Commit Graph
102 Commits
Author SHA1 Message Date
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
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.
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.
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.
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
have no back button)
2003-09-06 03:25:45 +00:00
Chris Gomez a970766dff Add support for a few announcer triggers;
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
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
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
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
(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:
- 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
fix cracks in BGAnimation tiles (mostly)
2003-03-12 01:26:44 +00:00