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-rw-r--r--Game/Code/Classes/UDraw.pas612
1 files changed, 247 insertions, 365 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index 8945e591..8cfa8d7e 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -1,7 +1,7 @@
unit UDraw;
interface
-uses UThemes, ModiSDK, UGraphicClasses;
+uses UThemes, ModiSDK, UGraphicClasses, dialogs;
procedure SingDraw;
procedure SingModiDraw (PlayerInfo: TPlayerInfo);
@@ -13,14 +13,9 @@ procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: intege
procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer);
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
-// TimeBar mod
+// TimeBar
procedure SingDrawTimeBar();
-// eoa TimeBar mod
-{ for no use since we have UGraphicClasses
-procedure SingDrawStar(X, Y, A: real);
-procedure SingGoldenStar(X, Y, A: real);
-}
// The Singbar
procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer);
@@ -52,15 +47,9 @@ var
Starfr: integer;
StarfrG: integer;
-
-
- //SingBar Mod
+ //SingBar
TickOld: cardinal;
TickOld2:cardinal;
- //end Singbar Mod
-
-
-
const
Przedz = 32;
@@ -208,8 +197,20 @@ var
TempR: real;
R,G,B: real;
+ PlayerNumber: Integer;
+
GoldenStarPos : real;
begin
+// We actually don't have a playernumber in this procedure, it should reside in NrCzesci - but it's always set to zero
+// So we exploit this behavior a bit - we give NrCzesci the playernumber, keep it in playernumber - and then we set NrCzesci to zero
+// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then
+// BUT this is not implemented yet, all notes are drawn! :D
+
+ PlayerNumber := NrCzesci + 1; // Player 1 is 0
+ NrCzesci := 0;
+
+// exploit done
+
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
@@ -225,19 +226,19 @@ begin
// If Golden note Effect of then Change not Color
begin
case Wartosc of
- 1: glColor4f(1, 1, 1, 0.85);
- 2: glColor4f(1, 1, 0.3, 0.85); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85);
+ 1: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
+ 2: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could
end; // case
end //Else all Notes same Color
else
- glColor4f(1, 1, 1, 0.85);
-
+ glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
+ // Czesci == teil, element == piece, element | koniec == ende, schluss
// lewa czesc - left part
Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH;
Rec.Bottom := Rec.Top + 2 * NotesH;
- glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
@@ -249,12 +250,11 @@ begin
GoldenStarPos := Rec.Left;
//done
-
// srodkowa czesc - middle part
Rec.Left := Rec.Right;
- Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
+ Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == länge
- glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glBegin(GL_QUADS);
@@ -268,7 +268,7 @@ begin
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
- glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
@@ -313,134 +313,100 @@ var
// G := 175/255;
// B := 247/255;
-
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- if Player[NrGracza].IlNut > 0 then begin
- TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote);
- for N := 0 to Player[NrGracza].HighNut do begin
- with Player[NrGracza].Nuta[N] do begin
- // lewa czesc
- Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX;
- Rec.Right := Rec.Left + NotesW;
-
-
- // Half size Notes Patch
- if Hit then begin
- NotesH2 := NotesH
- end else begin
- NotesH2 := int(NotesH * 0.65);
- end; //if
-
-
-
- // if True then
- Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2;
- Rec.Bottom := Rec.Top + 2 *NotesH2;
-
- glColor3f(1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // srodkowa czesc
- Rec.Left := Rec.Right;
- Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
- // (nowe)
- if (Start+Dlugosc-1 = Czas.AktBeatD) then
- Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR;
-
- if Rec.Right <= Rec.Left then Rec.Right := Rec.Left;
-
-
-// glColor3f(R, G, B);
-// glBindTexture(GL_TEXTURE_2D, Tex_MidGray.TexNum);
- glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
- glColor3f(1, 1, 1);
-
- // prawa czesc
- Rec.Left := Rec.Right;
- Rec.Right := Rec.Right + NotesW;
-
- glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
-
- //Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
- //if (Start+Dlugosc-1 = Czas.AktBeatD) then
- if Perfect and (Ini.EffectSing=1) then begin
-// A := sqrt((1+sin(Music.Position * 3))/2);
- A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc));
- if not (Start+Dlugosc-1 = Czas.AktBeatD) then
-
- //Star animation counter
- //inc(Starfr);
- //Starfr := Starfr mod 128;
- GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
- { SingDrawStar(Rec.Left+2, Rec.Top+4, A);}
- end;
-
- // detekt
-{ Rec.Left := Round((Detekt-Czesci.Czesc[Czesci.Akt].Start) * TempR) + 130;
- glColor3f(1, 0.2, 0.2);
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glVertex(Rec.Left, Rec.Top-5);
- glVertex(Rec.Left, Rec.Bottom+5);
- glVertex(Rec.Left+1, Rec.Bottom+5);
- glVertex(Rec.Left+1, Rec.Top-5);
- glEnd;
- glColor3f(1, 1, 1);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);}
-
- // detekt + FFT length
-{ Rec.Right := (Detekt-Czesci.Czesc[Czesci.Akt].Start) * TempR + 130;
- // TempR = dlugosc 1 kostki
- // 60 * 4 / BPM = czas w sekundach na 1 kostke, np. 0,4s
- // 4096 / 44100 = czas jednego sampla FFT, np. 0,1s
- // ile to ma kostek? np. 0.25
- // (4096 / 44100) / (60 * 4 / BPM), np. 0,1s / 0,4s = 0.25
- // * TempR = dlugosc sampla FFT
- Rec.Left := Rec.Right - (Sound.n / 44100) / (60 * 4 / Muzyka.BPM) * TempR;
-
- glColor3f(1, 0.2, 0.2);
- glVertex(Rec.Left, Rec.Top-4);
- glVertex(Rec.Left, Rec.Bottom+4);
- glVertex(Rec.Right, Rec.Bottom+4);
- glVertex(Rec.Right, Rec.Top-4);}
-
- end; // with
- end; // for
+ if Player[NrGracza].IlNut > 0 then
+ begin
+ TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote);
+ for N := 0 to Player[NrGracza].HighNut do
+ begin
+ with Player[NrGracza].Nuta[N] do
+ begin
+ // Left part of note
+ Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX;
+ Rec.Right := Rec.Left + NotesW;
+
+ // Draw it in half size, if not hit
+ if Hit then
+ begin
+ NotesH2 := NotesH
+ end
+ else
+ begin
+ NotesH2 := int(NotesH * 0.65);
+ end;
+
+ Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2;
+ Rec.Bottom := Rec.Top + 2 *NotesH2;
+
+ // draw the left part
+ glColor3f(1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // Middle part of the note
+ Rec.Left := Rec.Right;
+ Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
+
+ // (nowe) - dunno
+ if (Start+Dlugosc-1 = Czas.AktBeatD) then
+ Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR;
+ // the left note is more right than the right note itself, sounds weird - so we fix that xD
+ if Rec.Right <= Rec.Left then Rec.Right := Rec.Left;
+
+ // draw the middle part
+ glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+ glColor3f(1, 1, 1);
+
+ // the right part of the note
+ Rec.Left := Rec.Right;
+ Rec.Right := Rec.Right + NotesW;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // Perfect note is stored
+ if Perfect and (Ini.EffectSing=1) then
+ begin
+ A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc));
+ if not (Start+Dlugosc-1 = Czas.AktBeatD) then
+
+ //Star animation counter
+ //inc(Starfr);
+ //Starfr := Starfr mod 128;
+ GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
+ end;
+ end; // with
+ end; // for
// eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit
// singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_
// 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.EffectSing=1) then
- GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
+ if (Ini.EffectSing=1) then
+ GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
end; // if
end;
@@ -523,64 +489,6 @@ begin
end;
end;
-{not used anymore tough we have UGraphicClasses
-procedure SingDrawStar(X, Y, A: real);
-var
- TempR: real;
- W, H: real;
- Starframe: real;
- begin
- W := 32;
- H := 32;
-
-// Golden Star Patch
-// case Z of
-// 1: glColor4f(1, 1, 1, A);
-// 2: glColor4f(1, 1, 0.3, A);
-// end; // case
-
- glColor4f(1, 1, 1, A);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_Note_Star.TexNum);
-
- Starframe := 15 - ((GetTickCount div 33) mod 16);
-
- glBegin(GL_QUADS);
- glTexCoord2f((1/16) * Starframe, 0); glVertex2f(X-W, Y-H);
- glTexCoord2f((1/16) * Starframe + (1/16), 0); glVertex2f(X-W, Y+H);
- glTexCoord2f((1/16) * Starframe + (1/16), 1); glVertex2f(X+W, Y+H);
- glTexCoord2f((1/16) * Starframe, 1); glVertex2f(X+W, Y-H);
- glEnd;
-end;
-}
-
-{not used anymore tough we have UGraphicClasses
-procedure SingGoldenStar(X, Y, A: real);
-var
- TempR: real;
- W, H: real;
- StarfrG2: real;
- begin
- W := 16;
- H := 16;
- glColor4f(1, 1, 0.3, A);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_Note_Star.TexNum);
- StarfrG2 := 15 - ((GetTickCount div 67) mod 16);
- glBegin(GL_QUADS);
- //x1
- glTexCoord2f((1/16) * StarfrG2, 0); glVertex2f(X-W, Y-H);
- glTexCoord2f((1/16) * StarfrG2 + (1/16), 0); glVertex2f(X-W, Y+H);
- glTexCoord2f((1/16) * StarfrG2 + (1/16), 1); glVertex2f(X+W, Y+H);
- glTexCoord2f((1/16) * StarfrG2, 1); glVertex2f(X+W, Y-H);
- glEnd;
-end;
-}
-
procedure SingDraw;
var
Pet: integer;
@@ -598,16 +506,12 @@ var
LyricTemp: string;
PetCz: integer;
-
-
//SingBar Mod
A: Integer;
E: Integer;
I: Integer;
//end Singbar Mod
-
-
begin
// positions
if Ini.SingWindow = 0 then begin
@@ -739,51 +643,40 @@ begin
else if I < 0 then Dec(Player[E].ScorePercent);
end; //for
end; //if
+
if PlayersPlay = 1 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent);
- end;
+ end;
+
if PlayersPlay = 2 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
- end;
+ end;
+
if PlayersPlay = 3 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
+
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
+ SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
+ SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
end;
if ScreenAct = 2 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
+ SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
+ SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
end;
end;
+
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
if ScreenAct = 2 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent);
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[5].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent);
@@ -798,53 +691,58 @@ begin
if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin
Tickold2 := A;
for E := 0 to (PlayersPlay - 1) do begin
- //Change Alpha
- Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
+ //Change Alpha
+ Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
if Player[E].LineBonus_Alpha <= 0 then
begin
Player[E].LineBonus_Age := 0;
Player[E].LineBonus_Visible := False
end
else
- begin
- inc(Player[E].LineBonus_Age, 1);
- //Change Position
- if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
+ begin
+ inc(Player[E].LineBonus_Age, 1);
+ //Change Position
+ if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
+ Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
+ else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
+ Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
- end;
- end;
- end; //if
+ if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
+ Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
+ else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
+ Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
- if PlayersPlay = 1 then begin
+ end; // shift position of the pop up (if not dead)
+ end; // loop - for all players
+ end; // if - linebonus
+
+
+ if PlayersPlay = 1 then begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- end
- else if PlayersPlay = 2 then begin
+ end
+
+ else if PlayersPlay = 2 then begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
end
+
else if PlayersPlay = 3 then begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
end
+
else if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
+ SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
+ SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
end;
if ScreenAct = 2 then begin
- SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
- SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
+ SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
+ SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
end;
end;
+
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
@@ -860,9 +758,7 @@ begin
end;
//PhrasenBonus - Line Bonus Mod End
-
- // rysuje paski
-// Log.LogStatus('Original notes', 'SingDraw');
+// Set the note heights according to the difficulty level
case Ini.Difficulty of
0:
begin
@@ -881,10 +777,11 @@ begin
end;
end;
+// Draw the Notes
if PlayersPlay = 1 then begin
- SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15);
+ SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor
+ SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor
+ SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes
end;
if (PlayersPlay = 2) then begin
@@ -892,7 +789,7 @@ begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
+ SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
@@ -907,8 +804,8 @@ begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
+ SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
+ SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
@@ -925,8 +822,14 @@ begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
end;
- SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
+ if ScreenAct = 1 then begin
+ SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
+ SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15);
+ SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15);
+ end;
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
@@ -953,9 +856,16 @@ begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
end;
- SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
+ if ScreenAct = 1 then begin
+ SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
+ SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
+ SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 3, 12);
+ SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 4, 12);
+ SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 5, 12);
+ end;
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
@@ -968,11 +878,11 @@ begin
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
end;
end;
-
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
+// q'n'd for using the game mode dll's
procedure SingModiDraw (PlayerInfo: TPlayerInfo);
var
Pet: integer;
@@ -990,16 +900,12 @@ var
LyricTemp: string;
PetCz: integer;
-
-
//SingBar Mod
A: Integer;
E: Integer;
I: Integer;
//end Singbar Mod
-
-
begin
// positions
if Ini.SingWindow = 0 then begin
@@ -1007,22 +913,17 @@ begin
end else begin
NR.Left := 20;
end;
- NR.Right := 780;
+ NR.Right := 780;
NR.Width := NR.Right - NR.Left;
- NR.WMid := NR.Width / 2;
- NR.Mid := NR.Left + NR.WMid;
-
- // background //BG Fullsize Mod
- //SingDrawBackground;
+ NR.WMid := NR.Width / 2;
+ NR.Mid := NR.Left + NR.WMid;
// time bar
-// Log.LogStatus('Time Bar', 'SingDraw');
SingDrawTimeBar();
if DLLMan.Selected.ShowNotes then
begin
- // rysuje paski pod nutami
if PlayersPlay = 1 then
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
if (PlayersPlay = 2) or (PlayersPlay = 4) then begin
@@ -1037,7 +938,7 @@ begin
end;
end;
- // rysuje tekst - new Lyric engine
+ // Lyric engine
ScreenSingModi.LyricMain.Draw;
ScreenSingModi.LyricSub.Draw;
@@ -1046,40 +947,30 @@ begin
BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start;
if BarFrom > 40 then BarFrom := 40;
if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more
- (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem
- (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie
- BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom;
- Rec.Left := NR.Left + BarWspol *
- // (NR.WMid - Czesci[0].Czesc[Czesci[0].Akt].LyricWidth / 2 * FS - 50);
- (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
- Rec.Right := Rec.Left + 50;
- Rec.Top := Skin_LyricsT + 3;
- Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
-{ // zapalanie
- BarAlpha := (BarWspol*10) * 0.5;
- if BarAlpha > 0.5 then BarAlpha := 0.5;
-
- // gaszenie
- if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);}
-
- //Change fuer Crazy Joker
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
- glBegin(GL_QUADS);
- glColor4f(1, 1, 1, 0);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glColor4f(1, 1, 1, 0.5);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
- glDisable(GL_BLEND);
+ (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem
+ (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie
+ BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom;
+ Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
+ Rec.Right := Rec.Left + 50;
+ Rec.Top := Skin_LyricsT + 3;
+ Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
+ glBegin(GL_QUADS);
+ glColor4f(1, 1, 1, 0);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glColor4f(1, 1, 1, 0.5);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+ glDisable(GL_BLEND);
end;
- // oscilloscope
+ // oscilloscope | the thing that moves when you yell into your mic (imho)
if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin
if PlayersPlay = 1 then
if PlayerInfo.Playerinfo[0].Enabled then
@@ -1138,80 +1029,69 @@ begin
end
//SingBar Mod
- // was fürn sinn hattn der quark hier?
+ // seems like we don't want the flicker thing, we want the linebonus rating bar beneath the scores
else if ((Ini.Oscilloscope = 2) AND (DLLMan.Selected.ShowRateBar_O)) OR (DLLMan.Selected.ShowRateBar) then begin
A := GetTickCount div 33;
if A <> Tickold then begin
Tickold := A;
for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha
I := Player[E].ScorePercentTarget - Player[E].ScorePercent;
- if I > 0 then Inc(Player[E].ScorePercent)
- else if I < 0 then Dec(Player[E].ScorePercent);
+ if I > 0 then Inc(Player[E].ScorePercent)
+ else if I < 0 then Dec(Player[E].ScorePercent);
end; //for
end; //if
+
if PlayersPlay = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent);
- end;
+ end;
+
if PlayersPlay = 2 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
- end;
+ end;
+
if PlayersPlay = 3 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
if PlayerInfo.Playerinfo[2].Enabled then
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
+
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[2].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
if PlayerInfo.Playerinfo[3].Enabled then
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
end;
end;
+
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
if PlayerInfo.Playerinfo[2].Enabled then
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[3].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent);
if PlayerInfo.Playerinfo[4].Enabled then
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent);
if PlayerInfo.Playerinfo[5].Enabled then
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[5].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent);
end;
end;
@@ -1227,43 +1107,42 @@ begin
//Change Alpha
Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
-
if Player[E].LineBonus_Alpha <= 0 then
begin
- Player[E].LineBonus_Age := 0;
- Player[E].LineBonus_Visible := False
-
+ Player[E].LineBonus_Age := 0;
+ Player[E].LineBonus_Visible := False
end
else
- begin
- inc(Player[E].LineBonus_Age, 1);
-
- //Change Position
- if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- end;
- end;
- end; //if
-
- if PlayersPlay = 1 then begin
+ begin
+ inc(Player[E].LineBonus_Age, 1);
+ //Change Position
+ if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then // pop up has not yet reached it's position -> blend in
+ Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
+ else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then // pop up has reached it's position -> blend out
+ Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
+
+ if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
+ Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
+ else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
+ Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
+
+ end; // pop up still visible, has not reached it's position - move it
+ end; // loop through all players
+ end; // if it's time to draw them
+
+ if PlayersPlay = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- end
- else if PlayersPlay = 2 then begin
+ end
+
+ else if PlayersPlay = 2 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- end
- else if PlayersPlay = 3 then begin
+ end
+
+ else if PlayersPlay = 3 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
if PlayerInfo.Playerinfo[1].Enabled then
@@ -1271,7 +1150,8 @@ begin
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
end
- else if PlayersPlay = 4 then begin
+
+ else if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
@@ -1285,6 +1165,7 @@ begin
SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
end;
end;
+
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
@@ -1304,11 +1185,9 @@ begin
end;
end;
end;
- //PhrasenBonus - Line Bonus Mod End
-
+//PhrasenBonus - Line Bonus Mod End
- // rysuje paski
-// Log.LogStatus('Original notes', 'SingDraw');
+// resize the notes according to the difficulty level
case Ini.Difficulty of
0:
begin
@@ -1518,11 +1397,11 @@ begin;
end;
//end Singbar Mod
-//PhrasenBonus - Line Bonus Mod
+//PhrasenBonus - Line Bonus Pop Up
procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer);
var
Length, X2: Real; //Length of Text
-Size: Integer; //Size of Popup
+Size: Integer; //Size of Popup
begin
if Alpha <> 0 then
begin
@@ -1542,14 +1421,17 @@ SetFontPos (X + 50 - (Length / 2), Y + 12); //Position
if Age < 5 then Size := Age * 10 else Size := 50;
//Draw Background
- glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color
+ //glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color
+ glColor4f(1, 1, 1, Alpha);
+
+
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//New Method, Not Variable
- glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack.TexNum);
+ glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2));