From 36e04782552fde9e26710f29f453d574b2ee9c0b Mon Sep 17 00:00:00 2001 From: f1fth_freed0m Date: Thu, 6 Mar 2008 02:16:07 +0000 Subject: Translated Some Variables TonGamy to ToneGamus DlugoscNut to NoteLenght Akt to Current AktBeat to CurrentBeat AktBeatD to CurrentBeatD AktBeatC to CurrentBeatC OldCzesc to OldLine Teraz to CurrentTime Razem to TotalTime TCzas to TLineState Czas to LineState git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@916 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/UMain.pas | 132 ++++++++++++++++++++++---------------------- 1 file changed, 66 insertions(+), 66 deletions(-) (limited to 'Game/Code/Classes/UMain.pas') diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas index 4fab84e7..c13050e5 100644 --- a/Game/Code/Classes/UMain.pas +++ b/Game/Code/Classes/UMain.pas @@ -55,7 +55,7 @@ type //Meter: real; - HighNut: integer; + HighNote: integer; IlNut: integer; Note: array of record Start: integer; @@ -675,79 +675,79 @@ var Done: real; N: integer; begin - Czas.Teraz := Czas.Teraz + TimeSkip; + LineState.CurrentTime := LineState.CurrentTime + TimeSkip; - Czas.OldBeat := Czas.AktBeat; - Czas.MidBeat := GetMidBeat(Czas.Teraz - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function - Czas.AktBeat := Floor(Czas.MidBeat); + LineState.OldBeat := LineState.CurrentBeat; + LineState.MidBeat := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function + LineState.CurrentBeat := Floor(LineState.MidBeat); -// Czas.OldHalf := Czas.AktHalf; -// Czas.MidHalf := Czas.MidBeat + 0.5; -// Czas.AktHalf := Floor(Czas.MidHalf); +// LineState.OldHalf := LineState.AktHalf; +// LineState.MidHalf := LineState.MidBeat + 0.5; +// LineState.AktHalf := Floor(LineState.MidHalf); - Czas.OldBeatC := Czas.AktBeatC; - Czas.MidBeatC := GetMidBeat(Czas.Teraz - (CurrentSong.Gap) / 1000); - Czas.AktBeatC := Floor(Czas.MidBeatC); + LineState.OldBeatC := LineState.CurrentBeatC; + LineState.MidBeatC := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap) / 1000); + LineState.CurrentBeatC := Floor(LineState.MidBeatC); - Czas.OldBeatD := Czas.AktBeatD; - Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP - Czas.AktBeatD := Floor(Czas.MidBeatD); - Czas.FracBeatD := Frac(Czas.MidBeatD); + LineState.OldBeatD := LineState.CurrentBeatD; + LineState.MidBeatD := -0.5+GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP + LineState.CurrentBeatD := Floor(LineState.MidBeatD); + LineState.FracBeatD := Frac(LineState.MidBeatD); // sentences routines for PetGr := 0 to 0 do //High(Gracz) begin; CP := PetGr; // ustawianie starej parts - Czas.OldCzesc := Lines[CP].Akt; + LineState.OldLine := Lines[CP].Current; // wybieranie aktualnej parts for Pet := 0 to Lines[CP].High do begin - if Czas.AktBeat >= Lines[CP].Line[Pet].Start then - Lines[CP].Akt := Pet; + if LineState.CurrentBeat >= Lines[CP].Line[Pet].Start then + Lines[CP].Current := Pet; end; // czysczenie nut gracza, gdy to jest nowa plansza // (optymizacja raz na halfbeat jest zla) - if Lines[CP].Akt <> Czas.OldCzesc then + if Lines[CP].Current <> LineState.OldLine then NewSentence(Sender); end; // for PetGr // wykonuje operacje raz na beat - if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then + if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then NewBeat(Sender); // make some operations on clicks - if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then + if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then NewBeatC(Sender); // make some operations when detecting new voice pitch - if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then + if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then NewBeatD(Sender); // wykonuje operacje w polowie beatu -// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then +// if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then // NewHalf; // plynnie przesuwa text Done := 1; - for N := 0 to Lines[0].Line[Lines[0].Akt].HighNote do + for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do begin - 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].Lenght >= Czas.MidBeat) then + if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and + (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Lenght >= LineState.MidBeat) then begin - Done := (Czas.MidBeat - Lines[0].Line[Lines[0].Akt].Note[N].Start) / (Lines[0].Line[Lines[0].Akt].Note[N].Lenght); + Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Lenght); end; end; - N := Lines[0].Line[Lines[0].Akt].HighNote; + N := Lines[0].Line[Lines[0].Current].HighNote; // wylacza ostatnia nute po przejsciu {// todo: Lyrics if (Ini.LyricsEffect = 1) and (Done = 1) and - (Czas.MidBeat > Lines[0].Line[Lines[0].Akt].Note[N].Start + Lines[0].Line[Lines[0].Akt].Note[N].Lenght) + (LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Lenght) then Sender.LyricMain.Selected := -1; if Done > 1 then Done := 1; @@ -772,16 +772,16 @@ begin for G := 0 to High(Player) do begin Player[G].IlNut := 0; - Player[G].HighNut := -1; + Player[G].HighNote := -1; SetLength(Player[G].Note, 0); end; // Add Words to Lyrics with Sender do begin - {LyricMain.AddCzesc(Lines[0].Akt); - if Lines[0].Akt < Lines[0].High then - LyricSub.AddCzesc(Lines[0].Akt+1) + {LyricMain.AddCzesc(Lines[0].Current); + if Lines[0].Current < Lines[0].High then + LyricSub.AddCzesc(Lines[0].Current+1) else LyricSub.Clear;} while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do @@ -791,7 +791,7 @@ begin Sender.UpdateLCD; //On Sentence Change... - Sender.onSentenceChange(Lines[0].Akt); + Sender.onSentenceChange(Lines[0].Current); end; procedure NewBeat(Sender: TScreenSing); @@ -801,8 +801,8 @@ var begin // ustawia zaznaczenie tekstu // SingScreen.LyricMain.Selected := -1; - 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 + for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNote do + if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = LineState.CurrentBeat) 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 + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then + if (Ini.BeatClick = 1) and ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then AudioPlayback.PlaySound(SoundLib.Click); // debug system on LPT - if ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then + if ((LineState.CurrentBeatC + 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 + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then +{ if ((LineState.CurrentBeatC + 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 Lines[0].Line[Lines[0].Akt].HighNote do + for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNote do begin - if (Lines[0].Line[Lines[0].Akt].Note[Pet].Start = Czas.AktBeatC) then + if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = LineState.CurrentBeatC) then begin // click assist if Ini.ClickAssist = 1 then @@ -860,7 +860,7 @@ begin // drum machine (* - TempBeat := Czas.AktBeat;// + 2; + TempBeat := LineState.CurrentBeat;// + 2; if (TempBeat mod 8 = 0) then Music.PlayDrum; if (TempBeat mod 8 = 4) then Music.PlayClap; // if (TempBeat mod 4 = 2) then Music.PlayHihat; @@ -897,7 +897,7 @@ var Range: integer; NoteHit:boolean; begin -// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat'); +// Log.LogStatus('Beat ' + IntToStr(LineState.CurrentBeat) + ' HalfBeat ' + IntToStr(LineState.AktHalf), 'NewBeat'); // beep; // On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas @@ -912,13 +912,13 @@ begin AudioInputProcessor.Sound[CP].AnalyzeBuffer; // adds some noise - //Czas.Tone := Czas.Tone + Round(Random(3)) - 1; + //LineState.Tone := LineState.Tone + Round(Random(3)) - 1; // count min and max sentence range for checking (detection is delayed to the notes we see on the screen) - SMin := Lines[0].Akt-1; + SMin := Lines[0].Current-1; if SMin < 0 then SMin := 0; - SMax := Lines[0].Akt; + SMax := Lines[0].Current; // check if we can add new note Mozna := false; @@ -927,8 +927,8 @@ begin begin for Pet := 0 to Lines[0].Line[S].HighNote do begin - if ((Lines[0].Line[S].Note[Pet].Start <= Czas.AktBeatD) - and (Lines[0].Line[S].Note[Pet].Start + Lines[0].Line[S].Note[Pet].Lenght - 1 >= Czas.AktBeatD)) + if ((Lines[0].Line[S].Note[Pet].Start <= LineState.CurrentBeatD) + and (Lines[0].Line[S].Note[Pet].Start + Lines[0].Line[S].Note[Pet].Lenght - 1 >= LineState.CurrentBeatD)) 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].Lenght > 0) then // and make sure the note lenghts is at least 1 begin @@ -950,9 +950,9 @@ begin // operowanie na ostatniej nucie for Pet := 0 to Lines[0].Line[S].HighNote do begin - if (Lines[0].Line[S].Note[Pet].Start <= Czas.OldBeatD+1) and + if (Lines[0].Line[S].Note[Pet].Start <= LineState.OldBeatD+1) and (Lines[0].Line[S].Note[Pet].Start + - Lines[0].Line[S].Note[Pet].Lenght > Czas.OldBeatD+1) then + Lines[0].Line[S].Note[Pet].Lenght > LineState.OldBeatD+1) then begin // to robi, tylko dla pary nut (oryginalnej i gracza) @@ -1014,8 +1014,8 @@ begin Nowa := true; // jezeli ostatnia ma ten sam Tone if (Player[CP].IlNut > 0 ) and - (Player[CP].Note[Player[CP].HighNut].Tone = AudioInputProcessor.Sound[CP].Tone) and - (Player[CP].Note[Player[CP].HighNut].Start + Player[CP].Note[Player[CP].HighNut].Lenght = Czas.AktBeatD) then + (Player[CP].Note[Player[CP].HighNote].Tone = AudioInputProcessor.Sound[CP].Tone) and + (Player[CP].Note[Player[CP].HighNote].Start + Player[CP].Note[Player[CP].HighNote].Lenght = LineState.CurrentBeatD) then begin Nowa := false; end; @@ -1023,7 +1023,7 @@ begin // jezeli jest jakas nowa nuta na sprawdzanym beacie for Pet := 0 to Lines[0].Line[S].HighNote do begin - if (Lines[0].Line[S].Note[Pet].Start = Czas.AktBeatD) then + if (Lines[0].Line[S].Note[Pet].Start = LineState.CurrentBeatD) then Nowa := true; end; @@ -1032,32 +1032,32 @@ begin begin // nowa nuta Player[CP].IlNut := Player[CP].IlNut + 1; - Player[CP].HighNut := Player[CP].HighNut + 1; + Player[CP].HighNote := Player[CP].HighNote + 1; SetLength(Player[CP].Note, Player[CP].IlNut); - Player[CP].Note[Player[CP].HighNut].Start := Czas.AktBeatD; - Player[CP].Note[Player[CP].HighNut].Lenght := 1; - Player[CP].Note[Player[CP].HighNut].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl - Player[CP].Note[Player[CP].HighNut].Detekt := Czas.MidBeat; + Player[CP].Note[Player[CP].HighNote].Start := LineState.CurrentBeatD; + Player[CP].Note[Player[CP].HighNote].Lenght := 1; + Player[CP].Note[Player[CP].HighNote].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl + Player[CP].Note[Player[CP].HighNote].Detekt := LineState.MidBeat; // Half Note Patch - Player[CP].Note[Player[CP].HighNut].Hit := NoteHit; + Player[CP].Note[Player[CP].HighNote].Hit := NoteHit; - //Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Note[Gracz.HighNut].Start), 'NewBeat'); + //Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Note[Gracz.HighNote].Start), 'NewBeat'); end else begin // przedluzenie nuty - Player[CP].Note[Player[CP].HighNut].Lenght := Player[CP].Note[Player[CP].HighNut].Lenght + 1; + Player[CP].Note[Player[CP].HighNote].Lenght := Player[CP].Note[Player[CP].HighNote].Lenght + 1; end; // check for perfect note and then lit the star (on Draw) for Pet := 0 to Lines[0].Line[S].HighNote do begin - if (Lines[0].Line[S].Note[Pet].Start = Player[CP].Note[Player[CP].HighNut].Start) and - (Lines[0].Line[S].Note[Pet].Lenght = Player[CP].Note[Player[CP].HighNut].Lenght) and - (Lines[0].Line[S].Note[Pet].Tone = Player[CP].Note[Player[CP].HighNut].Tone) then + if (Lines[0].Line[S].Note[Pet].Start = Player[CP].Note[Player[CP].HighNote].Start) and + (Lines[0].Line[S].Note[Pet].Lenght = Player[CP].Note[Player[CP].HighNote].Lenght) and + (Lines[0].Line[S].Note[Pet].Tone = Player[CP].Note[Player[CP].HighNote].Tone) then begin - Player[CP].Note[Player[CP].HighNut].Perfect := true; + Player[CP].Note[Player[CP].HighNote].Perfect := true; end; end; end;// else beep; // if S = SMax @@ -1070,7 +1070,7 @@ begin if (sDet >= low(Lines[0].Line)) and (sDet <= high(Lines[0].Line)) then begin if assigned( Sender ) and - ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Lenght - 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].Lenght - 1) = LineState.CurrentBeatD) then begin Sender.onSentenceEnd(sDet); end; -- cgit v1.2.3