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authormogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-05-09 14:43:51 +0000
committermogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-05-09 14:43:51 +0000
commit8dda1e8c85b1b2092f6da190e772d04051728a5a (patch)
tree565c360e122f80f41c7ff5c4945e06d05088ba57 /Game
parentc0d61a8aea70cdb17fbcb9456cf5a42a38eeedbb (diff)
downloadusdx-8dda1e8c85b1b2092f6da190e772d04051728a5a.tar.gz
usdx-8dda1e8c85b1b2092f6da190e772d04051728a5a.tar.xz
usdx-8dda1e8c85b1b2092f6da190e772d04051728a5a.zip
BugFix: ScoreScreen works again, starting to simplify / tidy up the whole thing
Feature: Eight ratings instead of seven, rating for points reached changed (should be more fair now) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1072 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game')
-rw-r--r--Game/Code/Classes/UGraphic.pas4
-rw-r--r--Game/Code/Screens/UScreenScore.pas610
2 files changed, 228 insertions, 386 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index 0be862c7..cc876b65 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -171,7 +171,7 @@ var
Tex_Score_NoteBarLevel_Lightest : array [1..6] of TTexture;
Tex_Score_NoteBarRound_Lightest : array [1..6] of TTexture;
- Tex_Score_Ratings : array [0..6] of TTexture;
+ Tex_Score_Ratings : array [0..7] of TTexture;
const
Skin_BGColorR = 1;
@@ -391,7 +391,7 @@ begin
end;
//## rating pictures that show a picture according to your rate ##
- for P := 0 to 6 do begin
+ for P := 0 to 7 do begin
Tex_Score_Ratings[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Rating_'+IntToStr(P))), TEXTURE_TYPE_TRANSPARENT, 0);
end;
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index 665b6ec0..606d8366 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -26,7 +26,7 @@ const
EaseOut_MaxSteps : real = 40; // that's the speed of the bars (10 is fast | 100 is slower)
- BarRaiseSpeed : integer = 100; // This is given in MilliSeconds; -> one frame every 100 milliseconds, IE 10 frames per second
+ BarRaiseSpeed : cardinal = 0; // Time for raising the bar one step higher (in ms)
type
TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players
@@ -42,11 +42,7 @@ type
end;
TPlayerScoreScreenData = record // holds the positions and other data
- Bar_X :Real;
Bar_Y :Real;
- Bar_Height :Real; // this is the max height of the bar, who knows if there ever will be a theme with different heights :D
- Bar_Width :Real; // another rather senseless setting, but you never know what our cool users do with the them :)
-
Bar_Actual_Height : Real; // this one holds the actual height of the bar, while we animate it
BarScore_ActualHeight : Real;
BarLine_ActualHeight : Real;
@@ -54,16 +50,14 @@ type
end;
TPlayerScoreRatingPics = record // a fine array of the rating pictures
- RatePic_X :Real;
- RatePic_Y :Real;
- RatePic_Height :Real;
- RatePic_Width :Real;
-
RateEaseStep : Integer;
RateEaseValue: Real;
end;
TScreenScore = class(TMenu)
+ private
+ BarTime : Cardinal;
+ ArrayStartModifier : integer;
public
aPlayerScoreScreenTextures : array[1..6] of TPlayerScoreScreenTexture;
aPlayerScoreScreenDatas : array[1..6] of TPlayerScoreScreenData;
@@ -104,7 +98,6 @@ type
StaticLevelRound: array[1..6] of integer;
Animation: real;
- Fadeout: boolean;
TextScore_ActualValue : array[1..6] of integer;
TextPhrase_ActualValue : array[1..6] of integer;
@@ -119,13 +112,18 @@ type
function Draw: boolean; override;
procedure FillPlayer(Item, P: integer);
- function EaseBarIn(PlayerNumber : Integer; BarType: String) : real;
- function EaseScoreIn(PlayerNumber : Integer; ScoreType: String) : real;
+ procedure EaseBarIn(PlayerNumber : Integer; BarType: String);
+ procedure EaseScoreIn(PlayerNumber : Integer; ScoreType: String);
procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
- procedure ShowRating(PlayerNumber: integer);
- function elastique(PlayerNumber : Integer): real;
+
+ procedure DrawBar(BarType:string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real);
+
+ //Rating Picture
+ procedure ShowRating(PlayerNumber: integer);
+ function CalculateBouncing(PlayerNumber : Integer): real;
+ procedure DrawRating(PlayerNumber:integer;Rating:integer);
end;
implementation
@@ -155,23 +153,13 @@ begin
// check special keys
case PressedKey of
SDLK_ESCAPE,
- SDLK_BACKSPACE :
-
- begin
- if (not Fadeout) then begin
-// Music.StopShuffle;
- FadeTo(@ScreenTop5);
- Fadeout := true;
- end;
- end;
+ SDLK_BACKSPACE,
SDLK_RETURN:
begin
- if (not Fadeout) then begin
-// Music.StopShuffle;
- FadeTo(@ScreenTop5);
- Fadeout := true;
- end;
+ FadeTo(@ScreenTop5);
+ Exit;
end;
+
SDLK_SYSREQ:
begin
Display.SaveScreenShot;
@@ -182,64 +170,60 @@ end;
constructor TScreenScore.Create;
var
- P : integer;
- I, C : integer;
+ Player: integer;
+ Counter: integer;
begin
inherited Create;
LoadFromTheme(Theme.Score);
+ // These two texts arn't used in the deluxe skin
TextArtist := AddText(Theme.Score.TextArtist);
TextTitle := AddText(Theme.Score.TextTitle);
+
TextArtistTitle := AddText(Theme.Score.TextArtistTitle);
- for P := 1 to 6 do
+ for Player := 1 to 6 do
begin
- //textures
- aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[P];
- aPlayerScoreScreenTextures[P].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[P];
+ SetLength(PlayerStatic[Player], Length(Theme.Score.PlayerStatic[Player]));
+ SetLength(PlayerTexts[Player], Length(Theme.Score.PlayerTexts[Player]));
- aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[P];
- aPlayerScoreScreenTextures[P].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[P];
+ for Counter := 0 to High(Theme.Score.PlayerStatic[Player]) do
+ PlayerStatic[Player, Counter] := AddStatic(Theme.Score.PlayerStatic[Player, Counter]);
- aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[P];
- aPlayerScoreScreenTextures[P].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[P];
- end;
+ for Counter := 0 to High(Theme.Score.PlayerTexts[Player]) do
+ PlayerTexts[Player, Counter] := AddText(Theme.Score.PlayerTexts[Player, Counter]);
+ TextName[Player] := AddText(Theme.Score.TextName[Player]);
+ TextScore[Player] := AddText(Theme.Score.TextScore[Player]);
- //old stuff
+ TextNotes[Player] := AddText(Theme.Score.TextNotes[Player]);
+ TextNotesScore[Player] := AddText(Theme.Score.TextNotesScore[Player]);
+ TextLineBonus[Player] := AddText(Theme.Score.TextLineBonus[Player]);
+ TextLineBonusScore[Player] := AddText(Theme.Score.TextLineBonusScore[Player]);
+ TextGoldenNotes[Player] := AddText(Theme.Score.TextGoldenNotes[Player]);
+ TextGoldenNotesScore[Player] := AddText(Theme.Score.TextGoldenNotesScore[Player]);
+ TextTotal[Player] := AddText(Theme.Score.TextTotal[Player]);
+ TextTotalScore[Player] := AddText(Theme.Score.TextTotalScore[Player]);
- for P := 1 to 6 do
- begin
- SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P]));
- SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P]));
-
- for I := 0 to High(Theme.Score.PlayerStatic[P]) do
- PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]);
-
- for C := 0 to High(Theme.Score.PlayerTexts[P]) do
- PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]);
-
- TextName[P] := AddText(Theme.Score.TextName[P]);
- TextScore[P] := AddText(Theme.Score.TextScore[P]);
-
- TextNotes[P] := AddText(Theme.Score.TextNotes[P]);
- TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]);
- TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]);
- TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]);
- TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]);
- TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]);
- TextTotal[P] := AddText(Theme.Score.TextTotal[P]);
- TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]);
-
- StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]);
- StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]);
- StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]);
-
- StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]);
- StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]);
- StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]);
- StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]);
+ StaticBoxLightest[Player] := AddStatic(Theme.Score.StaticBoxLightest[Player]);
+ StaticBoxLight[Player] := AddStatic(Theme.Score.StaticBoxLight[Player]);
+ StaticBoxDark[Player] := AddStatic(Theme.Score.StaticBoxDark[Player]);
+
+ StaticBackLevel[Player] := AddStatic(Theme.Score.StaticBackLevel[Player]);
+ StaticBackLevelRound[Player] := AddStatic(Theme.Score.StaticBackLevelRound[Player]);
+ StaticLevel[Player] := AddStatic(Theme.Score.StaticLevel[Player]);
+ StaticLevelRound[Player] := AddStatic(Theme.Score.StaticLevelRound[Player]);
+
+ //textures
+ aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[Player];
+ aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[Player];
+
+ aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[Player];
+ aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[Player];
+
+ aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[Player];
+ aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[Player];
end;
end;
@@ -247,51 +231,39 @@ end;
procedure TScreenScore.onShow;
var
P: integer; // player
-// PP: integer; // players_play
-// S: string;
I: integer;
-// Lev: real;
-// Skip: integer;
V: array[1..6] of boolean; // visibility array
-// MaxH: real; // maximum height of score bar
-// Wsp: real;
- ArrayStartModifier : integer;
+
begin
inherited;
+ // all statics / texts are loaded at start - so that we have them all even if we change the amount of players
+ // To show the corrects statics / text from the them, we simply modify the start of the according arrays
+ // 1 Player -> Player[0].Score (The score for one player starts at 0)
+ // -> Statics[1] (The statics for the one player screen start at 1)
+ // 2 Player -> Player[0..1].Score
+ // -> Statics[2..3]
+ // 3 Player -> Player[0..5].Score
+ // -> Statics[4..6]
case PlayersPlay of
1: ArrayStartModifier := 0;
2, 4: ArrayStartModifier := 1;
3, 6: ArrayStartModifier := 3;
- else ArrayStartModifier := 0; //this should never happen
+ else
+ ArrayStartModifier := 0; //this should never happen
end;
for P := 1 to PlayersPlay do
begin
// data
- aPlayerScoreScreenDatas[P].Bar_X := Theme.Score.StaticBackLevel[P + ArrayStartModifier].X;
aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[P + ArrayStartModifier].Y;
- aPlayerScoreScreenDatas[P].Bar_Height := Theme.Score.StaticBackLevel[P + ArrayStartModifier].H;
- aPlayerScoreScreenDatas[P].Bar_Width := Theme.Score.StaticBackLevel[P + ArrayStartModifier].W;
-
- aPlayerScoreScreenDatas[P].Bar_Actual_Height := 0;
- aPlayerScoreScreenDatas[P].BarScore_ActualHeight := 0;
- aPlayerScoreScreenDatas[P].BarLine_ActualHeight := 0;
- aPlayerScoreScreenDatas[P].BarGolden_ActualHeight := 0;
// ratings
- aPlayerScoreScreenRatings[P].RatePic_X := Theme.Score.StaticRatings[P + ArrayStartModifier].X;
- aPlayerScoreScreenRatings[P].RatePic_Y := Theme.Score.StaticRatings[P + ArrayStartModifier].Y;
- aPlayerScoreScreenRatings[P].RatePic_Height := Theme.Score.StaticRatings[P + ArrayStartModifier].H;
- aPlayerScoreScreenRatings[P].RatePic_Width := Theme.Score.StaticRatings[P + ArrayStartModifier].W;
aPlayerScoreScreenRatings[P].RateEaseStep := 1;
aPlayerScoreScreenRatings[P].RateEaseValue := 20;
end;
- // Singstar
- Fadeout := false;
-
Text[TextArtist].Text := CurrentSong.Artist;
Text[TextTitle].Text := CurrentSong.Title;
Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title;
@@ -376,11 +348,11 @@ var
index : integer;
begin
for index := 1 to (PlayersPlay) do
- begin
- TextScore_ActualValue[index] := 0;
- TextPhrase_ActualValue[index] := 0;
- TextGolden_ActualValue[index] := 0;
- end;
+ begin
+ TextScore_ActualValue[index] := 0;
+ TextPhrase_ActualValue[index] := 0;
+ TextGolden_ActualValue[index] := 0;
+ end;
BarScore_EaseOut_Step := 1;
BarPhrase_EaseOut_Step := 1;
@@ -389,66 +361,12 @@ end;
function TScreenScore.Draw: boolean;
var
-{ Min: real;
- Max: real;
- Wsp: real;
- Wsp2: real;
- Pet: integer;}
-
- CurrentTime, OldTime : Integer;
-
-// Item: integer;
-// P: integer;
-// C, I: integer;
- I : Integer;
+ CurrentTime : Cardinal;
PlayerCounter : integer;
begin
inherited Draw;
-
-{ (*
- // 0.5.0: try also use 4 players screen with nicks
- if PlayersPlay = 4 then
- begin
- for Item := 2 to 3 do
- begin
- if ScreenAct = 1 then P := Item-2;
- if ScreenAct = 2 then P := Item;
- FillPlayer(Item, P);
- end;
- end;
-
- // Singstar - let it be...... with 6 statics
- if PlayersPlay = 6 then
- begin
- for Item := 4 to 6 do
- begin
- if ScreenAct = 1 then P := Item-4;
- if ScreenAct = 2 then P := Item-1;
- FillPlayer(Item, P);
-
- if ScreenAct = 1 then
- begin
- LoadColor(
- Static[StaticBoxLightest[Item]].Texture.ColR,
- Static[StaticBoxLightest[Item]].Texture.ColG,
- Static[StaticBoxLightest[Item]].Texture.ColB,
- 'P1Dark');
- end;
-
- if ScreenAct = 2 then
- begin
- LoadColor(
- Static[StaticBoxLightest[Item]].Texture.ColR,
- Static[StaticBoxLightest[Item]].Texture.ColG,
- Static[StaticBoxLightest[Item]].Texture.ColB,
- 'P4Dark');
- end;
- end;
- end;
-
- *) }
-{ (*
+{*
player[0].ScoreI := 7000;
player[0].ScoreLineI := 2000;
player[0].ScoreGoldenI := 1000;
@@ -458,16 +376,12 @@ begin
player[1].ScoreLineI := 1100;
player[1].ScoreGoldenI := 900;
player[1].ScoreTotalI := 4500;
-*) }
+*}
// Let's start to arise the bars
-
CurrentTime := SDL_GetTicks();
-
- if (((CurrentTime - OldTime) > BarRaiseSpeed) and ShowFinish ) then
+ if((CurrentTime >= BarTime) AND ShowFinish) then
begin
-
- // set next frame as current frame
- OldTime := CurrentTime;
+ BarTime := CurrentTime + BarRaiseSpeed;
for PlayerCounter := 1 to PlayersPlay do
begin
@@ -479,39 +393,27 @@ begin
if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
begin
if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then
- begin
BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1;
- end;
+
// GoldenNotebonus
if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
begin
if (BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10) then
- begin
BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1;
- end;
- //########################
// Draw golden score bar #
- //########################
-
- EaseBarIn(PlayerCounter, 'Golden'); // ease bar for golden notes in
+ EaseBarIn(PlayerCounter, 'Golden');
EaseScoreIn(PlayerCounter,'Golden');
end;
- //########################
// Draw phrase score bar #
- //########################
-
- EaseBarIn(PlayerCounter, 'Line'); // ease bar for line bonus / phrasenbonus notes in
+ EaseBarIn(PlayerCounter, 'Line');
EaseScoreIn(PlayerCounter,'Line');
end;
- //#######################
// Draw plain score bar #
- //#######################
-
- EaseBarIn(PlayerCounter, 'Note'); // ease bar for all other notes in
+ EaseBarIn(PlayerCounter, 'Note');
EaseScoreIn(PlayerCounter,'Note');
@@ -521,68 +423,53 @@ begin
end;
- //todo: i need a clever method to draw statics with their z value
- for I := 0 to Length(Static) - 1 do
- Static[I].Draw;
- for I := 0 to Length(Text) - 1 do
- Text[I].Draw;
+(*
+ //todo: i need a clever method to draw statics with their z value
+ for I := 0 to Length(Static) - 1 do
+ Static[I].Draw;
+ for I := 0 to Length(Text) - 1 do
+ Text[I].Draw;
+*)
end;
procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
var
- ArrayStartModifier : integer;
+ ThemeIndex: integer;
begin
- // okay i hate that as much as you might do too, but there's no way around that yet (imho)
- // all statics / texts are loaded at start - so that we have them all even if we change the amount of players
- // array overview:
-
- // 1 Player -> Player[0].Score (The score for one player starts at 0)
- // -> Statics[1] (The statics for the one player screen start at 0)
- // 2 Player -> Player[0..1].Score
- // -> Statics[2..3]
- // 3 Player -> Player[0..5].Score
- // -> Statics[4..6]
-
- case PlayersPlay of
- 1: ArrayStartModifier := 0;
- 2, 4: ArrayStartModifier := 1;
- 3, 6: ArrayStartModifier := 3;
- else ArrayStartModifier := 0; //this should never happen
- end;
-
// todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog)
Text[TextName[PlayerNumber + ArrayStartModifier]].Text := Ini.Name[PlayerNumber - 1];
// end todo
+ ThemeIndex := PlayerNumber + ArrayStartModifier;
//golden
- Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]);
- Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
+ Text[TextGoldenNotesScore[ThemeIndex]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]);
+ Text[TextGoldenNotesScore[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100);
- Static[StaticBoxLightest[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarGolden_EaseOut_Step / 100);
- Text[TextGoldenNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
+ Static[StaticBoxLightest[ThemeIndex]].Texture.Alpha := (BarGolden_EaseOut_Step / 100);
+ Text[TextGoldenNotes[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100);
// line bonus
- Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]);
- Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
+ Text[TextLineBonusScore[ThemeIndex]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]);
+ Text[TextLineBonusScore[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100);
- Static[StaticBoxLight[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100);
- Text[TextLineBonus[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
+ Static[StaticBoxLight[ThemeIndex]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100);
+ Text[TextLineBonus[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100);
// plain score
- Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]);
- Text[TextNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextNotesScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]);
+ Text[TextNotes[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100);
- Static[StaticBoxDark[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarScore_EaseOut_Step / 100);
- Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Static[StaticBoxDark[ThemeIndex]].Texture.Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextNotesScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100);
// total score
- Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]);
- Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextTotalScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]);
+ Text[TextTotalScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100);
- Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextTotal[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100);
- Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextTotal[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100);
if(BarGolden_EaseOut_Step > 100) then
begin
@@ -593,76 +480,80 @@ end;
procedure TScreenScore.ShowRating(PlayerNumber: integer);
var
- ArrayStartModifier : integer;
Rating : integer;
- fu : integer;
-
- Posx : real;
- Posy : real;
- width : array[1..3] of real;
+ ThemeIndex : integer;
begin
- case PlayersPlay of
- 1: ArrayStartModifier := 0;
- 2, 4: ArrayStartModifier := 1;
- 3, 6: ArrayStartModifier := 3;
- end;
- fu := PlayerNumber + ArrayStartModifier;
-
- //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings
- if ( aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width > 0 ) AND // JB :)
- ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then
- begin
- Text[TextScore[PlayerNumber + ArrayStartModifier]].Alpha :=
- aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width;
- end;
- // end todo
+ ThemeIndex := PlayerNumber + ArrayStartModifier;
case (Player[PlayerNumber-1].ScoreTotalI) of
- 0..2000:
+ 0..2009:
begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
+ Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
Rating := 0;
end;
- 2010..4000:
+ 2010..4009:
begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_AMATEUR');
+ Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_AMATEUR');
Rating := 1;
end;
- 4010..6000:
+ 4010..5009:
begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_RISING_STAR');
+ Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_WANNABE');
Rating := 2;
end;
- 6010..8000:
+ 5010..6009:
begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_LEAD_SINGER');
+ Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_HOPEFUL');
Rating := 3;
end;
- 8010..9000:
+ 6010..7509:
begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_HIT_ARTIST');
+ Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_RISING_STAR');
Rating := 4;
end;
- 9010..9800:
+ 7510..8509:
begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
+ Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_LEAD_SINGER');
Rating := 5;
end;
- 9810..10000:
+ 8510..9009:
begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
+ Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
Rating := 6;
end;
+ 9010..10000:
+ begin
+ Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
+ Rating := 7;
+ end;
+ else
+ Rating := 0; // Cheata :P
+ end;
+
+ //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings
+ if ( Theme.Score.StaticRatings[ThemeIndex].W > 0 ) AND ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then
+ begin
+ Text[TextScore[ThemeIndex]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / Theme.Score.StaticRatings[ThemeIndex].W;
end;
+ // end todo
- // Bounce the rating picture in
- PosX := aPlayerScoreScreenRatings[PlayerNumber].RatePic_X + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width / 2);
- PosY := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Y + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Height / 2); ;
+ DrawRating(PlayerNumber, Rating);
+end;
+
+procedure TscreenScore.DrawRating(PlayerNumber:integer;Rating:integer);
+var
+ Posx : real;
+ Posy : real;
+ Width :real;
+begin
- elastique(PlayerNumber);
+ CalculateBouncing(PlayerNumber);
- width[PlayerNumber] := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2;
+ PosX := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].X + (Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].W * 0.5);
+ PosY := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].Y + (Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].H * 0.5); ;
+
+ Width := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2;
glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum);
@@ -671,10 +562,10 @@ begin
glEnable(GL_BLEND);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(PosX - width[PlayerNumber], PosY - width[PlayerNumber]);
- glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + width[PlayerNumber], PosY - width[PlayerNumber]);
- glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + width[PlayerNumber], PosY + width[PlayerNumber]);
- glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - width[PlayerNumber], PosY + width[PlayerNumber]);
+ glTexCoord2f(0, 0); glVertex2f(PosX - Width, PosY - Width);
+ glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + Width, PosY - Width);
+ glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + Width, PosY + Width);
+ glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - Width, PosY + Width);
glEnd;
glDisable(GL_BLEND);
@@ -682,137 +573,131 @@ begin
end;
-function TscreenScore.elastique(PlayerNumber : Integer): real;
+
+function TscreenScore.CalculateBouncing(PlayerNumber : Integer): real;
var
ReturnValue : real;
p, s : real;
- RaiseStep, Actual_Value, MaxVal : real;
+ RaiseStep, MaxVal : real;
EaseOut_Step : integer;
begin
EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep;
- Actual_Value := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue;
- MaxVal := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width;
+ MaxVal := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].W;
RaiseStep := EaseOut_Step;
- if (RaiseStep = 0) then
- ReturnValue := MaxVal;
-
- if ( MaxVal > 0 ) AND // JB :)
- ( RaiseStep > 0 ) then
- begin
+ if (MaxVal > 0) AND (RaiseStep > 0) then
RaiseStep := RaiseStep / MaxVal;
- end;
- if (RaiseStep = 1) then
- begin
- ReturnValue := MaxVal;
- end
- else
- begin
- p := MaxVal * 0.4;
+ if (RaiseStep = 1) then
+ begin
+ ReturnValue := MaxVal;
+ end
+ else
+ begin
+ p := MaxVal * 0.4;
- s := p/(2*PI) * arcsin (1);
- ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal;
+ s := p/(2*PI) * arcsin (1);
+ ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal;
- inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep);
- aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue;
- end;
+ inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep);
+ aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue;
+ end;
Result := ReturnValue;
end;
-function TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String) : real;
+procedure TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String);
const
RaiseSmoothness : integer = 100;
var
MaxHeight : real;
NewHeight : real;
- Width : real;
Height2Reach : real;
-
RaiseStep : real;
-
- BarStartPosX : Single;
- BarStartPosY : Single;
+ BarStartPosY : single;
lTmp : real;
Score : integer;
- //textures
-// TextureBar : integer; // Auto Removed, Unused Variable
-// TextureRound : integer; // Auto Removed, Unused Variable
begin
- MaxHeight := aPlayerScoreScreenDatas[PlayerNumber].Bar_Height;
- Width := aPlayerScoreScreenDatas[PlayerNumber].Bar_Width;
- BarStartPosX := aPlayerScoreScreenDatas[PlayerNumber].Bar_X;
- // The texture starts in the upper left corner, so let's subtract the height - so we can arise it
+ MaxHeight := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].H;
// let's get the points according to the bar we draw
// score array starts at 0, which means the score for player 1 is in score[0]
// EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
if (BarType = 'Note') then
- begin
- Score := Player[PlayerNumber - 1].ScoreI;
- RaiseStep := BarScore_EaseOut_Step;
- BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y + MaxHeight;
- end;
+ begin
+ Score := Player[PlayerNumber - 1].ScoreI;
+ RaiseStep := BarScore_EaseOut_Step;
+ BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y + MaxHeight;
+ end;
if (BarType = 'Line') then
- begin
- Score := Player[PlayerNumber - 1].ScoreLineI;
- RaiseStep := BarPhrase_EaseOut_Step;
- BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight;
- end;
+ begin
+ Score := Player[PlayerNumber - 1].ScoreLineI;
+ RaiseStep := BarPhrase_EaseOut_Step;
+ BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight;
+ end;
if (BarType = 'Golden') then
- begin
- Score := Player[PlayerNumber - 1].ScoreGoldenI;
- RaiseStep := BarGolden_EaseOut_Step;
- BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight;
- end;
+ begin
+ Score := Player[PlayerNumber - 1].ScoreGoldenI;
+ RaiseStep := BarGolden_EaseOut_Step;
+ BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight;
+ end;
// the height dependend of the score
Height2Reach := (Score / 10000) * MaxHeight;
- if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < 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;
+ if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < 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
- lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY);
+ // quadratic easing out - decelerating to zero velocity
+ // -end_position * current_time * ( current_time - 2 ) + start_postion
+ lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY);
- if ( RaiseSmoothness > 0 ) AND ( lTmp > 0 ) then
- begin
- NewHeight := lTmp / RaiseSmoothness;
- end;
- end
- else
- begin
- NewHeight := Height2Reach;
- end;
+ if ( RaiseSmoothness > 0 ) AND ( lTmp > 0 ) then
+ NewHeight := lTmp / RaiseSmoothness;
+
+ end
+ else
+ NewHeight := Height2Reach;
+
+ DrawBar(BarType, PlayerNumber, BarStartPosY, NewHeight);
+
+ if (BarType = 'Note') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight;
+ if (BarType = 'Line') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight;
+ if (BarType = 'Golden') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight;
+end;
+
+procedure TscreenScore.DrawBar(BarType:string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real);
+var
+ Width:real;
+ BarStartPosX:real;
+begin
+ // this is solely for better readability of the drawing
+ Width := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].W;
+ BarStartPosX := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].X;
glColor4f(1, 1, 1, 1);
// set the texture for the bar
if (BarType = 'Note') then
- begin
glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum);
- end;
if (BarType = 'Line') then
- begin
glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum);
- end;
if (BarType = 'Golden') then
- begin
glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum);
- end;
//draw it
glEnable(GL_TEXTURE_2D);
@@ -842,25 +727,17 @@ begin
glEnable(GL_BLEND);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars);
- glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars);
+ glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + ArrayStartModifier]].Texture.h) - NewHeight, ZBars);
+ glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + ArrayStartModifier]].Texture.h) - NewHeight, ZBars);
glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2d);
-
- if (BarType = 'Note') then
- aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight;
- if (BarType = 'Line') then
- aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight;
- if (BarType = 'Golden') then
- aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight;
end;
-
-function TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String) : real;
+procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String);
const
RaiseSmoothness : integer = 100;
var
@@ -904,33 +781,21 @@ begin
( RaiseSmoothness > 0 ) then
begin
if (ScoreType = 'Note') then
- begin
TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
- end;
if (ScoreType = 'Line') then
- begin
TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
- end;
if (ScoreType = 'Golden') then
- begin
TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
- end;
end;
end
else
begin
if (ScoreType = 'Note') then
- begin
TextScore_ActualValue[PlayerNumber] := ScoreReached;
- end;
if (ScoreType = 'Line') then
- begin
TextPhrase_ActualValue[PlayerNumber] := ScoreReached;
- end;
if (ScoreType = 'Golden') then
- begin
TextGolden_ActualValue[PlayerNumber] := ScoreReached;
- end;
end;
end;
@@ -966,30 +831,7 @@ begin
Text[TextGoldenNotesScore[Item]].Text := S;
//end of fix
- LoadColor(
- Text[TextName[Item]].ColR,
- Text[TextName[Item]].ColG,
- Text[TextName[Item]].ColB,
- 'P' + IntToStr(P+1) + 'Dark');
- { (*
- LoadColor(
- Static[StaticBoxLightest[Item]].Texture.ColR,
- Static[StaticBoxLightest[Item]].Texture.ColG,
- Static[StaticBoxLightest[Item]].Texture.ColB,
- 'P' + IntToStr(P+1) + 'Lightest');
-
- LoadColor(
- Static[StaticBoxLight[Item]].Texture.ColR,
- Static[StaticBoxLight[Item]].Texture.ColG,
- Static[StaticBoxLight[Item]].Texture.ColB,
- 'P' + IntToStr(P+1) + 'Light');
-
- LoadColor(
- Static[StaticBoxDark[Item]].Texture.ColR,
- Static[StaticBoxDark[Item]].Texture.ColG,
- Static[StaticBoxDark[Item]].Texture.ColB,
- 'P' + IntToStr(P+1) + 'Dark');
-*) }
+
end;
end.