#include "global.h" /* ----------------------------------------------------------------------------- Class: ScreenHowToPlay Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenHowToPlay.h" #include "ThemeManager.h" #include "GameState.h" #include "GameDef.h" #include "RageLog.h" #include "SongManager.h" #include "NoteFieldPositioning.h" ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay") { GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; m_LifeMeter.Load( PLAYER_1 ); m_LifeMeter.SetXY( 480, 40 ); this->AddChild( &m_LifeMeter ); NoteData* pND = new NoteData; pND->SetNumTracks( 4 ); pND->SetTapNote( 0, ROWS_PER_BEAT*12, TAP_TAP ); pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP ); pND->SetTapNote( 2, ROWS_PER_BEAT*20, TAP_TAP ); pND->SetTapNote( 0, ROWS_PER_BEAT*24, TAP_TAP ); pND->SetTapNote( 3, ROWS_PER_BEAT*24, TAP_TAP ); pND->SetTapNote( 0, ROWS_PER_BEAT*28, TAP_TAP ); pND->AddHoldNote( HoldNote(2, 32, 35) ); pND->AddHoldNote( HoldNote(0, 36, 39) ); pND->AddHoldNote( HoldNote(3, 36, 39) ); pND->AddHoldNote( HoldNote(2, 40, 43) ); pND->SetTapNote( 0, ROWS_PER_BEAT*44, TAP_TAP ); pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*44.5f), TAP_TAP ); pND->SetTapNote( 2, ROWS_PER_BEAT*45, TAP_TAP ); pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*45.5f), TAP_TAP ); pND->SetTapNote( 0, ROWS_PER_BEAT*46, TAP_TAP ); pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP ); m_pSong = new Song; m_pSong->AddBPMSegment( BPMSegment(0,60) ); m_pSong->AddStopSegment( StopSegment(12,2) ); m_pSong->AddStopSegment( StopSegment(16,2) ); m_pSong->AddStopSegment( StopSegment(20,2) ); m_pSong->AddStopSegment( StopSegment(24,2) ); m_pSong->AddStopSegment( StopSegment(28,2) ); GAMESTATE->m_pCurSong = m_pSong; GAMESTATE->m_bPastHereWeGo = true; m_Player.Load( PLAYER_1, pND, NULL, NULL, NULL, NULL ); GAMESTATE->m_PlayerController[PLAYER_1] = CPU_AUTOPLAY; m_Player.SetX( 480 ); this->AddChild( &m_Player ); delete pND; m_fFakeSecondsIntoSong = 0; } ScreenHowToPlay::~ScreenHowToPlay() { delete m_pSong; } void ScreenHowToPlay::Update( float fDelta ) { m_fFakeSecondsIntoSong += fDelta; GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong ); ScreenAttract::Update( fDelta ); }