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authormogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-21 11:20:41 +0000
committermogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-21 11:20:41 +0000
commitf26a2364e41b95665d9e55593eb0c0e8f4cf646b (patch)
treebe4f8f8adc11b7b8e250965a15238e06f0807930 /Game/Code/Screens
parentf0a22b8ae97aebaf6dc4a9924a22204bc9e3a306 (diff)
downloadusdx-f26a2364e41b95665d9e55593eb0c0e8f4cf646b.tar.gz
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ScoreScreen, still working on some minor things like simplifying the src (messy joes), color stuff, overlay for the bars, 2 screen fix and when the bars should be drawn (regarding to the playercount) - other skin stuff will follow soon
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@426 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Screens/UScreenScore.pas436
1 files changed, 303 insertions, 133 deletions
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index 42edf4c9..222879ba 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -14,7 +14,11 @@ uses
UMusic,
USongs,
UThemes,
+ OpenGL12,
+ Windows,
+ math,
ULCD;
+
// OpenGL;
type
@@ -52,11 +56,30 @@ type
Animation: real;
Fadeout: boolean;
+
+ BarScore_ActualHeight : array[1..6] of real;
+ BarPhrase_ActualHeight : array[1..6] of real;
+ BarGolden_ActualHeight : array[1..6] of real;
+
+ BarScore_EaseOut_Step : real;
+ BarPhrase_EaseOut_Step : real;
+ BarGolden_EaseOut_Step : real;
+
+ TextScore_ActualValue : array[1..6] of integer;
+ TextPhrase_ActualValue : array[1..6] of integer;
+ TextGolden_ActualValue : array[1..6] of integer;
+
+ EaseOut_MaxSteps : real;
+
constructor Create; override;
function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
procedure onShow; override;
+ procedure onShowFinish; override;
function Draw: boolean; override;
procedure FillPlayer(Item, P: integer);
+
+ function RaiseBar(PlayerNumber: integer; BarStartPosY: Single; ActualHeight: real; Score: integer; ColorBrightness : String; EaseOut_Step: Real) : real;
+ function IncrementScore(PlayerNumber: integer; ActualScoreValue: Integer; ScoreReached: integer; EaseOut_Step: Real) : integer;
end;
implementation
@@ -239,34 +262,45 @@ begin
end;
for P := 1 to 6 do begin
- Text[TextName[P]].Visible := V[P];
- Text[TextScore[P]].Visible := V[P];
-
- Text[TextNotes[P]].Visible := V[P];
- Text[TextNotesScore[P]].Visible := V[P];
- Text[TextLineBonus[P]].Visible := V[P];
- Text[TextLineBonusScore[P]].Visible := V[P];
- Text[TextGoldenNotes[P]].Visible := V[P];
- Text[TextGoldenNotesScore[P]].Visible := V[P];
- Text[TextTotal[P]].Visible := V[P];
- Text[TextTotalScore[P]].Visible := V[P];
+ Text[TextName[P]].Visible := V[P];
+ Text[TextScore[P]].Visible := V[P];
+
+ // We set alpha to 0 , so we can nicely blend them in when we need them
+ Text[TextScore[P]].Alpha := 0;
+ Text[TextNotesScore[P]].Alpha := 0;
+ Text[TextNotes[P]].Alpha := 0;
+ Text[TextLineBonus[P]].Alpha := 0;
+ Text[TextLineBonusScore[P]].Alpha := 0;
+ Text[TextGoldenNotes[P]].Alpha := 0;
+ Text[TextGoldenNotesScore[P]].Alpha := 0;
+ Text[TextTotal[P]].Alpha := 0;
+ Text[TextTotalScore[P]].Alpha := 0;
+
+ Text[TextNotes[P]].Visible := V[P];
+ Text[TextNotesScore[P]].Visible := V[P];
+ Text[TextLineBonus[P]].Visible := V[P];
+ Text[TextLineBonusScore[P]].Visible := V[P];
+ Text[TextGoldenNotes[P]].Visible := V[P];
+ Text[TextGoldenNotesScore[P]].Visible := V[P];
+ Text[TextTotal[P]].Visible := V[P];
+ Text[TextTotalScore[P]].Visible := V[P];
for I := 0 to high(PlayerStatic[P]) do
- Static[PlayerStatic[P, I]].Visible := V[P];
+ Static[PlayerStatic[P, I]].Visible := V[P];
for I := 0 to high(PlayerTexts[P]) do
- Text[PlayerTexts[P, I]].Visible := V[P];
+ Text[PlayerTexts[P, I]].Visible := V[P];
- Static[StaticBoxLightest[P]].Visible := V[P];
- Static[StaticBoxLight[P]].Visible := V[P];
- Static[StaticBoxDark[P]].Visible := V[P];
+ Static[StaticBoxLightest[P]].Visible := V[P];
+ Static[StaticBoxLight[P]].Visible := V[P];
+ Static[StaticBoxDark[P]].Visible := V[P];
- Static[StaticBackLevel[P]].Visible := V[P];
- Static[StaticBackLevelRound[P]].Visible := V[P];
- Static[StaticLevel[P]].Visible := V[P];
- Static[StaticLevelRound[P]].Visible := V[P];
+ Static[StaticBackLevel[P]].Visible := false; //V[P];
+ Static[StaticBackLevelRound[P]].Visible := false; //V[P];
+ Static[StaticLevel[P]].Visible := false; //V[P];
+ Static[StaticLevelRound[P]].Visible := false; //V[P];
end;
-
+{
if PlayersPlay <= 3 then begin // only for 1 screen mode
for P := 0 to PlayersPlay-1 do begin
case PlayersPlay of
@@ -279,7 +313,7 @@ begin
Text[TextName[PP]].Text := Ini.Name[P];
//{$IFDEF TRANSLATE}
- case (Player[P].ScoreTotalI) of
+{ case (Player[P].ScoreTotalI) of
0..2000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
2010..4000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_AMATEUR');
4010..6000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_RISING_STAR');
@@ -298,9 +332,10 @@ begin
9010..9800: Text[TextScore[PP]].Text := 'Superstar';
9810..10000: Text[TextScore[PP]].Text := 'Ultrastar';
end;
- {$ENDIF} *)
+{ {$ENDIF}
+//*)
- S := IntToStr(Player[P].ScoreI);
+{ S := IntToStr(Player[P].ScoreI);
while (Length(S)<4) do S := '0' + S;
Text[TextNotesScore[PP]].Text := S;
@@ -322,12 +357,12 @@ begin
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;
+{ Lev := Player[P].ScoreTotalI / 10000;
MaxH := Static[StaticBackLevel[PP]].Texture.H + Static[StaticBackLevelRound[PP]].Texture.H / 2;
// developer note (Polish):
@@ -370,7 +405,30 @@ begin
LCD.Clear;
LCD.WriteText(1, Ini.Name[0]);
LCD.WriteText(2, 'Score: ' + Text[TextTotalScore[1]].Text);
+}
+end;
+
+procedure TScreenScore.onShowFinish;
+var
+ index : integer;
+begin
+for index := 1 to 2 do
+ begin
+ BarScore_ActualHeight[index] := 0;
+ BarPhrase_ActualHeight[index] := 0;
+ BarGolden_ActualHeight[index] := 0;
+
+ TextScore_ActualValue[index] := 0;
+ TextPhrase_ActualValue[index] := 0;
+ TextGolden_ActualValue[index] := 0;
+ end;
+
+
+ BarScore_EaseOut_Step := 1;
+ BarPhrase_EaseOut_Step := 1;
+ BarGolden_EaseOut_Step := 1;
+ EaseOut_MaxSteps := 100;
end;
function TScreenScore.Draw: boolean;
@@ -381,117 +439,14 @@ var
Wsp2: real;
Pet: integer;}
+ ActualTime, OldTime : Integer;
+
Item: integer;
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;}
+ katze : integer;
+begin
// 0.5.0: try also use 4 players screen with nicks
if PlayersPlay = 4 then begin
@@ -532,6 +487,221 @@ begin
end;
inherited Draw;
+{
+ player[1].ScoreI := 7000;
+ player[1].ScoreLineI := 2000;
+ player[1].ScoreGoldenI := 1000;
+
+ player[2].ScoreI := 2500;
+ player[2].ScoreLineI := 1100;
+ player[2].ScoreGoldenI := 900;
+ }
+// Let's arise the bars
+ ActualTime := GetTickCount div 33;
+ if ((ActualTime <> OldTime) and ShowFinish )then
+ begin
+ OldTime := ActualTime;
+
+ For katze:= 0 to 5 do
+ begin
+
+ // We actually araise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore)
+ Case BarScore_EaseOut_Step < EaseOut_MaxSteps * 10 of
+ true : BarScore_EaseOut_Step := BarScore_EaseOut_Step + 1;
+ end;
+
+ // PhrasenBonus
+ if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
+ begin
+ Case BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10 of
+ true : BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1;
+ end;
+
+ // GoldenNotebonus
+ if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
+ begin
+ Case BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10 of
+ true : BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1;
+ end;
+
+ //########################
+ // Draw golden score bar #
+ //########################
+
+ BarGolden_ActualHeight[katze] := RaiseBar(katze,
+ Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze] - BarPhrase_ActualHeight[katze],
+ BarGolden_ActualHeight[katze],
+ player[katze+1].ScoreGoldenI,
+ 'Lightest',
+ BarGolden_EaseOut_Step);
+
+ // Increment and show total score and plain score
+ TextGolden_ActualValue[katze] := IncrementScore(katze,
+ TextGolden_ActualValue[katze],
+ Player[katze+1].ScoreGoldenI,
+ BarGolden_EaseOut_Step);
+ Text[TextGoldenNotesScore[katze+1]].Text := IntToStr(TextGolden_ActualValue[katze]);
+
+ // Blend in
+ Text[TextGoldenNotesScore[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100);
+ Text[TextGoldenNotes[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100);
+
+ end;
+ //########################
+ // Draw phrase score bar #
+ //########################
+ BarPhrase_ActualHeight[katze] := RaiseBar(katze,
+ Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze],
+ BarPhrase_ActualHeight[katze],
+ Player[katze+1].ScoreLineI,
+ 'Light',
+ BarPhrase_EaseOut_Step);
+
+ // Increment and show total score and plain score
+ TextPhrase_ActualValue[katze] := IncrementScore(katze,
+ TextPhrase_ActualValue[katze],
+ Player[katze+1].ScoreLineI,
+ BarPhrase_EaseOut_Step);
+ Text[TextLineBonusScore[katze+1]].Text := IntToStr(TextPhrase_ActualValue[katze]);
+
+ //Blend in
+ Text[TextLineBonusScore[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100);
+ Text[TextLineBonus[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100);
+
+
+ end;
+ //#######################
+ // Draw plain score bar #
+ //#######################
+ BarScore_ActualHeight[katze] := RaiseBar(katze,
+ Static[StaticBackLevel[katze+1]].Texture.y,
+ BarScore_ActualHeight[katze],
+ Player[katze+1].ScoreI,
+ 'Dark',
+ BarScore_EaseOut_Step);
+ // Increment and show total score and plain score
+ TextScore_ActualValue[katze] := IncrementScore(katze,
+ TextScore_ActualValue[katze],
+ Player[katze+1].ScoreI,
+ BarScore_EaseOut_Step);
+ Text[TextNotesScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze]);
+
+ Text[TextTotalScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze] + TextPhrase_ActualValue[katze] + TextGolden_ActualValue[katze]);
+
+ //Blend em in
+ Text[TextTotalScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextTotal[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextNotesScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextNotes[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ end; // me loop
+ end;
+end;
+
+
+function TscreenScore.RaiseBar(PlayerNumber: integer; BarStartPosY: Single; ActualHeight: real; Score: integer; ColorBrightness : String; EaseOut_Step: Real) : real;
+const
+ RaiseSmoothness : integer = 100;
+var
+ MaxHeight : real;
+ NewHeight : real;
+ Width : real;
+
+ Height2Reach : real;
+
+ RaiseStep : real;
+
+ BarStartPosX : Single;
+
+ R,G,B : real;
+begin
+
+ MaxHeight := Static[StaticBackLevel[PlayerNumber + 1]].Texture.H;
+ Width := Static[StaticBackLevel[PlayerNumber + 1]].Texture.W;
+
+ BarStartPosX := Static[StaticBackLevel[PlayerNumber + 1]].Texture.X;
+
+ BarStartPosY := BarStartPosY + MaxHeight; // The texture starts in the upper left corner, so let's subtract the height - so we can arise it
+
+ // the height dependend of the score
+ Height2Reach := (Score / 10000) * MaxHeight;
+
+ // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
+ RaiseStep := EaseOut_Step;
+
+ if (ActualHeight < Height2Reach) then
+ begin
+ // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions
+ // Calculate the actual step according to the maxsteps
+ RaiseStep := RaiseStep / EaseOut_MaxSteps;
+
+ // quadratic easing out - decelerating to zero velocity
+ // -end_position * current_time * ( current_time - 2 ) + start_postion
+ NewHeight := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY) / RaiseSmoothness;
+ end
+ else
+ begin
+ NewHeight := Height2Reach;
+ end;
+ //+1
+ LoadColor(R, G, B, 'P' + inttostr(PlayerNumber+1) + ColorBrightness); //dark, light, lightest
+ glColor4f(R, G, B, 1);
+
+ //the actual bar
+ glBindTexture(GL_TEXTURE_2D, Static[StaticLevel[PlayerNumber + 1]].Texture.TexNum);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(BarStartPosX, BarStartPosY - NewHeight);
+ glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight);
+ glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY);
+ glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY);
+ glEnd;
+
+ //the round thing on top
+ glBindTexture(GL_TEXTURE_2D, Static[StaticLevelRound[PlayerNumber + 1]].Texture.TexNum);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight);
+ glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight);
+ glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight);
+ glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY - NewHeight);
+ glEnd;
+
+ Result := NewHeight;
+end;
+
+function TScreenScore.IncrementScore(PlayerNumber: integer; ActualScoreValue: Integer; ScoreReached: integer; EaseOut_Step: Real) : integer;
+const
+ RaiseSmoothness : integer = 100;
+var
+ RaiseStep : Real;
+begin
+ // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
+ RaiseStep := EaseOut_Step;
+
+ if (ActualScoreValue < ScoreReached) then
+ begin
+ // Calculate the actual step according to the maxsteps
+ RaiseStep := RaiseStep / EaseOut_MaxSteps;
+
+ // quadratic easing out - decelerating to zero velocity
+ // -end_position * current_time * ( current_time - 2 ) + start_postion
+ Result := floor((-ScoreReached * RaiseStep * (RaiseStep - 20)) / RaiseSmoothness);
+ end
+ else
+ begin
+ Result := ScoreReached;
+ end;
+
end;
procedure TScreenScore.FillPlayer(Item, P: integer);