Files
itgmania212121/stepmania/src/ScreenGameplay.cpp
T
Chris Danford cf9b808ea3 no message
2002-06-27 17:49:10 +00:00

737 lines
20 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 "ScreenEvaluation.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "GameManager.h"
#include "SongManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
#include "ScreenGameOver.h"
//
// Defines specific to GameScreenTitleMenu
//
const float LIFE_LOCAL_X[NUM_PLAYERS] = { -180, +180 };
const float LIFE_LOCAL_Y[NUM_PLAYERS] = { -10, -10 };
const float STAGE_NUMBER_LOCAL_X = 0;
const float STAGE_NUMBER_LOCAL_Y = +20;
const float SCORE_LOCAL_X[NUM_PLAYERS] = { -214, +214 };
const float SCORE_LOCAL_Y[NUM_PLAYERS] = { -6, -6 };
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 = 15;
// received while STATE_DANCING
const ScreenMessage SM_SongEnded = ScreenMessage(SM_User+102);
const ScreenMessage SM_LifeIs0 = 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_GoToResults = ScreenMessage(SM_User+113);
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_pCurSong = NULL;
switch( PREFSMAN->m_PlayMode )
{
case PLAY_MODE_ARCADE:
{
m_apSongQueue.Add( SONGMAN->GetCurrentSong() );
for( int p=0; p<NUM_PLAYERS; p++ )
m_apNotesQueue[p].Add( SONGMAN->GetCurrentNotes(PlayerNumber(p)) );
}
break;
case PLAY_MODE_ONI:
{
Course* pCourse = SONGMAN->m_pCurCourse;
ASSERT( pCourse != NULL );
for( int i=0; i<pCourse->m_iStages; i++ )
{
m_apSongQueue.Add( pCourse->m_apSongs[i] );
for( int p=0; p<NUM_PLAYERS; p++ )
m_apNotesQueue[p].Add( pCourse->m_apNotes[i] );
}
}
break;
}
m_DancingState = STATE_INTRO;
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS;
m_bBothHaveFailed = false;
m_Background.SetDiffuseColor( D3DXCOLOR(0.4f,0.4f,0.4f,1) );
this->AddActor( &m_Background );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_Player[p].SetX( (float) GAMEMAN->GetCurrentStyleDef()->m_iCenterX[p] );
this->AddActor( &m_Player[p] );
}
//////////////////////////////////
// Add all Actors to m_frameTop
//////////////////////////////////
this->AddActor( &m_frameTop );
// LifeMeter goes underneath top frame
for( p=0; p<NUM_PLAYERS; p++ )
{
m_quadLifeMeterBG[p].SetXY( LIFE_LOCAL_X[p], LIFE_LOCAL_Y[p] );
m_quadLifeMeterBG[p].SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
m_quadLifeMeterBG[p].SetZoomX( 256 );
m_quadLifeMeterBG[p].SetZoomY( (p==PLAYER_1) ? 20.0f : -20.0f );
m_frameTop.AddActor( &m_quadLifeMeterBG[p] );
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_LifeMeter[p].SetPlayerOptions( PREFSMAN->m_PlayerOptions[p] );
m_LifeMeter[p].SetXY( LIFE_LOCAL_X[p], LIFE_LOCAL_Y[p] );
m_LifeMeter[p].SetZoomX( 256 );
m_LifeMeter[p].SetZoomY( (p==PLAYER_1) ? 20.0f : -20.0f );
m_frameTop.AddActor( &m_LifeMeter[p] );
}
// TopFrame goes above LifeMeter
m_sprTopFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_TOP_FRAME_ARCADE) );
m_frameTop.AddActor( &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( PREFSMAN->GetStageText() );
m_textStageNumber.SetDiffuseColor( PREFSMAN->GetStageColor() );
m_frameTop.AddActor( &m_textStageNumber );
//////////////////////////////////
// Add all Actors to m_frameBottom
//////////////////////////////////
this->AddActor( &m_frameBottom );
m_sprBottomFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_BOTTOM_FRAME) );
m_frameBottom.AddActor( &m_sprBottomFrame );
m_frameBottom.SetXY( CENTER_X, SCREEN_BOTTOM - m_sprBottomFrame.GetZoomedHeight()/2 );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_ScoreDisplay[p].SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
m_ScoreDisplay[p].SetZoom( 0.8f );
m_ScoreDisplay[p].SetDiffuseColor( PlayerToColor(p) );
m_frameBottom.AddActor( &m_ScoreDisplay[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( PREFSMAN->m_PlayerOptions[p].GetString() );
m_frameBottom.AddActor( &m_textPlayerOptions[p] );
}
// Get the current StyleDef definition (used below)
StyleDef* pStyleDef = GAMEMAN->GetCurrentStyleDef();
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
float fDifficultyY = DIFFICULTY_Y[p];
if( PREFSMAN->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddActor( &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->AddActor( &m_textDebug );
m_StarWipe.SetClosed();
this->AddActor( &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->AddActor( &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->AddActor( &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->AddActor( &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->AddActor( &m_sprFailed );
m_soundFail.Load( THEME->GetPathTo(SOUND_GAMEPLAY_FAILED) );
m_announcerReady.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_READY) );
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_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();
// 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()" );
m_soundMusic.Stop();
}
void ScreenGameplay::SaveSummary()
{
// save score summaries
if( m_pCurSong != NULL )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
continue; // skip
SONGMAN->m_aGameplayStatistics[p].Add( m_Player[p].GetGameplayStatistics() );
}
m_pCurSong = NULL;
}
}
void ScreenGameplay::LoadNextSong()
{
int p;
SaveSummary();
m_pCurSong = m_apSongQueue[m_apSongQueue.GetSize()-1];
m_apSongQueue.RemoveAt(m_apSongQueue.GetSize()-1);
Notes* pNotes[NUM_PLAYERS];
for( p=0; p<NUM_PLAYERS; p++ )
{
pNotes[p] = m_apNotesQueue[p][m_apNotesQueue[p].GetSize()-1];
m_apNotesQueue[p].RemoveAt(m_apNotesQueue[p].GetSize()-1);
}
// Get the current StyleDef definition (used below)
StyleDef* pStyleDef = GAMEMAN->GetCurrentStyleDef();
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_DifficultyBanner[p].SetFromNotes( PlayerNumber(p), pNotes[p] );
NoteData* pOriginalNoteData = pNotes[p]->GetNoteData();
NoteData newNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, pOriginalNoteData, &newNoteData );
m_Player[p].Load(
(PlayerNumber)p,
GAMEMAN->GetCurrentStyleDef(),
&newNoteData,
PREFSMAN->m_PlayerOptions[p],
&m_LifeMeter[p],
&m_ScoreDisplay[p],
pNotes[p]->GetNoteData()->GetNumTapNotes()
);
}
m_soundMusic.Load( m_pCurSong->GetMusicPath() );
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
m_Background.LoadFromSong( 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) );
}
void ScreenGameplay::Update( float fDeltaTime )
{
//LOG->WriteLine( "ScreenGameplay::Update(%f)", fDeltaTime );
Screen::Update( fDeltaTime );
if( m_pCurSong == NULL )
return;
float fSongBeat, fBPS;
float fPositionSeconds = m_soundMusic.GetPositionSeconds();
m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS );
m_Background.SetSongBeat( fSongBeat );
//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 * PREFSMAN->m_SongOptions.m_fMusicRate;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_Player[p].Update( fDeltaTime, fSongBeat, fMaxBeatDifference );
}
// check for fail
switch( PREFSMAN->m_SongOptions.m_FailType )
{
case SongOptions::FAIL_ARCADE:
case SongOptions::FAIL_END_OF_SONG:
if( m_bBothHaveFailed )
break; // if they have already failed, don't bother checking again
{
// check for both players fail
bool bAllInDanger = true;
bool bAllFailed = true;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled(PlayerNumber(p)) )
continue;
if( !m_LifeMeter[p].IsInDanger() )
bAllInDanger = false;
if( !m_LifeMeter[p].HasFailed() )
bAllFailed = false;
}
if( bAllInDanger ) m_Background.TurnDangerOn();
else m_Background.TurnDangerOff();
if( bAllFailed )
{
m_bBothHaveFailed = true;
SCREENMAN->SendMessageToTopScreen( SM_LifeIs0, 0 );
}
}
break;
case SongOptions::FAIL_OFF:
break;
}
switch( m_DancingState )
{
case STATE_DANCING:
// Check for end of song
if( m_DancingState == STATE_DANCING &&
m_soundMusic.GetLengthSeconds() - m_soundMusic.GetPositionSeconds() < 2 )
this->SendScreenMessage( SM_SongEnded, 1 );
// Check to see if it's time to play a gameplay comment
if( PREFSMAN->m_bAnnouncer )
{
m_fTimeLeftBeforeDancingComment -= fDeltaTime;
if( m_fTimeLeftBeforeDancingComment <= 0 )
{
m_fTimeLeftBeforeDancingComment = TIME_BETWEEN_DANCING_COMMENTS; // reset for the next comment
bool bAllInDanger = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( !m_LifeMeter[p].IsInDanger() )
bAllInDanger = false;
bool bOneIsHot = false;
for( p=0; p<NUM_PLAYERS; p++ )
if( m_LifeMeter[p].IsHot() )
bOneIsHot = true;
if( bOneIsHot )
m_announcerHot.PlayRandom();
else if( bAllInDanger )
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( !GAMEMAN->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( PREFSMAN->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
{
fPositionSeconds += (SOUND->GetPlayLatency()+0.06f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.06 seconds to make them play a tiny bit earlier
m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS );
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( !GAMEMAN->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;
}
//
if( m_bBothHaveFailed )
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled((PlayerNumber)p) )
continue;
float fOverrideAlpha = m_Player[p].GetOverrideAlpha();
if( fOverrideAlpha == -1 )
{
m_Player[p].SetOverrideAlpha( 0 );
}
else
{
float fNewAlpha = min( 1, fOverrideAlpha + fDeltaTime );
m_Player[p].SetOverrideAlpha( fNewAlpha );
}
}
}
}
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;
m_pCurSong->GetBeatAndBPSFromElapsedTime( m_soundMusic.GetPositionSeconds(), fSongBeat, fBPS );
// Handle special keys to adjust the offset
if( type == IET_FIRST_PRESS && DeviceI.device == DEVICE_KEYBOARD )
{
switch( DeviceI.button )
{
case DIK_F9:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()-0.01f );
break;
case DIK_F10:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()+0.01f );
break;
case DIK_F11:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()-(1/fBPS) );
break;
case DIK_F12:
m_pCurSong->SetBeatOffsetInSeconds( m_pCurSong->GetBeatOffsetInSeconds()+(1/fBPS) );
break;
}
switch( DeviceI.button )
{
case DIK_F9:
case DIK_F10:
case DIK_F11:
case DIK_F12:
m_textDebug.SetText( ssprintf("Offset = %f.", m_pCurSong->GetBeatOffsetInSeconds()) );
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_FAST_REPEAT && m_DancingState == STATE_DANCING && !m_bBothHaveFailed )
{
m_bBothHaveFailed = true;
SCREENMAN->SendMessageToTopScreen( SM_BeginFailed, 0 );
}
const float fMaxBeatDifference = fBPS * PREFSMAN->m_fJudgeWindow * PREFSMAN->m_SongOptions.m_fMusicRate;
if( type == IET_FIRST_PRESS )
{
if( StyleI.IsValid() )
{
if( GAMEMAN->IsPlayerEnabled( StyleI.player ) )
m_Player[StyleI.player].HandlePlayerStep( fSongBeat, StyleI.col, fMaxBeatDifference );
}
}
}
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();
if( PREFSMAN->m_bAnnouncer )
m_announcerReady.PlayRandom();
break;
case SM_User+3:
break;
case SM_User+4:
m_sprReady.StartBlurring();
break;
case SM_User+5:
m_sprHereWeGo.StartFocusing();
if( PREFSMAN->m_bAnnouncer )
m_announcerHereWeGo.PlayRandom();
m_Background.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,0.8f,1) );
m_soundMusic.Play();
m_soundMusic.SetPlaybackRate( PREFSMAN->m_SongOptions.m_fMusicRate );
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_LifeIs0:
if( PREFSMAN->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE ) // fail them now!
this->SendScreenMessage( SM_BeginFailed, 0 );
m_DancingState = STATE_OUTRO;
break;
case SM_SongEnded:
if( m_DancingState == STATE_OUTRO ) // gameplay already ended
return; // ignore
if( m_bBothHaveFailed ) // fail them
{
this->SendScreenMessage( SM_BeginFailed, 0 );
}
else // cleared
{
m_StarWipe.CloseWipingRight( SM_ShowCleared );
if( PREFSMAN->m_bAnnouncer )
m_announcerCleared.PlayRandom(); // crowd cheer
}
m_DancingState = STATE_OUTRO;
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_GoToResults, 1 );
break;
case SM_GoToResults:
SaveSummary();
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:
if( PREFSMAN->m_bAnnouncer )
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:
if( PREFSMAN->m_bAnnouncer )
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( PREFSMAN->m_bEventMode )
SCREENMAN->SetNewScreen( new ScreenSelectMusic );
else
SCREENMAN->SetNewScreen( new ScreenGameOver );
break;
}
}
void ScreenGameplay::TweenOnScreen()
{
}
void ScreenGameplay::TweenOffScreen()
{
}