1019 lines
29 KiB
C++
1019 lines
29 KiB
C++
#include "stdafx.h"
|
|
/*
|
|
-----------------------------------------------------------------------------
|
|
Class: ScreenGameplay
|
|
|
|
Desc: See header.
|
|
|
|
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
|
|
Chris Danford
|
|
-----------------------------------------------------------------------------
|
|
*/
|
|
|
|
#include "ScreenGameplay.h"
|
|
#include "SongManager.h"
|
|
#include "ScreenManager.h"
|
|
|
|
#include "ScreenSelectMusic.h"
|
|
#include "ScreenSelectCourse.h"
|
|
#include "ScreenEvaluation.h"
|
|
#include "GameConstantsAndTypes.h"
|
|
#include "PrefsManager.h"
|
|
#include "GameManager.h"
|
|
#include "SongManager.h"
|
|
#include "RageLog.h"
|
|
#include "AnnouncerManager.h"
|
|
#include "ScreenGameOver.h"
|
|
#include "LifeMeterBar.h"
|
|
#include "LifeMeterBattery.h"
|
|
#include "GameState.h"
|
|
#include "ScoreDisplayNormal.h"
|
|
#include "ScoreDisplayOni.h"
|
|
#include "ScreenPrompt.h"
|
|
|
|
//
|
|
// Defines
|
|
//
|
|
|
|
const float LIFE_LOCAL_X[NUM_PLAYERS] = { -180, +180 };
|
|
const float LIFE_LOCAL_Y[NUM_PLAYERS] = { -8, -8 };
|
|
|
|
const float STAGE_NUMBER_LOCAL_X = 0;
|
|
const float STAGE_NUMBER_LOCAL_Y = +20;
|
|
const float STAGE_NUMBER_LOCALEZ2_Y = -30;
|
|
|
|
const float SCORE_LOCAL_X[NUM_PLAYERS] = { -214, +214 };
|
|
const float SCORE_LOCAL_Y[NUM_PLAYERS] = { -6, -6 };
|
|
|
|
const float SCORE_LOCALEZ2_X[NUM_PLAYERS] = { -240, +240 };
|
|
const float SCORE_LOCALEZ2_Y[NUM_PLAYERS] = { -32, -32 };
|
|
|
|
const float PLAYER_OPTIONS_LOCAL_X[NUM_PLAYERS] = { -0, +0 };
|
|
const float PLAYER_OPTIONS_LOCAL_Y[NUM_PLAYERS] = { -10, +10 };
|
|
|
|
const float DIFFICULTY_X[NUM_PLAYERS] = { SCREEN_LEFT+60, SCREEN_RIGHT-60 };
|
|
const float DIFFICULTY_Y[NUM_PLAYERS] = { SCREEN_BOTTOM-70, SCREEN_BOTTOM-70 };
|
|
|
|
const float DEBUG_X = CENTER_X;
|
|
const float DEBUG_Y = CENTER_Y-70;
|
|
|
|
const float TIME_BETWEEN_DANCING_COMMENTS = 13;
|
|
|
|
|
|
// received while STATE_DANCING
|
|
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+102);
|
|
const ScreenMessage SM_LastNotesEnded = ScreenMessage(SM_User+103);
|
|
|
|
|
|
// received while STATE_OUTRO
|
|
const ScreenMessage SM_ShowCleared = ScreenMessage(SM_User+111);
|
|
const ScreenMessage SM_HideCleared = ScreenMessage(SM_User+112);
|
|
const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+113);
|
|
const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+114);
|
|
|
|
const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+121);
|
|
const ScreenMessage SM_ShowFailed = ScreenMessage(SM_User+122);
|
|
const ScreenMessage SM_PlayFailComment = ScreenMessage(SM_User+123);
|
|
const ScreenMessage SM_HideFailed = ScreenMessage(SM_User+124);
|
|
const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
|
|
|
|
|
|
|
|
ScreenGameplay::ScreenGameplay()
|
|
{
|
|
LOG->WriteLine( "ScreenGameplay::ScreenGameplay()" );
|
|
|
|
m_bAutoPlayerWasOn = PREFSMAN->m_bAutoPlay;
|
|
m_bChangedOffsetOrBPM = false;
|
|
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
{
|
|
m_apSongQueue.Add( GAMESTATE->m_pCurSong );
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
m_apNotesQueue[p].Add( GAMESTATE->m_pCurNotes[p] );
|
|
}
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
{
|
|
Course* pCourse = GAMESTATE->m_pCurCourse;
|
|
ASSERT( pCourse != NULL );
|
|
|
|
m_apSongQueue.RemoveAll();
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
m_apNotesQueue[p].RemoveAll();
|
|
|
|
pCourse->GetSongAndNotesForCurrentStyle( m_apSongQueue, m_apNotesQueue );
|
|
|
|
// store possible dance points in GAMESTATE
|
|
GAMESTATE->m_iCoursePossibleDancePoints = 0;
|
|
for( int i=0; i<m_apNotesQueue[PLAYER_1].GetSize(); i++ )
|
|
{
|
|
NoteData nd;
|
|
m_apNotesQueue[PLAYER_1][i]->GetNoteData( &nd );
|
|
GAMESTATE->m_iCoursePossibleDancePoints += nd.GetPossibleDancePoints();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
|
|
m_DancingState = STATE_INTRO;
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
|
|
|
|
m_Background.SetDiffuseColor( D3DXCOLOR(0.4f,0.4f,0.4f,1) );
|
|
this->AddSubActor( &m_Background );
|
|
|
|
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
continue;
|
|
|
|
m_Player[p].SetX( (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
|
|
this->AddSubActor( &m_Player[p] );
|
|
}
|
|
|
|
|
|
//////////////////////////////////
|
|
// Add all Actors to m_frameTop
|
|
//////////////////////////////////
|
|
this->AddSubActor( &m_frameTop );
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
m_pLifeMeter[p] = new LifeMeterBar;
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
m_pLifeMeter[p] = new LifeMeterBattery;
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
m_pLifeMeter[p]->Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p] );
|
|
m_pLifeMeter[p]->SetXY( LIFE_LOCAL_X[p], LIFE_LOCAL_Y[p] );
|
|
m_frameTop.AddSubActor( m_pLifeMeter[p] );
|
|
|
|
if( GAMESTATE->m_CurGame == GAME_EZ2 )
|
|
{
|
|
m_pScoreDisplay[p]->SetXY( SCORE_LOCALEZ2_X[p], SCORE_LOCALEZ2_Y[p] );
|
|
m_pScoreDisplay[p]->SetZoom( 0.5f );
|
|
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
|
|
m_frameTop.AddSubActor( m_pScoreDisplay[p] );
|
|
}
|
|
}
|
|
|
|
// TopFrame goes above LifeMeter
|
|
m_sprTopFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_TOP_FRAME) );
|
|
m_frameTop.AddSubActor( &m_sprTopFrame );
|
|
|
|
m_frameTop.SetXY( CENTER_X, SCREEN_TOP + m_sprTopFrame.GetZoomedHeight()/2 );
|
|
|
|
m_textStageNumber.Load( THEME->GetPathTo(FONT_HEADER2) );
|
|
m_textStageNumber.TurnShadowOff();
|
|
m_textStageNumber.SetXY( STAGE_NUMBER_LOCAL_X, STAGE_NUMBER_LOCAL_Y );
|
|
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
|
|
m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
|
|
|
|
if( GAMESTATE->m_CurGame == GAME_EZ2 )
|
|
{
|
|
m_textStageNumber.SetXY( STAGE_NUMBER_LOCAL_X, STAGE_NUMBER_LOCALEZ2_Y );
|
|
}
|
|
else
|
|
{
|
|
m_textStageNumber.SetXY( STAGE_NUMBER_LOCAL_X, STAGE_NUMBER_LOCAL_Y );
|
|
}
|
|
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
|
|
m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
|
|
|
|
m_frameTop.AddSubActor( &m_textStageNumber );
|
|
|
|
|
|
//////////////////////////////////
|
|
// Add all Actors to m_frameBottom
|
|
//////////////////////////////////
|
|
this->AddSubActor( &m_frameBottom );
|
|
|
|
m_sprBottomFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_BOTTOM_FRAME) );
|
|
m_frameBottom.AddSubActor( &m_sprBottomFrame );
|
|
|
|
m_frameBottom.SetXY( CENTER_X, SCREEN_BOTTOM - m_sprBottomFrame.GetZoomedHeight()/2 );
|
|
|
|
if( GAMESTATE->m_CurGame != GAME_EZ2 )
|
|
{
|
|
m_sprBottomFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_BOTTOM_FRAME) );
|
|
m_frameBottom.AddSubActor( &m_sprBottomFrame );
|
|
m_frameBottom.SetXY( CENTER_X, SCREEN_BOTTOM - m_sprBottomFrame.GetZoomedHeight()/2 );
|
|
}
|
|
|
|
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE:
|
|
m_pScoreDisplay[p] = new ScoreDisplayNormal;
|
|
break;
|
|
case PLAY_MODE_ONI:
|
|
m_pScoreDisplay[p] = new ScoreDisplayOni;
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
m_pScoreDisplay[p]->Init( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p], 100, 7 );
|
|
m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
|
|
m_pScoreDisplay[p]->SetZoom( 0.8f );
|
|
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
|
|
m_frameBottom.AddSubActor( m_pScoreDisplay[p] );
|
|
|
|
m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
|
|
|
|
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
continue;
|
|
if( GAMESTATE->m_CurGame != GAME_EZ2 )
|
|
{
|
|
m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
|
|
m_pScoreDisplay[p]->SetZoom( 0.8f );
|
|
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
|
|
m_frameBottom.AddSubActor( m_pScoreDisplay[p] );
|
|
}
|
|
|
|
m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
|
|
|
|
m_textPlayerOptions[p].TurnShadowOff();
|
|
m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_LOCAL_X[p], PLAYER_OPTIONS_LOCAL_Y[p] );
|
|
m_textPlayerOptions[p].SetZoom( 0.5f );
|
|
m_textPlayerOptions[p].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
|
|
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
|
|
m_frameBottom.AddSubActor( &m_textPlayerOptions[p] );
|
|
}
|
|
|
|
|
|
|
|
// Get the current StyleDef definition (used below)
|
|
StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
continue;
|
|
|
|
float fDifficultyY = DIFFICULTY_Y[p];
|
|
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
|
|
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
|
|
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
|
|
this->AddSubActor( &m_DifficultyBanner[p] );
|
|
|
|
if( GAMESTATE->m_CurGame != GAME_EZ2 )
|
|
{
|
|
float fDifficultyY = DIFFICULTY_Y[p];
|
|
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
|
|
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
|
|
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
|
|
this->AddSubActor( &m_DifficultyBanner[p] );
|
|
}
|
|
}
|
|
|
|
|
|
m_textDebug.Load( THEME->GetPathTo(FONT_NORMAL) );
|
|
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
|
|
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
|
|
this->AddSubActor( &m_textDebug );
|
|
|
|
|
|
|
|
m_StarWipe.SetClosed();
|
|
this->AddSubActor( &m_StarWipe );
|
|
|
|
m_sprReady.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_READY) );
|
|
m_sprReady.SetXY( CENTER_X, CENTER_Y );
|
|
m_sprReady.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
|
|
this->AddSubActor( &m_sprReady );
|
|
|
|
m_sprHereWeGo.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_HERE_WE_GO) );
|
|
m_sprHereWeGo.SetXY( CENTER_X, CENTER_Y );
|
|
m_sprHereWeGo.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
|
|
this->AddSubActor( &m_sprHereWeGo );
|
|
|
|
m_sprCleared.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_CLEARED) );
|
|
m_sprCleared.SetXY( CENTER_X, CENTER_Y );
|
|
m_sprCleared.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
|
|
this->AddSubActor( &m_sprCleared );
|
|
|
|
m_sprFailed.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_FAILED) );
|
|
m_sprFailed.SetXY( CENTER_X, CENTER_Y );
|
|
m_sprFailed.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
|
|
this->AddSubActor( &m_sprFailed );
|
|
|
|
m_Fade.SetClosed();
|
|
m_Fade.SetOpened();
|
|
this->AddSubActor( &m_Fade );
|
|
|
|
|
|
|
|
m_soundFail.Load( THEME->GetPathTo(SOUND_GAMEPLAY_FAILED) );
|
|
m_announcerReady.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_READY) );
|
|
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_EXTRA) );
|
|
else if( GAMESTATE->IsFinalStage() )
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_FINAL) );
|
|
else
|
|
m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_HERE_WE_GO_NORMAL) );
|
|
m_announcerDanger.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMMENT_DANGER) );
|
|
m_announcerGood.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMMENT_GOOD) );
|
|
m_announcerHot.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMMENT_HOT) );
|
|
|
|
m_announcer100Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_100_COMBO) );
|
|
m_announcer200Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_200_COMBO) );
|
|
m_announcer300Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_300_COMBO) );
|
|
m_announcer400Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_400_COMBO) );
|
|
m_announcer500Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_500_COMBO) );
|
|
m_announcer600Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_600_COMBO) );
|
|
m_announcer700Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_700_COMBO) );
|
|
m_announcer800Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_800_COMBO) );
|
|
m_announcer900Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_900_COMBO) );
|
|
m_announcer1000Combo.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_1000_COMBO) );
|
|
m_announcerComboStopped.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMBO_STOPPED) );
|
|
|
|
m_announcerCleared.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_CLEARED) );
|
|
m_announcerFailComment.Load(ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_FAILED) );
|
|
|
|
m_soundAssistTick.Load( THEME->GetPathTo(SOUND_GAMEPLAY_ASSIST_TICK) );
|
|
|
|
|
|
LoadNextSong( false );
|
|
|
|
// Send some messages every have second to we can get the introduction rolling
|
|
for( int i=0; i<30; i++ )
|
|
this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f );
|
|
}
|
|
|
|
ScreenGameplay::~ScreenGameplay()
|
|
{
|
|
LOG->WriteLine( "ScreenGameplay::~ScreenGameplay()" );
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
delete m_pLifeMeter[p];
|
|
delete m_pScoreDisplay[p];
|
|
}
|
|
|
|
m_soundMusic.Stop();
|
|
}
|
|
|
|
|
|
void ScreenGameplay::LoadNextSong( bool bPlayMusic )
|
|
{
|
|
if( m_apSongQueue.GetSize() == 0 )
|
|
{
|
|
this->SendScreenMessage( SM_LastNotesEnded, 0 );
|
|
return;
|
|
}
|
|
|
|
|
|
int p;
|
|
|
|
// add a new GameplayStatistic for this song
|
|
GAMESTATE->m_aGameplayStatistics.Add( GameplayStatistics() );
|
|
|
|
GAMESTATE->m_pCurSong = m_apSongQueue[0];
|
|
m_apSongQueue.RemoveAt(0);
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
GAMESTATE->m_pCurNotes[p] = m_apNotesQueue[p][0];
|
|
m_apNotesQueue[p].RemoveAt(0);
|
|
}
|
|
|
|
|
|
// Get the current StyleDef definition (used below)
|
|
StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
|
|
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
continue;
|
|
|
|
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
|
|
|
|
|
|
NoteData originalNoteData;
|
|
GAMESTATE->m_pCurNotes[p]->GetNoteData( &originalNoteData );
|
|
|
|
NoteData newNoteData;
|
|
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &originalNoteData, &newNoteData );
|
|
|
|
|
|
// Fill in info about these notes in the latest GameplayStatistics
|
|
GAMESTATE->GetLatestGameplayStatistics().dc[p] = GAMESTATE->m_pCurNotes[p]->m_DifficultyClass;
|
|
GAMESTATE->GetLatestGameplayStatistics().meter[p] = GAMESTATE->m_pCurNotes[p]->m_iMeter;
|
|
GAMESTATE->GetLatestGameplayStatistics().iPossibleDancePoints[p] = newNoteData.GetPossibleDancePoints();
|
|
for( int r=0; r<NUM_RADAR_VALUES; r++ )
|
|
GAMESTATE->GetLatestGameplayStatistics().fRadarPossible[p][r] = newNoteData.GetRadarValue( (RadarCategory)r, GAMESTATE->m_pCurSong->m_fMusicLengthSeconds );
|
|
|
|
m_Player[p].Load(
|
|
(PlayerNumber)p,
|
|
GAMESTATE->GetCurrentStyleDef(),
|
|
&newNoteData,
|
|
GAMESTATE->m_PlayerOptions[p],
|
|
m_pLifeMeter[p],
|
|
m_pScoreDisplay[p],
|
|
originalNoteData.GetNumTapNotes(),
|
|
GAMESTATE->m_pCurNotes[p]->m_iMeter
|
|
);
|
|
}
|
|
|
|
|
|
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
|
|
m_Background.SetDiffuseColor( D3DXCOLOR(0.5f,0.5f,0.5f,1) );
|
|
m_Background.BeginTweeningQueued( 2 );
|
|
m_Background.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
|
|
|
|
m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath(), true ); // enable accurate sync
|
|
float fStartSeconds = min( 0, -4+GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(GAMESTATE->m_pCurSong->m_fFirstBeat) );
|
|
m_soundMusic.SetPositionSeconds( fStartSeconds );
|
|
m_soundMusic.SetPlaybackRate( GAMESTATE->m_SongOptions.m_fMusicRate );
|
|
if( bPlayMusic )
|
|
m_soundMusic.Play();
|
|
|
|
if( bPlayMusic )
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
m_pLifeMeter[p]->NextSong( NULL );
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
void ScreenGameplay::Update( float fDeltaTime )
|
|
{
|
|
//LOG->WriteLine( "ScreenGameplay::Update(%f)", fDeltaTime );
|
|
Screen::Update( fDeltaTime );
|
|
|
|
m_soundMusic.Update( fDeltaTime );
|
|
|
|
if( GAMESTATE->m_pCurSong == NULL )
|
|
return;
|
|
|
|
|
|
float fPositionSeconds = m_soundMusic.GetPositionSeconds();
|
|
float fSongBeat, fBPS;
|
|
bool bFreeze;
|
|
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
|
|
|
|
|
|
// update the global music statistics for other classes to access
|
|
GAMESTATE->m_fMusicSeconds = fPositionSeconds;
|
|
GAMESTATE->m_fMusicBeat = fSongBeat;
|
|
GAMESTATE->m_fCurBPS = fBPS;
|
|
GAMESTATE->m_bFreeze = bFreeze;
|
|
|
|
|
|
m_Background.SetSongBeat( fSongBeat, bFreeze, fPositionSeconds );
|
|
|
|
|
|
//LOG->WriteLine( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
|
|
|
|
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * GAMESTATE->m_SongOptions.m_fMusicRate;
|
|
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
{
|
|
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
|
continue;
|
|
m_Player[p].Update( fDeltaTime, fSongBeat, fMaxBeatDifference );
|
|
}
|
|
|
|
// update seconds into play
|
|
for( p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && !m_pLifeMeter[p]->FailedEarlier() )
|
|
GAMESTATE->GetLatestGameplayStatistics().fSecsIntoPlay[p] = max( GAMESTATE->GetLatestGameplayStatistics().fSecsIntoPlay[p], GAMESTATE->m_fMusicSeconds );
|
|
|
|
|
|
switch( m_DancingState )
|
|
{
|
|
case STATE_DANCING:
|
|
|
|
//
|
|
// Check for end of song
|
|
//
|
|
if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+4 )
|
|
this->SendScreenMessage( SM_NotesEnded, 0 );
|
|
|
|
//
|
|
// check for fail
|
|
//
|
|
switch( GAMESTATE->m_SongOptions.m_FailType )
|
|
{
|
|
case SongOptions::FAIL_ARCADE:
|
|
if( AllAreFailing() )
|
|
SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
|
|
|
|
if( AllAreInDanger() )
|
|
m_Background.TurnDangerOn();
|
|
else
|
|
m_Background.TurnDangerOff();
|
|
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
|
|
//
|
|
m_fTimeLeftBeforeDancingComment -= fDeltaTime;
|
|
if( m_fTimeLeftBeforeDancingComment <= 0 )
|
|
{
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS; // reset for the next comment
|
|
|
|
if( OneIsHot() )
|
|
m_announcerHot.PlayRandom();
|
|
else if( AllAreInDanger() )
|
|
m_announcerDanger.PlayRandom();
|
|
else
|
|
m_announcerGood.PlayRandom();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Send crossed row messages to Player
|
|
//
|
|
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
|
|
static int iRowLastCrossed = 0;
|
|
|
|
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
|
|
|
|
m_Player[p].CrossedRow( r, fSongBeat, fMaxBeatDifference );
|
|
}
|
|
}
|
|
|
|
iRowLastCrossed = iRowNow;
|
|
|
|
|
|
|
|
//
|
|
// play assist ticks
|
|
//
|
|
// 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 )
|
|
{
|
|
fPositionSeconds += (SOUND->GetPlayLatency()+0.04f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.04 seconds to make them play a tiny bit earlier
|
|
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
|
|
|
|
int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
|
|
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
|
|
|
|
m_Player[p].CrossedRow( r, fSongBeat, fMaxBeatDifference );
|
|
bAnyoneHasANote |= m_Player[p].IsThereANoteAtRow( r );
|
|
break; // this will only play the tick for the first player that is joined
|
|
}
|
|
}
|
|
|
|
if( bAnyoneHasANote )
|
|
m_soundAssistTick.PlayRandom();
|
|
|
|
|
|
iRowLastCrossed = iRowNow;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenGameplay::DrawPrimitives()
|
|
{
|
|
Screen::DrawPrimitives();
|
|
}
|
|
|
|
|
|
void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
|
{
|
|
//LOG->WriteLine( "ScreenGameplay::Input()" );
|
|
|
|
float fSongBeat, fBPS;
|
|
bool bFreeze;
|
|
GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( m_soundMusic.GetPositionSeconds(), fSongBeat, fBPS, bFreeze );
|
|
|
|
|
|
// Handle special keys to adjust the offset
|
|
if( DeviceI.device == DEVICE_KEYBOARD )
|
|
{
|
|
switch( DeviceI.button )
|
|
{
|
|
case DIK_F8:
|
|
PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
|
|
m_bAutoPlayerWasOn &= PREFSMAN->m_bAutoPlay;
|
|
m_textDebug.SetText( ssprintf("Autoplayer %s.", (PREFSMAN->m_bAutoPlay ? "ON" : "OFF")) );
|
|
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweeningQueued( 3 ); // sleep
|
|
m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
|
|
m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
|
|
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);
|
|
}
|
|
if( type == IET_FAST_REPEAT )
|
|
fOffsetDelta *= 40;
|
|
BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( fSongBeat );
|
|
|
|
seg.m_fBPM += fOffsetDelta;
|
|
|
|
m_textDebug.SetText( ssprintf("Cur BPM = %f.", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
|
|
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweeningQueued( 3 ); // sleep
|
|
m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
|
|
m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(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);
|
|
}
|
|
if( type == IET_FAST_REPEAT )
|
|
fOffsetDelta *= 40;
|
|
|
|
GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
|
|
|
|
m_textDebug.SetText( ssprintf("Offset = %f.", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
|
|
m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
|
|
m_textDebug.StopTweening();
|
|
m_textDebug.BeginTweeningQueued( 3 ); // sleep
|
|
m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
|
|
m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( MenuI.IsValid() && MenuI.button == MENU_BUTTON_BACK && type == IET_SLOW_REPEAT )
|
|
{
|
|
m_soundMusic.Stop();
|
|
this->ClearMessageQueue();
|
|
m_Fade.CloseWipingLeft( SM_GoToScreenAfterBack );
|
|
}
|
|
|
|
//
|
|
// handle a step
|
|
//
|
|
if( m_DancingState == STATE_DANCING )
|
|
{
|
|
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * GAMESTATE->m_SongOptions.m_fMusicRate;
|
|
|
|
if( type == IET_FIRST_PRESS )
|
|
{
|
|
if( StyleI.IsValid() )
|
|
{
|
|
if( GAMESTATE->IsPlayerEnabled( StyleI.player ) )
|
|
m_Player[StyleI.player].HandlePlayerStep( fSongBeat, StyleI.col, fMaxBeatDifference );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SaveChanges( void* pContext )
|
|
{
|
|
GAMESTATE->m_pCurSong->SaveToSMFile();
|
|
}
|
|
|
|
void DontSaveChanges( void* pContext )
|
|
{
|
|
GAMESTATE->m_pCurSong->LoadFromSMFile( GAMESTATE->m_pCurSong->GetCacheFilePath() );
|
|
}
|
|
|
|
void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
|
|
{
|
|
SCREENMAN->AddScreenToTop( new ScreenPrompt(
|
|
SM_SendWhenDone,
|
|
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 disgard your changes.",
|
|
GAMESTATE->m_pCurSong->GetFullTitle() ),
|
|
PROMPT_YES_NO,
|
|
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:
|
|
{
|
|
for( int p=0; p<NUM_PLAYERS; p++ )
|
|
if( GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
|
|
m_Player[p].SaveGameplayStatistics();
|
|
GAMESTATE->GetLatestGameplayStatistics().bAutoPlayerWasOn = m_bAutoPlayerWasOn;
|
|
LoadNextSong( true );
|
|
}
|
|
break;
|
|
case SM_LastNotesEnded:
|
|
{
|
|
if( m_DancingState == STATE_OUTRO ) // gameplay already ended
|
|
return; // ignore
|
|
|
|
m_DancingState = STATE_OUTRO;
|
|
|
|
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_END_OF_SONG && AllFailedEarlier() )
|
|
{
|
|
this->SendScreenMessage( SM_BeginFailed, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_StarWipe.CloseWipingRight( SM_ShowCleared );
|
|
m_announcerCleared.PlayRandom(); // crowd cheer
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SM_100Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer100Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_200Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer200Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_300Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer300Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_400Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer400Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_500Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer500Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_600Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer600Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_700Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer700Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_800Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer800Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_900Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer900Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_1000Combo:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcer1000Combo.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
case SM_ComboStopped:
|
|
if( m_fTimeLeftBeforeDancingComment < 12 )
|
|
{
|
|
m_announcerComboStopped.PlayRandom();
|
|
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
|
|
}
|
|
break;
|
|
|
|
|
|
// received while STATE_OUTRO
|
|
case SM_ShowCleared:
|
|
m_sprCleared.StartFocusing();
|
|
SCREENMAN->SendMessageToTopScreen( SM_HideCleared, 2.5 );
|
|
break;
|
|
case SM_HideCleared:
|
|
m_sprCleared.StartBlurring();
|
|
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 1 );
|
|
break;
|
|
case SM_GoToScreenAfterBack:
|
|
switch( GAMESTATE->m_PlayMode )
|
|
{
|
|
case PLAY_MODE_ARCADE: SCREENMAN->SetNewScreen( new ScreenSelectMusic ); break;
|
|
case PLAY_MODE_ONI: SCREENMAN->SetNewScreen( new ScreenSelectCourse ); break;
|
|
default: ASSERT(0);
|
|
}
|
|
break;
|
|
case SM_GoToStateAfterCleared:
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToStateAfterCleared );
|
|
break;
|
|
}
|
|
SCREENMAN->SetNewScreen( new ScreenEvaluation(false) );
|
|
break;
|
|
|
|
|
|
case SM_BeginFailed:
|
|
m_DancingState = STATE_OUTRO;
|
|
m_soundMusic.Pause();
|
|
m_StarWipe.CloseWipingRight( SM_None );
|
|
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.SetTweenDiffuseColor( D3DXCOLOR(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.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
|
|
m_sprFailed.BeginTweeningQueued( 0.3f );
|
|
m_sprFailed.SetTweenZoom( 1.1f ); // bounce
|
|
m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
|
|
m_sprFailed.BeginTweeningQueued( 0.2f );
|
|
m_sprFailed.SetTweenZoom( 1.0f ); // come to rest
|
|
m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
|
|
|
|
SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.5f );
|
|
SCREENMAN->SendMessageToTopScreen( SM_HideFailed, 3.0f );
|
|
break;
|
|
case SM_PlayFailComment:
|
|
m_announcerFailComment.PlayRandom();
|
|
break;
|
|
case SM_HideFailed:
|
|
m_sprFailed.StopTweening();
|
|
m_sprFailed.BeginTweening(1.0f);
|
|
m_sprFailed.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
|
|
|
|
SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 1.5f );
|
|
break;
|
|
case SM_GoToScreenAfterFail:
|
|
if( m_bChangedOffsetOrBPM )
|
|
{
|
|
m_bChangedOffsetOrBPM = false;
|
|
ShowSavePrompt( SM_GoToScreenAfterFail );
|
|
break;
|
|
}
|
|
if( PREFSMAN->m_bEventMode )
|
|
this->SendScreenMessage( SM_GoToScreenAfterBack, 0 );
|
|
else
|
|
SCREENMAN->SetNewScreen( new ScreenGameOver );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenGameplay::TweenOnScreen()
|
|
{
|
|
|
|
}
|
|
|
|
void ScreenGameplay::TweenOffScreen()
|
|
{
|
|
|
|
}
|
|
|