Commit Graph
123 Commits
Author SHA1 Message Date
Charles Lohr c260cb775a Code to be used for in-game scoreboard 2004-08-13 08:24:11 +00:00
Chris Danford 27ece3ecbf fix "transform mods that last for a whole song in a course get applied twice"
fix "impossible to get 100% on a course that uses AddMines" by calculating RadarValues after applying mods
Trail::GetRadarValues needs to do caching.  Performance is bad.
2004-07-23 04:45:48 +00:00
Chris Danford 62acd3526f name cleanup: FAIL_ARCADE -> FAIL_IMMEDIATE
clean up fail logic
add pref: Min1FullSongInCourses
2004-06-08 07:16:28 +00:00
Glenn Maynard e4d124dd91 license update 2004-06-08 05:22:33 +00:00
Chris Danford 3a5a46ab9f add DifficultyMeter to ScreenGameplay, ScreenEval
add PlayerName to ScreenEval
2004-05-31 06:04:30 +00:00
Chris Danford 4bb777232d name cleanup: "pNotes" -> "pSteps" 2004-05-24 03:41:39 +00:00
Glenn Maynard 98a0b812f0 revert RageSounds::TakeOverSound stuff; ended up not using it
and it broke changing BPM during gameplay
SDL_Delay -> usleep
2004-05-21 00:58:48 +00:00
Chris Danford fc8d3ed363 add StepsType for cabinet lights 2004-04-20 02:35:30 +00:00
Chris Danford 95e11e9220 smarter lights 2004-03-30 07:44:29 +00:00
Glenn Maynard 4c1374aea9 remove unused TimingAssist 2004-03-27 00:16:48 +00:00
Chris Danford 09e6b85f3b add ActiveAttackList 2004-03-17 06:01:17 +00:00
Glenn Maynard 8887353517 add transition at end of song; used regardless of mode 2004-03-06 10:07:17 +00:00
Glenn Maynard 16686b164e fix final eval banners showing up for songs that were backed out of 2004-02-21 21:00:49 +00:00
Glenn Maynard 90955ab4ab (How did *that* happen?) 2004-02-18 02:35:09 +00:00
Glenn Maynard ae22b80bd5 speed up compiles slightly 2004-02-18 02:31:43 +00:00
Glenn Maynard 47bf1ef190 simplify announcer handling 2004-02-16 05:29:33 +00:00
Glenn Maynard aee93d1abc simplify 2004-02-15 00:48:24 +00:00
Glenn Maynard b6a07e7053 add stage frame
load new course song numbers before song change
allow tweening the course song number between songs
2004-02-14 00:39:24 +00:00
Chris Danford 36beda7333 add overlay BGA to screen gameplay 2004-01-25 01:59:57 +00:00
Chris Danford b3ff1ef883 re-add mipmapping, support it in OpenGL (D3D unimplemented) 2004-01-23 06:20:28 +00:00
Glenn Maynard 42e0413e0f make SOUND handle ScreenGameplay's music 2004-01-20 06:08:56 +00:00
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