diff options
author | mogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-10 13:06:56 +0000 |
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committer | mogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-10 13:06:56 +0000 |
commit | 13666b8a713f7f46d1db186ba147aa91984ddb0f (patch) | |
tree | c397095dd555770c2f41ed953524f1aafdbd61c7 /Game/Code/Screens | |
parent | f280901b6bf6e85eccd885e18e5680253a763f43 (diff) | |
download | usdx-13666b8a713f7f46d1db186ba147aa91984ddb0f.tar.gz usdx-13666b8a713f7f46d1db186ba147aa91984ddb0f.tar.xz usdx-13666b8a713f7f46d1db186ba147aa91984ddb0f.zip |
Overall look: ScoreBGs and playerboxes (p1, p2,..) are now drawn as colorized pngs. Notes are drawn with 3 textures instead of 2: bg_glow, notebg (unsung) and note hit (sung) - these are colorized pngs - textures will come in the following commit.
Known Bugs: - ScoreBGs are not yet drawn in playercolor (only affects player count > 3)
- Phrasen bonus pop up, indexes are not yet filled with usable data, therefore textures are not yet loaded correctly
- Linebonus not yet done
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@382 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Screens')
-rw-r--r-- | Game/Code/Screens/UScreenSing.pas | 393 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSingModi.pas | 1 |
2 files changed, 162 insertions, 232 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index deaff447..a5f6a317 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -141,24 +141,34 @@ end; procedure TScreenSing.Pause;
begin
if not paused then //Pause einschalten
- begin
- PauseTime := Czas.Teraz;
- Paused := true;
- //stop Music
- Music.Pause;
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then //Video
- FFmpegTogglePause;//PauseSmpeg; //Video
- end
- else //Pause ausschalten
- begin
- Czas.Teraz := PauseTime; //Position of Notes
- Music.MoveTo (PauseTime);//Position of Music
- Music.Play; //Play Music
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then //Video
- FFmpegTogglePause;//PlaySmpeg;
+ begin
+ // pause Time
+ PauseTime := Czas.Teraz;
+ Paused := true;
+
+ // pause Music
+ Music.Pause;
+
+ // pause Video
+ if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then
+ FFmpegTogglePause;
+ end
+ else //Pause ausschalten
+ begin
+ Czas.Teraz := PauseTime; //Position of Notes
+
+ // Position of Music
+ Music.MoveTo (PauseTime);
+ // Play Music
+ Music.Play;
+
+ // Video
+ if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then
+ FFmpegTogglePause;
//SkipSmpeg(PauseTime);
- Paused := false;
- end;
+
+ Paused := false;
+ end;
end;
//Pause Mod End
@@ -171,59 +181,60 @@ begin LoadFromTheme(Theme.Sing);
- // time
- //TextTime := AddText(75, 14, 1, 8, 0.25, 0.25, 0.25, '00:00');
-
- //TimeBar mod
- StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
- TextTimeText := AddText(Theme.Sing.TextTimeText);
- //eoa TimeBar mod
-
- StaticP1 := AddStatic(Theme.Sing.StaticP1);
- StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
- TextP1 := AddText(Theme.Sing.TextP1);
- TextP1Score := AddText(Theme.Sing.TextP1Score);
-
- //moveable singbar mod
- StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);
- StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);
- StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
- StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
- StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);
- StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);
- //eoa moveable singbar
-
- //Added for ps3 skin
- //This one is shown in 2/4P mode
- StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
- StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
- TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
- TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
-
- //This one is shown in 3/6P mode
- StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
+ //TimeBar
+ StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
+ TextTimeText := AddText(Theme.Sing.TextTimeText);
+
+// 1 player | P1
+ StaticP1 := AddStatic(Theme.Sing.StaticP1);
+ StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
+ TextP1 := AddText(Theme.Sing.TextP1);
+ TextP1Score := AddText(Theme.Sing.TextP1Score);
+ StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);
+
+// 2 or 4 players | P1
+ StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
+ StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
+ TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
+ TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
+ StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
+
+ // | P2
+ StaticP2R := AddStatic(Theme.Sing.StaticP2R);
+ StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
+ TextP2R := AddText(Theme.Sing.TextP2R);
+ TextP2RScore := AddText(Theme.Sing.TextP2RScore);
+ StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
+
+// 3 or 6 players | P1
+ StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
- TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
- TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
- //eoa
-
- StaticP2R := AddStatic(Theme.Sing.StaticP2R);
- StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
- TextP2R := AddText(Theme.Sing.TextP2R);
- TextP2RScore := AddText(Theme.Sing.TextP2RScore);
-
- StaticP2M := AddStatic(Theme.Sing.StaticP2M);
- StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
- TextP2M := AddText(Theme.Sing.TextP2M);
- TextP2MScore := AddText(Theme.Sing.TextP2MScore);
-
- StaticP3R := AddStatic(Theme.Sing.StaticP3R);
- StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
- TextP3R := AddText(Theme.Sing.TextP3R);
- TextP3RScore := AddText(Theme.Sing.TextP3RScore);
-
- LyricMain := TLyric.Create;
- LyricSub := TLyric.Create;
+ TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
+ TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
+ StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);
+
+ // | P2
+ StaticP2M := AddStatic(Theme.Sing.StaticP2M);
+ StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
+ TextP2M := AddText(Theme.Sing.TextP2M);
+ TextP2MScore := AddText(Theme.Sing.TextP2MScore);
+ StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);
+
+ // | P3
+ StaticP3R := AddStatic(Theme.Sing.StaticP3R);
+ StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
+ TextP3R := AddText(Theme.Sing.TextP3R);
+ TextP3RScore := AddText(Theme.Sing.TextP3RScore);
+ StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);
+
+ if ScreenAct = 2 then begin
+ // katze und affe
+
+ end;
+
+ LyricMain := TLyric.Create;
+ LyricSub := TLyric.Create;
+
UVideo.Init;
end;
@@ -245,44 +256,43 @@ begin SetLength(Player, PlayersPlay);
// Player[0].ScoreTotalI := 0;
-
case PlayersPlay of
1: begin
V1 := true;
- V1TwoP := false; //added for ps3 skin
- V1ThreeP := false; //added for ps3 skin
+ V1TwoP := false;
+ V1ThreeP := false;
V2R := false;
V2M := false;
V3R := false;
end;
2: begin
V1 := false;
- V1TwoP := true; //added for ps3 skin
- V1ThreeP := false; //added for ps3 skin
+ V1TwoP := true;
+ V1ThreeP := false;
V2R := true;
V2M := false;
V3R := false;
end;
3: begin
V1 := false;
- V1TwoP := false; //added for ps3 skin
- V1ThreeP := true; //added for ps3 skin
+ V1TwoP := false;
+ V1ThreeP := true;
V2R := false;
V2M := true;
V3R := true;
end;
4: begin // double screen
V1 := false;
- V1TwoP := true; //added for ps3 skin
- V1ThreeP := false; //added for ps3 skin
+ V1TwoP := true;
+ V1ThreeP := false;
V2R := true;
V2M := false;
V3R := false;
end;
6: begin // double screen
V1 := false;
- V1TwoP := false; //added for ps3 skin
- V1ThreeP := true; //added for ps3 skin
+ V1TwoP := false;
+ V1ThreeP := true;
V2R := false;
V2M := true;
V3R := true;
@@ -290,38 +300,40 @@ begin end;
- //Added for ps3 skin
//This one is shown in 1P mode
- Static[StaticP1].Visible := V1;
- Static[StaticP1ScoreBG].Visible := V1;
- Text[TextP1].Visible := V1;
- Text[TextP1Score].Visible := V1;
+ Static[StaticP1].Visible := V1;
+ Static[StaticP1ScoreBG].Visible := V1;
+ Text[TextP1].Visible := V1;
+ Text[TextP1Score].Visible := V1;
+
+
//This one is shown in 2/4P mode
- Static[StaticP1TwoP].Visible := V1TwoP;
- Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
- Text[TextP1TwoP].Visible := V1TwoP;
- Text[TextP1TwoPScore].Visible := V1TwoP;
+ Static[StaticP1TwoP].Visible := V1TwoP;
+ Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
+ Text[TextP1TwoP].Visible := V1TwoP;
+ Text[TextP1TwoPScore].Visible := V1TwoP;
+
+ Static[StaticP2R].Visible := V2R;
+ Static[StaticP2RScoreBG].Visible := V2R;
+ Text[TextP2R].Visible := V2R;
+ Text[TextP2RScore].Visible := V2R;
+
+
//This one is shown in 3/6P mode
- Static[StaticP1ThreeP].Visible := V1ThreeP;
+ Static[StaticP1ThreeP].Visible := V1ThreeP;
Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
- Text[TextP1ThreeP].Visible := V1ThreeP;
- Text[TextP1ThreePScore].Visible := V1ThreeP;
- //eoa
+ Text[TextP1ThreeP].Visible := V1ThreeP;
+ Text[TextP1ThreePScore].Visible := V1ThreeP;
- Static[StaticP2R].Visible := V2R;
- Static[StaticP2RScoreBG].Visible := V2R;
- Text[TextP2R].Visible := V2R;
- Text[TextP2RScore].Visible := V2R;
+ Static[StaticP2M].Visible := V2M;
+ Static[StaticP2MScoreBG].Visible := V2M;
+ Text[TextP2M].Visible := V2M;
+ Text[TextP2MScore].Visible := V2M;
- Static[StaticP2M].Visible := V2M;
- Static[StaticP2MScoreBG].Visible := V2M;
- Text[TextP2M].Visible := V2M;
- Text[TextP2MScore].Visible := V2M;
-
- Static[StaticP3R].Visible := V3R;
- Static[StaticP3RScoreBG].Visible := V3R;
- Text[TextP3R].Visible := V3R;
- Text[TextP3RScore].Visible := V3R;
+ Static[StaticP3R].Visible := V3R;
+ Static[StaticP3RScoreBG].Visible := V3R;
+ Text[TextP3R].Visible := V3R;
+ Text[TextP3RScore].Visible := V3R;
// load notes
ResetSingTemp;
@@ -479,21 +491,6 @@ begin GoldenRec.SentenceChange;
//GoldenStarsTwinkle Mod End
- {Static[StaticP2R].Visible := V2R;
- Static[StaticP2RScoreBG].Visible := V2R;
- Text[TextP2R].Visible := V2R;
- Text[TextP2RScore].Visible := V2R;
-
- Static[StaticP2M].Visible := V2M;
- Static[StaticP2MScoreBG].Visible := V2M;
- Text[TextP2M].Visible := V2M;
- Text[TextP2MScore].Visible := V2M;
-
- Static[StaticP3R].Visible := V3R;
- Static[StaticP3RScoreBG].Visible := V3R;
- Text[TextP3R].Visible := V3R;
- Text[TextP3RScore].Visible := V3R;}
-
//Set Position of Line Bonus - PhrasenBonus
if (Ini.LineBonus = 1) then //Show Line Bonus at Scores
begin
@@ -606,9 +603,6 @@ begin end
else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes
begin
- //SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
- //SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
- //SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
// positions
if Ini.SingWindow = 0 then begin
@@ -781,24 +775,19 @@ begin - //ScoreBG Mod
- // set player colors
- if PlayersPlay = 4 then begin
+ //ScoreBG Mod | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also
+ // set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unschönen effekten bei colorized png führt
+{ if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
Static[StaticP1TwoP].Texture.ColB, 'P1Dark');
LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
Static[StaticP2R].Texture.ColB, 'P2Dark');
-
-
LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG,
Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark');
LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG,
Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
-
-
-
end;
if ScreenAct = 2 then begin
LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
@@ -806,110 +795,57 @@ begin LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
Static[StaticP2R].Texture.ColB, 'P4Dark');
-
-
LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG,
Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark');
LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG,
Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark');
-
-
-
end;
end;
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
- LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
+ LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
Static[StaticP1ThreeP].Texture.ColB, 'P1Dark');
LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
Static[StaticP2R].Texture.ColB, 'P2Dark');
LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
Static[StaticP3R].Texture.ColB, 'P3Dark');
-
-
LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark');
LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
- Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
+ Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark');
-
-
-
end;
if ScreenAct = 2 then begin
+
LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
Static[StaticP1ThreeP].Texture.ColB, 'P4Dark');
- LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
+ LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
Static[StaticP2R].Texture.ColB, 'P5Dark');
LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
Static[StaticP3R].Texture.ColB, 'P6Dark');
-
-
- LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
- Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark');
- LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
+ LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
+ Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark');
+ LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark');
LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark');
-
-
-
-
- end;
- end;
-
-//Original 0.5.0
-{ // set player colors
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- //LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
- //Static[StaticP1].Texture.ColB, 'P1Dark');
-// LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
- // Static[StaticP2R].Texture.ColB, 'P2Dark');
- end;
- if ScreenAct = 2 then begin
- LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
- Static[StaticP1].Texture.ColB, 'P3Dark');
- LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
- Static[StaticP2R].Texture.ColB, 'P4Dark');
end;
end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
- Static[StaticP1].Texture.ColB, 'P1Dark');
- LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
- Static[StaticP2R].Texture.ColB, 'P2Dark');
- LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
- Static[StaticP3R].Texture.ColB, 'P3Dark');
- end;
- if ScreenAct = 2 then begin
- LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
- Static[StaticP1].Texture.ColB, 'P4Dark');
- LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
- Static[StaticP2R].Texture.ColB, 'P5Dark');
- LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
- Static[StaticP3R].Texture.ColB, 'P6Dark');
- end;
- end; }
- //end ScoreBG Mod
-
-
+ }
// set player names (for 2 screens and only Singstar skin)
if ScreenAct = 1 then begin
- Text[TextP1].Text := 'P1';
- Text[TextP1TwoP].Text := 'P1'; //added for ps3 skin
- Text[TextP1ThreeP].Text := 'P1'; //added for ps3 skin
- Text[TextP2R].Text := 'P2';
- Text[TextP2M].Text := 'P2';
- Text[TextP3R].Text := 'P3';
+ Text[TextP1].Text := 'P1';
+ Text[TextP1TwoP].Text := 'P1';
+ Text[TextP1ThreeP].Text := 'P1';
+ Text[TextP2R].Text := 'P2';
+ Text[TextP2M].Text := 'P2';
+ Text[TextP3R].Text := 'P3';
end;
if ScreenAct = 2 then begin
@@ -928,35 +864,37 @@ begin end;}
4: begin
- Text[TextP1TwoP].Text := 'P3';
- Text[TextP2R].Text := 'P4';
+ Text[TextP1TwoP].Text := 'P3';
+ Text[TextP2R].Text := 'P4';
end;
6: begin
Text[TextP1ThreeP].Text := 'P4';
- Text[TextP2M].Text := 'P5';
- Text[TextP3R].Text := 'P6';
+ Text[TextP2M].Text := 'P5';
+ Text[TextP3R].Text := 'P6';
end;
end; // case
end; // if
// stereo
-// weird stuff, maybe this is for "dual screen?", but where is player three then?
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
+// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff?
+// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing
+// but I might be wrong, so what is this stuff here doing? O.o
+ Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
+ Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
- Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;
+ Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
+ Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
+ Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
- Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;
+ Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
+ Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;
// end of weird stuff
- for S := 1 to 1 do
+ for S := 1 to 1 do //wtf?
Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;
for T := 0 to 1 do
@@ -1052,17 +990,6 @@ begin end;
end;
-
- // beat flash
-{ Flash := 1 - (Czas.MidBeat - Czas.AktBeat);
- if (Czas.AktBeat + AktSong.NotesGAP) mod AktSong.Resolution = 0 then Flash := 1
- else Flash := 0;
- if Czas.AktBeat < 0 then Flash := 0;
- glClearColor(Flash, Flash, Flash, 1);}
-
- // beat sound
-// if (Ini.BeatClick = 1) and (Flash = 1) and (Czas.AktBeat <> Czas.OldBeat) then Music.PlayClick;
-
// draw static menu (BG)
DrawBG;
//Draw Background
@@ -1120,21 +1047,23 @@ begin // back stereo
// weird stuff, maybe this is for "dual screen?", but where is player three then?
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
+// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing
+// but I might be wrong, so what is this stuff here doing? O.o
+ Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
+ Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
- Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
+ Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
+ Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
+ Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
- Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
+ Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
+ Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
//weird end
- for S := 1 to 1 do
+ for S := 1 to 1 do // wtf?
Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;
for T := 0 to 1 do
@@ -1205,7 +1134,7 @@ begin If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then
begin
Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26);
- if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0;
+ if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0;
if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99;
//end Singbar Mod
diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas index 0305315f..20ad0957 100644 --- a/Game/Code/Screens/UScreenSingModi.pas +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -945,6 +945,7 @@ end; // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt?
// update and draw movie
+ // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X
{ if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin
UpdateSmpeg; // this only draws
end;}
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