Commit Graph
160 Commits
Author SHA1 Message Date
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.
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().
(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
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
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:
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:
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
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
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
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
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
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