diff options
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/UMain.pas | 140 |
1 files changed, 70 insertions, 70 deletions
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas index 2d744a4f..c6c1f8e1 100644 --- a/Game/Code/Classes/UMain.pas +++ b/Game/Code/Classes/UMain.pas @@ -57,7 +57,7 @@ type HighNut: integer;
IlNut: integer;
- Nuta: array of record
+ Note: array of record
Start: integer;
Dlugosc: integer;
Detekt: real; // accurate place, detected in the note
@@ -699,18 +699,18 @@ begin begin;
CP := PetGr;
// ustawianie starej parts
- Czas.OldCzesc := Czesci[CP].Akt;
+ Czas.OldCzesc := Lines[CP].Akt;
// wybieranie aktualnej parts
- for Pet := 0 to Czesci[CP].High do
+ for Pet := 0 to Lines[CP].High do
begin
- if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then
- Czesci[CP].Akt := Pet;
+ if Czas.AktBeat >= Lines[CP].Line[Pet].Start then
+ Lines[CP].Akt := Pet;
end;
// czysczenie nut gracza, gdy to jest nowa plansza
// (optymizacja raz na halfbeat jest zla)
- if Czesci[CP].Akt <> Czas.OldCzesc then
+ if Lines[CP].Akt <> Czas.OldCzesc then
NewSentence(Sender);
end; // for PetGr
@@ -733,21 +733,21 @@ begin // plynnie przesuwa text
Done := 1;
- for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
+ for N := 0 to Lines[0].Line[Lines[0].Akt].HighNote do
begin
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat) and
- (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then
+ if (Lines[0].Line[Lines[0].Akt].Note[N].Start <= Czas.MidBeat) and
+ (Lines[0].Line[Lines[0].Akt].Note[N].Start + Lines[0].Line[Lines[0].Akt].Note[N].Dlugosc >= Czas.MidBeat) then
begin
- Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc);
+ Done := (Czas.MidBeat - Lines[0].Line[Lines[0].Akt].Note[N].Start) / (Lines[0].Line[Lines[0].Akt].Note[N].Dlugosc);
end;
end;
- N := Czesci[0].Czesc[Czesci[0].Akt].HighNut;
+ N := Lines[0].Line[Lines[0].Akt].HighNote;
// wylacza ostatnia nute po przejsciu
{// todo: Lyrics
if (Ini.LyricsEffect = 1) and (Done = 1) and
- (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc)
+ (Czas.MidBeat > Lines[0].Line[Lines[0].Akt].Note[N].Start + Lines[0].Line[Lines[0].Akt].Note[N].Dlugosc)
then Sender.LyricMain.Selected := -1;
if Done > 1 then Done := 1;
@@ -773,25 +773,25 @@ begin begin
Player[G].IlNut := 0;
Player[G].HighNut := -1;
- SetLength(Player[G].Nuta, 0);
+ SetLength(Player[G].Note, 0);
end;
// Add Words to Lyrics
with Sender do
begin
- {LyricMain.AddCzesc(Czesci[0].Akt);
- if Czesci[0].Akt < Czesci[0].High then
- LyricSub.AddCzesc(Czesci[0].Akt+1)
+ {LyricMain.AddCzesc(Lines[0].Akt);
+ if Lines[0].Akt < Lines[0].High then
+ LyricSub.AddCzesc(Lines[0].Akt+1)
else
LyricSub.Clear;}
- while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Czesci[0].Czesc)) do
- Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]);
+ while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
end;
Sender.UpdateLCD;
//On Sentence Change...
- Sender.onSentenceChange(Czesci[0].Akt);
+ Sender.onSentenceChange(Lines[0].Akt);
end;
procedure NewBeat(Sender: TScreenSing);
@@ -801,8 +801,8 @@ var begin
// ustawia zaznaczenie tekstu
// SingScreen.LyricMain.Selected := -1;
- for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then
+ for Pet := 0 to Lines[0].Line[Lines[0].Akt].HighNote do
+ if (Lines[0].Line[Lines[0].Akt].Note[Pet].Start = Czas.AktBeat) then
begin
// operates on currently beated note
//Todo: Lyrics
@@ -826,11 +826,11 @@ begin // LPT_2 := 1;
// beat click
- if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then
+ if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
AudioPlayback.PlaySound(SoundLib.Click);
// debug system on LPT
- if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then
+ if ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
begin
//LPT_1 := 0;
// Light.LightOne(0, 150);
@@ -840,15 +840,15 @@ begin Light.LightOne(0, 200); // beat light
-{ if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then
+{ if ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then
Light.LightOne(0, 150)
else
Light.LightOne(1, 150)}
end;
- for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
+ for Pet := 0 to Lines[0].Line[Lines[0].Akt].HighNote do
begin
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) then
+ if (Lines[0].Line[Lines[0].Akt].Note[Pet].Start = Czas.AktBeatC) then
begin
// click assist
if Ini.ClickAssist = 1 then
@@ -915,22 +915,22 @@ begin //Czas.Ton := Czas.Ton + Round(Random(3)) - 1;
// count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
- SMin := Czesci[0].Akt-1;
+ SMin := Lines[0].Akt-1;
if SMin < 0 then
SMin := 0;
- SMax := Czesci[0].Akt;
+ SMax := Lines[0].Akt;
// check if we can add new note
Mozna := false;
SDet:=SMin;
for S := SMin to SMax do
begin
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
+ for Pet := 0 to Lines[0].Line[S].HighNote do
begin
- if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD)
- and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD))
- and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note
- and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) then // and make sure the note lenghts is at least 1
+ if ((Lines[0].Line[S].Note[Pet].Start <= Czas.AktBeatD)
+ and (Lines[0].Line[S].Note[Pet].Start + Lines[0].Line[S].Note[Pet].Dlugosc - 1 >= Czas.AktBeatD))
+ and (not Lines[0].Line[S].Note[Pet].FreeStyle) // but don't allow when it's FreeStyle note
+ and (Lines[0].Line[S].Note[Pet].Dlugosc > 0) then // and make sure the note lenghts is at least 1
begin
SDet := S;
Mozna := true;
@@ -948,19 +948,19 @@ begin if (AudioInputProcessor.Sound[CP].ToneValid) and (Mozna) then
begin
// operowanie na ostatniej nucie
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
+ for Pet := 0 to Lines[0].Line[S].HighNote do
begin
- if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1) and
- (Czesci[0].Czesc[S].Nuta[Pet].Start +
- Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then
+ if (Lines[0].Line[S].Note[Pet].Start <= Czas.OldBeatD+1) and
+ (Lines[0].Line[S].Note[Pet].Start +
+ Lines[0].Line[S].Note[Pet].Dlugosc > Czas.OldBeatD+1) then
begin
// to robi, tylko dla pary nut (oryginalnej i gracza)
// przesuwanie tonu w odpowiednia game
- while (AudioInputProcessor.Sound[CP].Tone - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do
+ while (AudioInputProcessor.Sound[CP].Tone - Lines[0].Line[S].Note[Pet].Ton > 6) do
AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone - 12;
- while (AudioInputProcessor.Sound[CP].Tone - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do
+ while (AudioInputProcessor.Sound[CP].Tone - Lines[0].Line[S].Note[Pet].Ton < -6) do
AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone + 12;
// Half size Notes Patch
@@ -971,9 +971,9 @@ begin //if Ini.Difficulty = 2 then Range := 0;
Range := 2 - Ini.Difficulty;
- if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - AudioInputProcessor.Sound[CP].Tone) <= Range then
+ if abs(Lines[0].Line[S].Note[Pet].Ton - AudioInputProcessor.Sound[CP].Tone) <= Range then
begin
- AudioInputProcessor.Sound[CP].Tone := Czesci[0].Czesc[S].Nuta[Pet].Ton;
+ AudioInputProcessor.Sound[CP].Tone := Lines[0].Line[S].Note[Pet].Ton;
// Half size Notes Patch
NoteHit := true;
@@ -981,21 +981,21 @@ begin if (Ini.LineBonus = 0) then
begin
// add points without LineBonus
- case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of
- 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
+ case Lines[0].Line[S].Note[Pet].Wartosc of
+ 1: Player[CP].Score := Player[CP].Score + 10000 / Lines[0].Wartosc *
+ Lines[0].Line[S].Note[Pet].Wartosc;
+ 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Lines[0].Wartosc *
+ Lines[0].Line[S].Note[Pet].Wartosc;
end;
end
else
begin
// add points with Line Bonus
- case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of
- 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
+ case Lines[0].Line[S].Note[Pet].Wartosc of
+ 1: Player[CP].Score := Player[CP].Score + 9000 / Lines[0].Wartosc *
+ Lines[0].Line[S].Note[Pet].Wartosc;
+ 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Lines[0].Wartosc *
+ Lines[0].Line[S].Note[Pet].Wartosc;
end;
end;
@@ -1014,16 +1014,16 @@ begin Nowa := true;
// jezeli ostatnia ma ten sam ton
if (Player[CP].IlNut > 0 ) and
- (Player[CP].Nuta[Player[CP].HighNut].Ton = AudioInputProcessor.Sound[CP].Tone) and
- (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD) then
+ (Player[CP].Note[Player[CP].HighNut].Ton = AudioInputProcessor.Sound[CP].Tone) and
+ (Player[CP].Note[Player[CP].HighNut].Start + Player[CP].Note[Player[CP].HighNut].Dlugosc = Czas.AktBeatD) then
begin
Nowa := false;
end;
// jezeli jest jakas nowa nuta na sprawdzanym beacie
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
+ for Pet := 0 to Lines[0].Line[S].HighNote do
begin
- if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then
+ if (Lines[0].Line[S].Note[Pet].Start = Czas.AktBeatD) then
Nowa := true;
end;
@@ -1033,31 +1033,31 @@ begin // nowa nuta
Player[CP].IlNut := Player[CP].IlNut + 1;
Player[CP].HighNut := Player[CP].HighNut + 1;
- SetLength(Player[CP].Nuta, Player[CP].IlNut);
- Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD;
- Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1;
- Player[CP].Nuta[Player[CP].HighNut].Ton := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
- Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat;
+ SetLength(Player[CP].Note, Player[CP].IlNut);
+ Player[CP].Note[Player[CP].HighNut].Start := Czas.AktBeatD;
+ Player[CP].Note[Player[CP].HighNut].Dlugosc := 1;
+ Player[CP].Note[Player[CP].HighNut].Ton := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
+ Player[CP].Note[Player[CP].HighNut].Detekt := Czas.MidBeat;
// Half Note Patch
- Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit;
+ Player[CP].Note[Player[CP].HighNut].Hit := NoteHit;
- //Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat');
+ //Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Note[Gracz.HighNut].Start), 'NewBeat');
end
else
begin
// przedluzenie nuty
- Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1;
+ Player[CP].Note[Player[CP].HighNut].Dlugosc := Player[CP].Note[Player[CP].HighNut].Dlugosc + 1;
end;
// check for perfect note and then lit the star (on Draw)
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
+ for Pet := 0 to Lines[0].Line[S].HighNote do
begin
- if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start) and
- (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc) and
- (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then
+ if (Lines[0].Line[S].Note[Pet].Start = Player[CP].Note[Player[CP].HighNut].Start) and
+ (Lines[0].Line[S].Note[Pet].Dlugosc = Player[CP].Note[Player[CP].HighNut].Dlugosc) and
+ (Lines[0].Line[S].Note[Pet].Ton = Player[CP].Note[Player[CP].HighNut].Ton) then
begin
- Player[CP].Nuta[Player[CP].HighNut].Perfect := true;
+ Player[CP].Note[Player[CP].HighNut].Perfect := true;
end;
end;
end;// else beep; // if S = SMax
@@ -1067,10 +1067,10 @@ begin // Log.LogStatus('EndBeat', 'NewBeat');
//On Sentence End -> For LineBonus + SingBar
- if (sDet >= low(Czesci[0].Czesc)) and (sDet <= high(Czesci[0].Czesc)) then
+ if (sDet >= low(Lines[0].Line)) and (sDet <= high(Lines[0].Line)) then
begin
if assigned( Sender ) and
- ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then
+ ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Dlugosc - 1) = Czas.AktBeatD) then
begin
Sender.onSentenceEnd(sDet);
end;
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