コード例 #1
0
ファイル: HighScore.cpp プロジェクト: KingMew/stepmania
XNode *HighScoreImpl::CreateNode() const
{
	XNode *pNode = new XNode( "HighScore" );
	const bool bWriteSimpleValues = RadarValues::WRITE_SIMPLE_VALIES;
	const bool bWriteComplexValues = RadarValues::WRITE_COMPLEX_VALIES;

	// TRICKY:  Don't write "name to fill in" markers.
	pNode->AppendChild( "Name",			IsRankingToFillIn(sName) ? RString("") : sName );
	pNode->AppendChild( "Grade",			GradeToString(grade) );
	pNode->AppendChild( "Score",			iScore );
	pNode->AppendChild( "PercentDP",		fPercentDP );
	pNode->AppendChild( "SurviveSeconds",	fSurviveSeconds );
	pNode->AppendChild( "MaxCombo",			iMaxCombo );
	pNode->AppendChild( "StageAward",		StageAwardToString(stageAward) );
	pNode->AppendChild( "PeakComboAward",	PeakComboAwardToString(peakComboAward) );
	pNode->AppendChild( "Modifiers",		sModifiers );
	pNode->AppendChild( "DateTime",			dateTime.GetString() );
	pNode->AppendChild( "PlayerGuid",		sPlayerGuid );
	pNode->AppendChild( "MachineGuid",		sMachineGuid );
	pNode->AppendChild( "ProductID",		iProductID );
	XNode* pTapNoteScores = pNode->AppendChild( "TapNoteScores" );
	FOREACH_ENUM( TapNoteScore, tns )
		if( tns != TNS_None )	// HACK: don't save meaningless "none" count
			pTapNoteScores->AppendChild( TapNoteScoreToString(tns), iTapNoteScores[tns] );
	XNode* pHoldNoteScores = pNode->AppendChild( "HoldNoteScores" );
	FOREACH_ENUM( HoldNoteScore, hns )
		if( hns != HNS_None )	// HACK: don't save meaningless "none" count
			pHoldNoteScores->AppendChild( HoldNoteScoreToString(hns), iHoldNoteScores[hns] );
	pNode->AppendChild( radarValues.CreateNode(bWriteSimpleValues, bWriteComplexValues) );
	pNode->AppendChild( "LifeRemainingSeconds",	fLifeRemainingSeconds );
	pNode->AppendChild( "Disqualified",		bDisqualified);

	return pNode;
}
コード例 #2
0
ファイル: ReceptorArrow.cpp プロジェクト: Fighter19/PSPMania
bool ReceptorArrow::Load( const CString &NoteSkin, PlayerNumber pn, int iColNo )
{
	m_PlayerNumber = pn;
	m_iColNo = iColNo;

    NoteFieldMode &mode = g_NoteFieldMode[pn];
	CString sButton = mode.GrayButtonNames[iColNo];
	if( sButton == "" )
		sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );

	CString sPath;
	m_pReceptorWaiting.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor waiting") );
	m_pReceptorGo.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor go") );
	FOREACH_TapNoteScore( i )
	{
		CString sJudge = TapNoteScoreToString( i );
		m_sScoreCommand[i] = NOTESKIN->GetMetric( NoteSkin, m_sName, Capitalize(sJudge)+"Command" );
	}

	m_pPressBlock.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"KeypressBlock") );

	// draw pressblock before receptors
	this->AddChild( m_pPressBlock );
	this->AddChild( m_pReceptorWaiting );
	this->AddChild( m_pReceptorGo );
	
	return true;
}
コード例 #3
0
ファイル: ReceptorArrow.cpp プロジェクト: ycaihua/fingermania
void ReceptorArrow::Step( TapNoteScore score )
{
	m_bIsPressed = true;

	RString sJudge = TapNoteScoreToString( score );
	m_pReceptor->PlayCommand( Capitalize(sJudge) );
}
コード例 #4
0
void ScoreDisplayLifeTime::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats ) 
{
	ScoreDisplay::Init( pPlayerState, pPlayerStageStats );

	const RString sType = "ScoreDisplayLifeTime";

	m_sprFrame.Load( THEME->GetPathG(sType,"frame") );
	m_sprFrame->SetName( "Frame" );
	this->AddChild( m_sprFrame );
	ActorUtil::LoadAllCommandsAndOnCommand( m_sprFrame, sType );

	m_textTimeRemaining.LoadFromFont( THEME->GetPathF(sType, "TimeRemaining") );
	m_textTimeRemaining.SetName( "TimeRemaining" );
	this->AddChild( &m_textTimeRemaining );
	ActorUtil::LoadAllCommandsAndOnCommand( m_textTimeRemaining, sType );
	
	m_textDeltaSeconds.LoadFromFont( THEME->GetPathF(sType,"DeltaSeconds") );
	m_textDeltaSeconds.SetName( "DeltaSeconds" );
	this->AddChild( &m_textDeltaSeconds );
	ActorUtil::LoadAllCommandsAndOnCommand( m_textDeltaSeconds, sType );

	FOREACH_ENUM( TapNoteScore, tns )
	{
		const RString &sCommand = TapNoteScoreToString(tns);
		if( !m_textDeltaSeconds.HasCommand( sCommand ) )
			ActorUtil::LoadCommand( m_textDeltaSeconds, sType, sCommand );
	}
	FOREACH_ENUM( HoldNoteScore, hns )
	{
		const RString &sCommand = HoldNoteScoreToString(hns);
		if( !m_textDeltaSeconds.HasCommand( sCommand ) )
			ActorUtil::LoadCommand( m_textDeltaSeconds, sType, sCommand );
	}
}
コード例 #5
0
XNode* TapNoteResult::CreateNode() const
{
	XNode *p = new XNode( "TapNoteResult" );

	p->AppendAttr( "TapNoteScore", TapNoteScoreToString(tns) );
	p->AppendAttr( "TapNoteOffset", fTapNoteOffset );

	return p;
}
コード例 #6
0
ファイル: HighScore.cpp プロジェクト: KingMew/stepmania
void HighScoreImpl::LoadFromNode( const XNode *pNode )
{
	ASSERT( pNode->GetName() == "HighScore" );

	RString s;

	pNode->GetChildValue( "Name", sName );
	pNode->GetChildValue( "Grade", s );
	grade = StringToGrade( s );
	pNode->GetChildValue( "Score",			iScore );
	pNode->GetChildValue( "PercentDP",		fPercentDP );
	pNode->GetChildValue( "SurviveSeconds",		fSurviveSeconds );
	pNode->GetChildValue( "MaxCombo",		iMaxCombo );
	pNode->GetChildValue( "StageAward",		s ); stageAward = StringToStageAward(s);
	pNode->GetChildValue( "PeakComboAward",	s ); peakComboAward = StringToPeakComboAward(s);
	pNode->GetChildValue( "Modifiers",		sModifiers );
	pNode->GetChildValue( "DateTime",		s ); dateTime.FromString( s );
	pNode->GetChildValue( "PlayerGuid",		sPlayerGuid );
	pNode->GetChildValue( "MachineGuid",		sMachineGuid );
	pNode->GetChildValue( "ProductID",		iProductID );
	const XNode* pTapNoteScores = pNode->GetChild( "TapNoteScores" );
	if( pTapNoteScores )
		FOREACH_ENUM( TapNoteScore, tns )
			pTapNoteScores->GetChildValue( TapNoteScoreToString(tns), iTapNoteScores[tns] );
	const XNode* pHoldNoteScores = pNode->GetChild( "HoldNoteScores" );
	if( pHoldNoteScores )
		FOREACH_ENUM( HoldNoteScore, hns )
			pHoldNoteScores->GetChildValue( HoldNoteScoreToString(hns), iHoldNoteScores[hns] );
	const XNode* pRadarValues = pNode->GetChild( "RadarValues" );
	if( pRadarValues )
		radarValues.LoadFromNode( pRadarValues );
	pNode->GetChildValue( "LifeRemainingSeconds",	fLifeRemainingSeconds );
	pNode->GetChildValue( "Disqualified",		bDisqualified);

	// Validate input.
	grade = clamp( grade, Grade_Tier01, Grade_Failed );
}