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authorf1fth_freed0m <f1fth_freed0m@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-06 02:16:07 +0000
committerf1fth_freed0m <f1fth_freed0m@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-06 02:16:07 +0000
commit36e04782552fde9e26710f29f453d574b2ee9c0b (patch)
treee9f4bde9473a3e9bcef594f335816236f496f7cf /Game/Code/Classes/UMain.pas
parente80ec1918ada3406d9e7cdd6a27b259dfa3bfc3d (diff)
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Translated Some Variables
TonGamy to ToneGamus DlugoscNut to NoteLenght Akt to Current AktBeat to CurrentBeat AktBeatD to CurrentBeatD AktBeatC to CurrentBeatC OldCzesc to OldLine Teraz to CurrentTime Razem to TotalTime TCzas to TLineState Czas to LineState git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@916 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes/UMain.pas')
-rw-r--r--Game/Code/Classes/UMain.pas132
1 files changed, 66 insertions, 66 deletions
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas
index 4fab84e7..c13050e5 100644
--- a/Game/Code/Classes/UMain.pas
+++ b/Game/Code/Classes/UMain.pas
@@ -55,7 +55,7 @@ type
//Meter: real;
- HighNut: integer;
+ HighNote: integer;
IlNut: integer;
Note: array of record
Start: integer;
@@ -675,79 +675,79 @@ var
Done: real;
N: integer;
begin
- Czas.Teraz := Czas.Teraz + TimeSkip;
+ LineState.CurrentTime := LineState.CurrentTime + TimeSkip;
- Czas.OldBeat := Czas.AktBeat;
- Czas.MidBeat := GetMidBeat(Czas.Teraz - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
- Czas.AktBeat := Floor(Czas.MidBeat);
+ LineState.OldBeat := LineState.CurrentBeat;
+ LineState.MidBeat := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
+ LineState.CurrentBeat := Floor(LineState.MidBeat);
-// Czas.OldHalf := Czas.AktHalf;
-// Czas.MidHalf := Czas.MidBeat + 0.5;
-// Czas.AktHalf := Floor(Czas.MidHalf);
+// LineState.OldHalf := LineState.AktHalf;
+// LineState.MidHalf := LineState.MidBeat + 0.5;
+// LineState.AktHalf := Floor(LineState.MidHalf);
- Czas.OldBeatC := Czas.AktBeatC;
- Czas.MidBeatC := GetMidBeat(Czas.Teraz - (CurrentSong.Gap) / 1000);
- Czas.AktBeatC := Floor(Czas.MidBeatC);
+ LineState.OldBeatC := LineState.CurrentBeatC;
+ LineState.MidBeatC := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap) / 1000);
+ LineState.CurrentBeatC := Floor(LineState.MidBeatC);
- Czas.OldBeatD := Czas.AktBeatD;
- Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
- Czas.AktBeatD := Floor(Czas.MidBeatD);
- Czas.FracBeatD := Frac(Czas.MidBeatD);
+ LineState.OldBeatD := LineState.CurrentBeatD;
+ LineState.MidBeatD := -0.5+GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
+ LineState.CurrentBeatD := Floor(LineState.MidBeatD);
+ LineState.FracBeatD := Frac(LineState.MidBeatD);
// sentences routines
for PetGr := 0 to 0 do //High(Gracz)
begin;
CP := PetGr;
// ustawianie starej parts
- Czas.OldCzesc := Lines[CP].Akt;
+ LineState.OldLine := Lines[CP].Current;
// wybieranie aktualnej parts
for Pet := 0 to Lines[CP].High do
begin
- if Czas.AktBeat >= Lines[CP].Line[Pet].Start then
- Lines[CP].Akt := Pet;
+ if LineState.CurrentBeat >= Lines[CP].Line[Pet].Start then
+ Lines[CP].Current := Pet;
end;
// czysczenie nut gracza, gdy to jest nowa plansza
// (optymizacja raz na halfbeat jest zla)
- if Lines[CP].Akt <> Czas.OldCzesc then
+ if Lines[CP].Current <> LineState.OldLine then
NewSentence(Sender);
end; // for PetGr
// wykonuje operacje raz na beat
- if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then
+ if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then
NewBeat(Sender);
// make some operations on clicks
- if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then
+ if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then
NewBeatC(Sender);
// make some operations when detecting new voice pitch
- if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then
+ if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then
NewBeatD(Sender);
// wykonuje operacje w polowie beatu
-// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then
+// if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then
// NewHalf;
// plynnie przesuwa text
Done := 1;
- for N := 0 to Lines[0].Line[Lines[0].Akt].HighNote do
+ for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do
begin
- if (Lines[0].Line[Lines[0].Akt].Note[N].Start <= Czas.MidBeat) and
- (Lines[0].Line[Lines[0].Akt].Note[N].Start + Lines[0].Line[Lines[0].Akt].Note[N].Lenght >= Czas.MidBeat) then
+ if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and
+ (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Lenght >= LineState.MidBeat) then
begin
- Done := (Czas.MidBeat - Lines[0].Line[Lines[0].Akt].Note[N].Start) / (Lines[0].Line[Lines[0].Akt].Note[N].Lenght);
+ Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Lenght);
end;
end;
- N := Lines[0].Line[Lines[0].Akt].HighNote;
+ N := Lines[0].Line[Lines[0].Current].HighNote;
// wylacza ostatnia nute po przejsciu
{// todo: Lyrics
if (Ini.LyricsEffect = 1) and (Done = 1) and
- (Czas.MidBeat > Lines[0].Line[Lines[0].Akt].Note[N].Start + Lines[0].Line[Lines[0].Akt].Note[N].Lenght)
+ (LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Lenght)
then Sender.LyricMain.Selected := -1;
if Done > 1 then Done := 1;
@@ -772,16 +772,16 @@ begin
for G := 0 to High(Player) do
begin
Player[G].IlNut := 0;
- Player[G].HighNut := -1;
+ Player[G].HighNote := -1;
SetLength(Player[G].Note, 0);
end;
// Add Words to Lyrics
with Sender do
begin
- {LyricMain.AddCzesc(Lines[0].Akt);
- if Lines[0].Akt < Lines[0].High then
- LyricSub.AddCzesc(Lines[0].Akt+1)
+ {LyricMain.AddCzesc(Lines[0].Current);
+ if Lines[0].Current < Lines[0].High then
+ LyricSub.AddCzesc(Lines[0].Current+1)
else
LyricSub.Clear;}
while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
@@ -791,7 +791,7 @@ begin
Sender.UpdateLCD;
//On Sentence Change...
- Sender.onSentenceChange(Lines[0].Akt);
+ Sender.onSentenceChange(Lines[0].Current);
end;
procedure NewBeat(Sender: TScreenSing);
@@ -801,8 +801,8 @@ var
begin
// ustawia zaznaczenie tekstu
// SingScreen.LyricMain.Selected := -1;
- for Pet := 0 to Lines[0].Line[Lines[0].Akt].HighNote do
- if (Lines[0].Line[Lines[0].Akt].Note[Pet].Start = Czas.AktBeat) then
+ for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNote do
+ if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = LineState.CurrentBeat) then
begin
// operates on currently beated note
//Todo: Lyrics
@@ -826,11 +826,11 @@ begin
// LPT_2 := 1;
// beat click
- if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
+ if (Ini.BeatClick = 1) and ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
AudioPlayback.PlaySound(SoundLib.Click);
// debug system on LPT
- if ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
+ if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
begin
//LPT_1 := 0;
// Light.LightOne(0, 150);
@@ -840,15 +840,15 @@ begin
Light.LightOne(0, 200); // beat light
-{ if ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then
+{ if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then
Light.LightOne(0, 150)
else
Light.LightOne(1, 150)}
end;
- for Pet := 0 to Lines[0].Line[Lines[0].Akt].HighNote do
+ for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNote do
begin
- if (Lines[0].Line[Lines[0].Akt].Note[Pet].Start = Czas.AktBeatC) then
+ if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = LineState.CurrentBeatC) then
begin
// click assist
if Ini.ClickAssist = 1 then
@@ -860,7 +860,7 @@ begin
// drum machine
(*
- TempBeat := Czas.AktBeat;// + 2;
+ TempBeat := LineState.CurrentBeat;// + 2;
if (TempBeat mod 8 = 0) then Music.PlayDrum;
if (TempBeat mod 8 = 4) then Music.PlayClap;
// if (TempBeat mod 4 = 2) then Music.PlayHihat;
@@ -897,7 +897,7 @@ var
Range: integer;
NoteHit:boolean;
begin
-// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat');
+// Log.LogStatus('Beat ' + IntToStr(LineState.CurrentBeat) + ' HalfBeat ' + IntToStr(LineState.AktHalf), 'NewBeat');
// beep;
// On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas
@@ -912,13 +912,13 @@ begin
AudioInputProcessor.Sound[CP].AnalyzeBuffer;
// adds some noise
- //Czas.Tone := Czas.Tone + Round(Random(3)) - 1;
+ //LineState.Tone := LineState.Tone + Round(Random(3)) - 1;
// count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
- SMin := Lines[0].Akt-1;
+ SMin := Lines[0].Current-1;
if SMin < 0 then
SMin := 0;
- SMax := Lines[0].Akt;
+ SMax := Lines[0].Current;
// check if we can add new note
Mozna := false;
@@ -927,8 +927,8 @@ begin
begin
for Pet := 0 to Lines[0].Line[S].HighNote do
begin
- if ((Lines[0].Line[S].Note[Pet].Start <= Czas.AktBeatD)
- and (Lines[0].Line[S].Note[Pet].Start + Lines[0].Line[S].Note[Pet].Lenght - 1 >= Czas.AktBeatD))
+ if ((Lines[0].Line[S].Note[Pet].Start <= LineState.CurrentBeatD)
+ and (Lines[0].Line[S].Note[Pet].Start + Lines[0].Line[S].Note[Pet].Lenght - 1 >= LineState.CurrentBeatD))
and (not Lines[0].Line[S].Note[Pet].FreeStyle) // but don't allow when it's FreeStyle note
and (Lines[0].Line[S].Note[Pet].Lenght > 0) then // and make sure the note lenghts is at least 1
begin
@@ -950,9 +950,9 @@ begin
// operowanie na ostatniej nucie
for Pet := 0 to Lines[0].Line[S].HighNote do
begin
- if (Lines[0].Line[S].Note[Pet].Start <= Czas.OldBeatD+1) and
+ if (Lines[0].Line[S].Note[Pet].Start <= LineState.OldBeatD+1) and
(Lines[0].Line[S].Note[Pet].Start +
- Lines[0].Line[S].Note[Pet].Lenght > Czas.OldBeatD+1) then
+ Lines[0].Line[S].Note[Pet].Lenght > LineState.OldBeatD+1) then
begin
// to robi, tylko dla pary nut (oryginalnej i gracza)
@@ -1014,8 +1014,8 @@ begin
Nowa := true;
// jezeli ostatnia ma ten sam Tone
if (Player[CP].IlNut > 0 ) and
- (Player[CP].Note[Player[CP].HighNut].Tone = AudioInputProcessor.Sound[CP].Tone) and
- (Player[CP].Note[Player[CP].HighNut].Start + Player[CP].Note[Player[CP].HighNut].Lenght = Czas.AktBeatD) then
+ (Player[CP].Note[Player[CP].HighNote].Tone = AudioInputProcessor.Sound[CP].Tone) and
+ (Player[CP].Note[Player[CP].HighNote].Start + Player[CP].Note[Player[CP].HighNote].Lenght = LineState.CurrentBeatD) then
begin
Nowa := false;
end;
@@ -1023,7 +1023,7 @@ begin
// jezeli jest jakas nowa nuta na sprawdzanym beacie
for Pet := 0 to Lines[0].Line[S].HighNote do
begin
- if (Lines[0].Line[S].Note[Pet].Start = Czas.AktBeatD) then
+ if (Lines[0].Line[S].Note[Pet].Start = LineState.CurrentBeatD) then
Nowa := true;
end;
@@ -1032,32 +1032,32 @@ begin
begin
// nowa nuta
Player[CP].IlNut := Player[CP].IlNut + 1;
- Player[CP].HighNut := Player[CP].HighNut + 1;
+ Player[CP].HighNote := Player[CP].HighNote + 1;
SetLength(Player[CP].Note, Player[CP].IlNut);
- Player[CP].Note[Player[CP].HighNut].Start := Czas.AktBeatD;
- Player[CP].Note[Player[CP].HighNut].Lenght := 1;
- Player[CP].Note[Player[CP].HighNut].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
- Player[CP].Note[Player[CP].HighNut].Detekt := Czas.MidBeat;
+ Player[CP].Note[Player[CP].HighNote].Start := LineState.CurrentBeatD;
+ Player[CP].Note[Player[CP].HighNote].Lenght := 1;
+ Player[CP].Note[Player[CP].HighNote].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
+ Player[CP].Note[Player[CP].HighNote].Detekt := LineState.MidBeat;
// Half Note Patch
- Player[CP].Note[Player[CP].HighNut].Hit := NoteHit;
+ Player[CP].Note[Player[CP].HighNote].Hit := NoteHit;
- //Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Note[Gracz.HighNut].Start), 'NewBeat');
+ //Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Note[Gracz.HighNote].Start), 'NewBeat');
end
else
begin
// przedluzenie nuty
- Player[CP].Note[Player[CP].HighNut].Lenght := Player[CP].Note[Player[CP].HighNut].Lenght + 1;
+ Player[CP].Note[Player[CP].HighNote].Lenght := Player[CP].Note[Player[CP].HighNote].Lenght + 1;
end;
// check for perfect note and then lit the star (on Draw)
for Pet := 0 to Lines[0].Line[S].HighNote do
begin
- if (Lines[0].Line[S].Note[Pet].Start = Player[CP].Note[Player[CP].HighNut].Start) and
- (Lines[0].Line[S].Note[Pet].Lenght = Player[CP].Note[Player[CP].HighNut].Lenght) and
- (Lines[0].Line[S].Note[Pet].Tone = Player[CP].Note[Player[CP].HighNut].Tone) then
+ if (Lines[0].Line[S].Note[Pet].Start = Player[CP].Note[Player[CP].HighNote].Start) and
+ (Lines[0].Line[S].Note[Pet].Lenght = Player[CP].Note[Player[CP].HighNote].Lenght) and
+ (Lines[0].Line[S].Note[Pet].Tone = Player[CP].Note[Player[CP].HighNote].Tone) then
begin
- Player[CP].Note[Player[CP].HighNut].Perfect := true;
+ Player[CP].Note[Player[CP].HighNote].Perfect := true;
end;
end;
end;// else beep; // if S = SMax
@@ -1070,7 +1070,7 @@ begin
if (sDet >= low(Lines[0].Line)) and (sDet <= high(Lines[0].Line)) then
begin
if assigned( Sender ) and
- ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Lenght - 1) = Czas.AktBeatD) then
+ ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Lenght - 1) = LineState.CurrentBeatD) then
begin
Sender.onSentenceEnd(sDet);
end;