diff options
-rw-r--r-- | Game/Code/Classes/UCatCovers.pas | 3 | ||||
-rw-r--r-- | Game/Code/Classes/UCore.pas | 11 | ||||
-rw-r--r-- | Game/Code/Classes/ULyrics.pas | 8 | ||||
-rw-r--r-- | Game/Code/Classes/USingScores.pas | 5 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenScore.pas | 77 |
5 files changed, 57 insertions, 47 deletions
diff --git a/Game/Code/Classes/UCatCovers.pas b/Game/Code/Classes/UCatCovers.pas index 36a69b8e..8e7a2f62 100644 --- a/Game/Code/Classes/UCatCovers.pas +++ b/Game/Code/Classes/UCatCovers.pas @@ -51,6 +51,9 @@ var I, J: Integer; Name, Filename, Temp: string; begin + Ini := nil; + List := nil; + try Ini := TMemIniFile.Create(CoversPath + 'covers.ini'); List := TStringlist.Create; diff --git a/Game/Code/Classes/UCore.pas b/Game/Code/Classes/UCore.pas index 2e8ad5b2..fe23a68e 100644 --- a/Game/Code/Classes/UCore.pas +++ b/Game/Code/Classes/UCore.pas @@ -479,6 +479,8 @@ end; // If lParam = nil then get length of Moduleinfo Array. If lparam <> nil then write array of TModuleInfo to address at lparam //------------- function TCore.GetModuleInfo(wParam: TwParam; lParam: TlParam): integer; +var + I: integer; begin if (Pointer(lParam) = nil) then begin @@ -487,12 +489,13 @@ begin else begin try - for Result := 0 to High(Modules) do + for I := 0 to High(Modules) do begin - AModuleInfo(Pointer(lParam))[Result].Name := Modules[Result].Info.Name; - AModuleInfo(Pointer(lParam))[Result].Version := Modules[Result].Info.Version; - AModuleInfo(Pointer(lParam))[Result].Description := Modules[Result].Info.Description; + AModuleInfo(Pointer(lParam))[I].Name := Modules[I].Info.Name; + AModuleInfo(Pointer(lParam))[I].Version := Modules[I].Info.Version; + AModuleInfo(Pointer(lParam))[I].Description := Modules[I].Info.Description; end; + Result := Length(Modules); except Result := -1; end; diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas index eced2991..dd433c4d 100644 --- a/Game/Code/Classes/ULyrics.pas +++ b/Game/Code/Classes/ULyrics.pas @@ -530,10 +530,10 @@ procedure TLyricEngine.DrawPlayerIcon(Player: Byte; Enabled: Boolean; X, Y, Size var IEnabled: Byte; begin - case Enabled of - True: IEnabled := 0; - False: IEnabled := 1; - end; + if Enabled then + IEnabled := 0 + else + IEnabled := 1; glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); diff --git a/Game/Code/Classes/USingScores.pas b/Game/Code/Classes/USingScores.pas index 645f0f6e..77d40b84 100644 --- a/Game/Code/Classes/USingScores.pas +++ b/Game/Code/Classes/USingScores.pas @@ -523,19 +523,20 @@ var end; begin + MaxPlayersPerScreen := 0; For I := 1 to 6 do begin //If there are enough Positions -> Write to MaxPlayers If (GetPositionCountbyPlayerCount(I) = I) then - MaxPlayersperScreen := I + MaxPlayersPerScreen := I else Break; end; //Split Players to both Screen or Display on One Screen - if (Screens = 2) and (MaxPlayersperScreen < PlayerCount) then + if (Screens = 2) and (MaxPlayersPerScreen < PlayerCount) then begin PlC[0] := PlayerCount div 2 + PlayerCount mod 2; PlC[1] := PlayerCount div 2; diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas index fdebbb8b..57c37283 100644 --- a/Game/Code/Screens/UScreenScore.pas +++ b/Game/Code/Screens/UScreenScore.pas @@ -135,6 +135,7 @@ uses UGraphic, UTime, UMain, UIni, + ULog, ULanguage; function TScreenScore.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; @@ -624,61 +625,63 @@ var lTmp : real; Score : integer; - begin - - 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].ScoreInt; - RaiseStep := BarScore_EaseOut_Step; - BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y + MaxHeight; - end; - if (BarType = 'Line') then - begin - Score := Player[PlayerNumber - 1].ScoreLineInt; - 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].ScoreGoldenInt; - RaiseStep := BarGolden_EaseOut_Step; - BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight; - end; + begin + Score := Player[PlayerNumber - 1].ScoreInt; + RaiseStep := BarScore_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y + MaxHeight; + end + else if (BarType = 'Line') then + begin + Score := Player[PlayerNumber - 1].ScoreLineInt; + RaiseStep := BarPhrase_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight; + end + else if (BarType = 'Golden') then + begin + Score := Player[PlayerNumber - 1].ScoreGoldenInt; + RaiseStep := BarGolden_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight; + end + else + begin + Log.LogCritical('Unknown bar-type: ' + BarType, 'TScreenScore.EaseBarIn'); + Exit; // suppress warnings + end; // the height dependend of the score Height2Reach := (Score / MAX_SONG_SCORE) * 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 - NewHeight := lTmp / RaiseSmoothness; + if ( RaiseSmoothness > 0 ) and ( lTmp > 0 ) then + NewHeight := lTmp / RaiseSmoothness; - end - else - NewHeight := Height2Reach; + 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].BarScore_ActualHeight := NewHeight + else if (BarType = 'Line') then + aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight + else if (BarType = 'Golden') then aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight; end; |