danger and per-player dead animations
2003-12-07 20:29:42 +00:00
Chris Danford
143dc3ae5e
tweak ScoreDisplayRave
2003-11-26 06:40:03 +00:00
Chris Danford
4e80f3057a
working on battle
2003-11-20 06:50:05 +00:00
Glenn Maynard
43ed677045
Fix PlayerOptions::GetString percentage rounding.
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Merge ScreenGameplay::SM_NotesEnded code paths.
Replace FAIL_PASSMARK with PlayerOptions FailMark:
It's simpler: only one test (in SM_NotesEnded). It can be 1: changed easily:
say "80% FailMark" for BM; 2: set per-player, if some mode wants an easier
setting for easier difficulties; 3: changed during courses (if you really wanted to).
It coexists with fail types. In some BeatMania games, you have to be over 80%
at the end to pass, but you also fail immediately if the bar empties.
One thing to be careful of: since it coexists with fail types, setting FailOff doesn't
disable FailMark failing. If you want that, too, use "No FailMark".
The danger background works consistently. (If FailOff is set, the behavior is what
it was--no danger at all.)
2003-11-03 19:42:06 +00:00
Glenn Maynard
e550d16195
move Attack out of GameState
2003-10-25 22:00:58 +00:00
Glenn Maynard
cefc7f6685
simpler/more consistent attack/mod handling
2003-10-25 07:58:10 +00:00
Andrew Livy
403e1c9f35
PnM Theme Update -- ScreenGameplay.
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Can now have a static background overlay on screengameplay
2003-10-08 23:32:08 +00:00
Glenn Maynard
c15e0cec49
Allow screen aliasing.
2003-09-27 22:30:51 +00:00
Glenn Maynard
e164953d02
Move fail check into a function
2003-09-15 21:00:59 +00:00
Glenn Maynard
144bee1143
allow aborting games with the start button (for configurations that
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have no back button)
2003-09-06 03:25:45 +00:00
Chris Gomez
a970766dff
Add support for a few announcer triggers;
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gameplay oni fail
gameplay oni fail halfway (may as well, used in extreme)
gameplay combo overflow (for multiples of 100 over 1000)
Hm. neither of the oni fail ones are actually oni-specific (are used with any course mode).
2003-08-25 17:15:47 +00:00
Thad Ward
5c5c4ed329
Move the BeginnerHelper code from ScreenGameplay::Update() into BeginnerHelper::Update()
2003-08-25 06:20:44 +00:00
Chris Danford
1e718a80a5
fix Save/Revert prompt when playing a course
2003-08-23 18:33:49 +00:00
Kevin Slaughter
dad861ce5a
Added in BeginnerHelper's step sensing ability, and so it will allow a flashing animation when an arrow is to be hit, ala DDR Extreme
2003-08-20 09:19:46 +00:00
Chris Danford
0f1743a468
remove unused ActiveItemList
2003-08-14 07:30:00 +00:00
Chris Danford
bf02bfddf4
rename Notes to Steps
2003-08-03 00:13:55 +00:00
Glenn Maynard
11c992d0f2
remove unneeded headers
2003-07-26 21:38:07 +00:00
Chris Danford
835887cfd3
battle enemy face stuff
2003-07-10 11:47:45 +00:00
Chris Danford
3ee5463de7
battle stuff
2003-07-09 02:27:05 +00:00
Chris Danford
332c2b318c
break battle into two PlayModes: CPU_BATTLE, HUMAN_BATTLE
2003-07-08 19:56:56 +00:00
Chris Danford
fa91f2e636
working on Rave
2003-06-30 18:08:27 +00:00
Glenn Maynard
eb931f8a4d
Handle CrossedRow inside Player, so autoplay works correctly in the
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editor.
2003-06-10 19:53:33 +00:00
Chris Danford
a5f09f296c
new battle layout
2003-05-13 13:35:32 +00:00
Chris Danford
e15dcc2ab5
Load AI difficulty data at runtime from AI.ini
2003-04-21 02:41:10 +00:00
Chris Danford
44598724ce
Add win/lose BGAnimations
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Clean up Attack data structures
2003-04-14 22:12:54 +00:00
Chris Danford
5e4ec48c3f
TransitionBGAnimation -> Transition
2003-04-13 01:09:19 +00:00
Chris Danford
7f40e36919
eliminate TransitionOniFade
2003-04-13 00:44:50 +00:00
Chris Danford
e148806d1b
add name to Actor
2003-04-12 06:16:12 +00:00
Chris Danford
149d213ae9
make Rave a separate PlayMode
2003-04-07 05:14:27 +00:00
Chris Danford
9eac2856a0
working on Disney Rave "Magic Dance" battle mode
2003-04-07 03:25:44 +00:00
Chris Danford
214c2b67af
clean up Fonts and Numbers names
2003-03-30 18:12:57 +00:00
Glenn Maynard
5dd27008cc
use TimingAssist
2003-03-27 00:51:57 +00:00
Chris Danford
189b37b517
Change Nonstop scoring to the DDREX way
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Clean up ScreenGameplay by having a Song and Notes Queue (rather than different logic based on the PlayMode)
2003-03-26 23:08:05 +00:00
Glenn Maynard
aedbf224a9
Move lyric display into an actor
2003-03-19 19:58:22 +00:00
Glenn Maynard
46c7457ab5
move lyric updating into a separate function
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(trying to debug a crash; 6+ levels of indentation makes that hard)
2003-03-19 17:43:11 +00:00
Kevin Slaughter
9c00b6f674
We now have lyric support!.. I gotta sleep some, will add an option to turn lyrics on/off when I get home from work
2003-03-19 12:43:49 +00:00
Chris Danford
71d2fadb46
Change Toasty:
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- 100% chance of occuring on 250 consecutive Perfects
- Plays max one time per song
2003-03-16 19:11:51 +00:00
Chris Danford
6ccb255719
Jumps count as only 1 in TapNoteScore totals
2003-03-16 18:57:34 +00:00
Glenn Maynard
8f9ac4d0ee
unused
2003-03-15 09:59:38 +00:00
Chris Danford
d91d043fa9
fix broken autogen in ScreenEditMenu
2003-03-13 01:26:50 +00:00
Chris Danford
767894800b
fix transitions in ScreenGameplay
2003-03-12 03:44:55 +00:00
Chris Danford
4a239b0c35
fixed some ScreenGameplay transition glitches
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fix cracks in BGAnimation tiles (mostly)
2003-03-12 01:26:44 +00:00