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authorwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-23 14:00:46 +0000
committerwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-23 14:00:46 +0000
commit1f9fd791bbe68741b8273a64eb5c0abe928e431c (patch)
treebbee279bf97c18bce36b8c45e9fdf67fce88ee8e /Game
parentcf1102dac69a569279ae05dd95426d9e1c544ffc (diff)
downloadusdx-1f9fd791bbe68741b8273a64eb5c0abe928e431c.tar.gz
usdx-1f9fd791bbe68741b8273a64eb5c0abe928e431c.tar.xz
usdx-1f9fd791bbe68741b8273a64eb5c0abe928e431c.zip
New class for score management
-Scores are raised when PopUp slides under the scorebg -1 to 6 Player support (even 5 Players(not supported by Core atm)) -Display 3 Players instead of 2 when 4 Players are set in the Options and Screens=2 Ratingbar is not drawn by class atm. Have to be done git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@430 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/UDraw.pas8
-rw-r--r--Game/Code/Classes/UGraphic.pas53
-rw-r--r--Game/Code/Classes/USingNotes.pas10
-rw-r--r--Game/Code/Classes/USingScores.pas759
-rw-r--r--Game/Code/Screens/UScreenSing.pas163
-rw-r--r--Game/Code/Screens/UScreenSingModi.pas903
-rw-r--r--Game/Code/UltraStar.dpr10
7 files changed, 1380 insertions, 526 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index 4c5d2ce0..5a175289 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -713,7 +713,7 @@ begin
end;
//end Singbar Mod
- //PhrasenBonus - Line Bonus Mod
+ {//PhrasenBonus - Line Bonus Mod
if Ini.LineBonus > 0 then begin
A := GetTickCount div 33;
if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin
@@ -784,7 +784,7 @@ begin
end;
end;
end;
- //PhrasenBonus - Line Bonus Mod End
+ //PhrasenBonus - Line Bonus Mod End }
// Set the note heights according to the difficulty level
case Ini.Difficulty of
@@ -1127,7 +1127,7 @@ begin
end;
//end Singbar Mod
- //PhrasenBonus - Line Bonus Mod
+ {//PhrasenBonus - Line Bonus Mod
if ((Ini.LineBonus > 0) AND (DLLMan.Selected.EnLineBonus_O)) OR (DLLMan.Selected.EnLineBonus) then begin
A := GetTickCount div 33;
if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin
@@ -1214,7 +1214,7 @@ begin
end;
end;
end;
-//PhrasenBonus - Line Bonus Mod End
+//PhrasenBonus - Line Bonus Mod End }
// resize the notes according to the difficulty level
case Ini.Difficulty of
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index f350d0d2..6ea89c0f 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -156,6 +156,9 @@ var
Tex_SingLineBonusBack: array[0..8] of TTexture;
//End PhrasenBonus - Line Bonus Mod
+ //ScoreBG Texs
+ Tex_ScoreBG: array [0..5] of TTexture;
+
const
Skin_BGColorR = 1;
Skin_BGColorG = 1;
@@ -315,22 +318,48 @@ begin
//Line Bonus PopUp
for P := 0 to 8 do
begin
- Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', $FFFFFF);
+ Case P of
+ 0: begin
+ R := 1;
+ G := 0;
+ B := 0;
+ end;
+ 1..3: begin
+ R := 1;
+ G := (P * 0.25);
+ B := 0;
+ end;
+ 4: begin
+ R := 1;
+ G := 1;
+ B := 0;
+ end;
+ 5..7: begin
+ R := 1-((P-4)*0.25);
+ G := 1;
+ B := 0;
+ end;
+ 8: begin
+ R := 0;
+ G := 1;
+ B := 0;
+ end;
+ End;
+
+ Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', Col);
end;
+
+ //Score BG Textures
+ for P := 0 to 5 do begin
+ LoadColor(R, G, B, 'P' + IntToStr(P+1) + 'Light');
+ Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ Tex_ScoreBG[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreBG')), 'PNG', 'Colorized', Col);
+ end;
+
{$ENDIF}
-
-
- {//Set Texture to Font High
- Tex_SingLineBonusL.H := 32; Tex_SingLineBonusL.W := 8;
- Tex_SingLineBonusM.H := 32; //Tex_SingLineBonusM.TexW := Tex_SingLineBonusM.TexW/2;
- Tex_SingLineBonusR.H := 32; Tex_SingLineBonusR.W := 8; }
- //PhrasenBonus - Line Bonus Mod End
Log.LogStatus('Loading Textures - D', 'LoadTextures');
-
- // tworzenie czcionek
-// Log.LogStatus('Building Fonts', 'LoadTextures');
-// BuildFont;
end;
procedure Initialize3D (Title: string);
diff --git a/Game/Code/Classes/USingNotes.pas b/Game/Code/Classes/USingNotes.pas
new file mode 100644
index 00000000..e2162bf1
--- /dev/null
+++ b/Game/Code/Classes/USingNotes.pas
@@ -0,0 +1,10 @@
+unit USingNotes;
+
+interface
+{ Dummy Unit atm
+ For further expantation
+ Placeholder for Class that will handle the Notes Drawing}
+
+implementation
+
+end.
diff --git a/Game/Code/Classes/USingScores.pas b/Game/Code/Classes/USingScores.pas
new file mode 100644
index 00000000..27a65b32
--- /dev/null
+++ b/Game/Code/Classes/USingScores.pas
@@ -0,0 +1,759 @@
+unit USingScores;
+
+interface
+uses UThemes, OpenGl12, UTexture;
+
+//Some Constances 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
+
+type
+ //-----------
+ // 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
+ end;
+ aScorePlayer = array[0..MaxPlayers-1] of TScorePlayer;
+
+ //-----------
+ // 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: Byte; //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: Byte; //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
+ end;
+ aScorePosition = array[0..MaxPositions-1] of TScorePosition;
+
+ //-----------
+ // TScorePopUp - Record Containing Information about a LineBonus 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
+ end;
+ aScorePopUp = array of TScorePopUp;
+
+ //-----------
+ // TSingScores - Class containing Scores Positions and Drawing Scores, Rating Bar + Popups
+ //-----------
+ TSingScores = class
+ private
+ Positions: aScorePosition;
+ aPlayers: aScorePlayer;
+ oPositionCount: Byte;
+ oPlayerCount: Byte;
+
+ //Saves the First and Last Popup of the List
+ FirstPopUp: PScorePopUp;
+ LastPopUp: PScorePopUp;
+
+ //Procedure Draws a Popup by Pointer
+ Procedure DrawPopUp(const PopUp: PScorePopUp);
+
+ //Procedure Draws a Score by Playerindex
+ Procedure DrawScore(const Index: Integer);
+
+ //Procedure 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
+
+ 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;
+
+ end;
+
+ //Propertys 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 Create;
+
+ //Procedure Adds a Position to Array and Increases Position Count
+ Procedure AddPosition(const pPosition: PScorePosition);
+
+ //Procedure 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);
+
+ //Procedure Deletes all Player Information
+ Procedure ClearPlayers;
+
+ //Procedure Deletes Positions and Playerinformation
+ Procedure Clear;
+
+ //Procedure Loads some Settings and the Positions from Theme
+ Procedure LoadfromTheme;
+
+ //Procedure 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);
+
+ //Removes all PopUps from Mem
+ Procedure KillAllPopUps;
+
+ //Procedure Draws Scores and Linebonus PopUps
+ Procedure Draw;
+ end;
+
+
+implementation
+uses SDL, SysUtils, ULog, UGraphic, TextGL;
+
+//-----------
+//Constructor just sets some standard Settings
+//-----------
+Constructor TSingScores.Create;
+begin
+ //Clear PopupList Pointers
+ FirstPopUp := nil;
+ LastPopUp := nil;
+
+ //Clear Position Index
+ oPositionCount := 0;
+ oPlayerCount := 0;
+
+ Settings.Phase1Time := 1000;
+ Settings.Phase2Time := 2000;
+ Settings.Phase3Time := 2000;
+
+ Settings.PopUpTex[0].TexNum := High(gluInt);
+ Settings.PopUpTex[1].TexNum := High(gluInt);
+ Settings.PopUpTex[2].TexNum := High(gluInt);
+ Settings.PopUpTex[3].TexNum := High(gluInt);
+ Settings.PopUpTex[4].TexNum := High(gluInt);
+ Settings.PopUpTex[5].TexNum := High(gluInt);
+ Settings.PopUpTex[6].TexNum := High(gluInt);
+ Settings.PopUpTex[7].TexNum := High(gluInt);
+ Settings.PopUpTex[8].TexNum := High(gluInt);
+
+ Settings.RatingBar_BG_Tex.TexNum := High(gluInt);
+ Settings.RatingBar_FG_Tex.TexNum := High(gluInt);
+ Settings.RatingBar_Bar_Tex.TexNum := High(gluInt);
+end;
+
+//-----------
+//Procedure Adds a Position to Array and Increases Position Count
+//-----------
+Procedure TSingScores.AddPosition(const pPosition: PScorePosition);
+begin
+ if (PositionCount < MaxPositions) then
+ begin
+ Positions[PositionCount] := pPosition^;
+
+ Inc(oPositionCount);
+ end;
+end;
+
+//-----------
+//Procedure 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);
+begin
+ if (PlayerCount < MaxPlayers) then
+ begin
+ aPlayers[PlayerCount].Position := High(byte);
+ aPlayers[PlayerCount].Enabled := Enabled;
+ aPlayers[PlayerCount].Visible := Visible;
+ aPlayers[PlayerCount].Score := Score;
+ aPlayers[PlayerCount].ScoreDisplayed := Score;
+ aPlayers[PlayerCount].ScoreBG := ScoreBG;
+ aPlayers[PlayerCount].Color := Color;
+
+ Inc(oPlayerCount);
+ end;
+end;
+
+//-----------
+//Change a Players Visibility
+//-----------
+Procedure TSingScores.ChangePlayerVisibility(const Index: Byte; const pVisible: Boolean);
+begin
+ if (Index < MaxPlayers) then
+ aPlayers[Index].Visible := pVisible;
+end;
+
+//-----------
+//Change Player Enabled
+//-----------
+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 TSingScores.ClearPlayers;
+begin
+ KillAllPopUps;
+ oPlayerCount := 0;
+end;
+
+//-----------
+//Procedure Deletes Positions and Playerinformation
+//-----------
+Procedure TSingScores.Clear;
+begin
+ KillAllPopUps;
+ oPlayerCount := 0;
+ oPositionCount := 0;
+end;
+
+//-----------
+//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;
+ begin
+ nPosition.PlayerCount := PC; //Only for one Player Playing
+
+ nPosition.BGX := ScoreStatic.X;
+ nPosition.BGY := ScoreStatic.Y;
+ nPosition.BGW := ScoreStatic.W;
+ nPosition.BGH := ScoreStatic.H;
+
+ nPosition.TextX := ScoreText.X;
+ nPosition.TextY := ScoreText.Y;
+ nPosition.TextFont := ScoreText.Font;
+ nPosition.TextSize := ScoreText.Size;
+
+ nPosition.RBX := SingBarStatic.X;
+ nPosition.RBY := SingBarStatic.Y;
+ nPosition.RBW := SingBarStatic.W;
+ nPosition.RBH := SingBarStatic.H;
+
+ nPosition.PUW := nPosition.BGW;
+ nPosition.PUH := nPosition.BGH;
+
+ nPosition.PUFont := 2;
+ nPosition.PUFontSize := 6;
+
+ nPosition.PUStartX := nPosition.BGX;
+ nPosition.PUStartY := nPosition.TextY + 65;
+
+ nPosition.PUTargetX := nPosition.BGX;
+ nPosition.PUTargetY := nPosition.TextY;
+
+ AddPosition(@nPosition);
+ end;
+begin
+ Clear;
+
+ //Set Textures
+ //Popup Tex
+ For I := 0 to 8 do
+ Settings.PopUpTex[I] := Tex_SingLineBonusBack[I];
+
+ //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
+
+ // Player1:
+ 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:
+ AddByStatics(2, Theme.Sing.StaticP2RScoreBG, Theme.Sing.StaticP2RSingBar, Theme.Sing.TextP2RScore);
+ AddByStatics(4, Theme.Sing.StaticP2MScoreBG, Theme.Sing.StaticP2MSingBar, Theme.Sing.TextP2MScore);
+
+ // Player3:
+ AddByStatics(4, Theme.Sing.StaticP3RScoreBG, Theme.Sing.StaticP3RScoreBG, Theme.Sing.TextP3RScore);
+end;
+
+//-----------
+//Spawns a new Line Bonus PopUp for the Player
+//-----------
+Procedure TSingScores.SpawnPopUp(const PlayerIndex: Byte; const Rating: Byte; const Score: Word);
+var Cur: PScorePopUp;
+begin
+ Log.LogError('Spawn PopUp: Score: ' + InttoStr(Score));
+ if (PlayerIndex < PlayerCount) then
+ begin
+ //Get Memory and Add Data
+ GetMem(Cur, SizeOf(TScorePopUp));
+
+ Cur.Player := PlayerIndex;
+ Cur.TimeStamp := SDL_GetTicks;
+ Cur.Rating := Rating;
+ Cur.ScoreGiven:= 0;
+ If (Players[PlayerIndex].Score < Score) then
+ begin
+ Cur.ScoreDiff := Score - Players[PlayerIndex].Score;
+ aPlayers[PlayerIndex].Score := Score;
+ end
+ else
+ Cur.ScoreDiff := 0;
+ Cur.Next := nil;
+
+ //Log.LogError('TSingScores.SpawnPopUp| Player: ' + InttoStr(PlayerIndex) + ', Score: ' + InttoStr(Score) + ', ScoreDiff: ' + InttoStr(Cur.ScoreDiff));
+
+ //Add it to the Chain
+ if (FirstPopUp = nil) then
+ //the first PopUp in the List
+ FirstPopUp := Cur
+ else
+ //second or earlier popup
+ LastPopUp.Next := Cur;
+
+ //Set new Popup to Last PopUp in the List
+ LastPopUp := Cur;
+ end
+ else
+ Log.LogError('TSingScores: Try to add PopUp for not existing player');
+end;
+
+//-----------
+// Removes a PopUp w/o destroying the List
+//-----------
+Procedure TSingScores.KillPopUp(const last, cur: PScorePopUp);
+begin
+ //Give Player the Last Points that missing till now
+ aPlayers[Cur.Player].ScoreDisplayed := aPlayers[Cur.Player].ScoreDisplayed + Cur.ScoreDiff - Cur.ScoreGiven;
+
+ //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
+ Last.Next := Cur.Next;
+
+ //If this is the Last PopUp, Make PopUp before the Last
+ If (Cur = LastPopUp) then
+ LastPopUp := Last;
+
+ //Free the Memory
+ FreeMem(Cur, SizeOf(TScorePopUp));
+end;
+
+//-----------
+//Removes all PopUps from Mem
+//-----------
+Procedure TSingScores.KillAllPopUps;
+var
+ Cur: PScorePopUp;
+ Last: PScorePopUp;
+begin
+ Cur := FirstPopUp;
+
+ //Remove all PopUps:
+ While (Cur <> nil) do
+ begin
+ Last := Cur;
+ Cur := Cur.Next;
+ FreeMem(Last, SizeOf(TScorePopUp));
+ end;
+
+ FirstPopUp := nil;
+ LastPopUp := nil;
+end;
+
+//-----------
+//Init - has to be called after Positions and Players have been added, before first call of Draw
+//It gives every Player a Score Position
+//-----------
+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;
+ begin
+ Result := 0;
+ bPlayerCount := 1 shl (bPlayerCount - 1);
+
+ For I := 0 to PositionCount-1 do
+ begin
+ If ((Positions[I].PlayerCount AND bPlayerCount) <> 0) then
+ Inc(Result);
+ end;
+ end;
+
+ Function GetPositionbyPlayernum(bPlayerCount, bPlayer: Byte): Byte;
+ var I: Integer;
+ begin
+ bPlayerCount := 1 shl (bPlayerCount - 1);
+ Result := High(Byte);
+
+ For I := 0 to PositionCount-1 do
+ begin
+ If ((Positions[I].PlayerCount AND bPlayerCount) <> 0) then
+ begin
+ If (bPlayer = 0) then
+ begin
+ Result := I;
+ Break;
+ end
+ else
+ Dec(bPlayer);
+ end;
+ end;
+ end;
+
+begin
+
+ For I := 1 to 6 do
+ begin
+ //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
+ if (Screens = 2) and (MaxPlayersperScreen < PlayerCount) then
+ begin
+ PlC[0] := PlayerCount div 2 + PlayerCount mod 2;
+ PlC[1] := PlayerCount div 2;
+ end
+ else
+ begin
+ PlC[0] := PlayerCount;
+ PlC[1] := 0;
+ end;
+
+
+ //Check if there are enough Positions for all Players
+ For I := 0 to Screens - 1 do
+ begin
+ if (PlC[I] > MaxPlayersperScreen) then
+ begin
+ PlC[I] := MaxPlayersperScreen;
+ Log.LogError('More Players than available Positions, TSingScores');
+ end;
+ end;
+
+ CurPlayer := 0;
+ //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));
+ Inc(CurPlayer);
+ end;
+end;
+
+//-----------
+//Procedure Draws Scores and Linebonus PopUps
+//-----------
+Procedure TSingScores.Draw;
+var
+ I: Integer;
+ CurTime: Cardinal;
+ CurPopUp, LastPopUp: PScorePopUp;
+begin
+ CurTime := SDL_GetTicks;
+
+ //Draw Popups
+ LastPopUp := nil;
+ CurPopUp := FirstPopUp;
+
+ While (CurPopUp <> nil) do
+ begin
+ if (CurTime - CurPopUp.TimeStamp > Settings.Phase1Time + Settings.Phase2Time + Settings.Phase3Time) then
+ begin
+ KillPopUp(LastPopUp, CurPopUp);
+ if (LastPopUp = nil) then
+ CurPopUp := FirstPopUp
+ else
+ CurPopUp := LastPopUp.Next;
+ end
+ else
+ begin
+ DrawPopUp(CurPopUp);
+ LastPopUp := CurPopUp;
+ CurPopUp := LastPopUp.Next;
+ end;
+ end;
+
+
+ //Draw Players
+ For I := 0 to PlayerCount-1 do
+ begin
+ DrawScore(I);
+ end;
+end;
+
+//-----------
+//Procedure Draws a Popup by Pointer
+//-----------
+Procedure TSingScores.DrawPopUp(const PopUp: PScorePopUp);
+var
+ Progress: Real;
+ CurTime: Cardinal;
+ X, Y, W, H, Alpha: Real;
+ FontSize: Byte;
+ TimeDiff: Cardinal;
+ PIndex: Byte;
+ TextLen: Real;
+ ScoretoAdd: Word;
+ PosDiff: Real;
+begin
+ if (PopUp <> nil) then
+ begin
+ //Only Draw if Player has a Position
+ PIndex := Players[PopUp.Player].Position;
+ 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
+ begin
+ CurTime := SDL_GetTicks;
+ TimeDiff := CurTime - PopUp.TimeStamp;
+
+ //Get Position of PopUp
+ PIndex := PIndex AND 127;
+
+
+ //Check for Phase ...
+ If (TimeDiff <= Settings.Phase1Time) then
+ begin
+ //Phase 1 - The Ploping up
+ Progress := TimeDiff / Settings.Phase1Time;
+
+
+ W := Positions[PIndex].PUW * Sin(Progress/2*Pi);
+ H := Positions[PIndex].PUH * Sin(Progress/2*Pi);
+
+ X := Positions[PIndex].PUStartX + (Positions[PIndex].PUW - W)/2;
+ Y := Positions[PIndex].PUStartY + (Positions[PIndex].PUH - H)/2;
+
+ FontSize := Round(Progress * Positions[PIndex].PUFontSize);
+ Alpha := 1;
+ end
+
+ Else If (TimeDiff <= Settings.Phase2Time + Settings.Phase1Time) then
+ begin
+ //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
+ PosDiff := PosDiff + W;
+ X := Positions[PIndex].PUStartX + PosDiff * sqr(Progress);
+
+ PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY;
+ If PosDiff < 0 then
+ PosDiff := PosDiff + Positions[PIndex].BGH;
+ Y := Positions[PIndex].PUStartY + PosDiff * sqr(Progress);
+
+ FontSize := Positions[PIndex].PUFontSize;
+ Alpha := 1 - 0.3 * Progress;
+ end
+
+ else
+ begin
+ //Phase 3 - The Fading out + Score adding
+ Progress := (TimeDiff - Settings.Phase1Time - Settings.Phase2Time) / Settings.Phase3Time;
+
+ If (PopUp.Rating > 0) then
+ begin
+ //Add Scores
+ ScoreToAdd := Round(PopUp.ScoreDiff * Progress) - PopUp.ScoreGiven;
+ Inc(PopUp.ScoreGiven, ScoreToAdd);
+ aPlayers[PopUp.Player].ScoreDisplayed := Players[PopUp.Player].ScoreDisplayed + ScoreToAdd;
+
+ //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
+ PosDiff := W
+ else
+ PosDiff := 0;
+ X := Positions[PIndex].PUTargetX + PosDiff * Progress;
+
+ PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY;
+ If (PosDiff < 0) then
+ PosDiff := -Positions[PIndex].BGH
+ else
+ PosDiff := 0;
+ Y := Positions[PIndex].PUTargetY - PosDiff * (1-Progress);
+
+ FontSize := Positions[PIndex].PUFontSize;
+ 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
+
+ //ATM: Just Let it Slide in the Scores just like the Normal PopUp
+ Alpha := 0;
+ end;
+ end;
+
+ //Draw PopUp
+
+ if (Alpha > 0) then
+ begin
+ //Draw BG:
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glColor4f(1,1,1, Alpha);
+ glBindTexture(GL_TEXTURE_2D, Settings.PopUpTex[PopUp.Rating].TexNum);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(X, Y);
+ glTexCoord2f(0, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X, Y + H);
+ glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X + W, Y + H);
+ glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, 0); glVertex2f(X + W, Y);
+ glEnd;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ //Set FontStyle and Size
+ SetFontStyle(Positions[PIndex].PUFont);
+ SetFontItalic(False);
+ SetFontSize(FontSize);
+
+ //Draw Text
+ TextLen := glTextWidth(PChar(Theme.Sing.LineBonusText[PopUp.Rating]));
+
+ //Color and Pos
+ SetFontPos (X + (W - TextLen) / 2, Y + 12);
+ glColor4f(1, 1, 1, Alpha);
+
+ //Draw
+ glPrint(PChar(Theme.Sing.LineBonusText[PopUp.Rating]));
+ 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');
+end;
+
+//-----------
+//Procedure Draws a Score by Playerindex
+//-----------
+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
+ begin
+ //Only Draw if Player is on Cur Screen
+ If ((Players[Index].Position AND 128) = 0) = (ScreenAct = 1) then
+ begin
+ Position := @Positions[Players[Index].Position and 127];
+
+ //Draw ScoreBG
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glColor4f(1,1,1, 1);
+ glBindTexture(GL_TEXTURE_2D, Players[Index].ScoreBG.TexNum);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Position.BGX, Position.BGY);
+ glTexCoord2f(0, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX, Position.BGY + Position.BGH);
+ glTexCoord2f(Players[Index].ScoreBG.TexW, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX + Position.BGW, Position.BGY + Position.BGH);
+ glTexCoord2f(Players[Index].ScoreBG.TexW, 0); glVertex2f(Position.BGX + Position.BGW, Position.BGY);
+ glEnd;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ //Draw Score Text
+ SetFontStyle(Position.TextFont);
+ SetFontItalic(False);
+ SetFontSize(Position.TextSize);
+ SetFontPos(Position.TextX, Position.TextY);
+
+ ScoreStr := InttoStr(Players[Index].ScoreDisplayed div 10) + '0';
+ While (Length(ScoreStr) < 5) do
+ ScoreStr := '0' + ScoreStr;
+
+ glPrint(PChar(ScoreStr));
+
+ end; //eo Right Screen
+ end; //eo Player has Position
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index ff6bfe20..b953cc07 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -28,7 +28,8 @@ uses UMenu,
UThemes,
ULCD,
UGraphicClasses,
- UVideo;
+ UVideo,
+ USingScores;
type
TScreenSing = class(TMenu)
@@ -45,46 +46,51 @@ type
//eoa TimeBar mod
StaticP1: integer;
- StaticP1ScoreBG: integer;
TextP1: integer;
- TextP1Score: integer;
+ {StaticP1ScoreBG: integer;
+ TextP1Score: integer;}
- //moveable singbar mod
+ {//moveable singbar mod
StaticP1SingBar: integer;
StaticP1ThreePSingBar: integer;
StaticP1TwoPSingBar: integer;
StaticP2RSingBar: integer;
StaticP2MSingBar: integer;
StaticP3SingBar: integer;
- //eoa moveable singbar
+ //eoa moveable singbar }
//Added for ps3 skin
//shown when game is in 2/4 player modus
StaticP1TwoP: integer;
- StaticP1TwoPScoreBG: integer;
TextP1TwoP: integer;
- TextP1TwoPScore: integer;
+
+ {StaticP1TwoPScoreBG: integer;
+ TextP1TwoPScore: integer;}
//shown when game is in 3/6 player modus
StaticP1ThreeP: integer;
- StaticP1ThreePScoreBG: integer;
TextP1ThreeP: integer;
- TextP1ThreePScore: integer;
+
+ {TextP1ThreePScore: integer;
+ StaticP1ThreePScoreBG: integer; }
//eoa
StaticP2R: integer;
- StaticP2RScoreBG: integer;
TextP2R: integer;
- TextP2RScore: integer;
+
+ {StaticP2RScoreBG: integer;
+ TextP2RScore: integer;}
StaticP2M: integer;
- StaticP2MScoreBG: integer;
TextP2M: integer;
- TextP2MScore: integer;
+
+ {StaticP2MScoreBG: integer;
+ TextP2MScore: integer; }
StaticP3R: integer;
- StaticP3RScoreBG: integer;
TextP3R: integer;
- TextP3RScore: integer;
+
+ {StaticP3RScoreBG: integer;
+ TextP3RScore: integer;}
Tex_Background: TTexture;
FadeOut: boolean;
@@ -92,6 +98,9 @@ type
// LyricSub: TLyric;
Lyrics: TLyricEngine;
+ //Score Manager:
+ Scores: TSingScores;
+
constructor Create; override;
procedure onShow; override;
procedure onShowFinish; override;
@@ -205,6 +214,10 @@ var
begin
inherited Create;
+ //Create Score Class
+ Scores := TSingScores.Create;
+ Scores.LoadfromTheme;
+
LoadFromTheme(Theme.Sing);
//TimeBar
@@ -213,45 +226,51 @@ begin
// 1 player | P1
StaticP1 := AddStatic(Theme.Sing.StaticP1);
- StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
TextP1 := AddText(Theme.Sing.TextP1);
+
+ {StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
TextP1Score := AddText(Theme.Sing.TextP1Score);
- StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);
+ 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);
+
+ {StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
- StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
+ StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);}
// | P2
StaticP2R := AddStatic(Theme.Sing.StaticP2R);
- StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
TextP2R := AddText(Theme.Sing.TextP2R);
+
+ {StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
TextP2RScore := AddText(Theme.Sing.TextP2RScore);
- StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
+ 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);
+
+ {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
- StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);
+ StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);}
// | P2
StaticP2M := AddStatic(Theme.Sing.StaticP2M);
- StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
TextP2M := AddText(Theme.Sing.TextP2M);
+
+ {StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
TextP2MScore := AddText(Theme.Sing.TextP2MScore);
- StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);
+ StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);}
// | P3
StaticP3R := AddStatic(Theme.Sing.StaticP3R);
- StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
TextP3R := AddText(Theme.Sing.TextP3R);
+
+ {StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
TextP3RScore := AddText(Theme.Sing.TextP3RScore);
- StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);
+ StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);}
if ScreenAct = 2 then begin
// katze und affe
@@ -273,10 +292,24 @@ var
V2M: boolean;
V3R: boolean;
NR: TRecR; //Line Bonus Mod
+
+ Color: TRGB;
begin
Log.LogStatus('Begin', 'onShow');
FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented
+ //SetUp Score Manager
+ Scores.ClearPlayers; //Clear Old Player Values
+ Color.R := 0; Color.G := 0; Color.B := 0; //Dummy atm
+ For P := 0 to PlayersPlay -1 do //Add new Ones
+ begin
+ Scores.AddPlayer(Tex_ScoreBG[P], Color);
+ end;
+
+ Scores.Init; //Get Positions for Players
+
+
+
// prepare players
SetLength(Player, PlayersPlay);
// Player[0].ScoreTotalI := 0;
@@ -327,38 +360,44 @@ begin
//This one is shown in 1P mode
Static[StaticP1].Visible := V1;
- Static[StaticP1ScoreBG].Visible := V1;
Text[TextP1].Visible := V1;
- Text[TextP1Score].Visible := V1;
+
+ {Static[StaticP1ScoreBG].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[StaticP1TwoPScoreBG].Visible := V1TwoP;
+ Text[TextP1TwoPScore].Visible := V1TwoP;}
Static[StaticP2R].Visible := V2R;
- Static[StaticP2RScoreBG].Visible := V2R;
Text[TextP2R].Visible := V2R;
- Text[TextP2RScore].Visible := V2R;
+
+ {Static[StaticP2RScoreBG].Visible := V2R;
+ Text[TextP2RScore].Visible := V2R; }
//This one is shown in 3/6P mode
Static[StaticP1ThreeP].Visible := V1ThreeP;
- Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
Text[TextP1ThreeP].Visible := V1ThreeP;
- Text[TextP1ThreePScore].Visible := V1ThreeP;
+
+ {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
+ Text[TextP1ThreePScore].Visible := V1ThreeP; }
Static[StaticP2M].Visible := V2M;
- Static[StaticP2MScoreBG].Visible := V2M;
Text[TextP2M].Visible := V2M;
- Text[TextP2MScore].Visible := V2M;
+
+ {Static[StaticP2MScoreBG].Visible := V2M;
+ Text[TextP2MScore].Visible := V2M; }
Static[StaticP3R].Visible := V3R;
- Static[StaticP3RScoreBG].Visible := V3R;
Text[TextP3R].Visible := V3R;
- Text[TextP3RScore].Visible := V3R;
+
+ {Static[StaticP3RScoreBG].Visible := V3R;
+ Text[TextP3RScore].Visible := V3R; }
// load notes
ResetSingTemp;
@@ -559,7 +598,7 @@ begin
GoldenRec.SentenceChange;
//GoldenStarsTwinkle Mod End
- //Set Position of Line Bonus - PhrasenBonus
+ {//Set Position of Line Bonus - PhrasenBonus
if (Ini.LineBonus = 1) then //Show Line Bonus at Scores
begin
Case PlayersPlay of
@@ -790,7 +829,8 @@ begin
Player[5].LineBonus_StartY := 370 + 28;
end;
end;
- end;
+ end; }
+
//Set Position of Line Bonus - PhrasenBonus End
//Set Num of Empty Sentences for Phrasen Bonus
NumEmptySentences := 0;
@@ -949,17 +989,19 @@ begin
// 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;
+
+ {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
+ Text[TextP1Score].X := Text[TextP1Score].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;
+
+ {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
+ Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;}
// end of weird stuff
for S := 1 to 1 do //wtf?
@@ -977,7 +1019,7 @@ begin
if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0';
Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec);
- // .. and scores
+ {// .. and scores
if PlayersPlay = 1 then begin
Tekst := IntToStr(Player[0].ScoreTotalI);
while Length(Tekst) < 5 do Tekst := '0' + Tekst;
@@ -1056,7 +1098,7 @@ begin
while Length(Tekst) < 5 do Tekst := '0' + Tekst;
Text[TextP3RScore].Text := Tekst;
end;
- end;
+ end; }
// draw static menu (BG)
DrawBG;
@@ -1112,23 +1154,26 @@ begin
GoldenRec.SpawnRec;
//GoldenNoteStarsTwinkle Mod
+ //Draw Scores
+ Scores.Draw;
+
// back stereo
// weird stuff, maybe this is for "dual screen?", but where is player three then?
// 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;
+ {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
+ Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;}
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
+ Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
+
+ {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
+ Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;}
//weird end
for S := 1 to 1 do // wtf?
@@ -1229,7 +1274,7 @@ begin
//Update Total Score
Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI;
- //Color
+ {//Color
Case Floor(A) of
0: begin
Player[I].LineBonus_Color.R := 1;
@@ -1265,7 +1310,15 @@ begin
Player[I].LineBonus_PosY := Player[I].LineBonus_StartY;
Player[I].LineBonus_Alpha := 0.92;
Player[I].LineBonus_Visible := True;
- Player[I].LineBonus_Age := 1;
+ Player[I].LineBonus_Age := 1;}
+
+ //Spawn PopUp
+ If (A >= 8) then
+ A := 8
+ else IF A < 0 then
+ A := 0;
+ //Round(Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + (1000 / (Length(Czesci[0].Czesc) - NumEmptySentences) * A / 8));
+ Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI);
end;
//PhrasenBonus - Line Bonus Mod End// }
diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas
index 455d7b40..44615662 100644
--- a/Game/Code/Screens/UScreenSingModi.pas
+++ b/Game/Code/Screens/UScreenSingModi.pas
@@ -1,4 +1,4 @@
-unit UScreenSingModi;
+unit UScreenSingModi;
interface
@@ -158,456 +158,456 @@ begin
end;
procedure TScreenSingModi.onShow;
-var
- I: Integer;
-begin
-
- PlayersPlay := TeamInfo.NumTeams;
-
- if DLLMan.Selected.LoadSong then //Start with Song
- begin
- inherited;
- end
- else //Start Without Song
- begin
- Music.CaptureStart;
- end;
-
-//Set Playerinfo
- PlayerInfo.NumPlayers := PlayersPlay;
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]);
- PlayerInfo.Playerinfo[I].Score := 0;
- PlayerInfo.Playerinfo[I].Bar := 50;
- PlayerInfo.Playerinfo[I].Enabled := True;
- end;
-
- for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do
- begin
- PlayerInfo.Playerinfo[I].Score:= 0;
- PlayerInfo.Playerinfo[I].Bar := 0;
- PlayerInfo.Playerinfo[I].Enabled := False;
- end;
-
- Case PlayersPlay of
- 1: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H;
- end;
- 2,4: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
- PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
- PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
- PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
- PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
- end;
- 3,6: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
- PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
- PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
- PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X;
- PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
- PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X;
- PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
- PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
- PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
- end;
- end;
-
- // play music (I)
- //Music.CaptureStart;
- //Music.MoveTo(AktSong.Start);
-
- //Init Plugin
- if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then
- begin
- //Fehler
- Log.LogError('Could not Init Plugin');
- Halt;
- end;
-
- // Set Background (Little Workaround, maybe change sometime)
- if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then
- ScreenSing.Tex_Background := Tex_Background;
-
- Winner := 0;
-
- //Set Score Visibility
- if PlayersPlay = 1 then begin
- Text[TextP1Score].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-
- if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin
- Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-
- if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin
- Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-end;
-
-function TScreenSingModi.Draw: boolean;
-var
- Min: integer;
- Sec: integer;
- Tekst: string;
- S, I: integer;
- T: integer;
-begin
-//Set Playerinfo
- PlayerInfo.NumPlayers := PlayersPlay;
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name);
- if PlayerInfo.Playerinfo[I].Enabled then
- begin
- if (Player[I].ScoreTotalI<=10000) then
- PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI;
- PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
- end;
- end;
-
-//Show Score
-if DLLMan.Selected.ShowScore then
-begin
- //ScoreBG Mod
- // set player colors
- 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,
- Static[StaticP1TwoP].Texture.ColB, 'P3Dark');
- 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,
- 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');
- 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,
- 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,
- Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark');
- LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
- Static[StaticP3RScoreBG].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';
- end;
-
- if ScreenAct = 2 then begin
- case PlayersPlay of
- 4: begin
- Text[TextP1TwoP].Text := 'P3';
- Text[TextP2R].Text := 'P4';
- end;
- 6: begin
- Text[TextP1ThreeP].Text := 'P4';
- Text[TextP2M].Text := 'P5';
- Text[TextP3R].Text := 'P6';
- end;
- end; // case
- end; // if
-
-
- // stereo <- and where iss P2M? or P3?
- 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;
-
- 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;
-
- // .. and scores
- if PlayersPlay = 1 then begin
- Tekst := IntToStr(Player[0].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP1Score].Text := Tekst;
- end;
-
- if PlayersPlay = 2 then begin
- Tekst := IntToStr(Player[0].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP1TwoPScore].Text := Tekst;
-
- Tekst := IntToStr(Player[1].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP2RScore].Text := Tekst;
- end;
-
- if PlayersPlay = 3 then begin
- Tekst := IntToStr(Player[0].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP1ThreePScore].Text := Tekst;
-
- Tekst := IntToStr(Player[1].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP2MScore].Text := Tekst;
-
- Tekst := IntToStr(Player[2].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP3RScore].Text := Tekst;
- end;
-
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- Tekst := IntToStr(Player[0].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP1TwoPScore].Text := Tekst;
-
- Tekst := IntToStr(Player[1].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP2RScore].Text := Tekst;
- end;
- if ScreenAct = 2 then begin
- Tekst := IntToStr(Player[2].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP1TwoPScore].Text := Tekst;
-
- Tekst := IntToStr(Player[3].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP2RScore].Text := Tekst;
- end;
- end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- Tekst := IntToStr(Player[0].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP1ThreePScore].Text := Tekst;
-
- Tekst := IntToStr(Player[1].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP2MScore].Text := Tekst;
-
- Tekst := IntToStr(Player[2].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP3RScore].Text := Tekst;
- end;
- if ScreenAct = 2 then begin
- Tekst := IntToStr(Player[3].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP1ThreePScore].Text := Tekst;
-
- Tekst := IntToStr(Player[4].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP2MScore].Text := Tekst;
-
- Tekst := IntToStr(Player[5].ScoreTotalI);
- while Length(Tekst) < 5 do Tekst := '0' + Tekst;
- Text[TextP3RScore].Text := Tekst;
- end;
- end;
-
-end; //ShowScore
-
- for S := 1 to 1 do
- Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;
-
- for T := 0 to 1 do
- Text[T].X := Text[T].X + 10*ScreenX;
-
-if DLLMan.Selected.LoadSong then
-begin
- // update static menu with time ...
- Min := Round(Czas.Teraz) div 60;
- Sec := Round(Czas.Teraz) mod 60;
- Text[TextTimeText].Text := '';
- if Min < 10 then Text[TextTimeText].Text := '0';
- Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':';
- if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0';
- Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec);
-end;
-
- // draw static menu (BG)
- DrawBG;
-
- //Draw Background
- if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then
- SingDrawBackground;
-
- // 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;}
-
- // draw static menu (FG)
- DrawFG;
-
- if ShowFinish then begin
- if DllMan.Selected.LoadSong then
- begin
- if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin
- //Pause Mod:
- if not Paused then
- Sing(Self); // analyze song
- end else begin
- if not FadeOut then begin
- Finish;
- FadeOut := true;
- FadeTo(@ScreenPartyScore);
- end;
- end;
- end;
- end;
-
- // draw custom items
- SingModiDraw(PlayerInfo); // always draw
-
- //GoldenNoteStarsTwinkle Mod
- GoldenRec.SpawnRec;
- //GoldenNoteStarsTwinkle Mod
-
- //Update PlayerInfo
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- if PlayerInfo.Playerinfo[I].Enabled then
- begin
- PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
- PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI;
- end;
- end;
-
- if ((ShowFinish) AND (NOT Paused)) then
- begin
- if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then
- begin
- if not FadeOut then begin
- Finish;
- FadeOut := true;
- FadeTo(@ScreenPartyScore);
- end;
- end;
- end;
-
- //Change PlayerInfo/Changeables
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then
- begin
- //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI);
- Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score;
- end;
- if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then
- Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar;
- end;
-
- // back stereo
- 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;
-
-
- 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;
-
-
- for S := 1 to 1 do
- Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;
-
- for T := 0 to 1 do
- Text[T].X := Text[T].X - 10*ScreenX;
-
-
+var
+ I: Integer;
+begin
+
+ PlayersPlay := TeamInfo.NumTeams;
+
+ if DLLMan.Selected.LoadSong then //Start with Song
+ begin
+ inherited;
+ end
+ else //Start Without Song
+ begin
+ Music.CaptureStart;
+ end;
+
+//Set Playerinfo
+ PlayerInfo.NumPlayers := PlayersPlay;
+ for I := 0 to PlayerInfo.NumPlayers-1 do
+ begin
+ PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]);
+ PlayerInfo.Playerinfo[I].Score := 0;
+ PlayerInfo.Playerinfo[I].Bar := 50;
+ PlayerInfo.Playerinfo[I].Enabled := True;
+ end;
+
+ for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do
+ begin
+ PlayerInfo.Playerinfo[I].Score:= 0;
+ PlayerInfo.Playerinfo[I].Bar := 0;
+ PlayerInfo.Playerinfo[I].Enabled := False;
+ end;
+
+ {Case PlayersPlay of
+ 1: begin
+ PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H;
+ end;
+ 2,4: begin
+ PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
+ PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
+ PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
+ PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
+ end;
+ 3,6: begin
+ PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
+ PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
+ PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
+ PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
+ PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
+ PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X;
+ PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
+ end;
+ end; }
+
+ // play music (I)
+ //Music.CaptureStart;
+ //Music.MoveTo(AktSong.Start);
+
+ //Init Plugin
+ if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then
+ begin
+ //Fehler
+ Log.LogError('Could not Init Plugin');
+ Halt;
+ end;
+
+ // Set Background (Little Workaround, maybe change sometime)
+ if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then
+ ScreenSing.Tex_Background := Tex_Background;
+
+ Winner := 0;
+
+ //Set Score Visibility
+ {if PlayersPlay = 1 then begin
+ Text[TextP1Score].Visible := DLLMan.Selected.ShowScore;
+ Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore;
+ end;
+
+ if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin
+ Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore;
+ Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore;
+
+ Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore;
+ Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore;
+ end;
+
+ if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin
+ Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore;
+ Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore;
+
+ Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore;
+ Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore;
+
+ Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore;
+ Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore;
+ end; }
+end;
+
+function TScreenSingModi.Draw: boolean;
+var
+ Min: integer;
+ Sec: integer;
+ Tekst: string;
+ S, I: integer;
+ T: integer;
+begin
+//Set Playerinfo
+ PlayerInfo.NumPlayers := PlayersPlay;
+ for I := 0 to PlayerInfo.NumPlayers-1 do
+ begin
+ PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name);
+ if PlayerInfo.Playerinfo[I].Enabled then
+ begin
+ if (Player[I].ScoreTotalI<=10000) then
+ PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI;
+ PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
+ end;
+ end;
+
+//Show Score
+if DLLMan.Selected.ShowScore then
+begin
+ {//ScoreBG Mod
+ // set player colors
+ 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,
+ Static[StaticP1TwoP].Texture.ColB, 'P3Dark');
+ 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,
+ 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');
+ 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,
+ 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,
+ Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark');
+ LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
+ Static[StaticP3RScoreBG].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';
+ end;
+
+ if ScreenAct = 2 then begin
+ case PlayersPlay of
+ 4: begin
+ Text[TextP1TwoP].Text := 'P3';
+ Text[TextP2R].Text := 'P4';
+ end;
+ 6: begin
+ Text[TextP1ThreeP].Text := 'P4';
+ Text[TextP2M].Text := 'P5';
+ Text[TextP3R].Text := 'P6';
+ end;
+ end; // case
+ end; // if
+
+
+ // stereo <- and where iss P2M? or P3?
+ Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
+ Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
+
+ {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
+ Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;}
+
+ Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
+ Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
+
+ {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
+ Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;}
+
+ // .. and scores
+ {if PlayersPlay = 1 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1Score].Text := Tekst;
+ end;
+
+ if PlayersPlay = 2 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1TwoPScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[1].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2RScore].Text := Tekst;
+ end;
+
+ if PlayersPlay = 3 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1ThreePScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[1].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2MScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[2].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP3RScore].Text := Tekst;
+ end;
+
+ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1TwoPScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[1].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2RScore].Text := Tekst;
+ end;
+ if ScreenAct = 2 then begin
+ Tekst := IntToStr(Player[2].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1TwoPScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[3].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2RScore].Text := Tekst;
+ end;
+ end;
+
+ if PlayersPlay = 6 then begin
+ if ScreenAct = 1 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1ThreePScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[1].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2MScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[2].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP3RScore].Text := Tekst;
+ end;
+ if ScreenAct = 2 then begin
+ Tekst := IntToStr(Player[3].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1ThreePScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[4].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2MScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[5].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP3RScore].Text := Tekst;
+ end;
+ end; }
+
+end; //ShowScore
+
+ for S := 1 to 1 do
+ Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;
+
+ for T := 0 to 1 do
+ Text[T].X := Text[T].X + 10*ScreenX;
+
+if DLLMan.Selected.LoadSong then
+begin
+ // update static menu with time ...
+ Min := Round(Czas.Teraz) div 60;
+ Sec := Round(Czas.Teraz) mod 60;
+ Text[TextTimeText].Text := '';
+ if Min < 10 then Text[TextTimeText].Text := '0';
+ Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':';
+ if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0';
+ Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec);
+end;
+
+ // draw static menu (BG)
+ DrawBG;
+
+ //Draw Background
+ if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then
+ SingDrawBackground;
+
+ // 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;}
+
+ // draw static menu (FG)
+ DrawFG;
+
+ if ShowFinish then begin
+ if DllMan.Selected.LoadSong then
+ begin
+ if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin
+ //Pause Mod:
+ if not Paused then
+ Sing(Self); // analyze song
+ end else begin
+ if not FadeOut then begin
+ Finish;
+ FadeOut := true;
+ FadeTo(@ScreenPartyScore);
+ end;
+ end;
+ end;
+ end;
+
+ // draw custom items
+ SingModiDraw(PlayerInfo); // always draw
+
+ //GoldenNoteStarsTwinkle Mod
+ GoldenRec.SpawnRec;
+ //GoldenNoteStarsTwinkle Mod
+
+ //Update PlayerInfo
+ for I := 0 to PlayerInfo.NumPlayers-1 do
+ begin
+ if PlayerInfo.Playerinfo[I].Enabled then
+ begin
+ PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
+ PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI;
+ end;
+ end;
+
+ if ((ShowFinish) AND (NOT Paused)) then
+ begin
+ if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then
+ begin
+ if not FadeOut then begin
+ Finish;
+ FadeOut := true;
+ FadeTo(@ScreenPartyScore);
+ end;
+ end;
+ end;
+
+ //Change PlayerInfo/Changeables
+ for I := 0 to PlayerInfo.NumPlayers-1 do
+ begin
+ if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then
+ begin
+ //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI);
+ Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score;
+ end;
+ if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then
+ Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar;
+ end;
+
+ // back stereo
+ Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
+ Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
+
+ {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
+ Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;}
+
+
+ Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
+ Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
+
+ {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
+ Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;}
+
+
+ for S := 1 to 1 do
+ Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;
+
+ for T := 0 to 1 do
+ Text[T].X := Text[T].X - 10*ScreenX;
+
+
end;
procedure TScreenSingModi.Finish;
@@ -667,3 +667,4 @@ begin
end;
end.
+>>>>>>> .r429
diff --git a/Game/Code/UltraStar.dpr b/Game/Code/UltraStar.dpr
index f7dd7e9b..6aafda26 100644
--- a/Game/Code/UltraStar.dpr
+++ b/Game/Code/UltraStar.dpr
@@ -92,12 +92,14 @@ uses
UParty in 'Classes\UParty.pas',
UPlaylist in 'Classes\UPlaylist.pas',
UCommandLine in 'Classes\UCommandLine.pas',
+ USingScores in 'Classes\USingScores.pas',
+ USingNotes in 'Classes\USingNotes.pas',
//------------------------------
//Includes - Video Support
//------------------------------
UVideo in 'Classes\UVideo.pas',
-
+
//------------------------------
//Includes - Screens
//------------------------------
@@ -233,7 +235,7 @@ begin
Log.BenchmarkStart(1);
Log.LogStatus('Load Ini', 'Initialization'); Ini := TIni.Create;
Ini.Load;
-
+
//Load Languagefile
if (Params.Language <> -1) then
Language.ChangeLanguage(ILanguage[Params.Language])
@@ -307,7 +309,7 @@ begin
Log.BenchmarkStart(1);
Log.LogStatus('PartySession Manager', 'Initialization');
PartySession := TParty_Session.Create; //Load PartySession
-
+
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading PartySession Manager', 1);
@@ -380,5 +382,5 @@ begin
if Ini.LPT = 2 then Light.TurnOff;
Log.Free;
-end.
+end.