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authork-m_schindler <k-m_schindler@b956fd51-792f-4845-bead-9b4dfca2ff2c>2009-06-03 21:56:19 +0000
committerk-m_schindler <k-m_schindler@b956fd51-792f-4845-bead-9b4dfca2ff2c>2009-06-03 21:56:19 +0000
commita83259dd2fe8ef271f550c4d48fe62eeb5802641 (patch)
treefcdddaf845f66fd6665393c6418da176bf5158ce
parenta4d1d415d9dda4aada1126a2b520a3588e446d12 (diff)
downloadusdx-a83259dd2fe8ef271f550c4d48fe62eeb5802641.tar.gz
usdx-a83259dd2fe8ef271f550c4d48fe62eeb5802641.tar.xz
usdx-a83259dd2fe8ef271f550c4d48fe62eeb5802641.zip
cosmetics. no code change
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1798 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--src/base/USingScores.pas640
1 files changed, 321 insertions, 319 deletions
diff --git a/src/base/USingScores.pas b/src/base/USingScores.pas
index 64fa86dd..32b63197 100644
--- a/src/base/USingScores.pas
+++ b/src/base/USingScores.pas
@@ -34,211 +34,211 @@ interface
{$I switches.inc}
uses
- UThemes,
gl,
+ UThemes,
UTexture;
//////////////////////////////////////////////////////////////
// ATTENTION: //
-// Enabled Flag does not Work atm. This should cause Popups //
-// Not to Move and Scores to stay until Renenabling. //
-// To use e.g. in Pause Mode //
-// Also InVisible Flag causes Attributes not to change. //
-// This should be fixed after next Draw when Visible = True,//
-// but not testet yet //
+// Enabled flag does not work atm. This should cause popups //
+// not to move and scores to stay until re-enabling. //
+// To use e.g. in pause mode //
+// also invisible flag causes attributes not to change. //
+// This should be fixed after next draw when visible = true,//
+// but not tested yet //
//////////////////////////////////////////////////////////////
-//Some constants containing options that could change by time
+// some constants containing options that could change by time
const
- MaxPlayers = 6; //Maximum of Players that could be added
- MaxPositions = 6; //Maximum of Score Positions that could be added
+ MaxPlayers = 6; // maximum of players that could be added
+ MaxPositions = 6; // maximum of score positions that could be added
type
//-----------
- // TScorePlayer - Record Containing Information about a Players Score
+ // TScorePlayer - record containing information about a players score
//-----------
TScorePlayer = record
- Position: Byte; //Index of the Position where the Player should be Drawn
- Enabled: Boolean; //Is the Score Display Enabled
- Visible: Boolean; //Is the Score Display Visible
- Score: Word; //Current Score of the Player
- ScoreDisplayed: Word; //Score cur. Displayed(for counting up)
- ScoreBG: TTexture;//Texture of the Players Scores BG
- Color: TRGB; //Teh Players Color
- RBPos: Real; //Cur. Percentille of the Rating Bar
- RBTarget: Real; //Target Position of Rating Bar
- RBVisible:Boolean; //Is Rating bar Drawn
+ Position: byte; // index of the position where the player should be drawn
+ Enabled: boolean; // is the score display enabled
+ Visible: boolean; // is the score display visible
+ Score: word; // current score of the player
+ ScoreDisplayed: word; // score cur. displayed (for counting up)
+ ScoreBG: TTexture; // texture of the players scores bg
+ Color: TRGB; // the players color
+ RBPos: real; // cur. percentille of the rating bar
+ RBTarget: real; // target position of rating bar
+ RBVisible: boolean; // is rating bar drawn
end;
- aScorePlayer = array[0..MaxPlayers-1] of TScorePlayer;
+ aScorePlayer = array [0..MaxPlayers-1] of TScorePlayer;
//-----------
- // TScorePosition - Record Containing Information about a Score Position, that can be used
+ // TScorePosition - record containing information about a score position, that can be used
//-----------
PScorePosition = ^TScorePosition;
TScorePosition = record
- //The Position is Used for Which Playercount
- PlayerCount: Byte;
- // 1 - One Player per Screen
- // 2 - 2 Players per Screen
- // 4 - 3 Players per Screen
- // 6 would be 2 and 3 Players per Screen
-
- BGX: Real; //X Position of the Score BG
- BGY: Real; //Y Position of the Score BG
- BGW: Real; //Width of the Score BG
- BGH: Real; //Height of the Score BG
-
- RBX: Real; //X Position of the Rating Bar
- RBY: Real; //Y Position of the Rating Bar
- RBW: Real; //Width of the Rating Bar
- RBH: Real; //Height of the Rating Bar
-
- TextX: Real; //X Position of the Score Text
- TextY: Real; //Y Position of the Score Text
- TextFont: Byte; //Font of the Score Text
- TextSize: integer; //Size of the Score Text
-
- PUW: Real; //Width of the LineBonus Popup
- PUH: Real; //Height of the LineBonus Popup
- PUFont: Byte; //Font for the PopUps
- PUFontSize: integer; //FontSize for the PopUps
- PUStartX: Real; //X Start Position of the LineBonus Popup
- PUStartY: Real; //Y Start Position of the LineBonus Popup
- PUTargetX: Real; //X Target Position of the LineBonus Popup
- PUTargetY: Real; //Y Target Position of the LineBonus Popup
+ // the position is used for which playercount
+ PlayerCount: byte;
+ // 1 - 1 player per screen
+ // 2 - 2 players per screen
+ // 4 - 3 players per screen
+ // 6 would be 2 and 3 players per screen
+
+ BGX: real; // x position of the score bg
+ BGY: real; // y position of the score bg
+ BGW: real; // width of the score bg
+ BGH: real; // height of the score bg
+
+ RBX: real; // x position of the rating bar
+ RBY: real; // y position of the rating bar
+ RBW: real; // width of the rating bar
+ RBH: real; // height of the rating bar
+
+ TextX: real; // x position of the score text
+ TextY: real; // y position of the score text
+ TextFont: byte; // font of the score text
+ TextSize: integer; // size of the score text
+
+ PUW: real; // width of the line bonus popup
+ PUH: real; // height of the line bonus popup
+ PUFont: byte; // font for the popups
+ PUFontSize: integer; // font size for the popups
+ PUStartX: real; // x start position of the line bonus popup
+ PUStartY: real; // y start position of the line bonus popup
+ PUTargetX: real; // x target position of the line bonus popup
+ PUTargetY: real; // y target position of the line bonus popup
end;
- aScorePosition = array[0..MaxPositions-1] of TScorePosition;
+ aScorePosition = array [0..MaxPositions-1] of TScorePosition;
//-----------
- // TScorePopUp - Record Containing Information about a LineBonus Popup
- // List, Next Item is Saved in Next attribute
+ // TScorePopUp - record containing information about a line bonus popup
+ // list, next item is saved in next attribute
//-----------
PScorePopUp = ^TScorePopUp;
TScorePopUp = record
- Player: Byte; //Index of the PopUps Player
- TimeStamp: Cardinal; //Timestamp of Popups Spawn
- Rating: Byte; //0 to 8, Type of Rating (Cool, bad, etc.)
- ScoreGiven:Word; //Score that has already been given to the Player
- ScoreDiff: Word; //Difference Between Cur Score at Spawn and Old Score
- Next: PScorePopUp; //Next Item in List
+ Player: byte; // index of the popups player
+ TimeStamp: cardinal; // timestamp of popups spawn
+ Rating: byte; // 0 to 8, type of rating (cool, bad, etc.)
+ ScoreGiven: word; // score that has already been given to the player
+ ScoreDiff: word; // difference between cur score at spawn and old score
+ Next: PScorePopUp; // next item in list
end;
aScorePopUp = array of TScorePopUp;
//-----------
- // TSingScores - Class containing Scores Positions and Drawing Scores, Rating Bar + Popups
+ // TSingScores - class containing scores positions and drawing scores, rating bar + popups
//-----------
TSingScores = class
private
Positions: aScorePosition;
- aPlayers: aScorePlayer;
- oPositionCount: Byte;
- oPlayerCount: Byte;
+ aPlayers: aScorePlayer;
+ oPositionCount: byte;
+ oPlayerCount: byte;
- //Saves the First and Last Popup of the List
+ // saves the first and last popup of the list
FirstPopUp: PScorePopUp;
LastPopUp: PScorePopUp;
- // Draws a Popup by Pointer
+ // draws a popup by pointer
procedure DrawPopUp(const PopUp: PScorePopUp);
- // Draws a Score by Playerindex
- procedure DrawScore(const Index: Integer);
+ // draws a score by playerindex
+ procedure DrawScore(const Index: integer);
- // Draws the RatingBar by Playerindex
- procedure DrawRatingBar(const Index: Integer);
+ // draws the rating bar by playerindex
+ procedure DrawRatingBar(const Index: integer);
- // Removes a PopUp w/o destroying the List
+ // removes a popup w/o destroying the list
procedure KillPopUp(const last, cur: PScorePopUp);
public
- Settings: record //Record containing some Displaying Options
- Phase1Time: Real; //time for Phase 1 to complete (in msecs)
- //The Plop Up of the PopUp
- Phase2Time: Real; //time for Phase 2 to complete (in msecs)
- //The Moving (mainly Upwards) of the Popup
- Phase3Time: Real; //time for Phase 3 to complete (in msecs)
- //The Fade out and Score adding
+ Settings: record // Record containing some Displaying Options
+ Phase1Time: real; // time for phase 1 to complete (in msecs)
+ // the plop up of the popup
+ Phase2Time: real; // time for phase 2 to complete (in msecs)
+ // the moving (mainly upwards) of the popup
+ Phase3Time: real; // time for phase 3 to complete (in msecs)
+ // the fade out and score adding
- PopUpTex: array [0..8] of TTexture; //Textures for every Popup Rating
+ PopUpTex: array [0..8] of TTexture; // textures for every popup rating
- RatingBar_BG_Tex: TTexture; //Rating Bar Texs
- RatingBar_FG_Tex: TTexture;
- RatingBar_Bar_Tex: TTexture;
+ RatingBar_BG_Tex: TTexture; // rating bar texs
+ RatingBar_FG_Tex: TTexture;
+ RatingBar_Bar_Tex: TTexture;
end;
- Visible: Boolean; //Visibility of all Scores
- Enabled: Boolean; //Scores are changed, PopUps are Moved etc.
- RBVisible: Boolean; //Visibility of all Rating Bars
+ Visible: boolean; // visibility of all scores
+ Enabled: boolean; // scores are changed, popups are moved etc.
+ RBVisible: boolean; // visibility of all rating bars
- //Propertys for Reading Position and Playercount
- property PositionCount: Byte read oPositionCount;
- property PlayerCount: Byte read oPlayerCount;
- property Players: aScorePlayer read aPlayers;
+ // properties for reading position and playercount
+ property PositionCount: byte read oPositionCount;
+ property PlayerCount: byte read oPlayerCount;
+ property Players: aScorePlayer read aPlayers;
- //Constructor just sets some standard Settings
+ // constructor just sets some standard settings
constructor Create;
- // Adds a Position to Array and Increases Position Count
+ // adds a position to array and increases position count
procedure AddPosition(const pPosition: PScorePosition);
- // Adds a Player to Array and Increases Player Count
- procedure AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: Word = 0; const Enabled: Boolean = True; const Visible: Boolean = True);
+ // adds a player to array and increases player count
+ procedure AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: word = 0; const Enabled: boolean = true; const Visible: boolean = true);
- //Change a Players Visibility, Enable
- procedure ChangePlayerVisibility(const Index: Byte; const pVisible: Boolean);
- procedure ChangePlayerEnabled(const Index: Byte; const pEnabled: Boolean);
+ // change a players visibility, enable
+ procedure ChangePlayerVisibility(const Index: byte; const pVisible: boolean);
+ procedure ChangePlayerEnabled(const Index: byte; const pEnabled: boolean);
- // Deletes all Player Information
+ // deletes all player information
procedure ClearPlayers;
- // Deletes Positions and Playerinformation
+ // deletes positions and playerinformation
procedure Clear;
- // Loads some Settings and the Positions from Theme
+ // loads some settings and the positions from theme
procedure LoadfromTheme;
- // has to be called after Positions and Players have been added, before first call of Draw
- //It gives every Player a Score Position
+ // has to be called after positions and players have been added, before first call of draw
+ // it gives every player a score position
procedure Init;
- //Spawns a new Line Bonus PopUp for the Player
- procedure SpawnPopUp(const PlayerIndex: Byte; const Rating: Byte; const Score: Word);
+ // spawns a new line bonus popup for the player
+ procedure SpawnPopUp(const PlayerIndex: byte; const Rating: byte; const Score: word);
- //Removes all PopUps from Mem
+ // removes all popups from mem
procedure KillAllPopUps;
- // Draws Scores and Linebonus PopUps
+ // draws scores and line bonus popups
procedure Draw;
end;
-
implementation
-uses SDL,
- SysUtils,
- ULog,
- UGraphic,
- TextGL;
+uses
+ SysUtils,
+ SDL,
+ TextGL,
+ ULog,
+ UGraphic;
{**
- * Sets some standard Settings
+ * sets some standard settings
*}
-Constructor TSingScores.Create;
+constructor TSingScores.Create;
begin
inherited;
- //Clear PopupList Pointers
+ // clear popuplist pointers
FirstPopUp := nil;
LastPopUp := nil;
- //Clear Variables
- Visible := True;
- Enabled := True;
- RBVisible := True;
+ // clear variables
+ Visible := true;
+ Enabled := true;
+ RBVisible := true;
- //Clear Position Index
- oPositionCount := 0;
- oPlayerCount := 0;
+ // clear position index
+ oPositionCount := 0;
+ oPlayerCount := 0;
Settings.Phase1Time := 350; // plop it up . -> [ ]
Settings.Phase2Time := 550; // shift it up ^[ ]^
@@ -260,22 +260,21 @@ begin
end;
{**
- * Adds a Position to Array and Increases Position Count
+ * adds a position to array and increases position count
*}
-Procedure TSingScores.AddPosition(const pPosition: PScorePosition);
+procedure TSingScores.AddPosition(const pPosition: PScorePosition);
begin
if (PositionCount < MaxPositions) then
begin
Positions[PositionCount] := pPosition^;
-
Inc(oPositionCount);
end;
end;
{**
- * Adds a Player to Array and Increases Player Count
+ * adds a player to array and increases player count
*}
-Procedure TSingScores.AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: Word; const Enabled: Boolean; const Visible: Boolean);
+procedure TSingScores.AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: word; const Enabled: boolean; const Visible: boolean);
begin
if (PlayerCount < MaxPlayers) then
begin
@@ -283,48 +282,48 @@ begin
aPlayers[PlayerCount].Enabled := Enabled;
aPlayers[PlayerCount].Visible := Visible;
aPlayers[PlayerCount].Score := Score;
- aPlayers[PlayerCount].ScoreDisplayed := Score;
+ aPlayers[PlayerCount].ScoreDisplayed := Score;
aPlayers[PlayerCount].ScoreBG := ScoreBG;
aPlayers[PlayerCount].Color := Color;
aPlayers[PlayerCount].RBPos := 0.5;
aPlayers[PlayerCount].RBTarget := 0.5;
- aPlayers[PlayerCount].RBVisible := True;
+ aPlayers[PlayerCount].RBVisible := true;
Inc(oPlayerCount);
end;
end;
{**
- * Change a Players Visibility
+ * change a players visibility
*}
-Procedure TSingScores.ChangePlayerVisibility(const Index: Byte; const pVisible: Boolean);
+procedure TSingScores.ChangePlayerVisibility(const Index: byte; const pVisible: boolean);
begin
if (Index < MaxPlayers) then
aPlayers[Index].Visible := pVisible;
end;
{**
- * Change Player Enabled
+ * change player enabled
*}
-Procedure TSingScores.ChangePlayerEnabled(const Index: Byte; const pEnabled: Boolean);
+procedure TSingScores.ChangePlayerEnabled(const Index: byte; const pEnabled: boolean);
begin
if (Index < MaxPlayers) then
aPlayers[Index].Enabled := pEnabled;
end;
{**
- * Procedure Deletes all Player Information
+ * procedure deletes all player information
*}
-Procedure TSingScores.ClearPlayers;
+procedure TSingScores.ClearPlayers;
begin
KillAllPopUps;
oPlayerCount := 0;
end;
{**
- * Procedure Deletes Positions and Playerinformation
+ * procedure deletes positions and playerinformation
*}
-Procedure TSingScores.Clear;
+procedure TSingScores.Clear;
begin
KillAllPopUps;
oPlayerCount := 0;
@@ -332,14 +331,16 @@ begin
end;
{**
- * Procedure Loads some Settings and the Positions from Theme
+ * procedure loads some settings and the positions from theme
*}
-Procedure TSingScores.LoadfromTheme;
-var I: Integer;
- Procedure AddbyStatics(const PC: Byte; const ScoreStatic, SingBarStatic: TThemeStatic; ScoreText: TThemeText);
- var nPosition: TScorePosition;
+procedure TSingScores.LoadfromTheme;
+var
+ I: integer;
+ procedure AddbyStatics(const PC: byte; const ScoreStatic, SingBarStatic: TThemeStatic; ScoreText: TThemeText);
+ var
+ nPosition: TScorePosition;
begin
- nPosition.PlayerCount := PC; //Only for one Player Playing
+ nPosition.PlayerCount := PC; // only for one player playing
nPosition.BGX := ScoreStatic.X;
nPosition.BGY := ScoreStatic.Y;
@@ -373,54 +374,55 @@ var I: Integer;
begin
Clear;
- //Set Textures
- //Popup Tex
- For I := 0 to 8 do
+ // set textures
+ // popup tex
+ for I := 0 to 8 do
Settings.PopUpTex[I] := Tex_SingLineBonusBack[I];
- //Rating Bar Tex
+ // rating bar tex
Settings.RatingBar_BG_Tex := Tex_SingBar_Back;
Settings.RatingBar_FG_Tex := Tex_SingBar_Front;
Settings.RatingBar_Bar_Tex := Tex_SingBar_Bar;
- //Load Positions from Theme
+ // load positions from theme
- // Player1:
+ // player 1:
AddByStatics(1, Theme.Sing.StaticP1ScoreBG, Theme.Sing.StaticP1SingBar, Theme.Sing.TextP1Score);
AddByStatics(2, Theme.Sing.StaticP1TwoPScoreBG, Theme.Sing.StaticP1TwoPSingBar, Theme.Sing.TextP1TwoPScore);
AddByStatics(4, Theme.Sing.StaticP1ThreePScoreBG, Theme.Sing.StaticP1ThreePSingBar, Theme.Sing.TextP1ThreePScore);
- // Player2:
+ // player 2:
AddByStatics(2, Theme.Sing.StaticP2RScoreBG, Theme.Sing.StaticP2RSingBar, Theme.Sing.TextP2RScore);
AddByStatics(4, Theme.Sing.StaticP2MScoreBG, Theme.Sing.StaticP2MSingBar, Theme.Sing.TextP2MScore);
- // Player3:
+ // player 3:
AddByStatics(4, Theme.Sing.StaticP3RScoreBG, Theme.Sing.StaticP3SingBar, Theme.Sing.TextP3RScore);
end;
{**
- * Spawns a new Line Bonus PopUp for the Player
+ * spawns a new line bonus popup for the player
*}
-Procedure TSingScores.SpawnPopUp(const PlayerIndex: Byte; const Rating: Byte; const Score: Word);
-var Cur: PScorePopUp;
+procedure TSingScores.SpawnPopUp(const PlayerIndex: byte; const Rating: byte; const Score: word);
+var
+ Cur: PScorePopUp;
begin
if (PlayerIndex < PlayerCount) then
begin
- //Get Memory and Add Data
+ // get memory and add data
GetMem(Cur, SizeOf(TScorePopUp));
- Cur.Player := PlayerIndex;
+ Cur.Player := PlayerIndex;
Cur.TimeStamp := SDL_GetTicks;
- //limit rating value to 8
- //a higher value would cause a crash when selecting the bg textur
+ // limit rating value to 8
+ // a higher value would cause a crash when selecting the bg texture
if (Rating > 8) then
Cur.Rating := 8
else
Cur.Rating := Rating;
Cur.ScoreGiven:= 0;
- If (Players[PlayerIndex].Score < Score) then
+ if (Players[PlayerIndex].Score < Score) then
begin
Cur.ScoreDiff := Score - Players[PlayerIndex].Score;
aPlayers[PlayerIndex].Score := Score;
@@ -429,77 +431,77 @@ begin
Cur.ScoreDiff := 0;
Cur.Next := nil;
- //Log.LogError('TSingScores.SpawnPopUp| Player: ' + InttoStr(PlayerIndex) + ', Score: ' + InttoStr(Score) + ', ScoreDiff: ' + InttoStr(Cur.ScoreDiff));
+ // Log.LogError('TSingScores.SpawnPopUp| Player: ' + InttoStr(PlayerIndex) + ', Score: ' + InttoStr(Score) + ', ScoreDiff: ' + InttoStr(Cur.ScoreDiff));
- //Add it to the Chain
+ // add it to the chain
if (FirstPopUp = nil) then
- //the first PopUp in the List
+ // the first popup in the list
FirstPopUp := Cur
else
- //second or earlier popup
+ // second or earlier popup
LastPopUp.Next := Cur;
- //Set new Popup to Last PopUp in the List
+ // set new popup to last popup in the list
LastPopUp := Cur;
end
else
- Log.LogError('TSingScores: Try to add PopUp for not existing player');
+ Log.LogError('TSingScores: Try to add popup for non-existing player');
end;
{**
- * Removes a PopUp w/o destroying the List
+ * removes a popup w/o destroying the list
*}
-Procedure TSingScores.KillPopUp(const last, cur: PScorePopUp);
+procedure TSingScores.KillPopUp(const last, cur: PScorePopUp);
begin
- //Give Player the Last Points that missing till now
+ // give player the last points that missing till now
aPlayers[Cur.Player].ScoreDisplayed := aPlayers[Cur.Player].ScoreDisplayed + Cur.ScoreDiff - Cur.ScoreGiven;
- //Change Bars Position
+ // change bars position
if (Cur.ScoreDiff > 0) THEN
- begin //Popup w/ scorechange -> give missing Percentille
+ begin // popup w/ scorechange -> give missing percentille
aPlayers[Cur.Player].RBTarget := aPlayers[Cur.Player].RBTarget +
(Cur.ScoreDiff - Cur.ScoreGiven) / Cur.ScoreDiff
* (Cur.Rating / 20 - 0.26);
end
else
- begin //Popup w/o scorechange -> give complete Percentille
+ begin // popup w/o scorechange -> give complete percentille
aPlayers[Cur.Player].RBTarget := aPlayers[Cur.Player].RBTarget +
(Cur.Rating / 20 - 0.26);
end;
- If (aPlayers[Cur.Player].RBTarget > 1) then
+ if (aPlayers[Cur.Player].RBTarget > 1) then
aPlayers[Cur.Player].RBTarget := 1
else
- If (aPlayers[Cur.Player].RBTarget < 0) then
+ if (aPlayers[Cur.Player].RBTarget < 0) then
aPlayers[Cur.Player].RBTarget := 0;
- //If this is the First PopUp => Make Next PopUp the First
- If (Cur = FirstPopUp) then
+ // if this is the first popup => make next popup the first
+ if (Cur = FirstPopUp) then
FirstPopUp := Cur.Next
- //Else => Remove Curent Popup from Chain
+ // else => remove curent popup from chain
else
Last.Next := Cur.Next;
- //If this is the Last PopUp, Make PopUp before the Last
- If (Cur = LastPopUp) then
+ // if this is the last popup, make popup before the last
+ if (Cur = LastPopUp) then
LastPopUp := Last;
- //Free the Memory
+ // free the memory
FreeMem(Cur, SizeOf(TScorePopUp));
end;
{**
- * Removes all PopUps from Mem
+ * removes all popups from mem
*}
-Procedure TSingScores.KillAllPopUps;
+procedure TSingScores.KillAllPopUps;
var
Cur: PScorePopUp;
Last: PScorePopUp;
begin
Cur := FirstPopUp;
- //Remove all PopUps:
- While (Cur <> nil) do
+ // remove all popups:
+ while (Cur <> nil) do
begin
Last := Cur;
Cur := Cur.Next;
@@ -511,40 +513,42 @@ begin
end;
{**
- * Has to be called after Positions and Players have been added, before first call of Draw
- * It gives every Player a Score Position
+ * has to be called after positions and players have been added, before first call of draw
+ * it gives each player a score position
*}
-Procedure TSingScores.Init;
+procedure TSingScores.Init;
var
- PlC: Array [0..1] of Byte; //Playercount First Screen and Second Screen
- I, J: Integer;
- MaxPlayersperScreen: Byte;
- CurPlayer: Byte;
-
- Function GetPositionCountbyPlayerCount(bPlayerCount: Byte): Byte;
- var I: Integer;
+ PlC: array [0..1] of byte; // playercount first screen and second screen
+ I, J: integer;
+ MaxPlayersperScreen: byte;
+ CurPlayer: byte;
+
+ function GetPositionCountbyPlayerCount(bPlayerCount: byte): byte;
+ var
+ I: integer;
begin
Result := 0;
bPlayerCount := 1 shl (bPlayerCount - 1);
- For I := 0 to PositionCount-1 do
+ for I := 0 to PositionCount-1 do
begin
- If ((Positions[I].PlayerCount AND bPlayerCount) <> 0) then
+ if ((Positions[I].PlayerCount and bPlayerCount) <> 0) then
Inc(Result);
end;
end;
- Function GetPositionbyPlayernum(bPlayerCount, bPlayer: Byte): Byte;
- var I: Integer;
+ function GetPositionbyPlayernum(bPlayerCount, bPlayer: byte): byte;
+ var
+ I: integer;
begin
bPlayerCount := 1 shl (bPlayerCount - 1);
- Result := High(Byte);
+ Result := High(byte);
- For I := 0 to PositionCount-1 do
+ for I := 0 to PositionCount - 1 do
begin
- If ((Positions[I].PlayerCount AND bPlayerCount) <> 0) then
+ if ((Positions[I].PlayerCount and bPlayerCount) <> 0) then
begin
- If (bPlayer = 0) then
+ if (bPlayer = 0) then
begin
Result := I;
Break;
@@ -558,17 +562,16 @@ var
begin
MaxPlayersPerScreen := 0;
- For I := 1 to 6 do
+ for I := 1 to 6 do
begin
- //If there are enough Positions -> Write to MaxPlayers
- If (GetPositionCountbyPlayerCount(I) = I) then
+ // if there are enough positions -> write to maxplayers
+ if (GetPositionCountbyPlayerCount(I) = I) then
MaxPlayersPerScreen := I
else
Break;
end;
-
- //Split Players to both Screen or Display on One Screen
+ // split players to both screens or display on one screen
if (Screens = 2) and (MaxPlayersPerScreen < PlayerCount) then
begin
PlC[0] := PlayerCount div 2 + PlayerCount mod 2;
@@ -580,9 +583,8 @@ begin
PlC[1] := 0;
end;
-
- //Check if there are enough Positions for all Players
- For I := 0 to Screens - 1 do
+ // check if there are enough positions for all players
+ for I := 0 to Screens - 1 do
begin
if (PlC[I] > MaxPlayersperScreen) then
begin
@@ -592,34 +594,34 @@ begin
end;
CurPlayer := 0;
- //Give every Player a Position
- For I := 0 to Screens - 1 do
- For J := 0 to PlC[I]-1 do
+ // give every player a position
+ for I := 0 to Screens - 1 do
+ for J := 0 to PlC[I]-1 do
begin
- aPlayers[CurPlayer].Position := GetPositionbyPlayernum(PlC[I], J) OR (I shl 7);
- //Log.LogError('Player ' + InttoStr(CurPlayer) + ' gets Position: ' + InttoStr(aPlayers[CurPlayer].Position));
+ aPlayers[CurPlayer].Position := GetPositionbyPlayernum(PlC[I], J) or (I shl 7);
+ // Log.LogError('Player ' + InttoStr(CurPlayer) + ' gets Position: ' + InttoStr(aPlayers[CurPlayer].Position));
Inc(CurPlayer);
end;
end;
{**
- * Draws Scores and Linebonus PopUps
+ * draws scores and linebonus popups
*}
-Procedure TSingScores.Draw;
+procedure TSingScores.Draw;
var
- I: Integer;
- CurTime: Cardinal;
+ I: integer;
+ CurTime: cardinal;
CurPopUp, LastPopUp: PScorePopUp;
begin
CurTime := SDL_GetTicks;
- If Visible then
+ if Visible then
begin
- //Draw Popups
+ // draw popups
LastPopUp := nil;
CurPopUp := FirstPopUp;
- While (CurPopUp <> nil) do
+ while (CurPopUp <> nil) do
begin
if (CurTime - CurPopUp.TimeStamp > Settings.Phase1Time + Settings.Phase2Time + Settings.Phase3Time) then
begin
@@ -638,64 +640,64 @@ begin
end;
- IF (RBVisible) then
- //Draw Players w/ Rating Bar
- For I := 0 to PlayerCount-1 do
+ if (RBVisible) then
+ // draw players w/ rating bar
+ for I := 0 to PlayerCount-1 do
begin
DrawScore(I);
DrawRatingBar(I);
end
else
- //Draw Players w/o Rating Bar
- For I := 0 to PlayerCount-1 do
+ // draw players w/o rating bar
+ for I := 0 to PlayerCount-1 do
begin
DrawScore(I);
end;
- end; //eo Visible
+ end; // eo visible
end;
{**
- * Draws a Popup by Pointer
+ * draws a popup by pointer
*}
-Procedure TSingScores.DrawPopUp(const PopUp: PScorePopUp);
+procedure TSingScores.DrawPopUp(const PopUp: PScorePopUp);
var
- Progress: Real;
- CurTime: Cardinal;
- X, Y, W, H, Alpha: Real;
- FontSize: integer;
- FontOffset: Real;
- TimeDiff: Cardinal;
- PIndex: Byte;
- TextLen: Real;
- ScoretoAdd: Word;
- PosDiff: Real;
+ Progress: real;
+ CurTime: cardinal;
+ X, Y, W, H, Alpha: real;
+ FontSize: integer;
+ FontOffset: real;
+ TimeDiff: cardinal;
+ PIndex: byte;
+ TextLen: real;
+ ScoretoAdd: word;
+ PosDiff: real;
begin
if (PopUp <> nil) then
begin
- //Only Draw if Player has a Position
+ // only draw if player has a position
PIndex := Players[PopUp.Player].Position;
- If PIndex <> high(byte) then
+ if PIndex <> High(byte) then
begin
- //Only Draw if Player is on Cur Screen
- If ((Players[PopUp.Player].Position AND 128) = 0) = (ScreenAct = 1) then
+ // only draw if player is on cur screen
+ if ((Players[PopUp.Player].Position and 128) = 0) = (ScreenAct = 1) then
begin
CurTime := SDL_GetTicks;
- If Not (Enabled AND Players[PopUp.Player].Enabled) then
- //Increase Timestamp with TIem where there is no Movement ...
+ if not (Enabled and Players[PopUp.Player].Enabled) then
+ // increase timestamp with tiem where there is no movement ...
begin
- //Inc(PopUp.TimeStamp, LastRender);
+ // Inc(PopUp.TimeStamp, LastRender);
end;
TimeDiff := CurTime - PopUp.TimeStamp;
- //Get Position of PopUp
- PIndex := PIndex AND 127;
+ // get position of popup
+ PIndex := PIndex and 127;
- //Check for Phase ...
- If (TimeDiff <= Settings.Phase1Time) then
+ // check for phase ...
+ if (TimeDiff <= Settings.Phase1Time) then
begin
- //Phase 1 - The Ploping up
+ // phase 1 - the ploping up
Progress := TimeDiff / Settings.Phase1Time;
@@ -706,25 +708,25 @@ begin
Y := Positions[PIndex].PUStartY + (Positions[PIndex].PUH - H)/2;
FontSize := Round(Progress * Positions[PIndex].PUFontSize);
- FontOffset := (H - FontSize) / 2;
+ FontOffset := (H - FontSize) / 2;
Alpha := 1;
end
- Else If (TimeDiff <= Settings.Phase2Time + Settings.Phase1Time) then
+ else if (TimeDiff <= Settings.Phase2Time + Settings.Phase1Time) then
begin
- //Phase 2 - The Moving
+ // phase 2 - the moving
Progress := (TimeDiff - Settings.Phase1Time) / Settings.Phase2Time;
W := Positions[PIndex].PUW;
H := Positions[PIndex].PUH;
PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX;
- If PosDiff > 0 then
+ if PosDiff > 0 then
PosDiff := PosDiff + W;
X := Positions[PIndex].PUStartX + PosDiff * sqr(Progress);
PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY;
- If PosDiff < 0 then
+ if PosDiff < 0 then
PosDiff := PosDiff + Positions[PIndex].BGH;
Y := Positions[PIndex].PUStartY + PosDiff * sqr(Progress);
@@ -735,65 +737,65 @@ begin
else
begin
- //Phase 3 - The Fading out + Score adding
+ // phase 3 - the fading out + score adding
Progress := (TimeDiff - Settings.Phase1Time - Settings.Phase2Time) / Settings.Phase3Time;
- If (PopUp.Rating > 0) then
+ if (PopUp.Rating > 0) then
begin
- //Add Scores if Player Enabled
- If (Enabled AND Players[PopUp.Player].Enabled) then
+ // add scores if player enabled
+ if (Enabled and Players[PopUp.Player].Enabled) then
begin
ScoreToAdd := Round(PopUp.ScoreDiff * Progress) - PopUp.ScoreGiven;
Inc(PopUp.ScoreGiven, ScoreToAdd);
aPlayers[PopUp.Player].ScoreDisplayed := Players[PopUp.Player].ScoreDisplayed + ScoreToAdd;
- //Change Bars Position
+ // change bar positions
aPlayers[PopUp.Player].RBTarget := aPlayers[PopUp.Player].RBTarget + ScoreToAdd/PopUp.ScoreDiff * (PopUp.Rating / 20 - 0.26);
- If (aPlayers[PopUp.Player].RBTarget > 1) then
+ if (aPlayers[PopUp.Player].RBTarget > 1) then
aPlayers[PopUp.Player].RBTarget := 1
- else If (aPlayers[PopUp.Player].RBTarget < 0) then
+ else if (aPlayers[PopUp.Player].RBTarget < 0) then
aPlayers[PopUp.Player].RBTarget := 0;
end;
- //Set Positions etc.
- Alpha := 0.7 - 0.7 * Progress;
+ // set positions etc.
+ Alpha := 0.7 - 0.7 * Progress;
W := Positions[PIndex].PUW;
H := Positions[PIndex].PUH;
PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX;
- If (PosDiff > 0) then
+ if (PosDiff > 0) then
PosDiff := W
else
PosDiff := 0;
X := Positions[PIndex].PUTargetX + PosDiff * Progress;
PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY;
- If (PosDiff < 0) then
+ if (PosDiff < 0) then
PosDiff := -Positions[PIndex].BGH
else
PosDiff := 0;
- Y := Positions[PIndex].PUTargetY - PosDiff * (1-Progress);
+ Y := Positions[PIndex].PUTargetY - PosDiff * (1 - Progress);
FontSize := Positions[PIndex].PUFontSize;
FontOffset := (H - FontSize) / 2;
end
else
begin
- //Here the Effect that Should be shown if a PopUp without Score is Drawn
- //And or Spawn with the GraphicObjects etc.
- //Some Work for Blindy to do :P
+ // here the effect that should be shown if a popup without score is drawn
+ // and or spawn with the graphicobjects etc.
+ // some work for blindy to do :p
- //ATM: Just Let it Slide in the Scores just like the Normal PopUp
+ // atm: just let it slide in the scores just like the normal popup
Alpha := 0;
end;
end;
- //Draw PopUp
+ // draw popup
- if (Alpha > 0) AND (Players[PopUp.Player].Visible) then
+ if (Alpha > 0) and (Players[PopUp.Player].Visible) then
begin
- //Draw BG:
+ // draw bg:
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -811,46 +813,46 @@ begin
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- //Set FontStyle and Size
+ // set font style and size
SetFontStyle(Positions[PIndex].PUFont);
- SetFontItalic(False);
+ SetFontItalic(false);
SetFontSize(FontSize);
- SetFontReflection(False, 0);
+ SetFontReflection(false, 0);
- //Draw Text
+ // draw text
TextLen := glTextWidth(Theme.Sing.LineBonusText[PopUp.Rating]);
- //Color and Pos
+ // color and pos
SetFontPos (X + (W - TextLen) / 2, Y + FontOffset);
glColor4f(1, 1, 1, Alpha);
- //Draw
+ // draw
glPrint(Theme.Sing.LineBonusText[PopUp.Rating]);
- end; //eo Alpha check
- end; //eo Right Screen
- end; //eo Player has Position
+ end; // eo alpha check
+ end; // eo right screen
+ end; // eo player has position
end
else
- Log.LogError('TSingScores: Try to Draw a not existing PopUp');
+ Log.LogError('TSingScores: Try to draw a non-existing popup');
end;
{**
- * Draws a Score by Playerindex
+ * draws a score by playerindex
*}
-Procedure TSingScores.DrawScore(const Index: Integer);
+procedure TSingScores.DrawScore(const Index: integer);
var
Position: PScorePosition;
ScoreStr: String;
begin
- //Only Draw if Player has a Position
- If Players[Index].Position <> high(byte) then
+ // only draw if player has a position
+ if Players[Index].Position <> High(byte) then
begin
- //Only Draw if Player is on Cur Screen
- If (((Players[Index].Position AND 128) = 0) = (ScreenAct = 1)) AND Players[Index].Visible then
+ // only draw if player is on cur screen
+ if (((Players[Index].Position and 128) = 0) = (ScreenAct = 1)) and Players[Index].Visible then
begin
Position := @Positions[Players[Index].Position and 127];
- //Draw ScoreBG
+ // draw scorebg
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -868,51 +870,51 @@ begin
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- //Draw Score Text
+ // draw score text
SetFontStyle(Position.TextFont);
- SetFontItalic(False);
+ SetFontItalic(false);
SetFontSize(Position.TextSize);
SetFontPos(Position.TextX, Position.TextY);
- SetFontReflection(False, 0);
+ SetFontReflection(false, 0);
ScoreStr := InttoStr(Players[Index].ScoreDisplayed div 10) + '0';
- While (Length(ScoreStr) < 5) do
+ while (Length(ScoreStr) < 5) do
ScoreStr := '0' + ScoreStr;
glPrint(ScoreStr);
- end; //eo Right Screen
- end; //eo Player has Position
+ end; // eo right screen
+ end; // eo player has position
end;
-Procedure TSingScores.DrawRatingBar(const Index: Integer);
+procedure TSingScores.DrawRatingBar(const Index: integer);
var
- Position: PScorePosition;
- R,G,B, Size: Real;
- Diff: Real;
+ Position: PScorePosition;
+ R, G, B: real;
+ Size, Diff: real;
begin
- //Only Draw if Player has a Position
- if Players[Index].Position <> high(byte) then
+ // only draw if player has a position
+ if Players[Index].Position <> High(byte) then
begin
- //Only Draw if Player is on Cur Screen
+ // only draw if player is on cur screen
if (((Players[Index].Position and 128) = 0) = (ScreenAct = 1) and
Players[index].RBVisible and
Players[index].Visible) then
begin
Position := @Positions[Players[Index].Position and 127];
- if (Enabled AND Players[Index].Enabled) then
+ if (Enabled and Players[Index].Enabled) then
begin
- //Move Position if Enabled
+ // move position if enabled
Diff := Players[Index].RBTarget - Players[Index].RBPos;
- If(Abs(Diff) < 0.02) then
+ if (Abs(Diff) < 0.02) then
aPlayers[Index].RBPos := aPlayers[Index].RBTarget
else
aPlayers[Index].RBPos := aPlayers[Index].RBPos + Diff*0.1;
end;
- //Get Colors for RatingBar
+ // get colors for rating bar
if (Players[index].RBPos <= 0.22) then
begin
R := 1;
@@ -922,7 +924,7 @@ begin
else if (Players[index].RBPos <= 0.42) then
begin
R := 1;
- G := Players[index].RBPos*5;
+ G := Players[index].RBPos * 5;
B := 0;
end
else if (Players[index].RBPos <= 0.57) then
@@ -933,7 +935,7 @@ begin
end
else if (Players[index].RBPos <= 0.77) then
begin
- R := 1-(Players[index].RBPos-0.57)*5;
+ R := 1 - (Players[index].RBPos - 0.57) * 5;
G := 1;
B := 0;
end
@@ -944,12 +946,12 @@ begin
B := 0;
end;
- //Enable all glFuncs Needed
+ // enable all glfuncs needed
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- //Draw RatingBar BG
+ // draw rating bar bg
glColor4f(1, 1, 1, 0.8);
glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_BG_Tex.TexNum);
@@ -967,7 +969,7 @@ begin
glVertex2f(Position.RBX+Position.RBW, Position.RBY);
glEnd;
- //Draw Rating bar itself
+ // draw rating bar itself
Size := Position.RBX + Position.RBW * Players[Index].RBPos;
glColor4f(R, G, B, 1);
glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_Bar_Tex.TexNum);
@@ -985,7 +987,7 @@ begin
glVertex2f(Size, Position.RBY);
glEnd;
- //Draw Ratingbar FG (Teh thing with the 3 lines to get better readability)
+ // draw rating bar fg (the thing with the 3 lines to get better readability)
glColor4f(1, 1, 1, 0.6);
glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_FG_Tex.TexNum);
glBegin(GL_QUADS);
@@ -1002,11 +1004,11 @@ begin
glVertex2f(Position.RBX + Position.RBW, Position.RBY);
glEnd;
- //Disable all Enabled glFuncs
+ // disable all enabled glfuncs
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- end; //eo Right Screen
- end; //eo Player has Position
+ end; // eo Right Screen
+ end; // eo Player has Position
end;
end.