Commit Graph

125 Commits

Author SHA1 Message Date
Chris Danford e00a57e05e use Preference1D 2005-10-26 23:09:56 +00:00
Chris Danford feb1bfb0fc naming cleanup: rename scoring "Tier1"s to "W1"s (short for "Window 1")
add Preference1D so that we can index into the grading and life values
2005-10-09 04:30:59 +00:00
Chris Danford 1ead066956 Use generic names for TapNoteScore values since they are treated genericly by the code.
Theme changes coming...
2005-10-08 02:02:03 +00:00
Chris Danford b6cf3477b4 Use generic names for TapNoteScore values since they are treated genericly by the code.
Theme changes coming...
2005-10-08 00:57:40 +00:00
Chris Danford 20bb281e18 pass around a PlayerState and PlayerStageStats instead of PlayerNumber and looking things up in GameState 2005-08-23 20:40:47 +00:00
Chris Danford a47b3403b1 make life really easy in merciful beginner 2005-06-20 18:37:08 +00:00
Chris Danford ea99fad00b fix jittery danger glow when steam bounces around danger threshold 2005-05-20 21:10:29 +00:00
Chris Danford a61d0693f4 flip the P2 life meter in metrics, not in code 2005-04-30 00:54:28 +00:00
Chris Danford 05757f9d46 2x overdraw on the whole life meter stream so that translucency is even 2005-04-30 00:23:47 +00:00
Chris Danford 3117e1bd3d cleanup: use Preference 2005-04-27 07:50:38 +00:00
Chris Danford 371f97effe cleanup survival elements 2005-04-21 11:16:01 +00:00
Chris Danford ee3764a2ed use graphic for life meter background 2005-04-10 01:24:00 +00:00
Chris Danford 45908c5bef revert to investigate life meter not draining 2005-04-06 08:36:34 +00:00
Chris Danford 218be32879 separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players. 2005-04-05 08:30:57 +00:00
Chris Danford 79c21f2721 don't bounce the life meter when failing
show solid black when dead - don't danger blink
2005-04-03 08:12:06 +00:00
Chris Danford 7ca20486ef use sin lookup table to fix terrible performance with float and tipsy performance on some archs 2005-03-22 00:58:05 +00:00
Chris Danford 66a30e72b8 optimize: Add GetTimeSinceStartFast() that caches the time for archs where GetMicrosecondsSinceStart() is slow 2005-03-21 21:40:07 +00:00
Chris Danford a2915c038b add TemporaryEventMode flag to GameState 2005-02-21 17:29:49 +00:00
Chris Danford bb712884bb move global StageStats into a singleton 2005-02-16 03:25:45 +00:00
Glenn Maynard 188cbfa063 merge TNS_HIT_MINE handling 2005-02-07 06:17:07 +00:00
Chris Danford 4223e09cc8 GetPathTo -> GetPath 2005-02-06 03:32:53 +00:00
Charles Lohr a77a947dd0 Change: MUCH Cleaner fix for lifebar. 2005-01-26 14:08:02 +00:00
Charles Lohr 73a63247e6 FIX: Dead appearance on start. 2005-01-26 08:05:59 +00:00
Chris Danford 09d018444e split StageStats into player-specific and non-player-specific structs 2004-12-20 10:47:41 +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 1c9a87326a Move the default life meter to a metric. I'm not yet sure what the best
way to handle these are; metrics, different GamePrefs defaults per game, ...
2004-11-15 03:24:43 +00:00
Ben Anderson 1104565faa Proof that I forgot to diff before committing... Stupid me. That comment is useless. 2004-11-12 04:01:20 +00:00
Ben Anderson cdca8e1457 Implement LifeMeterBar passing and LifeMeterBar extra passing, lifebars that display when the player is above the passmark. 2004-11-12 03:44:15 +00:00
Chris Danford 5127ceef4d remove CachedThemeMetrics in favor of ThemeMetric<T>
fix "CachedThemeMetrics don't read HTML colors and don't evaluate Lua expressions"
2004-11-06 20:36:04 +00:00
Chris Danford ce4780559f froundf -> Quantize 2004-10-24 17:44:51 +00:00
Glenn Maynard 18d55971a1 fix warnings 2004-09-25 06:38:33 +00:00
Chris Danford 1ec8cbb208 simplify: only accept RectF 2004-09-22 02:20:50 +00:00
Glenn Maynard 30a9bf3292 license update 2004-06-08 00:08:04 +00:00
Thad Ward cc17505d38 remove ancient commented out code. 2004-05-09 15:11:51 +00:00
Steve Checkoway 20a8bab45c Clean up includes. 2004-04-05 05:22:32 +00:00
Chris Danford c8fc9ddeae options name cleanup, fixes 2004-01-20 07:09:44 +00:00
Chris Danford a1a85c277f MercifulMines -> MercifulDrain
playbalance rave
playbalance AI
2004-01-11 23:33:56 +00:00
Chris Danford d4fd7adb1d fix merciful mines 2004-01-03 21:55:40 +00:00
Chris Danford 97c5c0e2c1 add MercifulMines option 2004-01-03 21:44:14 +00:00
Chris Danford 09ad8f31f3 use CachedThemeMetrics 2004-01-03 21:30:20 +00:00
Chris Danford 40b2ecfee5 simplify mine scoring
add separate dance point weights for mines
2004-01-02 08:43:14 +00:00
Glenn Maynard 9170e91bcc Move CurStageStats and vPlayedStageState out of GAMESTATE. Having
GameState.h depend on StageStats.h is too inconvenient.
2003-12-23 00:26:00 +00:00
Chris Danford 29c9770315 fix "can't hit taps on same line as mines"
move life deltas to prefs
separate life delta for stepping on a mine
2003-11-11 07:36:28 +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 8c08e5ad50 const fixes 2003-11-03 18:24:13 +00:00
Andrew Livy 93f2e21ce4 Added: 70% PassMark Fail Type 2003-11-03 03:30:39 +00:00
Glenn Maynard 1b33b46e29 add GetLife 2003-10-23 06:15:58 +00:00
Glenn Maynard ce9b1909f2 keep track of life 2003-10-16 06:49:02 +00:00
Glenn Maynard 70d4e23d2c Lock the life meter after failing.
If m_bTwoPlayerRecovery (normal): only lock and fail in FAIL_END_OF_SONG
if both players were failing at the same point.  (Before, FAIL_ARCADE
would pass as long as one player was passing at any given point,
but FAIL_END_OF_SONG would fail at the end if all players were failing
at any point, which made FAIL_END_OF_SONG harder than FAIL_ARCADE
in some cases.)

Don't show the danger animation in FAIL_OFF.
2003-10-13 03:24:28 +00:00
Glenn Maynard 5c8a8d16d7 changable regen combos 2003-10-13 00:06:49 +00:00