void ScreenNetSelectMusic::MenuBack( const InputEventPlus &input ) { SOUND->StopMusic(); TweenOffScreen(); Cancel( SM_GoToPrevScreen ); }
void ScreenNetRoom::MenuBack( const InputEventPlus &input ) { TweenOffScreen(); Cancel( SM_GoToPrevScreen ); ScreenNetSelectBase::MenuBack( input ); }
void ScreenNetRoom::MenuBack( PlayerNumber pn ) { TweenOffScreen(); Cancel( SM_GoToPrevScreen ); ScreenNetSelectBase::MenuBack( pn ); }
void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM ) { ScreenSelect::HandleScreenMessage( SM ); switch( SM ) { case SM_BeginFadingOut: TweenOffScreen(); SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, SLEEP_AFTER_TWEEN_OFF_SECONDS ); // nofify parent that we're finished StopTimer(); break; } }
void ScreenPackages::MenuBack( PlayerNumber pn ) { if ( m_bIsDownloading ) { SCREENMAN->SystemMessage( "Download Cancelled." ); CancelDownload( ); return; } TweenOffScreen(); Cancel( SM_GoToPrevScreen ); ScreenWithMenuElements::MenuBack( pn ); }
void ScreenNetSelectMusic::StartSelectedSong() { Song * pSong = m_MusicWheel.GetSelectedSong(); GAMESTATE->m_pCurSong.Set( pSong ); StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; //StepsType_dance_single; FOREACH_EnabledPlayer (pn) { GAMESTATE->m_PreferredDifficulty[pn].Set( m_DC[pn] ); Steps *pSteps = SongUtil::GetStepsByDifficulty(pSong, st, m_DC[pn]); GAMESTATE->m_pCurSteps[pn].Set( pSteps ); } GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder; GAMESTATE->m_pPreferredSong = pSong; // force event mode GAMESTATE->m_bTemporaryEventMode = true; TweenOffScreen(); StartTransitioningScreen( SM_GoToNextScreen ); }
/************************************ MenuStart Desc: Actions performed when a player presses the button bound to start ************************************/ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber pn ) { if( GAMESTATE->m_bSideIsJoined[pn] ) // already joined return; // ignore GAMESTATE->m_bSideIsJoined[pn] = true; SCREENMAN->RefreshCreditsMessages(); SCREENMAN->PlayStartSound(); m_sprJoinMessage[pn].SetState( pn+NUM_PLAYERS ); if( FOLD_ON_JOIN ) { m_sprJoinMessage[pn].BeginTweening( 0.25f ); m_sprJoinMessage[pn].SetZoomY( 0 ); m_sprJoinFrame[pn].BeginTweening( 0.25f ); m_sprJoinFrame[pn].SetZoomY( 0 ); } bool bBothSidesJoined = true; FOREACH_PlayerNumber( p ) if( !GAMESTATE->m_bSideIsJoined[p] ) bBothSidesJoined = false; if( bBothSidesJoined ) { TweenOffScreen(); StartTransitioning( SM_GoToNextScreen ); } else { // give the other player a little time to join m_MenuTimer->SetSeconds( 1 ); m_MenuTimer->Start(); m_MenuTimer->EnableStealth( SILENT_WAIT ); // do we wanna make the timer 'quiet' ? } }
/************************************ HandleScreenMessage Desc: Handles Screen Messages and changes game states. ************************************/ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM ) { Screen::HandleScreenMessage( SM ); switch( SM ) { case SM_MenuTimer: if( GAMESTATE->GetNumSidesJoined() == 0 ) { MenuStart(PLAYER_1); } TweenOffScreen(); StartTransitioning( SM_GoToNextScreen ); break; case SM_GoToPrevScreen: SOUND->StopMusic(); SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); break; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( NEXT_SCREEN ); break; } }