99 lines
2.4 KiB
C++
99 lines
2.4 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 "LifeMeterBar.h"
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#include "ScoreDisplayRolling.h"
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#include "DifficultyBanner.h"
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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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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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private:
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DancingState m_DancingState;
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float m_fTimeLeftBeforeDancingComment; // this counter is only running while STATE_DANCING
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Song* m_pSong;
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bool m_bHasFailed;
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Background m_Background;
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Quad m_quadLifeMeterBG[NUM_PLAYERS];
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LifeMeterBar m_LifeMeter[NUM_PLAYERS];
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Sprite m_sprTopFrame;
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Sprite m_sprBottomFrame;
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BitmapText m_textPlayerOptions[NUM_PLAYERS];
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ScoreDisplayRolling m_ScoreDisplay[NUM_PLAYERS];
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BitmapText m_textStageNumber;
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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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FocusingSprite m_sprCleared;
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MotionBlurSprite m_sprFailed;
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Player m_Player[NUM_PLAYERS];
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DifficultyBanner m_DifficultyBanner[NUM_PLAYERS];
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RandomSample m_soundFail;
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RandomSample m_announcerReady;
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RandomSample m_announcerHereWeGo;
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RandomSample m_announcerGood; // these are samples because we play them often
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RandomSample m_announcerBad; // these are samples because we play them often
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RandomStream m_announcerCleared;
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RandomStream m_announcerFailComment;
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RandomStream m_announcerGameOver;
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RandomSample m_soundAssistTick;
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RageSoundStream m_soundMusic;
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};
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