2b1d7b6093
in life bar mode (needed to award E grades for failure)
1521 lines
48 KiB
C++
1521 lines
48 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenGameplay
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenGameplay.h"
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#include "SongManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "SongManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "LifeMeterBar.h"
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#include "LifeMeterBattery.h"
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#include "GameState.h"
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#include "ScoreDisplayNormal.h"
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#include "ScoreDisplayOni.h"
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#include "ScreenPrompt.h"
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#include "GrooveRadar.h"
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#include "NotesLoaderSM.h"
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//
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// Defines
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//
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#define BPM_X THEME->GetMetricF("ScreenGameplay","BPMX")
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#define BPM_Y THEME->GetMetricF("ScreenGameplay","BPMY")
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#define BPM_ZOOM THEME->GetMetricF("ScreenGameplay","BPMZoom")
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#define STAGENAME_X THEME->GetMetricF("ScreenGameplay","StagenameX")
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#define STAGENAME_Y THEME->GetMetricF("ScreenGameplay","StagenameY")
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#define STAGENAME_ZOOM THEME->GetMetricF("ScreenGameplay","StagenameZoom")
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#define LIFE_FRAME_X THEME->GetMetricF("ScreenGameplay","LifeFrameX")
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#define LIFE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeFrame%sY",e?"Extra":""))
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#define SCORE_FRAME_X THEME->GetMetricF("ScreenGameplay","ScoreFrameX")
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#define SCORE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("ScoreFrame%sY",e?"Extra":""))
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#define MIDDLE_FRAME_X THEME->GetMetricF("ScreenGameplay","MiddleFrameX")
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#define MIDDLE_FRAME_Y THEME->GetMetricF("ScreenGameplay","MiddleFrameY")
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#define LIFE_X( p ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeP%dX",p+1))
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#define LIFE_Y( p, e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeP%d%sY",p+1,e?"Extra":""))
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#define STAGE_X THEME->GetMetricF("ScreenGameplay","StageX")
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#define STAGE_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("Stage%sY",e?"Extra":""))
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#define SONG_NUMBER_X( p ) THEME->GetMetricF("ScreenGameplay",ssprintf("SongNumberP%dX",p+1))
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#define SONG_NUMBER_Y( p, e ) THEME->GetMetricF("ScreenGameplay",ssprintf("SongNumberP%d%sY",p+1,e?"Extra":""))
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#define SCORE_X( p ) THEME->GetMetricF("ScreenGameplay",ssprintf("ScoreP%dX",p+1))
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#define SCORE_Y( p, e ) THEME->GetMetricF("ScreenGameplay",ssprintf("ScoreP%d%sY",p+1,e?"Extra":""))
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#define SCORE_ZOOM THEME->GetMetricF("ScreenGameplay","ScoreZoom")
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#define PLAYER_OPTIONS_X( p ) THEME->GetMetricF("ScreenGameplay",ssprintf("PlayerOptionsP%dX",p+1))
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#define PLAYER_OPTIONS_Y( p, e ) THEME->GetMetricF("ScreenGameplay",ssprintf("PlayerOptionsP%d%sY",p+1,e?"Extra":""))
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#define SONG_OPTIONS_X THEME->GetMetricF("ScreenGameplay","SongOptionsX")
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#define SONG_OPTIONS_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("SongOptions%sY",e?"Extra":""))
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#define DIFFICULTY_X( p ) THEME->GetMetricF("ScreenGameplay",ssprintf("DifficultyP%dX",p+1))
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#define DIFFICULTY_Y( p, e, r ) THEME->GetMetricF("ScreenGameplay",ssprintf("DifficultyP%d%s%sY",p+1,e?"Extra":"",r?"Reverse":""))
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#define DEBUG_X THEME->GetMetricF("ScreenGameplay","DebugX")
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#define DEBUG_Y THEME->GetMetricF("ScreenGameplay","DebugY")
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#define AUTOPLAY_X THEME->GetMetricF("ScreenGameplay","AutoPlayX")
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#define AUTOPLAY_Y THEME->GetMetricF("ScreenGameplay","AutoPlayY")
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#define SURVIVE_TIME_X THEME->GetMetricF("ScreenGameplay","SurviveTimeX")
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#define SURVIVE_TIME_Y THEME->GetMetricF("ScreenGameplay","SurviveTimeY")
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#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenGameplay","SecondsBetweenComments")
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#define DEMONSTRATION_SECONDS THEME->GetMetricF("ScreenGameplay","DemonstrationSeconds")
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#define TICK_EARLY_SECONDS THEME->GetMetricF("ScreenGameplay","TickEarlySeconds")
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float g_fTickEarlySecondsCache = 0; // reading directly out of theme metrics is slow
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// received while STATE_DANCING
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101);
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const ScreenMessage SM_BeginLoadingNextSong = ScreenMessage(SM_User+102);
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const ScreenMessage SM_BeginFadingToTitleMenu = ScreenMessage(SM_User+103);
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const ScreenMessage SM_PlayToastySound = ScreenMessage(SM_User+105);
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// received while STATE_OUTRO
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const ScreenMessage SM_ShowCleared = ScreenMessage(SM_User+111);
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const ScreenMessage SM_ShowTryExtraStage = ScreenMessage(SM_User+112);
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+113);
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const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+114);
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const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+115);
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const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+121);
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const ScreenMessage SM_ShowFailed = ScreenMessage(SM_User+122);
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const ScreenMessage SM_PlayFailComment = ScreenMessage(SM_User+123);
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const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
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const ScreenMessage SM_GoToTitleMenu = ScreenMessage(SM_User+126);
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ScreenGameplay::ScreenGameplay()
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{
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_pLifeMeter[p] = NULL;
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m_pScoreDisplay[p] = NULL;
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}
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g_fTickEarlySecondsCache = TICK_EARLY_SECONDS;
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MUSIC->Stop();
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GAMESTATE->ResetStageStatistics(); // clear values
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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const bool bReverse[NUM_PLAYERS] = {
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GAMESTATE->m_PlayerOptions[0].m_bReverseScroll,
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GAMESTATE->m_PlayerOptions[1].m_bReverseScroll
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};
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// Update possible dance points
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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NoteData notedata;
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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GAMESTATE->m_pCurNotes[p]->GetNoteData( ¬edata );
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GAMESTATE->m_iPossibleDancePoints[p] = notedata.GetPossibleDancePoints();
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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{
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GAMESTATE->m_iPossibleDancePoints[p] = 0;
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Course* pCourse = GAMESTATE->m_pCurCourse;
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CArray<Song*,Song*> apSongs;
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CArray<Notes*,Notes*> apNotes;
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CStringArray asModifiers;
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pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers, true );
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for( unsigned i=0; i<apNotes.size(); i++ )
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{
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apNotes[i]->GetNoteData( ¬edata );
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int iPossibleDancePoints = notedata.GetPossibleDancePoints();
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GAMESTATE->m_iPossibleDancePoints[p] += iPossibleDancePoints;
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}
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}
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break;
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}
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}
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m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
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m_DancingState = STATE_INTRO;
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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m_Background.SetDiffuse( RageColor(0.4f,0.4f,0.4f,1) );
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this->AddChild( &m_Background );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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float fPlayerX = (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p];
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m_Player[p].SetX( fPlayerX );
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this->AddChild( &m_Player[p] );
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m_sprOniGameOver[p].Load( THEME->GetPathTo("Graphics","gameplay oni gameover") );
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m_sprOniGameOver[p].SetX( fPlayerX );
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m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
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m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
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this->AddChild( &m_sprOniGameOver[p] );
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}
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m_OniFade.SetOpened();
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this->AddChild( &m_OniFade );
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m_sprMiddleFrame.Load( THEME->GetPathTo("Graphics","Gameplay Middle Frame") );
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m_sprMiddleFrame.SetXY( MIDDLE_FRAME_X, MIDDLE_FRAME_Y );
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// LifeFrame goes below LifeMeter
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CString sLifeFrameName;
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if( bExtra )
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sLifeFrameName = "gameplay extra life frame";
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else if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
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sLifeFrameName = "gameplay oni life frame";
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else
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sLifeFrameName = "gameplay life frame";
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m_sprLifeFrame.Load( THEME->GetPathTo("Graphics",sLifeFrameName) );
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m_sprLifeFrame.SetXY( LIFE_FRAME_X, LIFE_FRAME_Y(bExtra) );
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this->AddChild( &m_sprLifeFrame );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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switch( GAMESTATE->m_SongOptions.m_LifeType )
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{
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case SongOptions::LIFE_BAR:
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m_pLifeMeter[p] = new LifeMeterBar;
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break;
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case SongOptions::LIFE_BATTERY:
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m_pLifeMeter[p] = new LifeMeterBattery;
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break;
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default:
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ASSERT(0);
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}
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m_pLifeMeter[p]->Load( (PlayerNumber)p );
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m_pLifeMeter[p]->SetXY( LIFE_X(p), LIFE_Y(p,bExtra) );
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this->AddChild( m_pLifeMeter[p] );
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}
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m_textStageNumber.LoadFromFont( THEME->GetPathTo("Fonts","gameplay stage") );
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m_textStageNumber.TurnShadowOff();
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m_textStageNumber.SetXY( STAGE_X, STAGE_Y(bExtra) );
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m_textStageNumber.SetText( GAMESTATE->GetStageText() );
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m_textStageNumber.SetDiffuse( GAMESTATE->GetStageColor() );
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Song* pSong;
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pSong = GAMESTATE->m_pCurSong;
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m_BPMDisplay.SetXY( BPM_X, BPM_Y );
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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this->AddChild( &m_BPMDisplay );
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float fMinBPM, fMaxBPM;
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pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
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m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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m_textCourseSongNumber[p].TurnShadowOff();
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m_textCourseSongNumber[p].SetXY( SONG_NUMBER_X(p), SONG_NUMBER_Y(p,bExtra) );
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m_textCourseSongNumber[p].SetText( "" );
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m_textCourseSongNumber[p].SetDiffuse( GAMESTATE->GetStageColor() ); // light blue
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}
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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this->AddChild( &m_textStageNumber );
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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this->AddChild( &m_textCourseSongNumber[p] );
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break;
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default:
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ASSERT(0); // invalid GameMode
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}
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//
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// Add all Actors in score frame
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//
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CString sScoreFrameName;
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if( bExtra )
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sScoreFrameName = "gameplay extra score frame";
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else if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY )
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sScoreFrameName = "gameplay oni score frame";
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else
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sScoreFrameName = "gameplay score frame";
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m_sprScoreFrame.Load( THEME->GetPathTo("Graphics",sScoreFrameName) );
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m_sprScoreFrame.SetXY( SCORE_FRAME_X, SCORE_FRAME_Y(bExtra) );
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this->AddChild( &m_sprScoreFrame );
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m_StageName.LoadFromFont( THEME->GetPathTo("Fonts","musicwheel text banner") );
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m_StageName.TurnShadowOff();
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m_StageName.SetXY( STAGENAME_X, STAGENAME_Y );
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m_StageName.SetZoom( STAGENAME_ZOOM );
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m_StageName.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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this->AddChild( &m_StageName );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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m_pScoreDisplay[p] = new ScoreDisplayNormal;
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_pScoreDisplay[p] = new ScoreDisplayOni;
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break;
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default:
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ASSERT(0);
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}
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m_pScoreDisplay[p]->Init( (PlayerNumber)p );
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m_pScoreDisplay[p]->SetXY( SCORE_X(p), SCORE_Y(p,bExtra) );
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m_pScoreDisplay[p]->SetZoom( SCORE_ZOOM );
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m_pScoreDisplay[p]->SetDiffuse( PlayerToColor(p) );
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this->AddChild( m_pScoreDisplay[p] );
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m_textPlayerOptions[p].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textPlayerOptions[p].TurnShadowOff();
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m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_X(p), PLAYER_OPTIONS_Y(p,bExtra) );
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m_textPlayerOptions[p].SetZoom( 0.5f );
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m_textPlayerOptions[p].SetDiffuse( RageColor(1,1,1,1) );
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m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
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this->AddChild( &m_textPlayerOptions[p] );
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}
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m_textSongOptions.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textSongOptions.TurnShadowOff();
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m_textSongOptions.SetXY( SONG_OPTIONS_X, SONG_OPTIONS_Y(bExtra) );
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m_textSongOptions.SetZoom( 0.5f );
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m_textSongOptions.SetDiffuse( RageColor(1,1,1,1) );
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m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
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this->AddChild( &m_textSongOptions );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","gameplay difficulty icons 2x6") );
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m_DifficultyIcon[p].SetXY( DIFFICULTY_X(p), DIFFICULTY_Y(p,bExtra,bReverse[p]) );
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this->AddChild( &m_DifficultyIcon[p] );
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}
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m_textDebug.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
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m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
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this->AddChild( &m_textDebug );
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m_textAutoPlay.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textAutoPlay.SetXY( AUTOPLAY_X, AUTOPLAY_Y );
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m_textAutoPlay.SetText( "AutoPlay is ON" );
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m_textAutoPlay.SetDiffuse( RageColor(1,1,1,1) );
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this->AddChild( &m_textAutoPlay );
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m_StarWipe.SetClosed();
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this->AddChild( &m_StarWipe );
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m_sprReady.Load( THEME->GetPathTo("Graphics","gameplay ready") );
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m_sprReady.SetXY( CENTER_X, CENTER_Y );
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m_sprReady.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprReady );
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m_sprHereWeGo.Load( THEME->GetPathTo("Graphics","gameplay here we go") );
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m_sprHereWeGo.SetXY( CENTER_X, CENTER_Y );
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m_sprHereWeGo.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprHereWeGo );
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m_sprCleared.Load( THEME->GetPathTo("Graphics","gameplay cleared") );
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m_sprCleared.SetXY( CENTER_X, CENTER_Y );
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m_sprCleared.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprCleared );
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m_sprFailed.Load( THEME->GetPathTo("Graphics","gameplay failed") );
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m_sprFailed.SetXY( CENTER_X, CENTER_Y );
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m_sprFailed.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprFailed );
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if( GAMESTATE->IsFinalStage() )
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m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics","gameplay try extra stage1") );
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else if( GAMESTATE->IsExtraStage() )
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m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics","gameplay try extra stage2") );
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m_sprTryExtraStage.SetXY( CENTER_X, CENTER_Y );
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m_sprTryExtraStage.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprTryExtraStage );
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if( GAMESTATE->m_bDemonstration )
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{
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m_sprDemonstrationOverlay.Load( THEME->GetPathTo("Graphics","gameplay demonstration overlay") );
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m_sprDemonstrationOverlay.SetXY( CENTER_X, CENTER_Y );
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this->AddChild( &m_sprDemonstrationOverlay );
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m_sprDemonstrationBlink.Load( THEME->GetPathTo("Graphics","gameplay demonstration blink") );
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m_sprDemonstrationBlink.SetXY( CENTER_X, CENTER_Y );
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m_sprDemonstrationBlink.SetEffectBlinking();
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this->AddChild( &m_sprDemonstrationBlink );
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m_Fade.OpenWipingRight();
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}
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m_Fade.SetOpened();
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this->AddChild( &m_Fade );
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m_textSurviveTime.LoadFromFont( THEME->GetPathTo("Fonts","survive time") );
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m_textSurviveTime.TurnShadowOff();
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m_textSurviveTime.SetXY( SURVIVE_TIME_X, SURVIVE_TIME_Y );
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m_textSurviveTime.SetText( "" );
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m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_textSurviveTime );
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m_sprToasty.Load( THEME->GetPathTo("Graphics","gameplay toasty") );
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m_sprToasty.SetDiffuse( RageColor(1,1,1,0) );
|
|
this->AddChild( &m_sprToasty );
|
|
|
|
m_soundToasty.Load( THEME->GetPathTo("Sounds","gameplay toasty") );
|
|
|
|
|
|
if( !GAMESTATE->m_bDemonstration ) // don't load sounds if just playing demonstration
|
|
{
|
|
m_soundFail.Load( THEME->GetPathTo("Sounds","gameplay failed") );
|
|
m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","gameplay try extra stage") );
|
|
m_soundOniDie.Load( THEME->GetPathTo("Sounds","gameplay oni die") );
|
|
m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go extra") );
|
|
else if( GAMESTATE->IsFinalStage() )
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go final") );
|
|
else
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go normal") );
|
|
m_announcerDanger.Load( ANNOUNCER->GetPathTo("gameplay comment danger") );
|
|
m_announcerGood.Load( ANNOUNCER->GetPathTo("gameplay comment good") );
|
|
m_announcerHot.Load( ANNOUNCER->GetPathTo("gameplay comment hot") );
|
|
m_announcerOni.Load( ANNOUNCER->GetPathTo("gameplay comment oni") );
|
|
|
|
m_announcer100Combo.Load( ANNOUNCER->GetPathTo("gameplay 100 combo") );
|
|
m_announcer200Combo.Load( ANNOUNCER->GetPathTo("gameplay 200 combo") );
|
|
m_announcer300Combo.Load( ANNOUNCER->GetPathTo("gameplay 300 combo") );
|
|
m_announcer400Combo.Load( ANNOUNCER->GetPathTo("gameplay 400 combo") );
|
|
m_announcer500Combo.Load( ANNOUNCER->GetPathTo("gameplay 500 combo") );
|
|
m_announcer600Combo.Load( ANNOUNCER->GetPathTo("gameplay 600 combo") );
|
|
m_announcer700Combo.Load( ANNOUNCER->GetPathTo("gameplay 700 combo") );
|
|
m_announcer800Combo.Load( ANNOUNCER->GetPathTo("gameplay 800 combo") );
|
|
m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
|
|
m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
|
|
m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
|
|
}
|
|
|
|
m_iRowLastCrossed = -1;
|
|
|
|
m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
|
|
|
|
TweenOnScreen();
|
|
|
|
/* XXX: We set m_textPlayerOptions[p] above, so that won't
|
|
* include options set by the course. Should it? -glenn */
|
|
LoadNextSong( true );
|
|
|
|
|
|
if( GAMESTATE->m_bDemonstration )
|
|
{
|
|
m_StarWipe.SetOpened();
|
|
m_DancingState = STATE_DANCING;
|
|
m_soundMusic.Play();
|
|
this->SendScreenMessage( SM_BeginFadingToTitleMenu, DEMONSTRATION_SECONDS );
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<30; i++ )
|
|
this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
|
|
}
|
|
}
|
|
|
|
ScreenGameplay::~ScreenGameplay()
|
|
{
|
|
LOG->Trace( "ScreenGameplay::~ScreenGameplay()" );
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
SAFE_DELETE( m_pLifeMeter[p] );
|
|
SAFE_DELETE( m_pScoreDisplay[p] );
|
|
}
|
|
|
|
m_soundMusic.Stop();
|
|
}
|
|
|
|
bool ScreenGameplay::IsLastSong()
|
|
{
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
return true;
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
{
|
|
Course* pCourse = GAMESTATE->m_pCurCourse;
|
|
|
|
if( pCourse->m_bRepeat )
|
|
return false;
|
|
|
|
CArray<Song*,Song*> apSongs;
|
|
CArray<Notes*,Notes*> apNotes;
|
|
CStringArray asModifiers;
|
|
pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers, true );
|
|
|
|
return unsigned(GAMESTATE->m_iSongsIntoCourse) >= apSongs.size(); // there are no more songs left
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void ScreenGameplay::LoadNextSong( bool bFirstLoad )
|
|
{
|
|
GAMESTATE->ResetMusicStatistics();
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
m_textCourseSongNumber[p].SetText( ssprintf("%d", GAMESTATE->m_iSongsBeforeFail[p]+1) );
|
|
|
|
Course* pCourse = GAMESTATE->m_pCurCourse;
|
|
CArray<Song*,Song*> apSongs;
|
|
CArray<Notes*,Notes*> apNotes;
|
|
CStringArray asModifiers;
|
|
|
|
pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers, true );
|
|
|
|
int iPlaySongIndex = GAMESTATE->m_iSongsIntoCourse;
|
|
iPlaySongIndex %= apSongs.size();
|
|
|
|
GAMESTATE->m_pCurSong = apSongs[iPlaySongIndex];
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
GAMESTATE->m_pCurNotes[p] = apNotes[iPlaySongIndex];
|
|
if( asModifiers[iPlaySongIndex] != "" ) // some modifiers specified
|
|
GAMESTATE->m_PlayerOptions[p].FromString( asModifiers[iPlaySongIndex] ); // put them into effect
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
break;
|
|
}
|
|
|
|
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
|
|
|
|
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
|
|
// reset oni game over graphic
|
|
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
|
|
m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
|
|
|
|
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_fSecondsBeforeFail[p] != -1 ) // already failed
|
|
ShowOniGameOver((PlayerNumber)p);
|
|
|
|
|
|
m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
|
|
|
|
|
|
NoteData pOriginalNoteData;
|
|
GAMESTATE->m_pCurNotes[p]->GetNoteData( &pOriginalNoteData );
|
|
|
|
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
|
|
NoteData pNewNoteData;
|
|
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
|
|
|
|
m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p] );
|
|
}
|
|
|
|
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
|
|
m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
|
|
m_Background.BeginTweening( 2 );
|
|
m_Background.SetTweenDiffuse( RageColor(1,1,1,1) );
|
|
|
|
m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath(), true ); // enable accurate sync
|
|
const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
|
|
const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
|
|
const float fStartSecond = min( 0, fFirstSecond-4 );
|
|
m_soundMusic.SetPositionSeconds( fStartSecond );
|
|
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
|
|
if( !bFirstLoad )
|
|
m_soundMusic.Play();
|
|
}
|
|
|
|
bool ScreenGameplay::OneIsHot()
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
if( m_pLifeMeter[p]->IsHot() )
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
bool ScreenGameplay::AllAreInDanger()
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
if( !m_pLifeMeter[p]->IsInDanger() )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
bool ScreenGameplay::AllAreFailing()
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
if( !m_pLifeMeter[p]->IsFailing() )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
bool ScreenGameplay::AllFailedEarlier()
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
if( !m_pLifeMeter[p]->FailedEarlier() )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
// play assist ticks
|
|
bool ScreenGameplay::PlayTicks() const
|
|
{
|
|
// Sound cards have a latency between when a sample is Play()ed and when the sound
|
|
// will start coming out the speaker. Compensate for this by boosting
|
|
// fPositionSeconds ahead
|
|
|
|
if( GAMESTATE->m_SongOptions.m_AssistType != SongOptions::ASSIST_TICK )
|
|
return false;
|
|
|
|
float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
|
|
float fSongBeat, fBPS;
|
|
bool bFreeze;
|
|
|
|
// HACK: Play the sound a little bit early to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
|
|
fPositionSeconds += (SOUND->GetPlayLatency()+g_fTickEarlySecondsCache) * m_soundMusic.GetPlaybackRate();
|
|
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
|
|
|
|
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
|
|
iRowNow = max( 0, iRowNow );
|
|
static int iRowLastCrossed = 0;
|
|
|
|
bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indicies we crossed
|
|
|
|
for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
bAnyoneHasANote |= m_Player[p].IsThereANoteAtRow( r );
|
|
break; // this will only play the tick for the first player that is joined
|
|
}
|
|
}
|
|
|
|
iRowLastCrossed = iRowNow;
|
|
|
|
return bAnyoneHasANote;
|
|
}
|
|
|
|
/***********************************
|
|
UPDATE
|
|
(had to add this I was LOST in this code
|
|
hehe - Andy)
|
|
************************************/
|
|
|
|
void ScreenGameplay::Update( float fDeltaTime )
|
|
{
|
|
int pn;
|
|
|
|
//LOG->Trace( "ScreenGameplay::Update(%f)", fDeltaTime );
|
|
|
|
m_soundMusic.Update( fDeltaTime );
|
|
|
|
if( GAMESTATE->m_pCurSong == NULL )
|
|
return;
|
|
|
|
|
|
// update the global music statistics for other classes to access
|
|
float fPositionSeconds = m_soundMusic.GetPositionSeconds();
|
|
float fSongBeat, fBPS;
|
|
bool bFreeze;
|
|
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
|
|
|
|
|
|
GAMESTATE->m_fMusicSeconds = fPositionSeconds;
|
|
GAMESTATE->m_fSongBeat = fSongBeat;
|
|
GAMESTATE->m_fCurBPS = fBPS;
|
|
GAMESTATE->m_bFreeze = bFreeze;
|
|
|
|
// printf( "m_fSongBeat = %f\n", GAMESTATE->m_fSongBeat );
|
|
|
|
//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
|
|
|
|
|
|
switch( m_DancingState )
|
|
{
|
|
case STATE_DANCING:
|
|
|
|
//
|
|
// Check for end of song
|
|
//
|
|
float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat ) + 1;
|
|
if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_OniFade.IsClosing() )
|
|
{
|
|
GAMESTATE->m_fSongBeat = 0;
|
|
this->SendScreenMessage( SM_NotesEnded, 0 );
|
|
}
|
|
|
|
//
|
|
// check for fail
|
|
//
|
|
switch( GAMESTATE->m_SongOptions.m_FailType )
|
|
{
|
|
case SongOptions::FAIL_ARCADE:
|
|
switch( GAMESTATE->m_SongOptions.m_LifeType )
|
|
{
|
|
case SongOptions::LIFE_BAR:
|
|
if( AllAreFailing() ) SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
|
|
if( AllAreInDanger() ) m_Background.TurnDangerOn();
|
|
else m_Background.TurnDangerOff();
|
|
|
|
// check for individual fail
|
|
for ( pn=0; pn<NUM_PLAYERS; pn++ )
|
|
{
|
|
if ( m_pLifeMeter[pn]->IsFailing() && GAMESTATE->m_fSecondsBeforeFail[pn] == -1)
|
|
GAMESTATE->m_fSecondsBeforeFail[pn] = GAMESTATE->GetElapsedSeconds();
|
|
}
|
|
|
|
break;
|
|
case SongOptions::LIFE_BATTERY:
|
|
if( AllFailedEarlier() )SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
|
|
if( AllAreInDanger() ) m_Background.TurnDangerOn();
|
|
else m_Background.TurnDangerOff();
|
|
|
|
// check for individual fail
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
if( m_pLifeMeter[p]->IsFailing() && GAMESTATE->m_fSecondsBeforeFail[p] == -1 ) // not yet failed
|
|
if( !AllFailedEarlier() ) // if not the last one to fail
|
|
{
|
|
// kill them!
|
|
GAMESTATE->m_fSecondsBeforeFail[p] = GAMESTATE->GetElapsedSeconds();
|
|
m_soundOniDie.PlayRandom();
|
|
ShowOniGameOver((PlayerNumber)p);
|
|
m_Player[p].Init(); // remove all notes and scoring
|
|
m_Player[p].FadeToFail(); // tell the NoteField to fade to white
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case SongOptions::FAIL_END_OF_SONG:
|
|
case SongOptions::FAIL_OFF:
|
|
break; // don't check for fail
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
//
|
|
// Check to see if it's time to play a gameplay comment
|
|
//
|
|
if( !GAMESTATE->m_bDemonstration ) // don't play announcer comments in demonstration
|
|
{
|
|
m_fTimeLeftBeforeDancingComment -= fDeltaTime;
|
|
if( m_fTimeLeftBeforeDancingComment <= 0 )
|
|
{
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
if( OneIsHot() ) m_announcerHot.PlayRandom();
|
|
else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
|
|
else m_announcerGood.PlayRandom();
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
m_announcerOni.PlayRandom();
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Send crossed row messages to Player
|
|
//
|
|
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
|
|
if( iRowNow >= 0 && iRowNow < MAX_TAP_NOTE_ROWS )
|
|
{
|
|
for( int r=m_iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
m_Player[p].CrossedRow( r );
|
|
}
|
|
}
|
|
|
|
m_iRowLastCrossed = iRowNow;
|
|
}
|
|
|
|
|
|
if(PlayTicks())
|
|
m_soundAssistTick.Play();
|
|
|
|
if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration )
|
|
m_textAutoPlay.SetDiffuse( RageColor(1,1,1,1) );
|
|
else
|
|
m_textAutoPlay.SetDiffuse( RageColor(1,1,1,0) );
|
|
|
|
Screen::Update( fDeltaTime );
|
|
}
|
|
|
|
|
|
void ScreenGameplay::DrawPrimitives()
|
|
{
|
|
Screen::DrawPrimitives();
|
|
}
|
|
|
|
|
|
void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
|
{
|
|
//LOG->Trace( "ScreenGameplay::Input()" );
|
|
if(type == IET_RELEASE) return; // don't care
|
|
|
|
if( GAMESTATE->m_bDemonstration )
|
|
{
|
|
/* Special case:always allow escape. */
|
|
if( DeviceI.device==DEVICE_KEYBOARD && DeviceI.button==DIK_ESCAPE && !m_Fade.IsClosing() )
|
|
{
|
|
this->SendScreenMessage( SM_BeginFadingToTitleMenu, 0 );
|
|
}
|
|
/* Since escape backs out, we want to allow any other back buttons to
|
|
* work, too, to avoid confusion. */
|
|
else if( (MenuI.button==MENU_BUTTON_START || MenuI.button==MENU_BUTTON_BACK)
|
|
&& !m_Fade.IsClosing() )
|
|
{
|
|
m_soundMusic.Stop();
|
|
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","insert coin") );
|
|
::Sleep( 1000 ); // do a little pause, like the arcade does
|
|
this->SendScreenMessage( SM_GoToTitleMenu, 0 );
|
|
}
|
|
return; // don't fall through below
|
|
}
|
|
|
|
// Handle special keys to adjust the offset
|
|
if( DeviceI.device == DEVICE_KEYBOARD )
|
|
{
|
|
switch( DeviceI.button )
|
|
{
|
|
case DIK_F6:
|
|
m_bChangedOffsetOrBPM = true;
|
|
|
|
if (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON) {
|
|
GAMESTATE->m_SongOptions.m_AutoAdjust = SongOptions::ADJUST_OFF;
|
|
m_textDebug.SetText( "AutoAdjust is OFF" );
|
|
} else {
|
|
GAMESTATE->m_SongOptions.m_AutoAdjust = SongOptions::ADJUST_ON;
|
|
m_textDebug.SetText( "AutoAdjust is ON" );
|
|
}
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
break;
|
|
case DIK_F7:
|
|
if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE )
|
|
GAMESTATE->m_SongOptions.m_AssistType = SongOptions::ASSIST_TICK;
|
|
else
|
|
GAMESTATE->m_SongOptions.m_AssistType = SongOptions::ASSIST_NONE;
|
|
m_textDebug.SetText( ssprintf( "Assist tick is %s.", (GAMESTATE->m_SongOptions.m_AssistType==SongOptions::ASSIST_NONE)?"OFF":"ON") );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
break;
|
|
case DIK_F8:
|
|
PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
|
|
break;
|
|
case DIK_F9:
|
|
case DIK_F10:
|
|
{
|
|
m_bChangedOffsetOrBPM = true;
|
|
|
|
float fOffsetDelta;
|
|
switch( DeviceI.button )
|
|
{
|
|
case DIK_F9: fOffsetDelta = -0.025f; break;
|
|
case DIK_F10: fOffsetDelta = +0.025f; break;
|
|
default: ASSERT(0); return;
|
|
}
|
|
if( type == IET_FAST_REPEAT )
|
|
fOffsetDelta *= 10;
|
|
BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat );
|
|
|
|
seg.m_fBPM += fOffsetDelta;
|
|
|
|
m_textDebug.SetText( ssprintf("Cur BPM = %f", seg.m_fBPM) );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
break;
|
|
case DIK_F11:
|
|
case DIK_F12:
|
|
{
|
|
m_bChangedOffsetOrBPM = true;
|
|
|
|
float fOffsetDelta;
|
|
switch( DeviceI.button )
|
|
{
|
|
case DIK_F11: fOffsetDelta = -0.02f; break;
|
|
case DIK_F12: fOffsetDelta = +0.02f; break;
|
|
default: ASSERT(0); return;
|
|
}
|
|
if( type == IET_FAST_REPEAT )
|
|
fOffsetDelta *= 10;
|
|
|
|
GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
|
|
|
|
m_textDebug.SetText( ssprintf("Offset = %f", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
|
|
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweening( 3 ); // sleep
|
|
m_textDebug.BeginTweening( 0.5f ); // fade out
|
|
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( MenuI.IsValid() &&
|
|
MenuI.button == MENU_BUTTON_BACK &&
|
|
m_DancingState != STATE_OUTRO &&
|
|
!m_Fade.IsClosing() )
|
|
{
|
|
if( !PREFSMAN->m_bDelayedEscape ||
|
|
(DeviceI.device==DEVICE_KEYBOARD && type==IET_SLOW_REPEAT) ||
|
|
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT) )
|
|
{
|
|
m_DancingState = STATE_OUTRO;
|
|
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu back") );
|
|
/* Hmm. There are a bunch of subtly different ways we can
|
|
* tween out:
|
|
* 1. Keep rendering the song, and keep it moving. This might
|
|
* cause problems if the cancel and the end of the song overlap.
|
|
* 2. Stop the song completely, so all song motion under the tween
|
|
* ceases.
|
|
* 3. Stop the song, but keep effects (eg. Drunk) running.
|
|
* 4. Don't display the song at all.
|
|
*
|
|
* We're doing #3. I'm not sure which is best.
|
|
*
|
|
* We have to pause the music, not stop it. If we stop it,
|
|
* its position will be 0, and we'll render the *start*
|
|
* of the song while we tween out, which looks really strange.
|
|
* -glenn
|
|
*/
|
|
m_soundMusic.Pause();
|
|
|
|
this->ClearMessageQueue();
|
|
m_Fade.CloseWipingLeft( SM_SaveChangedBeforeGoingBack );
|
|
}
|
|
}
|
|
|
|
//
|
|
// handle a step
|
|
//
|
|
if( m_DancingState == STATE_DANCING && type == IET_FIRST_PRESS && !PREFSMAN->m_bAutoPlay && StyleI.IsValid() )
|
|
if( GAMESTATE->IsPlayerEnabled( StyleI.player ) )
|
|
m_Player[StyleI.player].Step( StyleI.col );
|
|
}
|
|
|
|
void SaveChanges()
|
|
{
|
|
/* XXX: Hmm. Better would be to make sure m_pCurCourse is only set when we're
|
|
* playing out of a course, and use that here, so these things wouldn't need to
|
|
* special case play modes. Need to make sure m_pCurCourse gets erased
|
|
* correctly, though. -glenn */
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
GAMESTATE->m_pCurSong->Save();
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
{
|
|
for( int i=0; i<GAMESTATE->m_pCurCourse->m_iStages; i++ )
|
|
{
|
|
Song* pSong = GAMESTATE->m_pCurCourse->m_apSongs[i];
|
|
pSong->Save();
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
|
|
void DontSaveChanges()
|
|
{
|
|
SMLoader ld;
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
ld.LoadFromSMFile(GAMESTATE->m_pCurSong->GetCacheFilePath(),
|
|
*GAMESTATE->m_pCurSong);
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
{
|
|
for( int i=0; i<GAMESTATE->m_pCurCourse->m_iStages; i++ )
|
|
{
|
|
Song* pSong = GAMESTATE->m_pCurCourse->m_apSongs[i];
|
|
ld.LoadFromSMFile( GAMESTATE->m_pCurSong->GetCacheFilePath(), *pSong );
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
|
|
void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
|
|
{
|
|
CString sMessage;
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
sMessage = ssprintf(
|
|
"You have changed the offset or BPM of\n"
|
|
"%s.\n"
|
|
"Would you like to save these changes back\n"
|
|
"to the song file?\n"
|
|
"Choosing NO will discard your changes.",
|
|
GAMESTATE->m_pCurSong->GetFullTitle().GetString() );
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
sMessage = ssprintf(
|
|
"You have changed the offset or BPM of\n"
|
|
"one or more songs in this course.\n"
|
|
"Would you like to save these changes back\n"
|
|
"to the song file(s)?\n"
|
|
"Choosing NO will discard your changes." );
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
SCREENMAN->Prompt( SM_SendWhenDone, sMessage, true, true, SaveChanges, DontSaveChanges );
|
|
}
|
|
|
|
void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
|
{
|
|
switch( SM )
|
|
{
|
|
// received while STATE_INTRO
|
|
case SM_User+0:
|
|
m_StarWipe.OpenWipingRight(SM_None);
|
|
break;
|
|
case SM_User+1:
|
|
break;
|
|
case SM_User+2:
|
|
m_sprReady.StartFocusing();
|
|
m_announcerReady.PlayRandom();
|
|
break;
|
|
case SM_User+3:
|
|
break;
|
|
case SM_User+4:
|
|
m_sprReady.StartBlurring();
|
|
break;
|
|
case SM_User+5:
|
|
{
|
|
m_sprHereWeGo.StartFocusing();
|
|
m_announcerHereWeGo.PlayRandom();
|
|
m_Background.FadeIn();
|
|
m_soundMusic.Play();
|
|
}
|
|
break;
|
|
case SM_User+6:
|
|
break;
|
|
case SM_User+7:
|
|
break;
|
|
case SM_User+8:
|
|
m_sprHereWeGo.StartBlurring();
|
|
m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
|
|
break;
|
|
case SM_User+9:
|
|
break;
|
|
|
|
// received while STATE_DANCING
|
|
case SM_NotesEnded:
|
|
{
|
|
// save any statistics
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
{
|
|
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
|
|
{
|
|
RadarCategory rc = (RadarCategory)r;
|
|
GAMESTATE->m_fRadarPossible[p][r] = m_Player[p].GetRadarValue( rc, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
|
|
GAMESTATE->m_fRadarActual[p][r] = m_Player[p].GetActualRadarValue( rc, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
|
|
}
|
|
}
|
|
}
|
|
|
|
GAMESTATE->m_apSongsPlayed.push_back( GAMESTATE->m_pCurSong );
|
|
GAMESTATE->m_iSongsIntoCourse++;
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
if( !m_pLifeMeter[p]->FailedEarlier() )
|
|
GAMESTATE->m_iSongsBeforeFail[p]++;
|
|
|
|
|
|
if( !IsLastSong() )
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
if( !m_pLifeMeter[p]->FailedEarlier() )
|
|
m_pLifeMeter[p]->SongEnded(); // let the oni life meter give them back a life
|
|
|
|
m_OniFade.CloseWipingRight( SM_BeginLoadingNextSong );
|
|
}
|
|
else // IsLastSong
|
|
{
|
|
if( m_DancingState == STATE_OUTRO ) // gameplay already ended
|
|
return; // ignore
|
|
|
|
m_DancingState = STATE_OUTRO;
|
|
|
|
GAMESTATE->AccumulateStageStatistics(); // accumulate values for final evaluation
|
|
|
|
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_END_OF_SONG && AllFailedEarlier() )
|
|
{
|
|
this->SendScreenMessage( SM_BeginFailed, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_StarWipe.CloseWipingRight( SM_None );
|
|
|
|
// do they deserve an extra stage?
|
|
|
|
bool bTryExtraStage = false;
|
|
if( (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage()) )
|
|
{
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
continue; // skip
|
|
|
|
if( GAMESTATE->m_pCurNotes[p]->m_Difficulty == DIFFICULTY_HARD && GAMESTATE->GetCurrentGrade((PlayerNumber)p) >= GRADE_AA )
|
|
bTryExtraStage = true;
|
|
}
|
|
}
|
|
if( PREFSMAN->m_bEventMode )
|
|
bTryExtraStage = false;
|
|
|
|
|
|
if( bTryExtraStage )
|
|
{
|
|
this->SendScreenMessage( SM_ShowTryExtraStage, 1 );
|
|
}
|
|
else
|
|
{
|
|
this->SendScreenMessage( SM_ShowCleared, 1 );
|
|
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SM_BeginLoadingNextSong:
|
|
LoadNextSong( false );
|
|
m_OniFade.OpenWipingRight( SM_None );
|
|
break;
|
|
case SM_BeginFadingToTitleMenu:
|
|
m_Fade.CloseWipingRight( SM_GoToTitleMenu );
|
|
break;
|
|
|
|
case SM_BeginToasty:
|
|
this->SendScreenMessage( SM_PlayToastySound, 0.3f );
|
|
|
|
// set off screen
|
|
m_sprToasty.StopTweening();
|
|
m_sprToasty.SetDiffuse( RageColor(1,1,1,1) );
|
|
m_sprToasty.SetX( SCREEN_RIGHT+m_sprToasty.GetUnzoomedWidth()/2 );
|
|
m_sprToasty.SetY( SCREEN_BOTTOM-m_sprToasty.GetUnzoomedHeight()/2 );
|
|
m_sprToasty.BeginTweening( 0.2f, Actor::TWEEN_BIAS_BEGIN ); // slide on
|
|
m_sprToasty.SetTweenX( SCREEN_RIGHT-m_sprToasty.GetUnzoomedWidth()/2 );
|
|
m_sprToasty.BeginTweening( 0.6f ); // sleep
|
|
m_sprToasty.BeginTweening( 0.3f, Actor::TWEEN_BIAS_END ); // slide off
|
|
m_sprToasty.SetTweenX( SCREEN_RIGHT+m_sprToasty.GetUnzoomedWidth()/2 );
|
|
m_sprToasty.BeginTweening( 0.001f ); // fade out
|
|
m_sprToasty.SetDiffuse( RageColor(1,1,1,0) );
|
|
break;
|
|
|
|
case SM_PlayToastySound:
|
|
m_soundToasty.Play();
|
|
break;
|
|
|
|
case SM_100Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer100Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_200Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer200Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_300Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer300Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_400Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer400Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_500Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer500Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_600Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer600Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_700Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer700Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_800Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer800Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_900Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer900Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_1000Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer1000Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_ComboStopped:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcerComboStopped.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
|
|
}
|
|
break;
|
|
|
|
|
|
// received while STATE_OUTRO
|
|
case SM_ShowCleared:
|
|
m_sprCleared.BeginTweening(1.0f);
|
|
m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,1) );
|
|
m_sprCleared.BeginTweening(1.5f); // sleep
|
|
m_sprCleared.BeginTweening(0.7f);
|
|
m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 4 );
|
|
break;
|
|
|
|
case SM_ShowTryExtraStage:
|
|
{
|
|
m_soundTryExtraStage.PlayRandom();
|
|
|
|
// make the background invisible so we don't waste mem bandwidth drawing it
|
|
m_Background.BeginTweening( 1 );
|
|
m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
|
|
RageColor colorStage = GAMESTATE->GetStageColor();
|
|
colorStage.a *= 0.7f;
|
|
|
|
m_sprTryExtraStage.SetZoom( 4 );
|
|
m_sprTryExtraStage.BeginBlurredTweening( 0.8f, TWEEN_BIAS_END );
|
|
m_sprTryExtraStage.SetTweenZoom( 0.4f ); // zoom out
|
|
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
|
|
m_sprTryExtraStage.BeginTweening( 0.2f );
|
|
m_sprTryExtraStage.SetTweenZoom( 0.8f ); // bounce
|
|
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
|
|
m_sprTryExtraStage.BeginTweening( 0.2f );
|
|
m_sprTryExtraStage.SetTweenZoom( 1.0f ); // come to rest
|
|
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
|
|
|
|
colorStage.a = 0;
|
|
|
|
m_sprTryExtraStage.BeginTweening( 2 ); // sleep
|
|
m_sprTryExtraStage.BeginTweening( 1 ); // fade out
|
|
m_sprTryExtraStage.SetTweenDiffuse( colorStage );
|
|
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
|
|
}
|
|
break;
|
|
|
|
case SM_SaveChangedBeforeGoingBack:
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToScreenAfterBack );
|
|
}
|
|
else
|
|
this->SendScreenMessage( SM_GoToScreenAfterBack, 0 );
|
|
|
|
break;
|
|
case SM_GoToScreenAfterBack:
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
SCREENMAN->SetNewScreen( "ScreenSelectMusic" );
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
case PLAY_MODE_ENDLESS:
|
|
SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
|
|
break;
|
|
default: ASSERT(0);
|
|
}
|
|
break;
|
|
case SM_GoToStateAfterCleared:
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToStateAfterCleared );
|
|
break;
|
|
}
|
|
SCREENMAN->SetNewScreen( "ScreenEvaluation" );
|
|
break;
|
|
|
|
|
|
case SM_BeginFailed:
|
|
m_DancingState = STATE_OUTRO;
|
|
m_soundMusic.Pause();
|
|
m_StarWipe.SetTransitionTime( 1.5f );
|
|
m_StarWipe.CloseWipingRight( SM_None );
|
|
int p;
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
m_Player[p].FadeToFail();
|
|
|
|
this->SendScreenMessage( SM_ShowFailed, 0.2f );
|
|
break;
|
|
case SM_ShowFailed:
|
|
m_soundFail.PlayRandom();
|
|
|
|
// make the background invisible so we don't waste mem bandwidth drawing it
|
|
m_Background.BeginTweening( 1 );
|
|
m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
|
|
m_sprFailed.SetZoom( 4 );
|
|
m_sprFailed.BeginBlurredTweening( 0.8f, TWEEN_BIAS_END );
|
|
m_sprFailed.SetTweenZoom( 0.5f ); // zoom out
|
|
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
|
|
m_sprFailed.BeginTweening( 0.3f );
|
|
m_sprFailed.SetTweenZoom( 1.1f ); // bounce
|
|
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
|
|
m_sprFailed.BeginTweening( 0.2f );
|
|
m_sprFailed.SetTweenZoom( 1.0f ); // come to rest
|
|
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
|
|
m_sprFailed.BeginTweening( 2 ); // sleep
|
|
m_sprFailed.BeginTweening( 1 );
|
|
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
|
|
// show the survive time if extra stage
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
{
|
|
float fMaxSurviveSeconds = -1;
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
|
fMaxSurviveSeconds = max( fMaxSurviveSeconds, GAMESTATE->GetPlayerSurviveTime((PlayerNumber)p) );
|
|
ASSERT( fMaxSurviveSeconds != -1 );
|
|
m_textSurviveTime.SetText( "TIME " + SecondsToTime(fMaxSurviveSeconds) );
|
|
m_textSurviveTime.BeginTweening( 0.3f ); // sleep
|
|
m_textSurviveTime.BeginTweening( 0.3f ); // fade in
|
|
m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,1) );
|
|
m_textSurviveTime.BeginTweening( 3.5f ); // sleep
|
|
m_textSurviveTime.BeginTweening( 0.5f ); // fade out
|
|
m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,0) );
|
|
}
|
|
|
|
SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.0f );
|
|
SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f );
|
|
break;
|
|
case SM_PlayFailComment:
|
|
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
|
|
break;
|
|
|
|
case SM_GoToScreenAfterFail:
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToScreenAfterFail );
|
|
break;
|
|
}
|
|
if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI || GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS )
|
|
SCREENMAN->SetNewScreen( "ScreenEvaluation" );
|
|
else if( PREFSMAN->m_bEventMode )
|
|
this->SendScreenMessage( SM_GoToScreenAfterBack, 0 );
|
|
else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
SCREENMAN->SetNewScreen( "ScreenFinalEvaluation" );
|
|
else
|
|
SCREENMAN->SetNewScreen( "ScreenGameOver" );
|
|
break;
|
|
case SM_GoToTitleMenu:
|
|
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenGameplay::TweenOnScreen()
|
|
{
|
|
unsigned i, p;
|
|
|
|
CArray<Actor*,Actor*> apActorsInLifeFrame;
|
|
apActorsInLifeFrame.push_back( &m_sprLifeFrame );
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
apActorsInLifeFrame.push_back( m_pLifeMeter[p] );
|
|
apActorsInLifeFrame.push_back( &m_textStageNumber );
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
apActorsInLifeFrame.push_back( &m_textCourseSongNumber[p] );
|
|
for( i=0; i<apActorsInLifeFrame.size(); i++ )
|
|
{
|
|
float fOriginalY = apActorsInLifeFrame[i]->GetY();
|
|
apActorsInLifeFrame[i]->SetY( fOriginalY-100 );
|
|
if( !GAMESTATE->m_bDemonstration )
|
|
apActorsInLifeFrame[i]->BeginTweening( 0.5f ); // sleep
|
|
apActorsInLifeFrame[i]->BeginTweening( 1 );
|
|
apActorsInLifeFrame[i]->SetTweenY( fOriginalY );
|
|
}
|
|
|
|
|
|
CArray<Actor*,Actor*> apActorsInScoreFrame;
|
|
apActorsInScoreFrame.push_back( &m_sprScoreFrame );
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(p) )
|
|
continue;
|
|
apActorsInScoreFrame.push_back( m_pScoreDisplay[p] );
|
|
apActorsInScoreFrame.push_back( &m_textPlayerOptions[p] );
|
|
}
|
|
apActorsInScoreFrame.push_back( &m_textSongOptions );
|
|
for( i=0; i<apActorsInScoreFrame.size(); i++ )
|
|
{
|
|
float fOriginalY = apActorsInScoreFrame[i]->GetY();
|
|
apActorsInScoreFrame[i]->SetY( fOriginalY+100 );
|
|
if( !GAMESTATE->m_bDemonstration )
|
|
apActorsInScoreFrame[i]->BeginTweening( 0.5f ); // sleep
|
|
apActorsInScoreFrame[i]->BeginTweening( 1 );
|
|
apActorsInScoreFrame[i]->SetTweenY( fOriginalY );
|
|
}
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
float fOriginalX = m_DifficultyIcon[p].GetX();
|
|
m_DifficultyIcon[p].SetX( (p==PLAYER_1) ? fOriginalX-200 : fOriginalX+200 );
|
|
if( !GAMESTATE->m_bDemonstration )
|
|
m_DifficultyIcon[p].BeginTweening( 0.5f ); // sleep
|
|
m_DifficultyIcon[p].BeginTweening( 1 );
|
|
m_DifficultyIcon[p].SetTweenX( fOriginalX );
|
|
}
|
|
}
|
|
|
|
void ScreenGameplay::TweenOffScreen()
|
|
{
|
|
|
|
}
|
|
|
|
void ScreenGameplay::ShowOniGameOver( PlayerNumber pn )
|
|
{
|
|
m_sprOniGameOver[pn].SetDiffuse( RageColor(1,1,1,1) );
|
|
m_sprOniGameOver[pn].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
|
|
m_sprOniGameOver[pn].SetTweenY( CENTER_Y );
|
|
m_sprOniGameOver[pn].SetEffectBobbing( RageVector3(0,6,0), 4 );
|
|
}
|