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-rw-r--r--Game/Code/Classes/UDraw.pas2
-rw-r--r--Game/Code/Classes/UGraphic.pas2
-rw-r--r--Game/Code/Classes/UGraphicClasses.pas362
-rw-r--r--Game/Code/Classes/UThemes.pas5
-rw-r--r--Game/Code/Screens/UScreenScore.pas19
-rw-r--r--Languages/German.ini4
6 files changed, 253 insertions, 141 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index 952bad07..e2c01b4b 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -430,6 +430,8 @@ var
// passing on NrGracza... hope this is really something like the player-number, not only
// some kind of weird index into a colour-table
+
+ if (Ini.EffectGolden=1) then
GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
end; // if
end;
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index 9f3e6667..c3ce0f00 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -404,7 +404,7 @@ begin
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Themes', 3); Log.BenchmarkStart(3);
ScreenOptionsRecord := TScreenOptionsRecord.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Record', 3); Log.BenchmarkStart(3);
- ScreenOptionsAdvanced := TScreenOptionsAdvanced.Create;
+ ScreenOptionsAdvanced := TScreenOptionsAdvanced.Create('');
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Advanced', 3); Log.BenchmarkStart(3);
ScreenEditSub := TScreenEditSub.Create('');
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Sub', 3); Log.BenchmarkStart(3);
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas
index 34a964b2..5fa22575 100644
--- a/Game/Code/Classes/UGraphicClasses.pas
+++ b/Game/Code/Classes/UGraphicClasses.pas
@@ -1,18 +1,30 @@
unit UGraphicClasses;
interface
-
+const DelayBetweenFrames : Cardinal = 100;
type
+
+ TParticleType=(GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle);
+
+ TColour3f = Record
+ r, g, b: Real;
+ end;
+
TParticle = Class
X, Y : Real; //Position
+ W, H : Cardinal; //dimensions of particle
+ Col : TColour3f; // Colour of particle
Frame : Byte; //act. Frame
Tex : Cardinal; //Tex num from Textur Manager
Live : Byte; //How many Cycles before Kill
- RecIndex : Integer; //To which rectangle this particle belongs
- StarType : Integer; // 1: GoldenNote | 2: PerfectNote
+ RecIndex : Integer; //To which rectangle this particle belongs (only GoldenNote)
+ StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle
+ Alpha : Real; // used for fading...
+ mX, mY : Real; // movement-vector for PerfectLineTwinkle
- Constructor Create(cX,cY: Real; cTex: Cardinal; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : Integer);
+ Constructor Create(cX,cY: Real; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
procedure Draw;
+ procedure LiveOn;
end;
RectanglePositions = Record
@@ -29,13 +41,19 @@ type
Particle : array of TParticle;
LastTime : Cardinal;
RecArray : Array of RectanglePositions;
- TwinkleArray : Array[0..5] of PerfectNotePositions; // store position of last twinkle for every player
+ TwinkleArray : Array[0..5] of Real; // store x-position of last twinkle for every player
PerfNoteArray : Array of PerfectNotePositions;
- KillallTime : Cardinal; // Timestamp set when Killall is called
constructor Create;
+ destructor Destroy; override;
procedure Draw;
- function Spawn(X, Y: Real; Tex: Cardinal; Live: Byte; StartFrame : Integer; RecArrayIndex : Integer; StarType : Integer): Cardinal;
+ function Spawn(X, Y: Real;
+ Live: Byte;
+ StartFrame: Integer;
+ RecArrayIndex: Integer; // this is only used with GoldenNotes
+ StarType: TParticleType;
+ Player: Cardinal // for PerfectLineTwinkle
+ ): Cardinal;
procedure SpawnRec();
procedure Kill(index: Cardinal);
procedure KillAll();
@@ -49,53 +67,109 @@ var GoldenRec : TEffectManager;
implementation
uses sysutils, Windows,OpenGl12, UThemes, USkins, UGraphic, UDrawTexture, UTexture, math, dialogs;
-const
- KillallDelay: Integer = 100;
-
-
//TParticle
-Constructor TParticle.Create(cX,cY: Real; cTex: Cardinal; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : Integer);
+Constructor TParticle.Create(cX,cY: Real; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
begin
+ inherited Create;
X := cX;
Y := cY;
- Tex := cTex;
Live := cLive;
Frame:= cFrame;
RecIndex := cRecArrayIndex;
StarType := cStarType;
-end;
-
-
-procedure TParticle.Draw;
-var
- W, H: real;
- Alpha : real;
-begin
- //Fade Eyecandy
-
- Case StarType of
- 1:
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ case cStarType of
+ GoldenNote:
begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1);
+ Tex := Tex_Note_Star.TexNum;
W := 20;
H := 20;
- glColor4f(0.99, 1, 0.6, Alpha);
+ Col.r := 0.99;
+ Col.g := 1;
+ Col.b := 0.6;
end;
- 2:
+ PerfectNote:
begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1);
+ Tex := Tex_Note_Perfect_Star.TexNum;
W := 30;
H := 30;
- glColor4f(1, 1, 0.95, Alpha);
+ Col.r := 1;
+ Col.g := 1;
+ Col.b := 0.95;
end;
- 3:
+ NoteHitTwinkle:
begin
- Alpha := (Live/3);
+ Tex := Tex_Note_Star.TexNum;
+ Alpha := (Live/10); // linear fade-out
W := 15;
H := 15;
- glColor4f(1, 1, 0.9, Alpha);
+ Col.r := 1;
+ Col.g := 1;
+ Col.b := RandomRange(10*Live,100)/80; //0.9;
+ end;
+ PerfectLineTwinkle:
+ begin
+ Tex := Tex_Note_Star.TexNum;
+ W := RandomRange(10,30);
+ H := W;
+ // hier muss entsprechend des players farbe gesetzt werden (sollten wir dann auch übergeben bekommen)
+ // case Player of
+ // ...
+ Col.r := 1;
+ Col.g := 0.5;
+ Col.b := 0.5;
+ mX := RandomRange(-5,5);
+ mY := RandomRange(-5,5);
+ end;
+ else // just some random default values
+ begin
+ Tex := Tex_Note_Star.TexNum;
+ Alpha := 1;
+ W := 20;
+ H := 20;
+ Col.r := 1;
+ Col.g := 1;
+ Col.b := 1;
end;
end;
+end;
+
+procedure TParticle.LiveOn;
+begin
+ //Live = 0 => Live forever <blindy> ?? die werden doch aber im Manager bei Draw getötet, wenns 0 is
+ if (Live > 0) then
+ Dec(Live);
+
+ // animate frames
+ Frame := ( Frame + 1 ) mod 16;
+
+ // make our particles do funny stuff (besides being animated)
+ case StarType of
+ GoldenNote:
+ begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ end;
+ PerfectNote:
+ begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ end;
+ NoteHitTwinkle:
+ begin
+ Alpha := (Live/10); // linear fade-out
+ end;
+ PerfectLineTwinkle:
+ begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ // move around
+ X := X + mX;
+ Y := Y + mY;
+ end;
+ end;
+end;
+
+procedure TParticle.Draw;
+begin
+ glColor4f(Col.r, Col.g, Col.b, Alpha);
glBindTexture(GL_TEXTURE_2D, Tex);
glEnable(GL_TEXTURE_2D);
@@ -112,44 +186,43 @@ begin
end;
glcolor4f(1,1,1,1);
end;
+// end of TParticle
-
+// TEffectManager
constructor TEffectManager.Create;
var c: Cardinal;
begin
+ inherited;
LastTime := GetTickCount;
- KillallTime := LastTime;
for c:=0 to 5 do
begin
- TwinkleArray[c].xPos := 0;
- TwinkleArray[c].yPos := 0;
+ TwinkleArray[c] := 0;
end;
end;
+destructor TEffectManager.Destroy;
+begin
+ Killall;
+ inherited;
+end;
+
procedure TEffectManager.Draw;
var
I: Integer;
CurrentTime: Cardinal;
-const
- DelayBetweenFrames : Integer = 100;
+//const
+// DelayBetweenFrames : Cardinal = 100;
begin
CurrentTime := GetTickCount;
//Manage particle life
- if (CurrentTime > (LastTime + DelayBetweenFrames)) then
+ if (CurrentTime - LastTime) > DelayBetweenFrames then
begin
LastTime := CurrentTime;
- for I := 0 to high(Particle) do
- begin
- Particle[I].Frame := (Particle[I].Frame + 1 ) mod 16;
- //Live = 0 => Live forever
- if (Particle[I].Live > 0) then
- begin
- Dec(Particle[I].Live);
- end;
- end;
+ for I := 0 to high(Particle) do
+ Particle[I].LiveOn;
end;
I := 0;
@@ -173,15 +246,15 @@ begin
end;
end;
-
-function TEffectManager.Spawn(X, Y: Real; Tex: Cardinal; Live: Byte; StartFrame : Integer; RecArrayIndex : Integer; StarType : Integer): Cardinal;
+// this method creates just one particle
+function TEffectManager.Spawn(X, Y: Real; Live: Byte; StartFrame : Integer; RecArrayIndex : Integer; StarType : TParticleType; Player: Cardinal): Cardinal;
begin
Result := Length(Particle);
SetLength(Particle, (Result + 1));
- Particle[Result] := TParticle.Create(X, Y, Tex, Live, StartFrame, RecArrayIndex, StarType);
+ Particle[Result] := TParticle.Create(X, Y, Live, StartFrame, RecArrayIndex, StarType, Player);
end;
-
+// manage Sparkling of GoldenNote Bars
procedure TEffectManager.SpawnRec();
Var
Xkatze, Ykatze : Real;
@@ -197,46 +270,46 @@ for P:= 0 to high(RecArray) do
Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom));
Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
RandomFrame := RandomRange(0,14);
- Spawn(Xkatze, Ykatze, Tex_Note_Star.TexNum, 16 - RandomFrame, RandomFrame, P, 1);
+ // Spawn a GoldenNote Particle
+ Spawn(Xkatze, Ykatze, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
inc(RecArray[P].CurrentStarCount);
end;
end;
draw;
end;
-
+// kill one particle (with given index in our particle array)
procedure TEffectManager.Kill(Index: Cardinal);
var
- LastParticleIndex : Cardinal;
+ LastParticleIndex : Integer;
begin
-// We put the last element of the array on the place where our element_to_delete resides and then we shorten the array - cool, hu? :P
-
-LastParticleIndex := high(Particle);
-if not(LastParticleIndex = -1) then
+// delete particle indexed by Index,
+// overwrite it's place in our particle-array with the particle stored at the last array index,
+// shorten array
+ LastParticleIndex := high(Particle);
+ if not(LastParticleIndex = -1) then // is there still a particle to delete?
begin
- Try
- Finally
- if not(Particle[Index].RecIndex = -1) then
- dec(RecArray[Particle[Index].RecIndex].CurrentStarCount);
- Particle[Index].Destroy;
- Particle[Index] := Particle[LastParticleIndex];
- SetLength(Particle, LastParticleIndex);
- end;
- end;
+ if not(Particle[Index].RecIndex = -1) then // if it is a GoldenNote particle...
+ dec(RecArray[Particle[Index].RecIndex].CurrentStarCount); // take care of its associated GoldenRec
+ // now get rid of that particle
+ Particle[Index].Destroy;
+ Particle[Index] := Particle[LastParticleIndex];
+ SetLength(Particle, LastParticleIndex);
+ end;
end;
+// clean up all particles and management structures
procedure TEffectManager.KillAll();
var c: Cardinal;
begin
//It's the kill all kennies rotuine
- while Length(Particle) > 0 do
+ while Length(Particle) > 0 do // kill all existing particles
Kill(0);
- SetLength(RecArray,0);
- SetLength(PerfNoteArray,0);
+ SetLength(RecArray,0); // remove GoldenRec positions
+ SetLength(PerfNoteArray,0); // remove PerfectNote positions
for c:=0 to 5 do
begin
- TwinkleArray[c].xPos:=0;
- TwinkleArray[c].yPos:=0;
+ TwinkleArray[c] := 0; // reset GoldenNoteHit memory
end;
end;
@@ -244,95 +317,110 @@ procedure TeffectManager.GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integ
//Twinkle stars while golden note hit
// this is called from UDraw.pas, SingDrawPlayerCzesc
var
- C, P, XKatze, YKatze: Integer;
- CurrentTime: Cardinal;
+ C, P, XKatze, YKatze, LKatze: Integer;
+ H: Real;
begin
- CurrentTime := GetTickCount;
- //delay after Killall
- if (CurrentTime > (KillallTime + KillallDelay)) then
- // make sure we spawn only one time at one position
- if (TwinkleArray[Player].xPos < Right) then
- For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
+ // make sure we spawn only one time at one position
+ if (TwinkleArray[Player] < Right) then
+ For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
+ begin
+ H := (Top+Bottom)/2; // helper...
+ with RecArray[P] do
+ if ((xBottom >= Right) and (xTop <= Right) and
+ (yTop <= H) and (yBottom >= H)) then
begin
- if ((RecArray[P].xBottom >= Right) and
- (RecArray[P].xTop <= Right) and
- (RecArray[P].yTop <= (Top+Bottom)/2) and
- (RecArray[P].yBottom >= (Top+Bottom)/2)) then
+ TwinkleArray[Player] := Right; // remember twinkle position for this player
+ for C := 1 to 20 do
begin
- TwinkleArray[Player].xPos:=Right;
-
- for C := 1 to 8 do
- begin
- Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
- XKatze := RandomRange(-7,3);
- Spawn(Ceil(Right)+XKatze, YKatze, Tex_Note_Star.TexNum, 3, 0, -1, 3);
- end;
- exit; // found a GoldenRec, did spawning stuff... done
+ Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
+ XKatze := RandomRange(-7,3);
+ LKatze := RandomRange(4,10);
+ Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
+ for C := 1 to 5 do
+ begin
+ Ykatze := RandomRange(ceil(Top)-6 , ceil(Top));
+ XKatze := RandomRange(-5,1);
+ LKatze := RandomRange(2,3);
+ Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+ for C := 1 to 5 do
+ begin
+ Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6);
+ XKatze := RandomRange(-5,1);
+ LKatze := RandomRange(2,3);
+ Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+ for C := 1 to 3 do
+ begin
+ Ykatze := RandomRange(ceil(Top)-10 , ceil(Top)-6);
+ XKatze := RandomRange(-5,1);
+ LKatze := RandomRange(1,2);
+ Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+ for C := 1 to 3 do
+ begin
+ Ykatze := RandomRange(ceil(Bottom)+6 , ceil(Bottom)+10);
+ XKatze := RandomRange(-5,1);
+ LKatze := RandomRange(1,2);
+ Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+
+ exit; // found a matching GoldenRec, did spawning stuff... done
end;
+ end;
end;
procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
var
P : Integer; // P like used in Positions
NewIndex : Integer;
- CurrentTime: Cardinal;
begin
- CurrentTime := GetTickCount;
- //delay after Killall
- if (CurrentTime > (KillallTime + KillallDelay)) then
- begin
- For P := 0 to high(RecArray) do // Do we already have that "new" position?
- begin
- if ((ceil(RecArray[P].xTop) = ceil(Xtop)) and (ceil(RecArray[P].yTop) = ceil(Ytop))) then
- exit; // it's already in the array, so we don't have to create a new one
- end;
+ For P := 0 to high(RecArray) do // Do we already have that "new" position?
+ begin
+ if ((ceil(RecArray[P].xTop) = ceil(Xtop)) and (ceil(RecArray[P].yTop) = ceil(Ytop))) then
+ exit; // it's already in the array, so we don't have to create a new one
+ end;
// we got a new position, add the new positions to our array
- NewIndex := Length(RecArray);
- SetLength(RecArray, NewIndex + 1);
- RecArray[NewIndex].xTop := Xtop;
- RecArray[NewIndex].yTop := Ytop;
- RecArray[NewIndex].xBottom := Xbottom;
- RecArray[NewIndex].yBottom := Ybottom;
- RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3;
- RecArray[NewIndex].CurrentStarCount := 0;
- end;
+ NewIndex := Length(RecArray);
+ SetLength(RecArray, NewIndex + 1);
+ RecArray[NewIndex].xTop := Xtop;
+ RecArray[NewIndex].yTop := Ytop;
+ RecArray[NewIndex].xBottom := Xbottom;
+ RecArray[NewIndex].yBottom := Ybottom;
+ RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3;
+ RecArray[NewIndex].CurrentStarCount := 0;
end;
procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: Real);
var
P : Integer; // P like used in Positions
NewIndex : Integer;
-
RandomFrame : Integer;
Xkatze, Ykatze : Integer;
- CurrentTime: Cardinal;
begin
- CurrentTime := GetTickCount;
- //delay after Killall
- if (CurrentTime > (KillallTime + KillallDelay)) then
- begin
- For P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
- begin
- if ((ceil(PerfNoteArray[P].xPos) = ceil(Xtop)) and (ceil(PerfNoteArray[P].yPos) = ceil(Ytop))) then
- exit; // it's already in the array, so we don't have to create a new one
- end;
+ For P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
+ begin
+ with PerfNoteArray[P] do
+ if ((ceil(xPos) = ceil(Xtop)) and (ceil(yPos) = ceil(Ytop))) then
+ exit; // it's already in the array, so we don't have to create a new one
+ end; //for
// we got a new position, add the new positions to our array
- NewIndex := Length(PerfNoteArray);
- SetLength(PerfNoteArray, NewIndex + 1);
- PerfNoteArray[NewIndex].xPos := Xtop;
- PerfNoteArray[NewIndex].yPos := Ytop;
+ NewIndex := Length(PerfNoteArray);
+ SetLength(PerfNoteArray, NewIndex + 1);
+ PerfNoteArray[NewIndex].xPos := Xtop;
+ PerfNoteArray[NewIndex].yPos := Ytop;
- for P:= 0 to 2 do
- begin
- Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10);
- Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10);
- RandomFrame := RandomRange(0,14);
- Spawn(Xkatze, Ykatze, Tex_Note_Perfect_Star.TexNum, 16 - RandomFrame, RandomFrame, -1, 2);
- end;
- end;
+ for P:= 0 to 2 do
+ begin
+ Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10);
+ Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10);
+ RandomFrame := RandomRange(0,14);
+ Spawn(Xkatze, Ykatze, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
+ end; //for
end;
+
end.
diff --git a/Game/Code/Classes/UThemes.pas b/Game/Code/Classes/UThemes.pas
index 17983a60..d7adb61a 100644
--- a/Game/Code/Classes/UThemes.pas
+++ b/Game/Code/Classes/UThemes.pas
@@ -290,7 +290,10 @@ type
TextArtist: TThemeText;
TextTitle: TThemeText;
+ TextArtistTitle: TThemeText;
+
PlayerStatic: array[1..6] of AThemeStatic;
+ PlayerTexts: array[1..6] of AThemeText;
TextName: array[1..6] of TThemeText;
TextScore: array[1..6] of TThemeText;
@@ -917,9 +920,11 @@ begin
ThemeLoadText(Score.TextArtist, 'ScoreTextArtist');
ThemeLoadText(Score.TextTitle, 'ScoreTextTitle');
+ ThemeLoadText(Score.TextArtistTitle, 'ScoreTextArtistTitle');
for I := 1 to 6 do begin
ThemeLoadStatics(Score.PlayerStatic[I], 'ScorePlayer' + IntToStr(I) + 'Static');
+ ThemeLoadTexts(Score.PlayerTexts[I], 'ScorePlayer' + IntToStr(I) + 'Text');
ThemeLoadText(Score.TextName[I], 'ScoreTextName' + IntToStr(I));
ThemeLoadText(Score.TextScore[I], 'ScoreTextScore' + IntToStr(I));
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index eb92a3d2..9184b3f5 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -11,6 +11,8 @@ type
TextArtist: integer;
TextTitle: integer;
+ TextArtistTitle : integer;
+
TextName: array[1..6] of integer;
TextScore: array[1..6] of integer;
@@ -24,6 +26,8 @@ type
TextTotalScore: array[1..6] of integer;
PlayerStatic: 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;
@@ -91,7 +95,7 @@ end;
constructor TScreenScore.Create(Back: String);
var
P: integer;
- I: integer;
+ I, C: integer;
begin
inherited Create(Back);
@@ -146,6 +150,8 @@ begin
TextArtist := AddText(Theme.Score.TextArtist);
TextTitle := AddText(Theme.Score.TextTitle);
+ TextArtistTitle := AddText(Theme.Score.TextArtistTitle);
+
for P := 1 to 6 do begin
TextName[P] := AddText(Theme.Score.TextName[P]);
TextScore[P] := AddText(Theme.Score.TextScore[P]);
@@ -160,9 +166,16 @@ begin
TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]);
SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P]));
+
for I := 0 to High(Theme.Score.PlayerStatic[P]) do
PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]);
+
+ //added by mog
+ for C := 0 to High(Theme.Score.PlayerTexts[P]) do
+ PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]);
+ // more skinable now
+
StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]);
StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]);
StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]);
@@ -225,6 +238,7 @@ begin
Text[TextArtist].Text := AktSong.Artist;
Text[TextTitle].Text := AktSong.Title;
+ Text[TextArtistTitle].Text := AktSong.Artist + ' - ' + AktSong.Title;
// set visibility
case PlayersPlay of
@@ -270,6 +284,9 @@ begin
for I := 0 to high(PlayerStatic[P]) do
Static[PlayerStatic[P, I]].Visible := V[P];
+ for I := 0 to high(PlayerTexts[P]) do
+ Static[PlayerTexts[P, I]].Visible := V[P];
+
Static[StaticBoxLightest[P]].Visible := V[P];
Static[StaticBoxLight[P]].Visible := V[P];
Static[StaticBoxDark[P]].Visible := V[P];
diff --git a/Languages/German.ini b/Languages/German.ini
index 663eccfc..f99047fe 100644
--- a/Languages/German.ini
+++ b/Languages/German.ini
@@ -56,13 +56,13 @@ SING_OPTIONS_THEMES_THEME=Theme
SING_OPTIONS_THEMES_SKIN=Skin
SING_OPTIONS_THEMES_COLOR=Farbe
-SING_OPTIONS_RECORD_DESC=Aufnahme Einstellungen
+SING_OPTIONS_RECORD_DESC=Aufnahme Optionen
SING_OPTIONS_RECORD_CARD=Soundkarte
SING_OPTIONS_RECORD_INPUT=Eingang
SING_OPTIONS_RECORD_CHANNELL=Linker Kanal
SING_OPTIONS_RECORD_CHANNELR=Rechter Kanal
-SING_OPTIONS_ADVANCED_DESC=Erweiterte Einstellungen
+SING_OPTIONS_ADVANCED_DESC=Erweiterte Optionen
SING_OPTIONS_ADVANCED_EFFECTGOLDEN=Goldene Noten Effekt
SING_OPTIONS_ADVANCED_EFFECTPERFECT=Perfekte Noten Effekt
SING_OPTIONS_ADVANCED_LOADANIMATION=Lade Animation