1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
|
--[[
* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*]]
-- some values to adjust the creation of PlayerChanges
local MinPercentage = 0.06; -- minimal amount of points between changes (in percent)
local MaxPercentage = 0.12; -- maximal amount of points between changes (in percent)
-- position of big progress bar in the center
local BarPos = {};
BarPos.Top = 30
BarPos.Bottom = 50
BarPos.Left = 300
BarPos.Right = 500
function plugin_init()
register('party mode: teamduel', '1.00', 'USDX Team', 'http://www.UltrastarDeluxe.org');
require('math', 'Usdx.Party', 'Usdx.ScreenSing', 'Usdx.Gl', 'Usdx.TextGl');
local Mode = {}
Mode.Name = 'teamduel';
Mode.CanParty = true;
Mode.PlayerCount = {2,3,4,5,6};
Mode.BeforeSing = 'BeforeSing'
Mode.OnSing = 'Sing';
Usdx.Party.Register(Mode)
ScreenSing.GetBeat();
return true;
end
-- called everytime a singing session w/ this party mode is startet
-- we just hook ScreenSing.SongLoaded to prepare the mic changes here
function BeforeSing()
hSongLoaded = Usdx.Hook('ScreenSing.SongLoaded', 'PrepareChanges');
-- execute default action (e.g. set correct singing playercount)
return true
end;
-- adds a new SentenceChange at Line to the PlayerChanges array
function AddChange(Line)
PlayerChanges[#PlayerChanges + 1] = {};
PlayerChanges[#PlayerChanges].OnBeat = Lines[Line].Start;
PlayerChanges[#PlayerChanges].NextPlayer = {}
for i = 1, #Teams do
repeat
PlayerChanges[#PlayerChanges].NextPlayer[i] = math.random(#Teams[i].Players);
until (1 == #PlayerChanges) or (PlayerChanges[#PlayerChanges].NextPlayer[i] ~= PlayerChanges[#PlayerChanges-1].NextPlayer[i]) or (#Teams[i].Players == 1);
end;
end;
function PrepareChanges()
Lines = ScreenSing.GetSongLines();
Teams = Party.GetTeams();
-- get sum of hittable beats (per line and total)
local TotalBeats = 0;
local LineValue = {};
for i = 1, #Lines do
for j = 1, #Lines[i].Notes do
LineValue[i] = (LineValue[i] or 0) + Lines[i].Notes[j].Length * Lines[i].Notes[j].NoteType;
end;
TotalBeats = TotalBeats + LineValue[i];
end;
-- calculate changes
PlayerChanges = {};
-- fallback if there are only freestyle notes
-- random count of lines between changes
if (TotalBeats == 0) then
local i = 1;
repeat
if i > 1 then
AddChange(i);
end
local step = math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * #Lines);
if step < 1 then
step = 1;
end;
i = i + step;
until i >= #Lines;
else -- calculate changes by amount of hittable beats
local i = 1;
local BeatsToChange = math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * TotalBeats);
local Beats = 0;
repeat
Beats = Beats + LineValue[i];
if Beats >= BeatsToChange then
AddChange(i);
BeatsToChange = BeatsToChange + math.ceil((MinPercentage + (MaxPercentage - MinPercentage) * math.random()) * TotalBeats);
end
i = i + 1;
until i >= #Lines;
end;
-- free lines
Lines = nil;
-- init NextPlayerChange
NextPlayerChange = 1;
-- calculate OSD position for players
do
local RBRect = ScreenSing.GetRBRect();
OSD = {};
for i = 1, #RBRect do
OSD[i] = {};
OSD[i].Left = RBRect[i].x;
OSD[i].Right = RBRect[i].x + RBRect[i].w;
OSD[i].Top = RBRect[i].y + RBRect[i].h;
OSD[i].Bottom = RBRect[i].y + RBRect[i].h + math.max(RBRect[i].h, 13);
end;
end;
-- remove hook
hSongLoaded:Unhook();
hSongLoaded = nil;
end
function DrawPlayerText(i, Text)
Gl.Disable('GL_TEXTURE_2D');
-- background
Gl.Color (0, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(OSD[i].Left, OSD[i].Top);
Gl.Vertex(OSD[i].Left, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Top);
Gl.End();
-- text
Gl.Color(1, 0, 0, 1);
TextGl.Style(1);
TextGl.Size(18);
TextGl.Italic(false);
local PosX = (OSD[i].Left + OSD[i].Right) / 2;
PosX = PosX - TextGl.Width(Text) / 2;
TextGl.Pos(PosX, OSD[i].Top - 3);
TextGl.Print(Text);
end;
-- draws the progress bar for player i
function DrawPlayerProgress(i, Progress)
Gl.Disable('GL_TEXTURE_2D');
-- background
Gl.Color (0, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(OSD[i].Left, OSD[i].Top);
Gl.Vertex(OSD[i].Left, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Top);
Gl.End();
-- bar
Gl.Color(1, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(OSD[i].Left + 2, OSD[i].Top + 2);
Gl.Vertex(OSD[i].Left + 2, OSD[i].Bottom - 2);
Gl.Vertex(OSD[i].Left + 2 + (OSD[i].Right - OSD[i].Left - 4) * Progress, OSD[i].Bottom - 2);
Gl.Vertex(OSD[i].Left + 2 + (OSD[i].Right - OSD[i].Left - 4) * Progress, OSD[i].Top + 2);
Gl.End();
end;
-- draws the big progress bar in the screen center
function DrawCenterProgress(Progress)
Gl.Disable('GL_TEXTURE_2D');
-- background
Gl.Color (0, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(BarPos.Left, BarPos.Top);
Gl.Vertex(BarPos.Left, BarPos.Bottom);
Gl.Vertex(BarPos.Right, BarPos.Bottom);
Gl.Vertex(BarPos.Right, BarPos.Top);
Gl.End();
-- bar
Gl.Color(1, 0, 0, 1);
Gl.Begin('GL_QUADS');
Gl.Vertex(BarPos.Left + 2, BarPos.Top + 2);
Gl.Vertex(BarPos.Left + 2, BarPos.Bottom - 2);
Gl.Vertex(BarPos.Left + 2 + (BarPos.Right - BarPos.Left - 4) * Progress, BarPos.Bottom - 2);
Gl.Vertex(BarPos.Left + 2 + (BarPos.Right - BarPos.Left - 4) * Progress, BarPos.Top + 2);
Gl.End();
end;
function Sing()
if (NextPlayerChange <= #PlayerChanges) then
local BeatsToNextChange = PlayerChanges[NextPlayerChange].OnBeat - ScreenSing.GetBeat();
local TimeToNextChange = ScreenSing.BeatsToSeconds(BeatsToNextChange);
-- draw next player text or progress bar
if (TimeToNextChange <= 0) then
--there is a change
NextPlayerChange = NextPlayerChange + 1;
elseif (TimeToNextChange <= 5) then
for i = 1, #Teams do
DrawPlayerProgress(i, 1 - TimeToNextChange/5);
end;
elseif (TimeToNextChange <= 6.5) then
for i = 1, #Teams do
DrawPlayerText(i, Teams[i].Players[PlayerChanges[NextPlayerChange].NextPlayer[i]].Name);
end;
elseif (TimeToNextChange <= 8) then
for i = 1, #Teams do
DrawPlayerText(i, 'Next Player');
end;
elseif (TimeToNextChange <= 9.5) then
for i = 1, #Teams do
DrawPlayerText(i, Teams[i].Players[PlayerChanges[NextPlayerChange].NextPlayer[i]].Name);
end;
elseif (TimeToNextChange <= 11) then
for i = 1, #Teams do
DrawPlayerText(i, 'Next Player');
end;
end
if (TimeToNextChange <= 11) then
DrawCenterProgress(1 - TimeToNextChange/11);
end;
end;
end
|