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authorjaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-19 11:44:10 +0000
committerjaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-19 11:44:10 +0000
commit62c82114318ed04ce42617fa9ce2e179834dbda4 (patch)
tree65bf831fa62613baa778fd1413b3c0220fe951fb /Game/Code/Screens/UScreenScore.pas
parent433a1b7339e2bf96f3b0bb4c98b8c799c6540027 (diff)
downloadusdx-62c82114318ed04ce42617fa9ce2e179834dbda4.tar.gz
usdx-62c82114318ed04ce42617fa9ce2e179834dbda4.tar.xz
usdx-62c82114318ed04ce42617fa9ce2e179834dbda4.zip
added UCommon ( in classes ) for lazarus...
common functions needed for lazarus ( and others ) can be put in here. also this now compiles on lazarus.. ( dosnt link yet... but I dont get any critical compiler errors ) tested to compile in my delphi, and basic functionality is fine. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@395 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Screens/UScreenScore.pas14
1 files changed, 10 insertions, 4 deletions
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index 19e934f4..42edf4c9 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -2,6 +2,10 @@ unit UScreenScore;
interface
+{$IFDEF FPC}
+ {$MODE DELPHI}
+{$ENDIF}
+
uses
UMenu,
SDL,
@@ -274,7 +278,7 @@ begin
Text[TextName[PP]].Text := Ini.Name[P];
- {{$IFDEF TRANSLATE}
+ //{$IFDEF TRANSLATE}
case (Player[P].ScoreTotalI) of
0..2000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
2010..4000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_AMATEUR');
@@ -284,7 +288,7 @@ begin
9010..9800: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
9810..10000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
end;
- {{$ELSE}{
+ (* {$ELSE}{
case (Player[P].ScoreTotalI) of
0..2000: Text[TextScore[PP]].Text := 'Tone Deaf';
2010..4000: Text[TextScore[PP]].Text := 'Amateur';
@@ -294,7 +298,7 @@ begin
9010..9800: Text[TextScore[PP]].Text := 'Superstar';
9810..10000: Text[TextScore[PP]].Text := 'Ultrastar';
end;
- {$ENDIF}
+ {$ENDIF} *)
S := IntToStr(Player[P].ScoreI);
while (Length(S)<4) do S := '0' + S;
@@ -313,10 +317,12 @@ begin
Text[TextTotalScore[PP]].Text := S;
// Level bar length
-{ Lev := ((Round(Player[P].Punkty) div 10) * 10) / 10000;
+(*
+ 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