aboutsummaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/screens/UScreenScore.pas269
1 files changed, 128 insertions, 141 deletions
diff --git a/src/screens/UScreenScore.pas b/src/screens/UScreenScore.pas
index cf1cdfc2..6e6d77c7 100644
--- a/src/screens/UScreenScore.pas
+++ b/src/screens/UScreenScore.pas
@@ -46,56 +46,56 @@ uses
UTexture;
const
- ZBars : real = 0.8; // Z value for the bars
- ZRatingPic : real = 0.8; // Z value for the rating pictures
+ ZBars: real = 0.8; // Z value for the bars
+ ZRatingPic: real = 0.8; // Z value for the rating pictures
- EaseOut_MaxSteps : real = 10; // that's the speed of the bars (10 is fast | 100 is slower)
+ EaseOut_MaxSteps: real = 10; // that's the speed of the bars (10 is fast | 100 is slower)
- BarRaiseSpeed : cardinal = 0; // Time for raising the bar one step higher (in ms)
+ 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
//Bar textures
- Score_NoteBarLevel_Dark : TTexture; // Note
- Score_NoteBarRound_Dark : TTexture; // that's the round thing on top
+ Score_NoteBarLevel_Dark: TTexture; // Note
+ Score_NoteBarRound_Dark: TTexture; // that's the round thing on top
- Score_NoteBarLevel_Light : TTexture; // LineBonus | Phrasebonus
- Score_NoteBarRound_Light : TTexture;
+ Score_NoteBarLevel_Light: TTexture; // LineBonus | Phrasebonus
+ Score_NoteBarRound_Light: TTexture;
- Score_NoteBarLevel_Lightest : TTexture; // GoldenNotes
- Score_NoteBarRound_Lightest : TTexture;
+ Score_NoteBarLevel_Lightest: TTexture; // GoldenNotes
+ Score_NoteBarRound_Lightest: TTexture;
end;
TPlayerScoreScreenData = record // holds the positions and other data
- Bar_Y :Real;
- Bar_Actual_Height : Real; // this one holds the actual height of the bar, while we animate it
- BarScore_ActualHeight : Real;
- BarLine_ActualHeight : Real;
- BarGolden_ActualHeight : Real;
+ Bar_Y: real;
+ Bar_Actual_Height: real; // this one holds the actual height of the bar, while we animate it
+ BarScore_ActualHeight: real;
+ BarLine_ActualHeight: real;
+ BarGolden_ActualHeight: real;
end;
TPlayerScoreRatingPics = record // a fine array of the rating pictures
- RateEaseStep : Integer;
- RateEaseValue: Real;
+ RateEaseStep: integer;
+ RateEaseValue: real;
end;
TScreenScore = class(TMenu)
private
- BarTime : Cardinal;
- ArrayStartModifier : integer;
+ BarTime: cardinal;
+ ArrayStartModifier: integer;
public
- aPlayerScoreScreenTextures : array[1..6] of TPlayerScoreScreenTexture;
- aPlayerScoreScreenDatas : array[1..6] of TPlayerScoreScreenData;
- aPlayerScoreScreenRatings : array[1..6] of TPlayerScoreRatingPics;
+ aPlayerScoreScreenTextures: array[1..6] of TPlayerScoreScreenTexture;
+ aPlayerScoreScreenDatas: array[1..6] of TPlayerScoreScreenData;
+ aPlayerScoreScreenRatings: array[1..6] of TPlayerScoreRatingPics;
- BarScore_EaseOut_Step : real;
- BarPhrase_EaseOut_Step : real;
- BarGolden_EaseOut_Step : real;
+ BarScore_EaseOut_Step: real;
+ BarPhrase_EaseOut_Step: real;
+ BarGolden_EaseOut_Step: real;
- TextArtist: integer;
- TextTitle: integer;
+ TextArtist: integer;
+ TextTitle: integer;
- TextArtistTitle : integer;
+ TextArtistTitle: integer;
TextName: array[1..6] of integer;
TextScore: array[1..6] of integer;
@@ -110,63 +110,60 @@ type
TextTotalScore: array[1..6] of integer;
PlayerStatic: array[1..6] of array of integer;
- PlayerTexts : array[1..6] of array of integer;
-
+ PlayerTexts: array[1..6] of array of integer;
StaticBoxLightest: array[1..6] of integer;
StaticBoxLight: array[1..6] of integer;
StaticBoxDark: array[1..6] of integer;
- StaticBackLevel: array[1..6] of integer;
- StaticBackLevelRound: array[1..6] of integer;
- StaticLevel: array[1..6] of integer;
- StaticLevelRound: array[1..6] of integer;
-
- Animation: real;
-
- TextScore_ActualValue : array[1..6] of integer;
- TextPhrase_ActualValue : array[1..6] of integer;
- TextGolden_ActualValue : array[1..6] of integer;
+ StaticBackLevel: array[1..6] of integer;
+ StaticBackLevelRound: array[1..6] of integer;
+ StaticLevel: array[1..6] of integer;
+ StaticLevelRound: array[1..6] of integer;
+ Animation: real;
+ TextScore_ActualValue: array[1..6] of integer;
+ TextPhrase_ActualValue: array[1..6] of integer;
+ TextGolden_ActualValue: array[1..6] of integer;
constructor Create; override;
- function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
+ function ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean; override;
procedure onShow; override;
procedure onShowFinish; override;
function Draw: boolean; override;
procedure FillPlayer(Item, P: integer);
- procedure EaseBarIn(PlayerNumber : Integer; BarType: String);
- procedure EaseScoreIn(PlayerNumber : Integer; ScoreType: String);
+ procedure EaseBarIn(PlayerNumber: integer; BarType: string);
+ procedure EaseScoreIn(PlayerNumber: integer; ScoreType: string);
- procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
+ procedure FillPlayerItems(PlayerNumber: integer; ScoreType: string);
-
- procedure DrawBar(BarType:string; PlayerNumber: integer; BarStartPosY: single; NewHeight: 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);
+ function CalculateBouncing(PlayerNumber: integer): real;
+ procedure DrawRating(PlayerNumber: integer; Rating: integer);
end;
implementation
-
-uses UGraphic,
- UScreenSong,
- UMenuStatic,
- UTime,
- UMain,
- UIni,
- ULog,
- ULanguage;
-
-function TScreenScore.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
+uses
+ UGraphic,
+ UScreenSong,
+ UMenuStatic,
+ UTime,
+ UMain,
+ UIni,
+ ULog,
+ ULanguage;
+
+function TScreenScore.ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean;
begin
Result := true;
- If (PressedDown) Then begin
+ if (PressedDown) then
+ begin
// check normal keys
case WideCharUpperCase(CharCode)[1] of
'Q':
@@ -256,9 +253,9 @@ end;
procedure TScreenScore.onShow;
var
- P: integer; // player
- I: integer;
- V: array[1..6] of boolean; // visibility array
+ P: integer; // player
+ I: integer;
+ V: array[1..6] of boolean; // visibility array
begin
@@ -295,7 +292,6 @@ begin
aPlayerScoreScreenRatings[P].RateEaseValue := 20;
end;
-
Text[TextArtist].Text := CurrentSong.Artist;
Text[TextTitle].Text := CurrentSong.Title;
Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title;
@@ -347,7 +343,6 @@ begin
Static[StaticBoxLight[P]].Texture.Alpha := 0;
Static[StaticBoxDark[P]].Texture.Alpha := 0;
-
Text[TextNotes[P]].Visible := V[P];
Text[TextNotesScore[P]].Visible := V[P];
Text[TextLineBonus[P]].Visible := V[P];
@@ -377,14 +372,14 @@ end;
procedure TScreenScore.onShowFinish;
var
- index : integer;
+ 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;
@@ -393,10 +388,10 @@ end;
function TScreenScore.Draw: boolean;
var
- CurrentTime : Cardinal;
- PlayerCounter : integer;
- PStart: Integer;
- PHigh: Integer;
+ CurrentTime: cardinal;
+ PlayerCounter: integer;
+ PStart: integer;
+ PHigh: integer;
begin
{*
player[0].ScoreInt := 7000;
@@ -414,9 +409,9 @@ begin
DrawBG;
//Calculate first and last Player on this Screen
- If (PlayersPlay > 3) then
+ if (PlayersPlay > 3) then
begin
- Case PlayersPlay of
+ case PlayersPlay of
4: begin
PStart := 1 + ((ScreenAct-1) * 2);
PHigh := 2 + ((ScreenAct-1) * 2);
@@ -428,7 +423,7 @@ begin
end;
end;
end
- Else
+ else
begin
PStart := 1;
PHigh := PlayersPlay;
@@ -436,7 +431,7 @@ begin
// Let's start to arise the bars
CurrentTime := SDL_GetTicks();
- if((CurrentTime >= BarTime) AND ShowFinish) then
+ if((CurrentTime >= BarTime) and ShowFinish) then
begin
BarTime := CurrentTime + BarRaiseSpeed;
@@ -452,7 +447,6 @@ begin
if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then
BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1;
-
// GoldenNotebonus
if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
begin
@@ -473,20 +467,19 @@ begin
EaseBarIn(PlayerCounter, 'Note');
EaseScoreIn(PlayerCounter,'Note');
-
- If (PlayersPlay <= 3) then
+ if (PlayersPlay <= 3) then
//If we play w/ 3 or less players they fit in one screen
//so we don't have to swap the values of themeobjects
- //on every draw
+ //on every draw
FillPlayerItems(PlayerCounter,'Funky');
end;
end;
- If (PlayersPlay > 3) then
+ if (PlayersPlay > 3) then
//more then 3 players don't fit the screen
//so we have to swap the themeobjects values on every draw
- For PlayerCounter := PStart to PHigh do
+ for PlayerCounter := PStart to PHigh do
begin
FillPlayerItems(PlayerCounter,'Funky');
end;
@@ -494,7 +487,6 @@ begin
//Draw Theme Objects
DrawFG;
-
(*
//todo: i need a clever method to draw statics with their z value
for I := 0 to Length(Static) - 1 do
@@ -506,7 +498,7 @@ begin
Result := true;
end;
-procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
+procedure TscreenScore.FillPlayerItems(PlayerNumber: integer; ScoreType: string);
var
ThemeIndex: integer;
begin
@@ -516,11 +508,11 @@ begin
// We have to do this here because we use the same Theme Object
// for players on the first and second screen
- Case PlayersPlay of
+ case PlayersPlay of
1, 2, 3: ThemeIndex := PlayerNumber + ArrayStartModifier;
4: ThemeIndex := ((PlayerNumber-1) mod 2) + 1 + ArrayStartModifier;
6: ThemeIndex := ((PlayerNumber-1) mod 3) + 1 + ArrayStartModifier;
- end;
+ end;
//golden
Text[TextGoldenNotesScore[ThemeIndex]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]);
@@ -557,20 +549,19 @@ begin
end;
end;
-
procedure TScreenScore.ShowRating(PlayerNumber: integer);
var
- Rating : integer;
- ThemeIndex : integer;
+ Rating: integer;
+ ThemeIndex: integer;
begin
// We have to do this here because we use the same Theme Object
// for players on the first and second screen
- Case PlayersPlay of
+ case PlayersPlay of
1, 2, 3: ThemeIndex := PlayerNumber + ArrayStartModifier;
4: ThemeIndex := ((PlayerNumber-1) mod 2) + 1 + ArrayStartModifier;
6: ThemeIndex := ((PlayerNumber-1) mod 3) + 1 + ArrayStartModifier;
- end;
+ end;
case (Player[PlayerNumber-1].ScoreTotalInt) of
0..2009:
@@ -618,7 +609,7 @@ begin
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
+ 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;
@@ -627,11 +618,11 @@ begin
DrawRating(PlayerNumber, Rating);
end;
-procedure TscreenScore.DrawRating(PlayerNumber:integer;Rating:integer);
+procedure TscreenScore.DrawRating(PlayerNumber: integer; Rating: integer);
var
- Posx : real;
- Posy : real;
- Width :real;
+ Posx: real;
+ Posy: real;
+ Width: real;
begin
CalculateBouncing(PlayerNumber);
@@ -658,56 +649,53 @@ begin
glDisable(GL_TEXTURE_2d);
end;
-
-
-function TscreenScore.CalculateBouncing(PlayerNumber : Integer): real;
+function TscreenScore.CalculateBouncing(PlayerNumber: integer): real;
var
- ReturnValue : real;
- p, s : real;
+ ReturnValue: real;
+ p, s: real;
- RaiseStep, MaxVal : real;
- EaseOut_Step : integer;
+ RaiseStep, MaxVal: real;
+ EaseOut_Step: integer;
begin
EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep;
MaxVal := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].W;
RaiseStep := EaseOut_Step;
- if (MaxVal > 0) AND (RaiseStep > 0) then
+ if (MaxVal > 0) and (RaiseStep > 0) then
RaiseStep := RaiseStep / MaxVal;
- 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;
-
-procedure TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String);
+procedure TscreenScore.EaseBarIn(PlayerNumber: integer; BarType: string);
const
- RaiseSmoothness : integer = 100;
+ RaiseSmoothness: integer = 100;
var
- MaxHeight : real;
- NewHeight : real;
+ MaxHeight: real;
+ NewHeight: real;
- Height2Reach : real;
- RaiseStep : real;
- BarStartPosY : single;
+ Height2Reach: real;
+ RaiseStep: real;
+ BarStartPosY: single;
- lTmp : real;
- Score : integer;
+ lTmp: real;
+ Score: integer;
begin
MaxHeight := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].H;
@@ -768,10 +756,10 @@ begin
aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight;
end;
-procedure TscreenScore.DrawBar(BarType:string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real);
+procedure TscreenScore.DrawBar(BarType: string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real);
var
- Width:real;
- BarStartPosX:real;
+ Width: real;
+ BarStartPosX: real;
begin
// this is solely for better readability of the drawing
Width := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].W;
@@ -825,15 +813,15 @@ begin
glDisable(GL_TEXTURE_2d);
end;
-procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String);
+procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType: string);
const
- RaiseSmoothness : integer = 100;
+ RaiseSmoothness: integer = 100;
var
- RaiseStep : Real;
- lTmpA : Real;
- ScoreReached :Integer;
- EaseOut_Step :Real;
- ActualScoreValue:integer;
+ RaiseStep: real;
+ lTmpA: real;
+ ScoreReached: integer;
+ EaseOut_Step: real;
+ ActualScoreValue: integer;
begin
if (ScoreType = 'Note') then
begin
@@ -865,7 +853,7 @@ begin
// quadratic easing out - decelerating to zero velocity
// -end_position * current_time * ( current_time - 2 ) + start_postion
lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20));
- if ( lTmpA > 0 ) AND
+ if ( lTmpA > 0 ) and
( RaiseSmoothness > 0 ) then
begin
if (ScoreType = 'Note') then
@@ -919,7 +907,6 @@ begin
Text[TextGoldenNotesScore[Item]].Text := S;
//end of fix
-
end;
end.