Commit Graph

611 Commits

Author SHA1 Message Date
Chris Danford a2915c038b add TemporaryEventMode flag to GameState 2005-02-21 17:29:49 +00:00
Glenn Maynard 74d27315d3 s/UnlockSystem.h/UnlockManager.h/ 2005-02-21 06:22:46 +00:00
Chris Danford 0457317a6f fix Combo30Misses overrides FailType shouldn't override FailOff 2005-02-17 21:30:10 +00:00
Chris Danford bb712884bb move global StageStats into a singleton 2005-02-16 03:25:45 +00:00
Chris Danford 12fde5d55c move PlayerName texts out of code and into BGAnimations 2005-02-13 01:16:17 +00:00
Glenn Maynard 1905fc9a22 attempting to clean up Player::Step. This just shifts the stuff to
ScreenGameplay::Update, but at least it keeps this logic out of Player ...
2005-02-07 04:12:51 +00:00
Glenn Maynard c37de6424a cleanup. Change2DAnimState only sets a variable, and nothing else
ever changes it, so there's no harm in sending the same value repeatedly.
2005-02-07 04:02:38 +00:00
Glenn Maynard 7d51ae8641 don't pause memory cards in demonstration 2005-02-06 10:10:38 +00:00
Glenn Maynard 97a4a65b26 Unmount cards if we time out. "Locking" and "finalizing" are the same;
merge them.  (They're both enabled and disabled in the same place.)
Pause the memory card thread during gameplay, so any changes will
wait until the current stage finishes (so we don't interrupt the player with
a noise and possibly skip).  Work on making MemoryCardManager::LockCards()
block if the card is in CHECKING.
2005-02-06 08:48:55 +00:00
Chris Danford 4223e09cc8 GetPathTo -> GetPath 2005-02-06 03:32:53 +00:00
Glenn Maynard 0ac0049da8 fix assist tick 2005-01-31 19:12:30 +00:00
Chris Danford bc6d223db5 add asserts 2005-01-31 04:41:25 +00:00
Glenn Maynard e73b073e04 simplify 2005-01-30 03:08:42 +00:00
Glenn Maynard 64e3593d49 no need to pass Passed here 2005-01-30 03:01:16 +00:00
Glenn Maynard f169f38c61 gameplay next-screen logic to lua 2005-01-30 02:43:32 +00:00
Glenn Maynard 2f747b53c2 don't waste time loading lights data when lights are disabled 2005-01-28 04:55:13 +00:00
Charles Lohr c8ad4ea322 Fix: The system should allow for the user to not have to start immediately. 2005-01-26 06:48:01 +00:00
Charles Lohr d45ab3d89a Change: Different code for starting song in sync. It seems to work better, but it's still in progess. 2005-01-25 05:11:18 +00:00
Glenn Maynard bb7482e722 evil big commit (sorry):
Remove m_HoldNote array entirely.  Remove 2sAnd3s.  Store hold note
durations in the hold head.  hold_tail only still exists when InsertHoldTails
is used, to make SM parsing a little easier (may go away).  Add helpers
for iterating over ranges while including or excluding adjacent and overlapping
hold notes.  Range operations are now [start,end) instead of [start,end].
(probably more details coming to sm-dev soon)
2005-01-25 05:02:35 +00:00
Glenn Maynard 52731adc29 NoteField::m_fBeginMarker, m_fEndMarker -> m_iBeginMarker, m_iEndMarker
go back to storing BPM as a float, until I'm sure it won't cause precision
problems
2005-01-23 23:17:12 +00:00
Glenn Maynard 3634c07656 Represent TimingData values (except for "seconds") in fixed-point.
Maybe we should stop calling note indexes "rows" and "indexes", and just
call them "beats"; if they're stored as an integer, they're in fixed-point.  Things
like "note rows per second" are a lot less intuitive than just calling them "beats
per second".
2005-01-23 21:55:01 +00:00
Glenn Maynard 4ad39097ef whoops 2005-01-23 06:32:38 +00:00
Glenn Maynard 403eccc879 m_CabinetLightsNoteData without 4s 2005-01-23 06:31:41 +00:00
Glenn Maynard 4970e024f3 NoteDataWithScoring has no members; turn it into a namespace 2005-01-22 18:22:38 +00:00
Glenn Maynard 808f7ab7d5 fix m_meterSongPosition finishing too soon 2005-01-20 02:21:55 +00:00
Glenn Maynard 4478914862 don't reload note skin when entering play mode in the editor 2005-01-15 03:26:38 +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
Glenn Maynard 8431430721 merge PlayerMinus and Player back together 2005-01-15 01:03:48 +00:00
Chris Danford 9132b5a518 remove unnecessary dependencies on ScreenGameplay 2005-01-06 01:52:45 +00:00
Glenn Maynard c82a6fa313 split ScreenGameplay::InitSongQueues 2005-01-03 23:29:40 +00:00
Glenn Maynard 5de58766e9 simplify demo/jukebox setup 2005-01-03 23:20:11 +00:00
Glenn Maynard 8cba265a01 Init() 2005-01-03 22:44:19 +00:00
Glenn Maynard abcd14469a comments 2005-01-03 21:05:40 +00:00
Glenn Maynard a16205bf63 float 2005-01-03 21:02:19 +00:00
Glenn Maynard c5a683b03c optimize battle mode: don't call NoteField::CacheAllUsedNoteSkins every frame 2005-01-01 22:39:08 +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 6213e4771f split StageStats into player-specific and non-player-specific structs 2004-12-20 21:27:24 +00:00
Charles Lohr 52545966e6 Fix: Make BPM Display work. 2004-12-18 08:15:19 +00:00
Chris Danford 12d556c759 allow multiple, simultaneous prepared screens 2004-12-09 09:41:06 +00:00
Chris Danford 2b9d990e71 prefs name cleanup 2004-12-04 06:09:30 +00:00
Glenn Maynard 3961acc447 eliminating brute-force search for ticks 2004-12-03 23:50:20 +00:00
Glenn Maynard 573f8035b3 eliminating brute-force search 2004-12-03 23:43:35 +00:00
Glenn Maynard dbf1097d4d eliminating brute-force search 2004-12-03 23:39:50 +00:00
Glenn Maynard 2243ffa37c split this loop apart (working on eliminating brute-force search) 2004-12-03 23:33:06 +00:00
Glenn Maynard 08cb05e345 short-circuit ScreenGameplay::UpdateLights() 2004-12-03 23:31:35 +00:00
Glenn Maynard 2b3e145a30 split UpdateLights() from monster ScreenGameplay::Update() 2004-12-03 23:30:50 +00:00
Josh Allen 218584bebe Yesterday's fix did not work, reverting 2004-12-03 01:29:23 +00:00
Charles Lohr c419f17bd8 Maybe it will work better if we say we're done when we tween off. 2004-12-01 21:36:26 +00:00
Glenn Maynard 873bf63992 cleanup 2004-12-01 20:42:15 +00:00