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DancingCharacters.h

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00001 #ifndef DancingCharacters_H 00002 #define DancingCharacters_H 00003 00004 #include "ActorFrame.h" 00005 #include "PlayerNumber.h" 00006 #include "BGAnimation.h" 00007 #include "ThemeManager.h" 00008 #include "RageTimer.h" 00009 class Model; 00010 00011 enum ANIM_STATES_2D 00012 { 00013 AS2D_IDLE = 0, 00014 AS2D_MISS, 00015 AS2D_GOOD, 00016 AS2D_GREAT, 00017 AS2D_FEVER, 00018 AS2D_FAIL, 00019 AS2D_WIN, 00020 AS2D_WINFEVER, 00021 AS2D_IGNORE, // special case -- so that we can timer to idle again. 00022 AS2D_MAXSTATES // leave at end 00023 }; 00024 00025 class DancingCharacters : public ActorFrame 00026 { 00027 public: 00028 DancingCharacters(); 00029 virtual ~DancingCharacters(); 00030 00031 void LoadNextSong(); 00032 00033 virtual void Update( float fDelta ); 00034 virtual void DrawPrimitives(); 00035 bool m_bDrawDangerLight; 00036 void Change2DAnimState(int iPlayerNum, int iState); 00037 protected: 00038 00039 Model *m_pCharacter[NUM_PLAYERS]; 00040 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]; 00051 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]; 00069 00070 int m_i2DAnimState[NUM_PLAYERS]; 00071 }; 00072 00073 #endif 00074 00075 /* 00076 * (c) 2003-2004 Chris Danford 00077 * All rights reserved. 00078 * 00079 * Permission is hereby granted, free of charge, to any person obtaining a 00080 * copy of this software and associated documentation files (the 00081 * "Software"), to deal in the Software without restriction, including 00082 * without limitation the rights to use, copy, modify, merge, publish, 00083 * distribute, and/or sell copies of the Software, and to permit persons to 00084 * whom the Software is furnished to do so, provided that the above 00085 * copyright notice(s) and this permission notice appear in all copies of 00086 * the Software and that both the above copyright notice(s) and this 00087 * permission notice appear in supporting documentation. 00088 * 00089 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00090 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 00091 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF 00092 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS 00093 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT 00094 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS 00095 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR 00096 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR 00097 * PERFORMANCE OF THIS SOFTWARE. 00098 */

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