#include "stdafx.h" /**************************************** ScreenEzSelectPlayer,cpp Desc: See Header Copyright (C): Andrew Livy *****************************************/ /* Includes */ #include "ScreenEz2SelectPlayer.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "RageMusic.h" #include "ScreenTitleMenu.h" #include "ScreenCaution.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "ScreenSelectDifficulty.h" #include "ScreenSandbox.h" #include "GameManager.h" #include "RageLog.h" #include "AnnouncerManager.h" #include "ScreenSelectStyle.h" #include "ScreenEz2SelectStyle.h" #include "GameState.h" #include "RageException.h" #include "RageTimer.h" /* Constants */ const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1); const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2); #define USE_NORMAL_OR_EZ2_SELECT_STYLE THEME->GetMetricB("General","UseNormalOrEZ2SelectStyle") const float TWEEN_TIME = 0.35f; const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1); const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1); const float OPT_X[NUM_EZ2_GRAPHICS] = { CENTER_X+200, // This is the pad X CENTER_X-200, // This is the pad X CENTER_X-198, // This is the 1p X CENTER_X+195, // This is the 2p X }; // tells us the default X position const float OPT_Y[NUM_EZ2_GRAPHICS] = { CENTER_Y+130, CENTER_Y+130, CENTER_Y+115, CENTER_Y+115, }; // tells us the default Y position float ez2_lasttimercheck; float ez2_bounce=0.f; // used for the bouncing of the '1p' and '2p' images /************************************ ScreenEz2SelectPlayer (Constructor) Desc: Sets up the screen display ************************************/ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer() { LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" ); ez2_lasttimercheck = 0.0f; m_iSelectedStyle=3; // by bbf: frieza, was this supposed to be 3 ? GAMESTATE->m_CurStyle = STYLE_NONE; // GAMESTATE->m_MasterPlayerNumber = PLAYER_INVALID; // Load in the sprites we will be working with. for( int i=0; iGetPathTo("Graphics",sOptFileName) ); m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] ); this->AddSubActor( &m_sprOpt[i] ); } m_Menu.Load( THEME->GetPathTo("Graphics","select style background"), THEME->GetPathTo("Graphics","select style top edge"), ssprintf("Press %c on the pad you wish to play on", char(4) ), false, true, 40 ); this->AddSubActor( &m_Menu ); m_soundChange.Load( THEME->GetPathTo("Sounds","select style change") ); m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") ); m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") ); /* Chris: If EZ2 doesn't use this sound, make a theme that overrides is with a silent sound file */ SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) ); if( !MUSIC->IsPlaying() ) { MUSIC->Load( THEME->GetPathTo("Sounds","select player music") ); MUSIC->Play( true ); } // GAMESTATE->m_bPlayersCanJoin = true; // GAMESTATE->m_bIsJoined[PLAYER_1] = false; // GAMESTATE->m_bIsJoined[PLAYER_2] = false; // AfterChange(); // TweenOnScreen(); m_Menu.TweenOnScreenFromBlack( SM_None ); } /************************************ ~ScreenEz2SelectStyle (Destructor) Desc: Writes line to log when screen is terminated. ************************************/ ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer() { LOG->Trace( "ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()" ); } /************************************ Update Desc: Animates the 1p/2p selection ************************************/ void ScreenEz2SelectPlayer::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); fDeltaTime /= .01f; ez2_bounce = fmod((ez2_bounce+fDeltaTime), 20); /* 0..10..19 -> 10..0..9 */ int offset = abs(10-ez2_bounce); m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - offset); m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - offset); } /************************************ DrawPrimitives Desc: Draws the screen =P ************************************/ void ScreenEz2SelectPlayer::DrawPrimitives() { m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); // wait for a bit incase another player wants to join before moving on. if (ez2_lasttimercheck != 0.0f && TIMER->GetTimeSinceStart() > ez2_lasttimercheck + 1) { ez2_lasttimercheck = 0.0f; if (m_iSelectedStyle == 0) // only the left pad was selected { // GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; } else if (m_iSelectedStyle == 1) // only the right pad was selected { // GAMESTATE->m_MasterPlayerNumber = PLAYER_2; GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; } else // they both selected { // GAMESTATE->m_MasterPlayerNumber = PLAYER_1; GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; } MUSIC->Stop(); this->ClearMessageQueue(); m_Menu.TweenOffScreenToMenu( SM_GoToNextState ); TweenOffScreen(); } } /************************************ Input Desc: Handles player input. ************************************/ void ScreenEz2SelectPlayer::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { LOG->Trace( "ScreenEz2SelectPlayer::Input()" ); if( m_Menu.IsClosing() ) return; Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler } /************************************ HandleScreenMessage Desc: Handles Screen Messages and changes game states. ************************************/ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM ) { Screen::HandleScreenMessage( SM ); switch( SM ) { case SM_MenuTimer: MenuStart(PLAYER_1); // Automatically Choose Player 1 break; case SM_GoToPrevState: MUSIC->Stop(); SCREENMAN->SetNewScreen( new ScreenTitleMenu ); break; case SM_GoToNextState: if( USE_NORMAL_OR_EZ2_SELECT_STYLE ) SCREENMAN->SetNewScreen( new ScreenEz2SelectStyle ); else SCREENMAN->SetNewScreen( new ScreenSelectStyle ); break; } } /************************************ MenuBack Desc: Actions performed when a player presses the button bound to back ************************************/ void ScreenEz2SelectPlayer::MenuBack( const PlayerNumber p ) { MUSIC->Stop(); m_Menu.TweenOffScreenToBlack( SM_GoToPrevState, true ); // m_Fade.CloseWipingLeft( SM_GoToPrevState ); // TweenOffScreen(); } /************************************ MenuDown Desc: Actions performed when a player presses the button bound to down ************************************/ void ScreenEz2SelectPlayer::MenuDown( PlayerNumber p ) { MenuStart( p ); } /************************************ MenuStart Desc: Actions performed when a player presses the button bound to start ************************************/ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p ) { //disallow multiple presses of the menu start. if ( (m_iSelectedStyle == 0 && p == PLAYER_1) || (m_iSelectedStyle == 1 && p == PLAYER_2)) { return; } // figure out whether we should add a player into the fray or not // if( GAMESTATE->m_MasterPlayerNumber != PLAYER_2 && GAMESTATE->m_MasterPlayerNumber != PLAYER_1 ) if (m_iSelectedStyle == 3) { // GAMESTATE->m_MasterPlayerNumber = p; if (p == PLAYER_1) { // GAMESTATE->m_bIsJoined[PLAYER_1] = true; m_iSelectedStyle = 0; } else { m_iSelectedStyle = 1; // GAMESTATE->m_bIsJoined[PLAYER_2] = true; } m_soundSelect.PlayRandom(); ez2_lasttimercheck = TIMER->GetTimeSinceStart(); // start the timer for going to next state } else { m_iSelectedStyle = 2; // GAMESTATE->m_bIsJoined[PLAYER_1] = true; // GAMESTATE->m_bIsJoined[PLAYER_2] = true; m_soundSelect.PlayRandom(); } TweenOffScreen(); } /************************************ TweenOffScreen Desc: Squashes graphics before the screen changes state. ************************************/ void ScreenEz2SelectPlayer::TweenOffScreen() { if (m_iSelectedStyle == 0 || m_iSelectedStyle == 2) { m_sprOpt[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprOpt[1].SetTweenZoomY( 0 ); m_sprOpt[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprOpt[2].SetTweenZoomY( 0 ); } if (m_iSelectedStyle == 1 || m_iSelectedStyle == 2) { m_sprOpt[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprOpt[0].SetTweenZoomY( 0 ); m_sprOpt[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_sprOpt[3].SetTweenZoomY( 0 ); } }