diff options
Diffstat (limited to 'src/screens')
-rw-r--r-- | src/screens/UScreenScore.pas | 269 |
1 files changed, 128 insertions, 141 deletions
diff --git a/src/screens/UScreenScore.pas b/src/screens/UScreenScore.pas index cf1cdfc2..6e6d77c7 100644 --- a/src/screens/UScreenScore.pas +++ b/src/screens/UScreenScore.pas @@ -46,56 +46,56 @@ uses UTexture; const - ZBars : real = 0.8; // Z value for the bars - ZRatingPic : real = 0.8; // Z value for the rating pictures + ZBars: real = 0.8; // Z value for the bars + ZRatingPic: real = 0.8; // Z value for the rating pictures - EaseOut_MaxSteps : real = 10; // that's the speed of the bars (10 is fast | 100 is slower) + EaseOut_MaxSteps: real = 10; // that's the speed of the bars (10 is fast | 100 is slower) - BarRaiseSpeed : cardinal = 0; // Time for raising the bar one step higher (in ms) + BarRaiseSpeed: cardinal = 0; // Time for raising the bar one step higher (in ms) type TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players //Bar textures - Score_NoteBarLevel_Dark : TTexture; // Note - Score_NoteBarRound_Dark : TTexture; // that's the round thing on top + Score_NoteBarLevel_Dark: TTexture; // Note + Score_NoteBarRound_Dark: TTexture; // that's the round thing on top - Score_NoteBarLevel_Light : TTexture; // LineBonus | Phrasebonus - Score_NoteBarRound_Light : TTexture; + Score_NoteBarLevel_Light: TTexture; // LineBonus | Phrasebonus + Score_NoteBarRound_Light: TTexture; - Score_NoteBarLevel_Lightest : TTexture; // GoldenNotes - Score_NoteBarRound_Lightest : TTexture; + Score_NoteBarLevel_Lightest: TTexture; // GoldenNotes + Score_NoteBarRound_Lightest: TTexture; end; TPlayerScoreScreenData = record // holds the positions and other data - Bar_Y :Real; - Bar_Actual_Height : Real; // this one holds the actual height of the bar, while we animate it - BarScore_ActualHeight : Real; - BarLine_ActualHeight : Real; - BarGolden_ActualHeight : Real; + Bar_Y: real; + Bar_Actual_Height: real; // this one holds the actual height of the bar, while we animate it + BarScore_ActualHeight: real; + BarLine_ActualHeight: real; + BarGolden_ActualHeight: real; end; TPlayerScoreRatingPics = record // a fine array of the rating pictures - RateEaseStep : Integer; - RateEaseValue: Real; + RateEaseStep: integer; + RateEaseValue: real; end; TScreenScore = class(TMenu) private - BarTime : Cardinal; - ArrayStartModifier : integer; + BarTime: cardinal; + ArrayStartModifier: integer; public - aPlayerScoreScreenTextures : array[1..6] of TPlayerScoreScreenTexture; - aPlayerScoreScreenDatas : array[1..6] of TPlayerScoreScreenData; - aPlayerScoreScreenRatings : array[1..6] of TPlayerScoreRatingPics; + aPlayerScoreScreenTextures: array[1..6] of TPlayerScoreScreenTexture; + aPlayerScoreScreenDatas: array[1..6] of TPlayerScoreScreenData; + aPlayerScoreScreenRatings: array[1..6] of TPlayerScoreRatingPics; - BarScore_EaseOut_Step : real; - BarPhrase_EaseOut_Step : real; - BarGolden_EaseOut_Step : real; + BarScore_EaseOut_Step: real; + BarPhrase_EaseOut_Step: real; + BarGolden_EaseOut_Step: real; - TextArtist: integer; - TextTitle: integer; + TextArtist: integer; + TextTitle: integer; - TextArtistTitle : integer; + TextArtistTitle: integer; TextName: array[1..6] of integer; TextScore: array[1..6] of integer; @@ -110,63 +110,60 @@ type TextTotalScore: array[1..6] of integer; PlayerStatic: array[1..6] of array of integer; - PlayerTexts : 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; StaticBoxDark: array[1..6] of integer; - StaticBackLevel: array[1..6] of integer; - StaticBackLevelRound: array[1..6] of integer; - StaticLevel: array[1..6] of integer; - StaticLevelRound: array[1..6] of integer; - - Animation: real; - - TextScore_ActualValue : array[1..6] of integer; - TextPhrase_ActualValue : array[1..6] of integer; - TextGolden_ActualValue : array[1..6] of integer; + StaticBackLevel: array[1..6] of integer; + StaticBackLevelRound: array[1..6] of integer; + StaticLevel: array[1..6] of integer; + StaticLevelRound: array[1..6] of integer; + Animation: real; + TextScore_ActualValue: array[1..6] of integer; + TextPhrase_ActualValue: array[1..6] of integer; + TextGolden_ActualValue: array[1..6] of integer; constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + function ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean; override; procedure onShow; override; procedure onShowFinish; override; function Draw: boolean; override; procedure FillPlayer(Item, P: integer); - procedure EaseBarIn(PlayerNumber : Integer; BarType: String); - procedure EaseScoreIn(PlayerNumber : Integer; ScoreType: String); + procedure EaseBarIn(PlayerNumber: integer; BarType: string); + procedure EaseScoreIn(PlayerNumber: integer; ScoreType: string); - procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String); + procedure FillPlayerItems(PlayerNumber: integer; ScoreType: string); - - procedure DrawBar(BarType:string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); + procedure DrawBar(BarType: string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); //Rating Picture procedure ShowRating(PlayerNumber: integer); - function CalculateBouncing(PlayerNumber : Integer): real; - procedure DrawRating(PlayerNumber:integer;Rating:integer); + function CalculateBouncing(PlayerNumber: integer): real; + procedure DrawRating(PlayerNumber: integer; Rating: integer); end; implementation - -uses UGraphic, - UScreenSong, - UMenuStatic, - UTime, - UMain, - UIni, - ULog, - ULanguage; - -function TScreenScore.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +uses + UGraphic, + UScreenSong, + UMenuStatic, + UTime, + UMain, + UIni, + ULog, + ULanguage; + +function TScreenScore.ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean; begin Result := true; - If (PressedDown) Then begin + if (PressedDown) then + begin // check normal keys case WideCharUpperCase(CharCode)[1] of 'Q': @@ -256,9 +253,9 @@ end; procedure TScreenScore.onShow; var - P: integer; // player - I: integer; - V: array[1..6] of boolean; // visibility array + P: integer; // player + I: integer; + V: array[1..6] of boolean; // visibility array begin @@ -295,7 +292,6 @@ begin aPlayerScoreScreenRatings[P].RateEaseValue := 20; end; - Text[TextArtist].Text := CurrentSong.Artist; Text[TextTitle].Text := CurrentSong.Title; Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; @@ -347,7 +343,6 @@ begin Static[StaticBoxLight[P]].Texture.Alpha := 0; Static[StaticBoxDark[P]].Texture.Alpha := 0; - Text[TextNotes[P]].Visible := V[P]; Text[TextNotesScore[P]].Visible := V[P]; Text[TextLineBonus[P]].Visible := V[P]; @@ -377,14 +372,14 @@ end; procedure TScreenScore.onShowFinish; var - index : integer; + index: integer; begin for index := 1 to (PlayersPlay) do - begin - TextScore_ActualValue[index] := 0; - TextPhrase_ActualValue[index] := 0; - TextGolden_ActualValue[index] := 0; - end; + begin + TextScore_ActualValue[index] := 0; + TextPhrase_ActualValue[index] := 0; + TextGolden_ActualValue[index] := 0; + end; BarScore_EaseOut_Step := 1; BarPhrase_EaseOut_Step := 1; @@ -393,10 +388,10 @@ end; function TScreenScore.Draw: boolean; var - CurrentTime : Cardinal; - PlayerCounter : integer; - PStart: Integer; - PHigh: Integer; + CurrentTime: cardinal; + PlayerCounter: integer; + PStart: integer; + PHigh: integer; begin {* player[0].ScoreInt := 7000; @@ -414,9 +409,9 @@ begin DrawBG; //Calculate first and last Player on this Screen - If (PlayersPlay > 3) then + if (PlayersPlay > 3) then begin - Case PlayersPlay of + case PlayersPlay of 4: begin PStart := 1 + ((ScreenAct-1) * 2); PHigh := 2 + ((ScreenAct-1) * 2); @@ -428,7 +423,7 @@ begin end; end; end - Else + else begin PStart := 1; PHigh := PlayersPlay; @@ -436,7 +431,7 @@ begin // Let's start to arise the bars CurrentTime := SDL_GetTicks(); - if((CurrentTime >= BarTime) AND ShowFinish) then + if((CurrentTime >= BarTime) and ShowFinish) then begin BarTime := CurrentTime + BarRaiseSpeed; @@ -452,7 +447,6 @@ begin if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1; - // GoldenNotebonus if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then begin @@ -473,20 +467,19 @@ begin EaseBarIn(PlayerCounter, 'Note'); EaseScoreIn(PlayerCounter,'Note'); - - If (PlayersPlay <= 3) then + if (PlayersPlay <= 3) then //If we play w/ 3 or less players they fit in one screen //so we don't have to swap the values of themeobjects - //on every draw + //on every draw FillPlayerItems(PlayerCounter,'Funky'); end; end; - If (PlayersPlay > 3) then + if (PlayersPlay > 3) then //more then 3 players don't fit the screen //so we have to swap the themeobjects values on every draw - For PlayerCounter := PStart to PHigh do + for PlayerCounter := PStart to PHigh do begin FillPlayerItems(PlayerCounter,'Funky'); end; @@ -494,7 +487,6 @@ begin //Draw Theme Objects DrawFG; - (* //todo: i need a clever method to draw statics with their z value for I := 0 to Length(Static) - 1 do @@ -506,7 +498,7 @@ begin Result := true; end; -procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String); +procedure TscreenScore.FillPlayerItems(PlayerNumber: integer; ScoreType: string); var ThemeIndex: integer; begin @@ -516,11 +508,11 @@ begin // We have to do this here because we use the same Theme Object // for players on the first and second screen - Case PlayersPlay of + case PlayersPlay of 1, 2, 3: ThemeIndex := PlayerNumber + ArrayStartModifier; 4: ThemeIndex := ((PlayerNumber-1) mod 2) + 1 + ArrayStartModifier; 6: ThemeIndex := ((PlayerNumber-1) mod 3) + 1 + ArrayStartModifier; - end; + end; //golden Text[TextGoldenNotesScore[ThemeIndex]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]); @@ -557,20 +549,19 @@ begin end; end; - procedure TScreenScore.ShowRating(PlayerNumber: integer); var - Rating : integer; - ThemeIndex : integer; + Rating: integer; + ThemeIndex: integer; begin // We have to do this here because we use the same Theme Object // for players on the first and second screen - Case PlayersPlay of + case PlayersPlay of 1, 2, 3: ThemeIndex := PlayerNumber + ArrayStartModifier; 4: ThemeIndex := ((PlayerNumber-1) mod 2) + 1 + ArrayStartModifier; 6: ThemeIndex := ((PlayerNumber-1) mod 3) + 1 + ArrayStartModifier; - end; + end; case (Player[PlayerNumber-1].ScoreTotalInt) of 0..2009: @@ -618,7 +609,7 @@ begin end; //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings - if ( Theme.Score.StaticRatings[ThemeIndex].W > 0 ) AND ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then + if ( Theme.Score.StaticRatings[ThemeIndex].W > 0 ) and ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then begin Text[TextScore[ThemeIndex]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / Theme.Score.StaticRatings[ThemeIndex].W; end; @@ -627,11 +618,11 @@ begin DrawRating(PlayerNumber, Rating); end; -procedure TscreenScore.DrawRating(PlayerNumber:integer;Rating:integer); +procedure TscreenScore.DrawRating(PlayerNumber: integer; Rating: integer); var - Posx : real; - Posy : real; - Width :real; + Posx: real; + Posy: real; + Width: real; begin CalculateBouncing(PlayerNumber); @@ -658,56 +649,53 @@ begin glDisable(GL_TEXTURE_2d); end; - - -function TscreenScore.CalculateBouncing(PlayerNumber : Integer): real; +function TscreenScore.CalculateBouncing(PlayerNumber: integer): real; var - ReturnValue : real; - p, s : real; + ReturnValue: real; + p, s: real; - RaiseStep, MaxVal : real; - EaseOut_Step : integer; + RaiseStep, MaxVal: real; + EaseOut_Step: integer; begin EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep; MaxVal := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].W; RaiseStep := EaseOut_Step; - if (MaxVal > 0) AND (RaiseStep > 0) then + if (MaxVal > 0) and (RaiseStep > 0) then RaiseStep := RaiseStep / MaxVal; - if (RaiseStep = 1) then - begin - ReturnValue := MaxVal; - end - else - begin - p := MaxVal * 0.4; + if (RaiseStep = 1) then + begin + ReturnValue := MaxVal; + end + else + begin + p := MaxVal * 0.4; - s := p/(2*PI) * arcsin (1); - ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal; + s := p/(2*PI) * arcsin (1); + ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal; - inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep); - aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue; - end; + inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep); + aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue; + end; Result := ReturnValue; end; - -procedure TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String); +procedure TscreenScore.EaseBarIn(PlayerNumber: integer; BarType: string); const - RaiseSmoothness : integer = 100; + RaiseSmoothness: integer = 100; var - MaxHeight : real; - NewHeight : real; + MaxHeight: real; + NewHeight: real; - Height2Reach : real; - RaiseStep : real; - BarStartPosY : single; + Height2Reach: real; + RaiseStep: real; + BarStartPosY: single; - lTmp : real; - Score : integer; + lTmp: real; + Score: integer; begin MaxHeight := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].H; @@ -768,10 +756,10 @@ begin aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight; end; -procedure TscreenScore.DrawBar(BarType:string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); +procedure TscreenScore.DrawBar(BarType: string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); var - Width:real; - BarStartPosX:real; + Width: real; + BarStartPosX: real; begin // this is solely for better readability of the drawing Width := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].W; @@ -825,15 +813,15 @@ begin glDisable(GL_TEXTURE_2d); end; -procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String); +procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType: string); const - RaiseSmoothness : integer = 100; + RaiseSmoothness: integer = 100; var - RaiseStep : Real; - lTmpA : Real; - ScoreReached :Integer; - EaseOut_Step :Real; - ActualScoreValue:integer; + RaiseStep: real; + lTmpA: real; + ScoreReached: integer; + EaseOut_Step: real; + ActualScoreValue: integer; begin if (ScoreType = 'Note') then begin @@ -865,7 +853,7 @@ begin // quadratic easing out - decelerating to zero velocity // -end_position * current_time * ( current_time - 2 ) + start_postion lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20)); - if ( lTmpA > 0 ) AND + if ( lTmpA > 0 ) and ( RaiseSmoothness > 0 ) then begin if (ScoreType = 'Note') then @@ -919,7 +907,6 @@ begin Text[TextGoldenNotesScore[Item]].Text := S; //end of fix - end; end. |