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 );
}
Пример #3
0
void ScreenNetRoom::MenuBack( PlayerNumber pn )
{
	TweenOffScreen();

	Cancel( SM_GoToPrevScreen );

	ScreenNetSelectBase::MenuBack( pn );
}
Пример #4
0
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;
	}
}
Пример #5
0
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;
	}
}