DancingCharacters.h
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#ifndef DancingCharacters_H
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#define DancingCharacters_H
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#include "ActorFrame.h"
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#include "PlayerNumber.h"
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#include "BGAnimation.h"
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#include "ThemeManager.h"
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#include "RageTimer.h"
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class Model;
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00011 enum ANIM_STATES_2D
00012 {
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AS2D_IDLE = 0,
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AS2D_MISS,
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AS2D_GOOD,
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AS2D_GREAT,
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AS2D_FEVER,
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AS2D_FAIL,
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AS2D_WIN,
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AS2D_WINFEVER,
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AS2D_IGNORE,
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AS2D_MAXSTATES
00023 };
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00025 class DancingCharacters :
public ActorFrame
00026 {
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public:
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DancingCharacters();
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virtual ~DancingCharacters();
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void LoadNextSong();
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virtual void Update(
float fDelta );
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virtual void DrawPrimitives();
00035 bool m_bDrawDangerLight;
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void Change2DAnimState(
int iPlayerNum,
int iState);
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protected:
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00039 Model *
m_pCharacter[
NUM_PLAYERS];
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00041 float m_CameraDistance;
00042 float m_CameraPanYStart;
00043 float m_CameraPanYEnd;
00044 float m_fLookAtHeight;
00045 float m_fCameraHeightStart;
00046 float m_fCameraHeightEnd;
00047 float m_fThisCameraStartBeat;
00048 float m_fThisCameraEndBeat;
00049
00050 bool m_bHas2DElements[
NUM_PLAYERS];
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00052 bool m_bHasIdleAnim[
NUM_PLAYERS];
00053 BGAnimation m_bgIdle[
NUM_PLAYERS];
00054 bool m_bHasMissAnim[
NUM_PLAYERS];
00055 BGAnimation m_bgMiss[
NUM_PLAYERS];
00056 bool m_bHasGoodAnim[
NUM_PLAYERS];
00057 BGAnimation m_bgGood[
NUM_PLAYERS];
00058 bool m_bHasGreatAnim[
NUM_PLAYERS];
00059 BGAnimation m_bgGreat[
NUM_PLAYERS];
00060 bool m_bHasFeverAnim[
NUM_PLAYERS];
00061 BGAnimation m_bgFever[
NUM_PLAYERS];
00062 bool m_bHasFailAnim[
NUM_PLAYERS];
00063 BGAnimation m_bgFail[
NUM_PLAYERS];
00064 bool m_bHasWinAnim[
NUM_PLAYERS];
00065 BGAnimation m_bgWin[
NUM_PLAYERS];
00066 bool m_bHasWinFeverAnim[
NUM_PLAYERS];
00067 BGAnimation m_bgWinFever[
NUM_PLAYERS];
00068 RageTimer m_2DIdleTimer[
NUM_PLAYERS];
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00070 int m_i2DAnimState[
NUM_PLAYERS];
00071 };
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#endif
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