Steve Checkoway
9613079a92
static
2006-09-02 21:19:32 +00:00
Steve Checkoway
45db2de31d
Pass release to Step(). Doesn't do anything yet.
2006-08-14 09:09:24 +00:00
Steve Checkoway
c1899d448f
Revert. This is required for the editor which can start in the middle of the song.
2006-08-01 20:58:30 +00:00
Steve Checkoway
c9b02d0a41
Cleanup.
2006-08-01 06:51:12 +00:00
Steve Checkoway
b3056eee1c
Fix mines not being triggered when being held down (for the most part). It's still possible for mines to not be triggered if the input released after the mine has passed but before the next Update() frame. This is much tricker to deal with since we can't ask if the button was held down at some time in the past It is also much harder to detect than having held down the button for an entire measure and watched mines just not be hit.
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This should also fix autoplay misses by telling Step() exactly which row was pressed.
There are also comments in there about possible bugs in the grading/key sounds but I didn't want to change those without getting input from other devs since it does change the way we grade "jack hammers."
2006-07-28 09:05:58 +00:00
Steve Checkoway
b868d557f7
Merge HandleStep() with Step(). This has one functional change, when using auto play and the AI avoids a mine or misses a note, the message to send on a step isn't sent which makes more sense because a step is being judged as not having happened.
2006-07-28 07:12:27 +00:00
Steve Checkoway
f254abc777
Create one "now" RageTimer and just pass that around.
2006-07-25 05:31:22 +00:00
Steve Checkoway
b0496fbcb6
Split out HideNote. Make fewer copies of TapNotes.
2006-07-23 21:35:41 +00:00
Steve Checkoway
a8aeb38a57
Fix ghost arrow flashes by handling those at the actual step but handle the scores during Update.
2006-07-22 09:01:19 +00:00
Steve Checkoway
eb344e593b
Fix ghost arrow flashes for the other players with combined note fields.
2006-07-20 08:42:47 +00:00
Steve Checkoway
93d8db14c7
Fix mines. Now they explode again.
2006-07-20 08:15:10 +00:00
Steve Checkoway
b8ab1f7393
Fix possible crash if Player accesses the NoteData in it's dtor and the Player is a PlayerPlus. Now just treat PlayerPlus as a smart pointer to a Player with the added Load( const NoteData& ) member function. This is only a connivence class anyway.
2006-07-20 02:19:03 +00:00
Steve Checkoway
fbbdc5657a
Fix warning (although I think the compiler should really be able to figure this one out on its own).
2006-07-18 02:29:10 +00:00
Steve Checkoway
4efb7c4078
Fix misses count twice. Do not assume that rows are judged in order. Do not judge a row more than once. The JudgedRows class acts like an array of bools (more or less), one per note row but is implemented as a circular buffer (more or less). Note that m_JudgedRows[i] will only return false one time. After that, it is assumed to have been judged.
2006-07-18 00:26:37 +00:00
Steve Checkoway
79f3d0b76e
foo* bar -> foo *bar.
2006-07-17 03:01:49 +00:00
Steve Checkoway
00878e4ef9
Const.
2006-07-17 02:59:57 +00:00
Steve Checkoway
649cb46a15
Unused.
2006-07-17 02:59:35 +00:00
Steve Checkoway
807e24827c
Keep a (nonconst) reference to a NoteData rather than owning the NoteData. Replace calls to Load( nd ) by making the changes to the underlying NoteData and calling Load().
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(This breaks other code, commits coming.)
2006-07-17 00:54:19 +00:00
Steve Checkoway
1aa51dd1d1
Change ScoreKeeper's api to take TapNotes instead of the scores.
2006-07-10 05:15:52 +00:00
Steve Checkoway
eb764177f1
Overlapping NoteFields is not an option. Revert.
2006-07-09 21:51:04 +00:00
Steve Checkoway
3d83bdf906
Allow one Player to share the NoteField of another Player. Also calculate the distance to the closest note or -1 if no note is close.
2006-07-09 20:20:57 +00:00
Glenn Maynard
7f463daafe
remove experimental TotalError
2006-07-07 18:45:15 +00:00
Chris Danford
c44f80eede
remove ControllerStateDisplay
2006-04-21 00:37:27 +00:00
Glenn Maynard
af7fb8a25c
Clean up some messages. I'm not too crazy about this; we should have parameters
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to messages, and unify them with actor messages instead of having two major,
distinct, functionally similar messaging systems. This is an improvement over
a chunk of messages that are handled differently than all other messages, though.
2006-02-23 23:50:32 +00:00
Chris Danford
cce97c40b8
move autosync logic out of Player and GameState, into a separate file
2006-02-06 01:23:25 +00:00
Glenn Maynard
73b126e89d
allow calling m_pNoteField->CacheAllUsedNoteSkins for Player
2006-02-01 06:18:09 +00:00
Glenn Maynard
f55a400e7d
cleanup
2006-01-30 04:58:14 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Chris Danford
8823d50b07
add ControllerStateDisplay
2006-01-11 01:02:46 +00:00
Glenn Maynard
c2da47d357
fix messages never processed in NoteField
2005-10-10 04:06:37 +00:00
Glenn Maynard
363f995814
Fix HoldJudgments not being shown. Actors can't be stored in STL containers
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without implementing operator= and a copy ctor; the ActorFrame child list
won't be updated. (This used to work because, with a fixed-length array,
this loading was done in the ctor, though it should have been done in Init.) Also
fixes loads happening during Player::Load, which shouldn't happen.
2005-10-05 22:21:27 +00:00
Chris Danford
9b307b198c
add list of scores and judgments to multiplayer gameplay
2005-08-26 17:39:53 +00:00
Chris Danford
73461405b4
add c'tor overload to make Player without a NoteField
2005-08-23 21:07:36 +00:00
Glenn Maynard
0ef1a88a05
hopefully fix dumb chain of bugs:
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RefreshBeatToNoteSkin must be called before Update() is run, and after ResetNoteSkinsForPlayer
2005-07-22 21:04:27 +00:00
Chris Danford
d67d60e178
sync controls cleanup:
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move sync display/saving out of complicated ScreenGameplay
show sync UI in editor playback as well as gameplay
revert sync from in-memory backup, not from disk
move more functions into debug overlay
2005-05-19 23:29:39 +00:00
Chris Danford
d43a380d81
system message when autoplay changes sync
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larger autoplay sample size
2005-05-18 04:43:41 +00:00
Sean Burke
a411e17e57
Fix warnings, edit for consistency, implement BM-style row judgment (this last one needs a bit of work, specifically more information on how BM judges and scores rows; it shouldn't affect DDR-style scoring at all)
2005-05-05 06:58:20 +00:00
Chris Danford
b33f16d9b7
show early/late in judgment
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larger boo window when playing beginner
2005-04-28 00:13:01 +00:00
Glenn Maynard
6b62ba5d1c
don't accumulate calories when hitting a mine due to a previously held button
2005-04-06 01:28:49 +00:00
Chris Danford
2d8b42e23c
push combo and judgment outward in centered
2005-04-05 21:40:30 +00:00
Glenn Maynard
e5af8b0f70
remove unnecessary CacheAllUsedNoteSkins calls; this is all done in NoteField::Init now
2005-03-18 04:58:15 +00:00
Glenn Maynard
b6b9b11b0f
don't bother unloading "unused" note skins; now we just load all the note skins we'll need in advance for a whole round
2005-03-18 04:13:19 +00:00
Glenn Maynard
f61cce45f5
don't process hold note logic while paused
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SM_Pause can be sent from elsewhere to pause
START unpauses when paused
don't move on to another screen when paused
2005-03-11 03:54:40 +00:00
Glenn Maynard
4c2ffa90ef
Player cleanup
2005-02-26 05:59:12 +00:00
Chris Danford
6d7f4cf150
add ScoreDisplayCalories
2005-02-15 07:09:07 +00:00
Glenn Maynard
1905fc9a22
attempting to clean up Player::Step. This just shifts the stuff to
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ScreenGameplay::Update, but at least it keeps this logic out of Player ...
2005-02-07 04:12:51 +00:00
Glenn Maynard
f91c0b49ba
Player::GetClosestNote, Player::GetClosestNoteDirectional with note rows
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and iterators; eliminates arbitrary "999999" constant
2005-01-25 19:39:31 +00:00
Glenn Maynard
d4a46a214d
deps cleanup
2005-01-25 18:29:42 +00:00
Glenn Maynard
f083765d69
remove ProTimingDisplay; too hard to read to be useful
2005-01-25 18:22:22 +00:00
Glenn Maynard
4970e024f3
NoteDataWithScoring has no members; turn it into a namespace
2005-01-22 18:22:38 +00:00