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path: root/Game/Code/Screens/UScreenScore.pas
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Diffstat (limited to 'Game/Code/Screens/UScreenScore.pas')
-rw-r--r--Game/Code/Screens/UScreenScore.pas40
1 files changed, 20 insertions, 20 deletions
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index 606d8366..b47c43f1 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -367,15 +367,15 @@ begin
inherited Draw;
{*
- player[0].ScoreI := 7000;
- player[0].ScoreLineI := 2000;
- player[0].ScoreGoldenI := 1000;
- player[0].ScoreTotalI := 10000;
-
- player[1].ScoreI := 2500;
- player[1].ScoreLineI := 1100;
- player[1].ScoreGoldenI := 900;
- player[1].ScoreTotalI := 4500;
+ player[0].ScoreInt := 7000;
+ player[0].ScoreLineInt := 2000;
+ player[0].ScoreGoldenInt := 1000;
+ player[0].ScoreTotalInt := 10000;
+
+ player[1].ScoreInt := 2500;
+ player[1].ScoreLineInt := 1100;
+ player[1].ScoreGoldenInt := 900;
+ player[1].ScoreTotalInt := 4500;
*}
// Let's start to arise the bars
CurrentTime := SDL_GetTicks();
@@ -486,7 +486,7 @@ begin
ThemeIndex := PlayerNumber + ArrayStartModifier;
- case (Player[PlayerNumber-1].ScoreTotalI) of
+ case (Player[PlayerNumber-1].ScoreTotalInt) of
0..2009:
begin
Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
@@ -633,25 +633,25 @@ begin
// 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].ScoreI;
+ 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].ScoreLineI;
+ 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].ScoreGoldenI;
+ 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;
// the height dependend of the score
- Height2Reach := (Score / 10000) * MaxHeight;
+ Height2Reach := (Score / MAX_SONG_SCORE) * MaxHeight;
if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then
begin
@@ -751,19 +751,19 @@ begin
begin
EaseOut_Step := BarScore_EaseOut_Step;
ActualScoreValue := TextScore_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreI;
+ ScoreReached := Player[PlayerNumber-1].ScoreInt;
end;
if (ScoreType = 'Line') then
begin
EaseOut_Step := BarPhrase_EaseOut_Step;
ActualScoreValue := TextPhrase_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreLineI;
+ ScoreReached := Player[PlayerNumber-1].ScoreLineInt;
end;
if (ScoreType = 'Golden') then
begin
EaseOut_Step := BarGolden_EaseOut_Step;
ActualScoreValue := TextGolden_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreGoldenI;
+ ScoreReached := Player[PlayerNumber-1].ScoreGoldenInt;
end;
// EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
@@ -815,17 +815,17 @@ begin
//fixed: line bonus and golden notes don't show up,
// another bug: total score was shown without added golden-, linebonus
- S := IntToStr(Player[P].ScoreTotalI);
+ S := IntToStr(Player[P].ScoreTotalInt);
while (Length(S)<5) do
S := '0' + S;
Text[TextTotalScore[Item]].Text := S;
- S := IntToStr(Player[P].ScoreLineI);
+ S := IntToStr(Player[P].ScoreLineInt);
while (Length(S)<4) do
S := '0' + S;
Text[TextLineBonusScore[Item]].Text := S;
- S := IntToStr(Player[P].ScoreGoldenI);
+ S := IntToStr(Player[P].ScoreGoldenInt);
while (Length(S)<4) do
S := '0' + S;
Text[TextGoldenNotesScore[Item]].Text := S;