unit UScreenScore; interface {$IFDEF FPC} {$MODE DELPHI} {$ENDIF} uses UMenu, SDL, SysUtils, UDisplay, UMusic, USongs, UThemes, OpenGL12, Windows, math, ULCD; // OpenGL; type TScreenScore = class(TMenu) public TextArtist: integer; TextTitle: integer; TextArtistTitle : integer; TextName: array[1..6] of integer; TextScore: array[1..6] of integer; TextNotes: array[1..6] of integer; TextNotesScore: array[1..6] of integer; TextLineBonus: array[1..6] of integer; TextLineBonusScore: array[1..6] of integer; TextGoldenNotes: array[1..6] of integer; TextGoldenNotesScore: array[1..6] of integer; TextTotal: array[1..6] of integer; TextTotalScore: array[1..6] of integer; PlayerStatic: array[1..6] of array of integer; PlayerTexts : array[1..6] of array of integer; StaticBoxLightest: array[1..6] of integer; StaticBoxLight: array[1..6] of integer; StaticBoxDark: array[1..6] of integer; StaticBackLevel: array[1..6] of integer; StaticBackLevelRound: array[1..6] of integer; StaticLevel: array[1..6] of integer; StaticLevelRound: array[1..6] of integer; Animation: real; Fadeout: boolean; BarScore_ActualHeight : array[1..6] of real; BarPhrase_ActualHeight : array[1..6] of real; BarGolden_ActualHeight : array[1..6] of real; BarScore_EaseOut_Step : real; BarPhrase_EaseOut_Step : real; BarGolden_EaseOut_Step : real; TextScore_ActualValue : array[1..6] of integer; TextPhrase_ActualValue : array[1..6] of integer; TextGolden_ActualValue : array[1..6] of integer; EaseOut_MaxSteps : real; constructor Create; override; function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; procedure onShow; override; procedure onShowFinish; override; function Draw: boolean; override; procedure FillPlayer(Item, P: integer); function RaiseBar(PlayerNumber: integer; BarStartPosY: Single; ActualHeight: real; Score: integer; ColorBrightness : String; EaseOut_Step: Real) : real; function IncrementScore(PlayerNumber: integer; ActualScoreValue: Integer; ScoreReached: integer; EaseOut_Step: Real) : integer; end; implementation //{$IFDEF TRANSLATE} uses UGraphic, UScreenSong, UMenuStatic, UTime, UMain, UIni, ULanguage; //{$ELSE} //uses UGraphic, UScreenSong, UMenuStatic, UTime, UMain, UIni; //{$ENDIF} function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; begin Result := true; If (PressedDown) Then begin case PressedKey of SDLK_Q: begin Result := false; end; SDLK_ESCAPE, SDLK_BACKSPACE : begin if (not Fadeout) then begin // Music.StopShuffle; FadeTo(@ScreenTop5); Fadeout := true; end; end; SDLK_RETURN: begin if (not Fadeout) then begin // Music.StopShuffle; FadeTo(@ScreenTop5); Fadeout := true; end; end; { SDLK_SYSREQ: begin beep; end;} SDLK_SYSREQ: begin Display.PrintScreen; end; end; end; end; constructor TScreenScore.Create; var P: integer; I, C: integer; begin inherited Create; LoadFromTheme(Theme.Score); TextArtist := AddText(Theme.Score.TextArtist); TextTitle := AddText(Theme.Score.TextTitle); TextArtistTitle := AddText(Theme.Score.TextArtistTitle); for P := 1 to 6 do begin TextName[P] := AddText(Theme.Score.TextName[P]); TextScore[P] := AddText(Theme.Score.TextScore[P]); TextNotes[P] := AddText(Theme.Score.TextNotes[P]); TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]); TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]); TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]); TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]); TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]); TextTotal[P] := AddText(Theme.Score.TextTotal[P]); TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]); SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P])); SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P])); for I := 0 to High(Theme.Score.PlayerStatic[P]) do PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]); //added by mog for C := 0 to High(Theme.Score.PlayerTexts[P]) do PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]); // more skinable now StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]); StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]); StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]); StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]); StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]); StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]); StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]); end; end; procedure TScreenScore.onShow; var P: integer; // player PP: integer; // another player variable S: string; I: integer; Lev: real; Skip: integer; V: array[1..6] of boolean; // visibility array MaxH: real; // maximum height of score bar Wsp: real; begin { CountSkipTimeSet; Animation := 0; Fadeout := false; Text[1].Text := AktSong.Artist + ' - ' + AktSong.Title; Text[2].Text := ' ' + IntToStr((Round(Gracz[0].Punkty) div 10) * 10) + ' points'; Static[0].Texture.X := -2000; Static[1].Texture.X := -2000; Static[2].Texture.X := -2000; Static[3].Texture.X := -2000; Static[4].Texture.X := -2000; Static[5].Texture.X := -2000; Static[6].Texture.X := -2000; Static[7].Texture.X := -2000; Text[0].X := -2000; Text[1].X := -2000; Text[2].X := -2000; Text[3].X := -2000; case (Round(Gracz[0].Punkty) div 10) * 10 of 0..1000: Text[3].Text := ' Tone Deaf'; 2010..4000: Text[3].Text := ' Amateur'; 4010..6000: Text[3].Text := ' Rising Star'; 6010..8000: Text[3].Text := ' Lead Singer'; 8010..9000: Text[3].Text := ' Hit Artist'; 9010..10000: Text[3].Text := ' Superstar'; end; Music.PlayShuffle;} // Singstar Fadeout := false; Text[TextArtist].Text := AktSong.Artist; Text[TextTitle].Text := AktSong.Title; Text[TextArtistTitle].Text := AktSong.Artist + ' - ' + AktSong.Title; // set visibility case PlayersPlay of 1: begin V[1] := true; V[2] := false; V[3] := false; V[4] := false; V[5] := false; V[6] := false; end; 2, 4: begin V[1] := false; V[2] := true; V[3] := true; V[4] := false; V[5] := false; V[6] := false; end; 3, 6: begin V[1] := false; V[2] := false; V[3] := false; V[4] := true; V[5] := true; V[6] := true; end; end; for P := 1 to 6 do begin Text[TextName[P]].Visible := V[P]; Text[TextScore[P]].Visible := V[P]; // We set alpha to 0 , so we can nicely blend them in when we need them Text[TextScore[P]].Alpha := 0; Text[TextNotesScore[P]].Alpha := 0; Text[TextNotes[P]].Alpha := 0; Text[TextLineBonus[P]].Alpha := 0; Text[TextLineBonusScore[P]].Alpha := 0; Text[TextGoldenNotes[P]].Alpha := 0; Text[TextGoldenNotesScore[P]].Alpha := 0; Text[TextTotal[P]].Alpha := 0; Text[TextTotalScore[P]].Alpha := 0; Text[TextNotes[P]].Visible := V[P]; Text[TextNotesScore[P]].Visible := V[P]; Text[TextLineBonus[P]].Visible := V[P]; Text[TextLineBonusScore[P]].Visible := V[P]; Text[TextGoldenNotes[P]].Visible := V[P]; Text[TextGoldenNotesScore[P]].Visible := V[P]; Text[TextTotal[P]].Visible := V[P]; Text[TextTotalScore[P]].Visible := V[P]; for I := 0 to high(PlayerStatic[P]) do Static[PlayerStatic[P, I]].Visible := V[P]; for I := 0 to high(PlayerTexts[P]) do Text[PlayerTexts[P, I]].Visible := V[P]; Static[StaticBoxLightest[P]].Visible := V[P]; Static[StaticBoxLight[P]].Visible := V[P]; Static[StaticBoxDark[P]].Visible := V[P]; Static[StaticBackLevel[P]].Visible := false; //V[P]; Static[StaticBackLevelRound[P]].Visible := false; //V[P]; Static[StaticLevel[P]].Visible := false; //V[P]; Static[StaticLevelRound[P]].Visible := false; //V[P]; end; { if PlayersPlay <= 3 then begin // only for 1 screen mode for P := 0 to PlayersPlay-1 do begin case PlayersPlay of 1: PP := 1; 2: PP := P + 2; 3: PP := P + 4; end; //PP := 1; Text[TextName[PP]].Text := Ini.Name[P]; //{$IFDEF TRANSLATE} { case (Player[P].ScoreTotalI) of 0..2000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_TONE_DEAF'); 2010..4000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_AMATEUR'); 4010..6000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_RISING_STAR'); 6010..8000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_LEAD_SINGER'); 8010..9000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_HIT_ARTIST'); 9010..9800: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_SUPERSTAR'); 9810..10000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_ULTRASTAR'); end; (* {$ELSE}{ case (Player[P].ScoreTotalI) of 0..2000: Text[TextScore[PP]].Text := 'Tone Deaf'; 2010..4000: Text[TextScore[PP]].Text := 'Amateur'; 4010..6000: Text[TextScore[PP]].Text := 'Rising Star'; 6010..8000: Text[TextScore[PP]].Text := 'Lead Singer'; 8010..9000: Text[TextScore[PP]].Text := 'Hit Artist'; 9010..9800: Text[TextScore[PP]].Text := 'Superstar'; 9810..10000: Text[TextScore[PP]].Text := 'Ultrastar'; end; { {$ENDIF} //*) { S := IntToStr(Player[P].ScoreI); while (Length(S)<4) do S := '0' + S; Text[TextNotesScore[PP]].Text := S; S := IntToStr(Player[P].ScoreLineI); while (Length(S)<4) do S := '0' + S; Text[TextLineBonusScore[PP]].Text := S; S := IntToStr(Player[P].ScoreGoldenI); while (Length(S)<4) do S := '0' + S; Text[TextGoldenNotesScore[PP]].Text := S; S := IntToStr(Player[P].ScoreTotalI); while (Length(S)<5) do S := '0' + S; Text[TextTotalScore[PP]].Text := S; // Level bar length (* Lev := ((Round(Player[P].Punkty) div 10) * 10) / 10000; Static[StaticLevel[PP]].Texture.H := Round(Static[StaticBackLevel[PP]].Texture.H * Lev); Static[StaticLevel[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticLevel[PP]].Texture.H; Static[StaticLevelRound[PP]].Texture.Y := Static[StaticLevel[PP]].Texture.Y - Static[StaticLevelRound[PP]].Texture.H;} //*) // doesn't align too much... (to fix) // hint: play with wrapping textures // resolution: setting TexY1 and TexY2 to 0.1 and 0.9 { Lev := Player[P].ScoreTotalI / 10000; MaxH := Static[StaticBackLevel[PP]].Texture.H + Static[StaticBackLevelRound[PP]].Texture.H / 2; // developer note (Polish): // w sumie np. 120 pix // ten static moze miec 100 pix // wlacza sie od 20 pix i rosnie do 120 pix // wiec wysokosc = wyznaczona ilosc - 20 // nie moze byc mniejsze od 0 // Lev * MaxH = total number of pixels to draw Static[StaticLevel[PP]].Visible := true; Static[StaticLevel[PP]].Texture.H := Lev * MaxH - Static[StaticBackLevelRound[PP]].Texture.H / 2; if Static[StaticLevel[PP]].Texture.H < 0 then Static[StaticLevel[PP]].Visible := false; // Y doesn't change and depend on the back texture coordinate Static[StaticLevel[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticLevel[PP]].Texture.H; // we modify LevelRound texture by changing it's Y. TexY1 and TexY2 change when the height to draw is lower than 20 if Lev * MaxH < Static[StaticBackLevelRound[PP]].Texture.H / 2 then begin // when it's lower than 20 => we move TexY1 and TexY2 higher to show only part of this texture Static[StaticLevelRound[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticBackLevelRound[PP]].Texture.H; // - 0.25 when points = 0 // - 0 wnen there are more points // if Lev * MaxH = Static[StaticBackLevelRound[PP]].Texture.H / 2) then we do not change it // if Lev * MaxH = 0 then we substract 0.25 // we substract (0.25 - 0.25 * (Lev * MaxH)/Static[StaticBackLevelRound[PP]].Texture.H / 2) Wsp := Lev * MaxH / (Static[StaticBackLevelRound[PP]].Texture.H / 2); Static[StaticLevelRound[PP]].Texture.TexY1 := Static[StaticBackLevelRound[PP]].Texture.TexY1 - 0.25 + 0.25 * Wsp; Static[StaticLevelRound[PP]].Texture.TexY2 := Static[StaticBackLevelRound[PP]].Texture.TexY2 - 0.25 + 0.25 * Wsp; end else begin // when it's higher or equal 20 => full texture is being shown Static[StaticLevelRound[PP]].Texture.TexY1 := Static[StaticBackLevelRound[PP]].Texture.TexY1; Static[StaticLevelRound[PP]].Texture.TexY2 := Static[StaticBackLevelRound[PP]].Texture.TexY2; Static[StaticLevelRound[PP]].Texture.Y := Static[StaticLevel[PP]].Texture.Y - Static[StaticBackLevelRound[PP]].Texture.H; end; end; // for end; // if LCD.HideCursor; LCD.Clear; LCD.WriteText(1, Ini.Name[0]); LCD.WriteText(2, 'Score: ' + Text[TextTotalScore[1]].Text); } end; procedure TScreenScore.onShowFinish; var index : integer; begin for index := 1 to 2 do begin BarScore_ActualHeight[index] := 0; BarPhrase_ActualHeight[index] := 0; BarGolden_ActualHeight[index] := 0; TextScore_ActualValue[index] := 0; TextPhrase_ActualValue[index] := 0; TextGolden_ActualValue[index] := 0; end; BarScore_EaseOut_Step := 1; BarPhrase_EaseOut_Step := 1; BarGolden_EaseOut_Step := 1; EaseOut_MaxSteps := 100; end; function TScreenScore.Draw: boolean; var { Min: real; Max: real; Wsp: real; Wsp2: real; Pet: integer;} ActualTime, OldTime : Integer; Item: integer; P: integer; C: integer; katze : integer; begin // 0.5.0: try also use 4 players screen with nicks if PlayersPlay = 4 then begin for Item := 2 to 3 do begin if ScreenAct = 1 then P := Item-2; if ScreenAct = 2 then P := Item; FillPlayer(Item, P); end; end; // Singstar - let it be...... with 6 statics if PlayersPlay = 6 then begin for Item := 4 to 6 do begin if ScreenAct = 1 then P := Item-4; if ScreenAct = 2 then P := Item-1; FillPlayer(Item, P); { if ScreenAct = 1 then begin LoadColor( Static[StaticBoxLightest[Item]].Texture.ColR, Static[StaticBoxLightest[Item]].Texture.ColG, Static[StaticBoxLightest[Item]].Texture.ColB, 'P1Dark'); end; if ScreenAct = 2 then begin LoadColor( Static[StaticBoxLightest[Item]].Texture.ColR, Static[StaticBoxLightest[Item]].Texture.ColG, Static[StaticBoxLightest[Item]].Texture.ColB, 'P4Dark'); end;} end; end; inherited Draw; { player[1].ScoreI := 7000; player[1].ScoreLineI := 2000; player[1].ScoreGoldenI := 1000; player[2].ScoreI := 2500; player[2].ScoreLineI := 1100; player[2].ScoreGoldenI := 900; } // Let's arise the bars ActualTime := GetTickCount div 33; if ((ActualTime <> OldTime) and ShowFinish )then begin OldTime := ActualTime; For katze:= 0 to 5 do begin // We actually araise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore) Case BarScore_EaseOut_Step < EaseOut_MaxSteps * 10 of true : BarScore_EaseOut_Step := BarScore_EaseOut_Step + 1; end; // PhrasenBonus if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then begin Case BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10 of true : BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1; end; // GoldenNotebonus if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then begin Case BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10 of true : BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1; end; //######################## // Draw golden score bar # //######################## BarGolden_ActualHeight[katze] := RaiseBar(katze, Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze] - BarPhrase_ActualHeight[katze], BarGolden_ActualHeight[katze], player[katze+1].ScoreGoldenI, 'Lightest', BarGolden_EaseOut_Step); // Increment and show total score and plain score TextGolden_ActualValue[katze] := IncrementScore(katze, TextGolden_ActualValue[katze], Player[katze+1].ScoreGoldenI, BarGolden_EaseOut_Step); Text[TextGoldenNotesScore[katze+1]].Text := IntToStr(TextGolden_ActualValue[katze]); // Blend in Text[TextGoldenNotesScore[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100); Text[TextGoldenNotes[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100); end; //######################## // Draw phrase score bar # //######################## BarPhrase_ActualHeight[katze] := RaiseBar(katze, Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze], BarPhrase_ActualHeight[katze], Player[katze+1].ScoreLineI, 'Light', BarPhrase_EaseOut_Step); // Increment and show total score and plain score TextPhrase_ActualValue[katze] := IncrementScore(katze, TextPhrase_ActualValue[katze], Player[katze+1].ScoreLineI, BarPhrase_EaseOut_Step); Text[TextLineBonusScore[katze+1]].Text := IntToStr(TextPhrase_ActualValue[katze]); //Blend in Text[TextLineBonusScore[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100); Text[TextLineBonus[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100); end; //####################### // Draw plain score bar # //####################### BarScore_ActualHeight[katze] := RaiseBar(katze, Static[StaticBackLevel[katze+1]].Texture.y, BarScore_ActualHeight[katze], Player[katze+1].ScoreI, 'Dark', BarScore_EaseOut_Step); // Increment and show total score and plain score TextScore_ActualValue[katze] := IncrementScore(katze, TextScore_ActualValue[katze], Player[katze+1].ScoreI, BarScore_EaseOut_Step); Text[TextNotesScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze]); Text[TextTotalScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze] + TextPhrase_ActualValue[katze] + TextGolden_ActualValue[katze]); //Blend em in Text[TextTotalScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); Text[TextTotal[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); Text[TextNotesScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); Text[TextNotes[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); Text[TextScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); end; // me loop end; end; function TscreenScore.RaiseBar(PlayerNumber: integer; BarStartPosY: Single; ActualHeight: real; Score: integer; ColorBrightness : String; EaseOut_Step: Real) : real; const RaiseSmoothness : integer = 100; var MaxHeight : real; NewHeight : real; Width : real; Height2Reach : real; RaiseStep : real; BarStartPosX : Single; R,G,B : real; begin MaxHeight := Static[StaticBackLevel[PlayerNumber + 1]].Texture.H; Width := Static[StaticBackLevel[PlayerNumber + 1]].Texture.W; BarStartPosX := Static[StaticBackLevel[PlayerNumber + 1]].Texture.X; BarStartPosY := BarStartPosY + MaxHeight; // The texture starts in the upper left corner, so let's subtract the height - so we can arise it // the height dependend of the score Height2Reach := (Score / 10000) * MaxHeight; // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps RaiseStep := EaseOut_Step; if (ActualHeight < Height2Reach) then begin // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions // Calculate the actual step according to the maxsteps RaiseStep := RaiseStep / EaseOut_MaxSteps; // quadratic easing out - decelerating to zero velocity // -end_position * current_time * ( current_time - 2 ) + start_postion NewHeight := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY) / RaiseSmoothness; end else begin NewHeight := Height2Reach; end; //+1 LoadColor(R, G, B, 'P' + inttostr(PlayerNumber+1) + ColorBrightness); //dark, light, lightest glColor4f(R, G, B, 1); //the actual bar glBindTexture(GL_TEXTURE_2D, Static[StaticLevel[PlayerNumber + 1]].Texture.TexNum); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(BarStartPosX, BarStartPosY - NewHeight); glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight); glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY); glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY); glEnd; //the round thing on top glBindTexture(GL_TEXTURE_2D, Static[StaticLevelRound[PlayerNumber + 1]].Texture.TexNum); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight); glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight); glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight); glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY - NewHeight); glEnd; Result := NewHeight; end; function TScreenScore.IncrementScore(PlayerNumber: integer; ActualScoreValue: Integer; ScoreReached: integer; EaseOut_Step: Real) : integer; const RaiseSmoothness : integer = 100; var RaiseStep : Real; begin // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps RaiseStep := EaseOut_Step; if (ActualScoreValue < ScoreReached) then begin // Calculate the actual step according to the maxsteps RaiseStep := RaiseStep / EaseOut_MaxSteps; // quadratic easing out - decelerating to zero velocity // -end_position * current_time * ( current_time - 2 ) + start_postion Result := floor((-ScoreReached * RaiseStep * (RaiseStep - 20)) / RaiseSmoothness); end else begin Result := ScoreReached; end; end; procedure TScreenScore.FillPlayer(Item, P: integer); var S: string; begin Text[TextName[Item]].Text := Ini.Name[P]; S := IntToStr((Round(Player[P].Score) div 10) * 10); while (Length(S)<4) do S := '0' + S; Text[TextNotesScore[Item]].Text := S; // while (Length(S)<5) do S := '0' + S; // Text[TextTotalScore[Item]].Text := S; //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); while (Length(S)<5) do S := '0' + S; Text[TextTotalScore[Item]].Text := S; S := IntToStr(Player[P].ScoreLineI); while (Length(S)<4) do S := '0' + S; Text[TextLineBonusScore[Item]].Text := S; S := IntToStr(Player[P].ScoreGoldenI); while (Length(S)<4) do S := '0' + S; Text[TextGoldenNotesScore[Item]].Text := S; //end of fix LoadColor( Text[TextName[Item]].ColR, Text[TextName[Item]].ColG, Text[TextName[Item]].ColB, 'P' + IntToStr(P+1) + 'Dark'); LoadColor( Static[StaticBoxLightest[Item]].Texture.ColR, Static[StaticBoxLightest[Item]].Texture.ColG, Static[StaticBoxLightest[Item]].Texture.ColB, 'P' + IntToStr(P+1) + 'Lightest'); LoadColor( Static[StaticBoxLight[Item]].Texture.ColR, Static[StaticBoxLight[Item]].Texture.ColG, Static[StaticBoxLight[Item]].Texture.ColB, 'P' + IntToStr(P+1) + 'Light'); LoadColor( Static[StaticBoxDark[Item]].Texture.ColR, Static[StaticBoxDark[Item]].Texture.ColG, Static[StaticBoxDark[Item]].Texture.ColB, 'P' + IntToStr(P+1) + 'Dark'); end; end.