514aac93a9
Move GetNumSidesJoined out of the header.
279 lines
7.8 KiB
C++
279 lines
7.8 KiB
C++
#include "global.h"
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/****************************************
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ScreenEzSelectPlayer,cpp
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Desc: See Header
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Copyright (C):
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Andrew Livy
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*****************************************/
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/* Includes */
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#include "ScreenEz2SelectPlayer.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "RageSounds.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 "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "ThemeManager.h"
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#include "MenuTimer.h"
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/* Constants */
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#define JOIN_FRAME_X( p ) THEME->GetMetricF("ScreenEz2SelectPlayer",ssprintf("JoinFrameP%dX",p+1))
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#define JOIN_FRAME_Y( i ) THEME->GetMetricF("ScreenEz2SelectPlayer",ssprintf("JoinFrameP%dY",i+1))
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#define JOIN_MESSAGE_X( p ) THEME->GetMetricF("ScreenEz2SelectPlayer",ssprintf("JoinMessageP%dX",p+1))
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#define JOIN_MESSAGE_Y( i ) THEME->GetMetricF("ScreenEz2SelectPlayer",ssprintf("JoinMessageP%dY",i+1))
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#define HELP_TEXT THEME->GetMetric("ScreenEz2SelectPlayer","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenEz2SelectPlayer","TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric("ScreenEz2SelectPlayer","NextScreen")
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#define SILENT_WAIT THEME->GetMetricB("ScreenEz2SelectPlayer","SilentWait")
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#define BOUNCE_JOIN_MESSAGE THEME->GetMetricB("ScreenEz2SelectPlayer","BounceJoinMessage")
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#define FOLD_ON_JOIN THEME->GetMetricB("ScreenEz2SelectPlayer","FoldOnJoin")
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const float TWEEN_TIME = 0.35f;
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/************************************
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ScreenEz2SelectPlayer (Constructor)
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Desc: Sets up the screen display
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************************************/
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ScreenEz2SelectPlayer::ScreenEz2SelectPlayer( CString sName ) : Screen( sName )
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{
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// Unjoin the players, then let them join back in on this screen
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// GAMESTATE->m_bPlayersCanJoin = true;
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_bSideIsJoined[p] = false;
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LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
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m_Menu.Load( "ScreenEz2SelectPlayer" );
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this->AddChild( &m_Menu );
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenEz2SelectPlayer background") );
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this->AddChild( &m_Background ); // animated background =)
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprJoinFrame[p].Load( THEME->GetPathToG("ScreenEz2SelectPlayer join frame 1x2") );
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m_sprJoinFrame[p].StopAnimating();
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m_sprJoinFrame[p].SetState( p );
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m_sprJoinFrame[p].SetXY( JOIN_FRAME_X(p), JOIN_FRAME_Y(p) );
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this->AddChild( &m_sprJoinFrame[p] );
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if( GAMESTATE->m_bSideIsJoined[p] )
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m_sprJoinFrame[p].SetZoomY( 0 );
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m_sprJoinMessage[p].Load( THEME->GetPathToG("ScreenEz2SelectPlayer join message 2x2") );
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m_sprJoinMessage[p].StopAnimating();
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m_sprJoinMessage[p].SetState( p );
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m_sprJoinMessage[p].SetXY( JOIN_MESSAGE_X(p), JOIN_MESSAGE_Y(p) );
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if( BOUNCE_JOIN_MESSAGE )
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m_sprJoinMessage[p].SetEffectBounce( 0.5f, RageVector3(0,10,0) );
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this->AddChild( &m_sprJoinMessage[p] );
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if( GAMESTATE->m_bSideIsJoined[p] )
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{
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m_sprJoinMessage[p].SetState( p+NUM_PLAYERS );
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if( FOLD_ON_JOIN )
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{
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m_sprJoinMessage[p].SetZoomY( 0 );
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m_sprJoinFrame[p].SetZoomY( 0 );
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}
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}
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}
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m_soundSelect.Load( THEME->GetPathToS("Common start") );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select player intro") );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectPlayer music") );
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TweenOnScreen();
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}
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/************************************
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~ScreenSelectMode (Destructor)
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Desc: Writes line to log when screen
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is terminated.
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************************************/
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ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()
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{
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LOG->Trace( "ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()" );
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}
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/************************************
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Update
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Desc: Animates the 1p/2p selection
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************************************/
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void ScreenEz2SelectPlayer::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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}
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/************************************
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DrawPrimitives
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Desc: Draws the screen =P
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************************************/
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void ScreenEz2SelectPlayer::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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/************************************
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Input
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Desc: Handles player input.
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************************************/
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void ScreenEz2SelectPlayer::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenEz2SelectPlayer::Input()" );
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if( m_Menu.IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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/************************************
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HandleScreenMessage
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Desc: Handles Screen Messages and changes
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game states.
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************************************/
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void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
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{
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Screen::HandleScreenMessage( SM );
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switch( SM )
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{
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case SM_MenuTimer:
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if( GAMESTATE->GetNumSidesJoined() == 0 )
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{
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MenuStart(PLAYER_1);
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}
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TweenOffScreen();
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_GoToPrevScreen:
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SOUND->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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/************************************
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MenuBack
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Desc: Actions performed when a player
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presses the button bound to back
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************************************/
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void ScreenEz2SelectPlayer::MenuBack( PlayerNumber pn )
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{
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SOUND->StopMusic();
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m_Menu.Back( SM_GoToPrevScreen );
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}
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/************************************
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MenuDown
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Desc: Actions performed when a player
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presses the button bound to down
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************************************/
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void ScreenEz2SelectPlayer::MenuDown( PlayerNumber pn )
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{
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MenuStart( pn );
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}
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/************************************
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MenuStart
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Desc: Actions performed when a player
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presses the button bound to start
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************************************/
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void ScreenEz2SelectPlayer::MenuStart( PlayerNumber pn )
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{
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if( GAMESTATE->m_bSideIsJoined[pn] ) // already joined
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return; // ignore
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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m_soundSelect.Play();
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m_sprJoinMessage[pn].SetState( pn+NUM_PLAYERS );
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if( FOLD_ON_JOIN )
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{
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m_sprJoinMessage[pn].BeginTweening( 0.25f );
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m_sprJoinMessage[pn].SetZoomY( 0 );
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m_sprJoinFrame[pn].BeginTweening( 0.25f );
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m_sprJoinFrame[pn].SetZoomY( 0 );
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}
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bool bBothSidesJoined = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( !GAMESTATE->m_bSideIsJoined[p] )
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bBothSidesJoined = false;
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if( bBothSidesJoined )
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{
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TweenOffScreen();
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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}
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else
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{
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// give the other player a little time to join
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m_Menu.m_MenuTimer->SetSeconds( 1 );
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m_Menu.m_MenuTimer->Start();
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m_Menu.m_MenuTimer->EnableStealth( SILENT_WAIT ); // do we wanna make the timer 'quiet' ?
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}
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}
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void ScreenEz2SelectPlayer::TweenOnScreen()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH/2 : +SCREEN_WIDTH/2 );
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float fOriginalX;
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fOriginalX = m_sprJoinMessage[p].GetX();
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m_sprJoinMessage[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinMessage[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
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m_sprJoinMessage[p].SetX( fOriginalX );
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fOriginalX = m_sprJoinFrame[p].GetX();
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m_sprJoinFrame[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinFrame[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
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m_sprJoinFrame[p].SetX( fOriginalX );
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}
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}
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void ScreenEz2SelectPlayer::TweenOffScreen()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH : +SCREEN_WIDTH );
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m_sprJoinMessage[p].BeginTweening( 0.5f, Actor::TWEEN_DECELERATE );
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m_sprJoinMessage[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinFrame[p].BeginTweening( 0.5f, Actor::TWEEN_DECELERATE );
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m_sprJoinFrame[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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}
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}
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