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authorwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-10-19 16:39:46 +0000
committerwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-10-19 16:39:46 +0000
commit9637c30cc8b3d602f329fa911733b3b0b8681f5d (patch)
tree21ec112ca94c34316b7b14636dc657d42defe710
parentac2396d0fcb3812e7af1c861d97bdd00db6cf765 (diff)
downloadusdx-9637c30cc8b3d602f329fa911733b3b0b8681f5d.tar.gz
usdx-9637c30cc8b3d602f329fa911733b3b0b8681f5d.tar.xz
usdx-9637c30cc8b3d602f329fa911733b3b0b8681f5d.zip
Fixed: Wrong Score and Score Rating displayed in Score Screen when Players >= 4.
Some Code cleanup in UScreenScore git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.01@521 b956fd51-792f-4845-bead-9b4dfca2ff2c
-rw-r--r--Game/Code/Screens/UScreenScore.pas346
1 files changed, 78 insertions, 268 deletions
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index af1ccb59..f3f255b2 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -149,45 +149,9 @@ var
PP: integer; // another player variable
S: string;
I: integer;
- Lev: real;
Skip: integer;
V: array[1..6] of boolean; // visibility array
- MaxH: real; // maximum height of score bar
- Wsp: real;
begin
-{ CountSkipTimeSet;
-
- Animation := 0;
- Fadeout := false;
-
- Text[1].Text := AktSong.Artist + ' - ' + AktSong.Title;
- Text[2].Text := ' ' + IntToStr((Round(Gracz[0].Punkty) div 10) * 10) + ' points';
-
- Static[0].Texture.X := -2000;
- Static[1].Texture.X := -2000;
- Static[2].Texture.X := -2000;
- Static[3].Texture.X := -2000;
- Static[4].Texture.X := -2000;
- Static[5].Texture.X := -2000;
- Static[6].Texture.X := -2000;
- Static[7].Texture.X := -2000;
-
- Text[0].X := -2000;
- Text[1].X := -2000;
- Text[2].X := -2000;
- Text[3].X := -2000;
-
-
- case (Round(Gracz[0].Punkty) div 10) * 10 of
- 0..1000: Text[3].Text := ' Tone Deaf';
- 2010..4000: Text[3].Text := ' Amateur';
- 4010..6000: Text[3].Text := ' Rising Star';
- 6010..8000: Text[3].Text := ' Lead Singer';
- 8010..9000: Text[3].Text := ' Hit Artist';
- 9010..10000: Text[3].Text := ' Superstar';
- end;
-
- Music.PlayShuffle;}
// Singstar
Fadeout := false;
@@ -254,100 +218,17 @@ begin
end;
if PlayersPlay <= 3 then begin // only for 1 screen mode
- for P := 0 to PlayersPlay-1 do begin
- case PlayersPlay of
- 1: PP := 1;
- 2: PP := P + 2;
- 3: PP := P + 4;
- end;
- //PP := 1;
-
- Text[TextName[PP]].Text := Ini.Name[P];
-
- {{$IFDEF TRANSLATE}
- case (Player[P].ScoreTotalI) of
- 0..2000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
- 2010..4000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_AMATEUR');
- 4010..6000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_RISING_STAR');
- 6010..8000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_LEAD_SINGER');
- 8010..9000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_HIT_ARTIST');
- 9010..9800: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
- 9810..10000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
- end;
- {{$ELSE}{
- case (Player[P].ScoreTotalI) of
- 0..2000: Text[TextScore[PP]].Text := 'Tone Deaf';
- 2010..4000: Text[TextScore[PP]].Text := 'Amateur';
- 4010..6000: Text[TextScore[PP]].Text := 'Rising Star';
- 6010..8000: Text[TextScore[PP]].Text := 'Lead Singer';
- 8010..9000: Text[TextScore[PP]].Text := 'Hit Artist';
- 9010..9800: Text[TextScore[PP]].Text := 'Superstar';
- 9810..10000: Text[TextScore[PP]].Text := 'Ultrastar';
- end;
- {$ENDIF}
-
- S := IntToStr(Player[P].ScoreI);
- while (Length(S)<4) do S := '0' + S;
- Text[TextNotesScore[PP]].Text := S;
-
- S := IntToStr(Player[P].ScoreLineI);
- while (Length(S)<4) do S := '0' + S;
- Text[TextLineBonusScore[PP]].Text := S;
-
- S := IntToStr(Player[P].ScoreGoldenI);
- while (Length(S)<4) do S := '0' + S;
- Text[TextGoldenNotesScore[PP]].Text := S;
-
- S := IntToStr(Player[P].ScoreTotalI);
- while (Length(S)<5) do S := '0' + S;
- Text[TextTotalScore[PP]].Text := S;
-
- // Level bar length
-{ Lev := ((Round(Player[P].Punkty) div 10) * 10) / 10000;
- Static[StaticLevel[PP]].Texture.H := Round(Static[StaticBackLevel[PP]].Texture.H * Lev);
- Static[StaticLevel[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticLevel[PP]].Texture.H;
- Static[StaticLevelRound[PP]].Texture.Y := Static[StaticLevel[PP]].Texture.Y - Static[StaticLevelRound[PP]].Texture.H;}
- // doesn't align too much... (to fix)
- // hint: play with wrapping textures
- // resolution: setting TexY1 and TexY2 to 0.1 and 0.9
-
- Lev := Player[P].ScoreTotalI / 10000;
- MaxH := Static[StaticBackLevel[PP]].Texture.H + Static[StaticBackLevelRound[PP]].Texture.H / 2;
-
- // developer note (Polish):
- // w sumie np. 120 pix
- // ten static moze miec 100 pix
- // wlacza sie od 20 pix i rosnie do 120 pix
- // wiec wysokosc = wyznaczona ilosc - 20
- // nie moze byc mniejsze od 0
- // Lev * MaxH = total number of pixels to draw
- Static[StaticLevel[PP]].Visible := true;
- Static[StaticLevel[PP]].Texture.H := Lev * MaxH - Static[StaticBackLevelRound[PP]].Texture.H / 2;
- if Static[StaticLevel[PP]].Texture.H < 0 then Static[StaticLevel[PP]].Visible := false;
-
- // Y doesn't change and depend on the back texture coordinate
- Static[StaticLevel[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticLevel[PP]].Texture.H;
-
- // we modify LevelRound texture by changing it's Y. TexY1 and TexY2 change when the height to draw is lower than 20
- if Lev * MaxH < Static[StaticBackLevelRound[PP]].Texture.H / 2 then begin
- // when it's lower than 20 => we move TexY1 and TexY2 higher to show only part of this texture
- Static[StaticLevelRound[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticBackLevelRound[PP]].Texture.H;
- // - 0.25 when points = 0
- // - 0 wnen there are more points
- // if Lev * MaxH = Static[StaticBackLevelRound[PP]].Texture.H / 2) then we do not change it
- // if Lev * MaxH = 0 then we substract 0.25
- // we substract (0.25 - 0.25 * (Lev * MaxH)/Static[StaticBackLevelRound[PP]].Texture.H / 2)
- Wsp := Lev * MaxH / (Static[StaticBackLevelRound[PP]].Texture.H / 2);
- Static[StaticLevelRound[PP]].Texture.TexY1 := Static[StaticBackLevelRound[PP]].Texture.TexY1 - 0.25 + 0.25 * Wsp;
- Static[StaticLevelRound[PP]].Texture.TexY2 := Static[StaticBackLevelRound[PP]].Texture.TexY2 - 0.25 + 0.25 * Wsp;
- end else begin
- // when it's higher or equal 20 => full texture is being shown
- Static[StaticLevelRound[PP]].Texture.TexY1 := Static[StaticBackLevelRound[PP]].Texture.TexY1;
- Static[StaticLevelRound[PP]].Texture.TexY2 := Static[StaticBackLevelRound[PP]].Texture.TexY2;
- Static[StaticLevelRound[PP]].Texture.Y := Static[StaticLevel[PP]].Texture.Y - Static[StaticBackLevelRound[PP]].Texture.H;
- end;
+ for P := 0 to PlayersPlay-1 do begin
+ case PlayersPlay of
+ 1: PP := 1;
+ 2: PP := P + 2;
+ 3: PP := P + 4;
+ end;
+
+ //Replaced this whole thing with one Procedure call
+ FillPlayer(PP, P);
- end; // for
+ end; // for
end; // if
LCD.HideCursor;
@@ -369,114 +250,6 @@ var
P: integer;
C: integer;
begin
- // star animation
-{ Animation := Animation + TimeSkip*1000;
-
- // move right
- Min := 0; Max := 500;
- if (Animation >= Min) and (Animation < Max) then begin
- Wsp := (Animation - Min) / (Max - Min);
- Wsp2 := 1 - Wsp;
-
- Static[0].Texture.X := 400 + Wsp2 * 50; // prawa mala
- Static[0].Texture.Y := 150 - Wsp2 * 500;
- Static[1].Texture.X := -50 - Wsp2 * 500; // lewa mala
- Static[1].Texture.Y := 200 + Wsp2 * 50;
- Static[2].Texture.X := 100 - Wsp2 * 200; // gorna w prawo
- Static[2].Texture.Y := 80 - Wsp2 * 200;
- Static[3].Texture.X := -280 - Wsp2 * 1000; // lewa wieksza gorna
- Static[3].Texture.Y := 90;
-
-
- Static[4].Texture.X := -1200 + Wsp * 1000;
- Text[0].X := Static[4].Texture.X + 430;
- end;
-
- // slowly move right
- Min := 500; Max := 4100;
- if (Animation >= Min) and (Animation < Max) then begin
- Wsp := (Animation - Min) / (Max - Min);
-
- Static[0].Texture.X := 400 - Wsp * 10; // prawa mala
- Static[0].Texture.Y := 150 + Wsp * 50;
- Static[1].Texture.X := -50 + Wsp * 50; // lewa mala
- Static[1].Texture.Y := 200;
- Static[2].Texture.X := 100 + Wsp * 50; // gorna w prawo
- Static[2].Texture.Y := 80 + Wsp * 30;
- Static[3].Texture.X := -280 + Wsp * 200; // lewa wieksza gorna
- Static[3].Texture.Y := 90;
-
- Static[4].Texture.X := -200 + Wsp * 150; // duza glowna
- Text[0].X := Static[4].Texture.X + 430;
- end;
-
- // fast move right
- Min := 4100; Max := 4400;
- if (Animation >= Min) and (Animation < Max) then begin
- Wsp := (Animation - Min) / (Max - Min);
- Wsp2 := 1 - Wsp;
-
- Static[0].Texture.X := 390 - Wsp * 200; // prawa mala
- Static[0].Texture.Y := 200 + Wsp * 1000;
- Static[1].Texture.X := 0 + Wsp * 1000; // lewa mala
- Static[1].Texture.Y := 200;
- Static[2].Texture.X := 150 + Wsp * 1000; // gorna w prawo
- Static[2].Texture.Y := 110 + Wsp * 600;
- Static[3].Texture.X := -80 + Wsp * 2000; // lewa wieksza gorna
- Static[3].Texture.Y := 90;
-
- Static[4].Texture.X := -50 + Wsp * 2000;
- Text[0].X := Static[4].Texture.X + 430;
-
- Static[7].Texture.X := 100 + Wsp2 * 3000;
- Text[1].X := Static[7].Texture.X + 230; // 300
- Text[1].Y := Static[7].Texture.Y + 140; // 120 Sh
-
- Text[2].X := Static[7].Texture.X + 250;
- Text[2].Y := Static[7].Texture.Y - 250;
- Text[3].X := Static[7].Texture.X + 250;
- Text[3].Y := Static[7].Texture.Y - 200;
- end;
-
- // last arrow
- Min := 4400; Max := 8000;
- if (Animation >= Min) and (Animation < Max) then begin
- Wsp := (Animation - Min) / (Max - Min);
-
- Static[7].Texture.X := 100 - Wsp * 100;
- Text[1].X := Static[7].Texture.X + 230; // 300
- Text[1].Y := Static[7].Texture.Y + 140; // 120
-
- Text[2].X := Static[7].Texture.X + 250;
- Text[2].Y := Static[7].Texture.Y - 250;
- Text[3].X := Static[7].Texture.X + 250;
- Text[3].Y := Static[7].Texture.Y - 200;
- end;
-
- // fade last arrow to left
- Min := 8000; Max := 8300;
- if (Animation >= Min) and (Animation < Max) then begin
- Wsp := (Animation - Min) / (Max - Min);
-
- Static[7].Texture.X := 0 - Wsp * 3000;
- Static[7].Texture.Y := 340 - Wsp * 50;
- Text[1].X := Static[7].Texture.X + 230; // 300 Sh
- Text[1].Y := Static[7].Texture.Y + 140; // 120 Sh
-
- Text[2].X := Static[7].Texture.X + 250;
- Text[2].Y := Static[7].Texture.Y - 250;
- Text[3].X := Static[7].Texture.X + 250;
- Text[3].Y := Static[7].Texture.Y - 200;
- end;
-
- Min := 8300;
- if (Animation >= Min) and (not Fadeout) then begin
- Music.StopShuffle;
- FadeTo(@ScreenSong);
- Fadeout := true;
- end;}
-
-
// 0.5.0: try also use 4 players screen with nicks
if PlayersPlay = 4 then begin
for Item := 2 to 3 do begin
@@ -496,22 +269,6 @@ begin
FillPlayer(Item, P);
-{ if ScreenAct = 1 then begin
- LoadColor(
- Static[StaticBoxLightest[Item]].Texture.ColR,
- Static[StaticBoxLightest[Item]].Texture.ColG,
- Static[StaticBoxLightest[Item]].Texture.ColB,
- 'P1Dark');
- end;
-
- if ScreenAct = 2 then begin
- LoadColor(
- Static[StaticBoxLightest[Item]].Texture.ColR,
- Static[StaticBoxLightest[Item]].Texture.ColG,
- Static[StaticBoxLightest[Item]].Texture.ColB,
- 'P4Dark');
- end;}
-
end;
end;
@@ -521,31 +278,79 @@ end;
procedure TScreenScore.FillPlayer(Item, P: integer);
var
S: string;
+ Lev: real;
+ MaxH: real; // maximum height of score bar
+ Wsp: real;
begin
Text[TextName[Item]].Text := Ini.Name[P];
- S := IntToStr((Round(Player[P].Score) div 10) * 10);
- while (Length(S)<4) do S := '0' + S;
- Text[TextNotesScore[Item]].Text := S;
+ case (Player[P].ScoreTotalI) of
+ 0..2000: Text[TextScore[Item]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
+ 2010..4000: Text[TextScore[Item]].Text := Language.Translate('SING_SCORE_AMATEUR');
+ 4010..6000: Text[TextScore[Item]].Text := Language.Translate('SING_SCORE_RISING_STAR');
+ 6010..8000: Text[TextScore[Item]].Text := Language.Translate('SING_SCORE_LEAD_SINGER');
+ 8010..9000: Text[TextScore[Item]].Text := Language.Translate('SING_SCORE_HIT_ARTIST');
+ 9010..9800: Text[TextScore[Item]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
+ 9810..10000: Text[TextScore[Item]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
+ end;
-// while (Length(S)<5) do S := '0' + S;
-// Text[TextTotalScore[Item]].Text := S;
-//fixed: line bonus and golden notes don't show up,
-// another bug: total score was shown without added golden-, linebonus
- S := IntToStr(Player[P].ScoreTotalI);
- while (Length(S)<5) do S := '0' + S;
- Text[TextTotalScore[Item]].Text := S;
+ S := IntToStr(Player[P].ScoreI);
+ while (Length(S)<4) do S := '0' + S;
+ Text[TextNotesScore[Item]].Text := S;
- S := IntToStr(Player[P].ScoreLineI);
- while (Length(S)<4) do S := '0' + S;
+ S := IntToStr(Player[P].ScoreLineI);
+ while (Length(S)<4) do S := '0' + S;
Text[TextLineBonusScore[Item]].Text := S;
- S := IntToStr(Player[P].ScoreGoldenI);
- while (Length(S)<4) do S := '0' + S;
+ S := IntToStr(Player[P].ScoreGoldenI);
+ while (Length(S)<4) do S := '0' + S;
Text[TextGoldenNotesScore[Item]].Text := S;
-//end of fix
+ S := IntToStr(Player[P].ScoreTotalI);
+ while (Length(S)<5) do S := '0' + S;
+ Text[TextTotalScore[Item]].Text := S;
+
+ // Level bar length
+
+
+ Lev := Player[P].ScoreTotalI / 10000;
+ MaxH := Static[StaticBackLevel[Item]].Texture.H + Static[StaticBackLevelRound[Item]].Texture.H / 2;
+
+ // developer note (Polish):
+ // w sumie np. 120 pix
+ // ten static moze miec 100 pix
+ // wlacza sie od 20 pix i rosnie do 120 pix
+ // wiec wysokosc = wyznaczona ilosc - 20
+ // nie moze byc mniejsze od 0
+ // Lev * MaxH = total number of pixels to draw
+ Static[StaticLevel[Item]].Visible := true;
+ Static[StaticLevel[Item]].Texture.H := Lev * MaxH - Static[StaticBackLevelRound[Item]].Texture.H / 2;
+ if Static[StaticLevel[Item]].Texture.H < 0 then Static[StaticLevel[Item]].Visible := false;
+
+ // Y doesn't change and depend on the back texture coordinate
+ Static[StaticLevel[Item]].Texture.Y := Static[StaticBackLevel[Item]].Texture.Y + Static[StaticBackLevel[Item]].Texture.H - Static[StaticLevel[Item]].Texture.H;
+
+ // we modify LevelRound texture by changing it's Y. TexY1 and TexY2 change when the height to draw is lower than 20
+ if Lev * MaxH < Static[StaticBackLevelRound[Item]].Texture.H / 2 then begin
+ // when it's lower than 20 => we move TexY1 and TexY2 higher to show only part of this texture
+ Static[StaticLevelRound[Item]].Texture.Y := Static[StaticBackLevel[Item]].Texture.Y + Static[StaticBackLevel[Item]].Texture.H - Static[StaticBackLevelRound[Item]].Texture.H;
+ // - 0.25 when points = 0
+ // - 0 wnen there are more points
+ // if Lev * MaxH = Static[StaticBackLevelRound[Item]].Texture.H / 2) then we do not change it
+ // if Lev * MaxH = 0 then we substract 0.25
+ // we substract (0.25 - 0.25 * (Lev * MaxH)/Static[StaticBackLevelRound[Item]].Texture.H / 2)
+ Wsp := Lev * MaxH / (Static[StaticBackLevelRound[Item]].Texture.H / 2);
+ Static[StaticLevelRound[Item]].Texture.TexY1 := Static[StaticBackLevelRound[Item]].Texture.TexY1 - 0.25 + 0.25 * Wsp;
+ Static[StaticLevelRound[Item]].Texture.TexY2 := Static[StaticBackLevelRound[Item]].Texture.TexY2 - 0.25 + 0.25 * Wsp;
+ end else begin
+ // when it's higher or equal 20 => full texture is being shown
+ Static[StaticLevelRound[Item]].Texture.TexY1 := Static[StaticBackLevelRound[Item]].Texture.TexY1;
+ Static[StaticLevelRound[Item]].Texture.TexY2 := Static[StaticBackLevelRound[Item]].Texture.TexY2;
+ Static[StaticLevelRound[Item]].Texture.Y := Static[StaticLevel[Item]].Texture.Y - Static[StaticBackLevelRound[Item]].Texture.H;
+ end;
+
+ //Load Colors of Player Buttons and Nicks
LoadColor(
Text[TextName[Item]].ColR,
Text[TextName[Item]].ColG,
@@ -569,6 +374,11 @@ begin
Static[StaticBoxDark[Item]].Texture.ColG,
Static[StaticBoxDark[Item]].Texture.ColB,
'P' + IntToStr(P+1) + 'Dark');
+
+ {StaticBackLevel[Item]
+ StaticLevelRound[Item]
+ and another static has to be colored here to.
+ S/o please do this ^^}
end;
end.