158 lines
4.3 KiB
C++
158 lines
4.3 KiB
C++
/*
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-----------------------------------------------------------------------------
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Class: ScreenGameplay
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Desc: The music plays, the notes scroll, and the Player is pressing buttons.
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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 "Screen.h"
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#include "Sprite.h"
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#include "TransitionStarWipe.h"
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#include "TransitionFade.h"
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#include "BitmapText.h"
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#include "Player.h"
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#include "RandomSample.h"
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#include "RandomStream.h"
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#include "FocusingSprite.h"
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#include "RageMusic.h"
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#include "MotionBlurSprite.h"
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#include "Background.h"
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#include "LifeMeter.h"
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#include "ScoreDisplay.h"
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#include "DifficultyBanner.h"
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#include "TransitionFadeWipe.h"
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#include "TransitionOniFade.h"
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// messages sent by Combo
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const ScreenMessage SM_BeginToasty = ScreenMessage(SM_User+104);
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const ScreenMessage SM_100Combo = ScreenMessage(SM_User+200);
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const ScreenMessage SM_200Combo = ScreenMessage(SM_User+201);
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const ScreenMessage SM_300Combo = ScreenMessage(SM_User+202);
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const ScreenMessage SM_400Combo = ScreenMessage(SM_User+203);
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const ScreenMessage SM_500Combo = ScreenMessage(SM_User+204);
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const ScreenMessage SM_600Combo = ScreenMessage(SM_User+205);
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const ScreenMessage SM_700Combo = ScreenMessage(SM_User+206);
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const ScreenMessage SM_800Combo = ScreenMessage(SM_User+207);
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const ScreenMessage SM_900Combo = ScreenMessage(SM_User+208);
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const ScreenMessage SM_1000Combo = ScreenMessage(SM_User+209);
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const ScreenMessage SM_ComboStopped = ScreenMessage(SM_User+210);
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class ScreenGameplay : public Screen
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{
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public:
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ScreenGameplay();
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virtual ~ScreenGameplay();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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private:
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void TweenOnScreen();
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void TweenOffScreen();
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bool IsLastSong();
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void LoadNextSong( bool bFirstLoad );
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bool OneIsHot();
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bool AllAreInDanger();
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bool AllAreFailing();
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bool AllFailedEarlier();
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enum DancingState {
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STATE_INTRO = 0, // not allowed to press Back
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STATE_DANCING,
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STATE_OUTRO, // not allowed to press Back
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NUM_DANCING_STATES
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};
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DancingState m_DancingState;
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bool m_bChangedOffsetOrBPM;
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float m_fTimeLeftBeforeDancingComment; // this counter is only running while STATE_DANCING
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Background m_Background;
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TransitionOniFade m_OniFade; // shows between songs in a course
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Sprite m_sprTopFrame;
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LifeMeter* m_pLifeMeter[NUM_PLAYERS];
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BitmapText m_textStageNumber;
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BitmapText m_textCourseSongNumber[NUM_PLAYERS];
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Sprite m_sprMiddleFrame;
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Sprite m_sprBottomFrame;
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ScoreDisplay* m_pScoreDisplay[NUM_PLAYERS];
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BitmapText m_textPlayerOptions[NUM_PLAYERS];
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BitmapText m_textSongOptions;
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BitmapText m_textDebug;
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BitmapText m_textAutoPlay; // shows whether AutoPlay is on.
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TransitionFadeWipe m_Fade;
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TransitionStarWipe m_StarWipe;
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FocusingSprite m_sprReady;
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FocusingSprite m_sprHereWeGo;
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MotionBlurSprite m_sprCleared;
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MotionBlurSprite m_sprFailed;
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BitmapText m_textSurviveTime; // only shown in extra stage
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Player m_Player[NUM_PLAYERS];
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DifficultyBanner m_DifficultyBanner[NUM_PLAYERS];
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Sprite m_sprOniGameOver[NUM_PLAYERS];
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void ShowOniGameOver( PlayerNumber pn );
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Sprite m_sprToasty; // easter egg
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Quad m_quadDemonstrationBox;
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Sprite m_sprDemonstration;
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RandomSample m_soundFail;
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RandomSample m_soundOniDie;
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RandomSample m_announcerReady;
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RandomSample m_announcerHereWeGo;
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RandomSample m_announcerDanger;
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RandomSample m_announcerGood;
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RandomSample m_announcerHot;
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RandomSample m_announcerOni;
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RandomSample m_announcer100Combo;
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RandomSample m_announcer200Combo;
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RandomSample m_announcer300Combo;
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RandomSample m_announcer400Combo;
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RandomSample m_announcer500Combo;
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RandomSample m_announcer600Combo;
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RandomSample m_announcer700Combo;
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RandomSample m_announcer800Combo;
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RandomSample m_announcer900Combo;
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RandomSample m_announcer1000Combo;
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RandomSample m_announcerComboStopped;
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int m_iRowLastCrossed;
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RageSoundSample m_soundAssistTick;
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RageSoundSample m_soundToasty;
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RageSoundStream m_soundMusic;
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};
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