From a89edc606724e5d6d6fb36d81101d61c9f24b5fb Mon Sep 17 00:00:00 2001 From: whiteshark0 Date: Tue, 25 Sep 2007 18:50:13 +0000 Subject: Add Ratingbar to score class Ratingbar algorithm needs some finetuning. too much lowering atm Some atm not used functions of scoreclass don't work correctly. See USingScores. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@433 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/USingScores.pas | 240 +++++++++++++++++++++++++++++++++----- 1 file changed, 212 insertions(+), 28 deletions(-) (limited to 'Game') diff --git a/Game/Code/Classes/USingScores.pas b/Game/Code/Classes/USingScores.pas index 881a5515..052ff678 100644 --- a/Game/Code/Classes/USingScores.pas +++ b/Game/Code/Classes/USingScores.pas @@ -10,6 +10,16 @@ uses UThemes, OpenGl12, UTexture; +////////////////////////////////////////////////////////////// +// ATTENTION: // +// Enabled Flag does not Work atm. This should cause Popups // +// Not to Move and Scores to stay until Renenabling. // +// To use e.g. in Pause Mode // +// Also InVisible Flag causes Attributes not to change. // +// This should be fixed after next Draw when Visible = True,// +// but not testet yet // +////////////////////////////////////////////////////////////// + //Some Constances containing Options that could change by time const MaxPlayers = 6; //Maximum of Players that could be added @@ -27,6 +37,9 @@ type ScoreDisplayed: Word; //Score cur. Displayed(for counting up) ScoreBG: TTexture;//Texture of the Players Scores BG Color: TRGB; //Teh Players Color + RBPos: Real; //Cur. Percentille of the Rating Bar + RBTarget: Real; //Target Position of Rating Bar + RBVisible:Boolean; //Is Rating bar Drawn end; aScorePlayer = array[0..MaxPlayers-1] of TScorePlayer; @@ -103,6 +116,9 @@ type //Procedure Draws a Score by Playerindex Procedure DrawScore(const Index: Integer); + //Procedure Draws the RatingBar by Playerindex + Procedure DrawRatingBar(const Index: Integer); + //Procedure Removes a PopUp w/o destroying the List Procedure KillPopUp(const last, cur: PScorePopUp); public @@ -122,6 +138,10 @@ type end; + Visible: Boolean; //Visibility of all Scores + Enabled: Boolean; //Scores are changed, PopUps are Moved etc. + RBVisible: Boolean; //Visibility of all Rating Bars + //Propertys for Reading Position and Playercount Property PositionCount: Byte read oPositionCount; Property PlayerCount: Byte read oPlayerCount; @@ -180,6 +200,11 @@ begin //Clear PopupList Pointers FirstPopUp := nil; LastPopUp := nil; + + //Clear Variables + Visible := True; + Enabled := True; + RBVisible := True; //Clear Position Index oPositionCount := 0; @@ -231,6 +256,9 @@ begin aPlayers[PlayerCount].ScoreDisplayed := Score; aPlayers[PlayerCount].ScoreBG := ScoreBG; aPlayers[PlayerCount].Color := Color; + aPlayers[PlayerCount].RBPos := 0.5; + aPlayers[PlayerCount].RBTarget := 0.5; + aPlayers[PlayerCount].RBVisible := True; Inc(oPlayerCount); end; @@ -390,6 +418,13 @@ begin //Give Player the Last Points that missing till now aPlayers[Cur.Player].ScoreDisplayed := aPlayers[Cur.Player].ScoreDisplayed + Cur.ScoreDiff - Cur.ScoreGiven; + //Change Bars Position + aPlayers[Cur.Player].RBTarget := aPlayers[Cur.Player].RBTarget + (Cur.ScoreDiff - Cur.ScoreGiven)/Cur.ScoreDiff * (Cur.Rating / 20 - 0.26); + If (aPlayers[Cur.Player].RBTarget > 1) then + aPlayers[Cur.Player].RBTarget := 1 + else If (aPlayers[Cur.Player].RBTarget < 0) then + aPlayers[Cur.Player].RBTarget := 0; + //If this is the First PopUp => Make Next PopUp the First If (Cur = FirstPopUp) then FirstPopUp := Cur.Next @@ -528,35 +563,47 @@ var CurPopUp, LastPopUp: PScorePopUp; begin CurTime := SDL_GetTicks; - - //Draw Popups - LastPopUp := nil; - CurPopUp := FirstPopUp; - - While (CurPopUp <> nil) do + + If Visible then begin - if (CurTime - CurPopUp.TimeStamp > Settings.Phase1Time + Settings.Phase2Time + Settings.Phase3Time) then + //Draw Popups + LastPopUp := nil; + CurPopUp := FirstPopUp; + + While (CurPopUp <> nil) do begin - KillPopUp(LastPopUp, CurPopUp); - if (LastPopUp = nil) then - CurPopUp := FirstPopUp + if (CurTime - CurPopUp.TimeStamp > Settings.Phase1Time + Settings.Phase2Time + Settings.Phase3Time) then + begin + KillPopUp(LastPopUp, CurPopUp); + if (LastPopUp = nil) then + CurPopUp := FirstPopUp + else + CurPopUp := LastPopUp.Next; + end else + begin + DrawPopUp(CurPopUp); + LastPopUp := CurPopUp; CurPopUp := LastPopUp.Next; - end - else - begin - DrawPopUp(CurPopUp); - LastPopUp := CurPopUp; - CurPopUp := LastPopUp.Next; + end; end; - end; - //Draw Players - For I := 0 to PlayerCount-1 do - begin - DrawScore(I); - end; + IF (RBVisible) then + //Draw Players w/ Rating Bar + For I := 0 to PlayerCount-1 do + begin + DrawScore(I); + DrawRatingBar(I); + end + else + //Draw Players w/o Rating Bar + For I := 0 to PlayerCount-1 do + begin + DrawScore(I); + end; + + end; //eo Visible end; //----------- @@ -584,6 +631,11 @@ begin If ((Players[PopUp.Player].Position AND 128) = 0) = (ScreenAct = 1) then begin CurTime := SDL_GetTicks; + If Not (Enabled AND Players[PopUp.Player].Enabled) then + //Increase Timestamp with TIem where there is no Movement ... + begin + //Inc(PopUp.TimeStamp, LastRender); + end; TimeDiff := CurTime - PopUp.TimeStamp; //Get Position of PopUp @@ -636,10 +688,20 @@ begin If (PopUp.Rating > 0) then begin - //Add Scores - ScoreToAdd := Round(PopUp.ScoreDiff * Progress) - PopUp.ScoreGiven; - Inc(PopUp.ScoreGiven, ScoreToAdd); - aPlayers[PopUp.Player].ScoreDisplayed := Players[PopUp.Player].ScoreDisplayed + ScoreToAdd; + //Add Scores if Player Enabled + If (Enabled AND Players[PopUp.Player].Enabled) then + begin + ScoreToAdd := Round(PopUp.ScoreDiff * Progress) - PopUp.ScoreGiven; + Inc(PopUp.ScoreGiven, ScoreToAdd); + aPlayers[PopUp.Player].ScoreDisplayed := Players[PopUp.Player].ScoreDisplayed + ScoreToAdd; + + //Change Bars Position + aPlayers[PopUp.Player].RBTarget := aPlayers[PopUp.Player].RBTarget + ScoreToAdd/PopUp.ScoreDiff * (PopUp.Rating / 20 - 0.26); + If (aPlayers[PopUp.Player].RBTarget > 1) then + aPlayers[PopUp.Player].RBTarget := 1 + else If (aPlayers[PopUp.Player].RBTarget < 0) then + aPlayers[PopUp.Player].RBTarget := 0; + end; //Set Positions etc. Alpha := 0.7 - 0.7 * Progress; @@ -676,7 +738,7 @@ begin //Draw PopUp - if (Alpha > 0) then + if (Alpha > 0) AND (Players[PopUp.Player].Visible) then begin //Draw BG: glEnable(GL_TEXTURE_2D); @@ -730,7 +792,7 @@ begin If Players[Index].Position <> high(byte) then begin //Only Draw if Player is on Cur Screen - If ((Players[Index].Position AND 128) = 0) = (ScreenAct = 1) then + If (((Players[Index].Position AND 128) = 0) = (ScreenAct = 1)) AND Players[Index].Visible then begin Position := @Positions[Players[Index].Position and 127]; @@ -768,4 +830,126 @@ begin end; //eo Player has Position end; + +Procedure TSingScores.DrawRatingBar(const Index: Integer); +var + Position: PScorePosition; + R,G,B, Size: Real; + Diff: Real; +begin + //Only Draw if Player has a Position + If Players[Index].Position <> high(byte) then + begin + //Only Draw if Player is on Cur Screen + If ((Players[Index].Position AND 128) = 0) = (ScreenAct = 1) AND (Players[index].RBVisible AND Players[index].Visible) then + begin + Position := @Positions[Players[Index].Position and 127]; + + If (Enabled AND Players[Index].Enabled) then + begin + //Move Position if Enabled + Diff := Players[Index].RBTarget - Players[Index].RBPos; + If(Abs(Diff) < 0.02) then + aPlayers[Index].RBPos := aPlayers[Index].RBTarget + else + aPlayers[Index].RBPos := aPlayers[Index].RBPos + Diff*0.1; + end; + + //Get Colors for RatingBar + If Players[index].RBPos <=0.22 then + begin + R := 1; + G := 0; + B := 0; + end + Else If Players[index].RBPos <=0.42 then + begin + R := 1; + G := Players[index].RBPos*5; + B := 0; + end + Else If Players[index].RBPos <=0.57 then + begin + R := 1; + G := 1; + B := 0; + end + Else If Players[index].RBPos <=0.77 then + begin + R := 1-(Players[index].RBPos-0.57)*5; + G := 1; + B := 0; + end + else + begin + R := 0; + G := 1; + B := 0; + end; + + //Enable all glFuncs Needed + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + //Draw RatingBar BG + glColor4f(1, 1, 1, 0.8); + glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_BG_Tex.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(Position.RBX, Position.RBY); + + glTexCoord2f(0, Settings.RatingBar_BG_Tex.TexH); + glVertex2f(Position.RBX, Position.RBY+Position.RBH); + + glTexCoord2f(Settings.RatingBar_BG_Tex.TexW, Settings.RatingBar_BG_Tex.TexH); + glVertex2f(Position.RBX+Position.RBW, Position.RBY+Position.RBH); + + glTexCoord2f(Settings.RatingBar_BG_Tex.TexW, 0); + glVertex2f(Position.RBX+Position.RBW, Position.RBY); + glEnd; + + //Draw Rating bar itself + Size := Position.RBX + Position.RBW * Players[Index].RBPos; + glColor4f(R, G, B, 1); + glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_Bar_Tex.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(Position.RBX, Position.RBY); + + glTexCoord2f(0, Settings.RatingBar_Bar_Tex.TexH); + glVertex2f(Position.RBX, Position.RBY + Position.RBH); + + glTexCoord2f(Settings.RatingBar_Bar_Tex.TexW, Settings.RatingBar_Bar_Tex.TexH); + glVertex2f(Size, Position.RBY + Position.RBH); + + glTexCoord2f(Settings.RatingBar_Bar_Tex.TexW, 0); + glVertex2f(Size, Position.RBY); + glEnd; + + //Draw Ratingbar FG (Teh thing with the 3 lines to get better readability) + glColor4f(1, 1, 1, 0.6); + glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_FG_Tex.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(Position.RBX, Position.RBY); + + glTexCoord2f(0, Settings.RatingBar_FG_Tex.TexH); + glVertex2f(Position.RBX, Position.RBY + Position.RBH); + + glTexCoord2f(Settings.RatingBar_FG_Tex.TexW, Settings.RatingBar_FG_Tex.TexH); + glVertex2f(Position.RBX + Position.RBW, Position.RBY + Position.RBH); + + glTexCoord2f(Settings.RatingBar_FG_Tex.TexW, 0); + glVertex2f(Position.RBX + Position.RBW, Position.RBY); + glEnd; + + //Disable all Enabled glFuncs + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + end; //eo Right Screen + end; //eo Player has Position +end; + end. -- cgit v1.2.3