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authorColin Noga <Tempus@chronometry.ca>2012-06-24 21:06:02 -0500
committerColin Noga <Tempus@chronometry.ca>2012-06-24 21:06:02 -0500
commit434630026ceec18b47c58fc81afbde1e706f8fee (patch)
tree29487a304a28f647ae597c792475d5dd6cdc68c6 /src
parent10fa535e98f3e1043b04895aaab2e916549fcf69 (diff)
downloadkamek-434630026ceec18b47c58fc81afbde1e706f8fee.tar.gz
kamek-434630026ceec18b47c58fc81afbde1e706f8fee.zip
stageActorLight and junk
Diffstat (limited to '')
-rw-r--r--src/bonusRoom.cpp157
1 files changed, 123 insertions, 34 deletions
diff --git a/src/bonusRoom.cpp b/src/bonusRoom.cpp
index 6b61f27..abb81cb 100644
--- a/src/bonusRoom.cpp
+++ b/src/bonusRoom.cpp
@@ -84,6 +84,107 @@ const char* SAarcNameList [] = {
class dSongBlock;
+/*****************************************************************************/
+// The Prize Model
+
+class dSongPrize: public dStageActor_c {
+ int onCreate();
+ int onDelete();
+ int onExecute();
+ int beforeDraw();
+ int onDraw();
+
+ mHeapAllocator_c allocator;
+ nw4r::g3d::ResFile resFile;
+ m3d::mdl_c bodyModel;
+ m3d::anmChr_c aw;
+
+ int queue;
+
+ HermiteKey keysX[0x10];
+ unsigned int Xkey_count;
+ HermiteKey keysY[0x10];
+ unsigned int Ykey_count;
+ HermiteKey keysS[0x10];
+ unsigned int Skey_count;
+
+ USING_STATES(dSongPrize);
+ DECLARE_STATE(Wait);
+
+ static dSongPrize *build();
+};
+
+CREATE_STATE(dSongPrize, Wait);
+
+dSongPrize *dSongPrize::build() {
+ void *buffer = AllocFromGameHeap1(sizeof(dSongPrize));
+ return new(buffer) dSongPrize;
+}
+
+int dSongPrize::onCreate() {
+
+ // Settings
+ int i = this->settings & 0xF;
+ queue = this->settings >> 16;
+ scale = (Vec){ 5.0, 5.0, 5.0 };
+
+ int p;
+ p = PrizePacks[prize][i];
+
+ // Model creation
+ allocator.link(-1, GameHeaps[0], 0, 0x20);
+
+ resFile.data = getResource(Prizes[p][0], Prizes[p][1]);
+ nw4r::g3d::ResMdl mdl = resFile.GetResMdl(Prizes[p][2]);
+ bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
+ SetupTextures_Item(&bodyModel, 0); // 800B42B0
+
+ // Animation Assignment
+ nw4r::g3d::ResAnmChr anmChr = resFile.GetResAnmChr("wait2");
+ aw.setup(mdl, anmChr, &allocator, 0);
+ aw.bind(&bodyModel, anmChr, 1);
+ bodyModel.bindAnim(&glow, 0.0);
+ aw.setUpdateRate(1.0);
+ allocator.unlink();
+
+
+ // Change State
+ doStateChange(&dSongPrize::StateID_Wait);
+
+ return true;
+}
+
+int dSongPrize::onDelete() { return true; }
+
+int dSongPrize::onExecute() {
+ acState.execute();
+ return true;
+}
+
+
+int dSongPrize::onDraw() {
+ matrix.translation(pos.x, pos.y, pos.z);
+ matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);
+
+ bodyModel.setDrawMatrix(matrix);
+ Vec myScale = (Vec){scale.x * 1.0, scale.y * 1.0, scale.z * 1.0};
+ bodyModel.setScale(&myScale);
+ bodyModel.calcWorld(false);
+
+ bodyModel.scheduleForDrawing();
+ return true;
+}
+
+void dSongPrize::beginState_Wait() {}
+void dSongPrize::endState_Wait() {}
+void dSongPrize::executeState_Wait() {
+}
+
+
+
+/*****************************************************************************/
+// Sing Along
+
class dSingAlong : public dStageActor_c {
public:
static dSingAlong *instance;
@@ -308,17 +409,6 @@ void dSingAlong::RegisterNote(int note) {
}
-// Game Flow
-//
-// 1) Intro, maybe a banner 'Match the music'
-// 2) Present the prize
-// 3) Play the music
-// 4) Wait for responses
-// 6) If failure, make prize disappear, award banked prizes, end stage, play failure music
-// 7) If successful, place the prize in the bank, and proceed to step 3 on the next segment
-// 8) If all things are successful, play the victory theme and award the banked prizes, end stage
-
-
/*****************************************************************************/
// Intro
CREATE_STATE(dSingAlong, Intro);
@@ -402,30 +492,9 @@ void dSingAlong::executeState_Call() {
if (timer == Songs[song][chorus][currentNote][1]) {
OSReport("Playing Note %d", Songs[song][chorus][currentNote][0]);
- // int play = Notes[Songs[song][chorus][currentNote][0]-1];
-
- // if ((currentNote > 1) &&
- // (Notes[Songs[song][chorus][currentNote][0]-1] == Notes[Songs[song][chorus][currentNote-1][0]-1]) &&
- // (Notes[Songs[song][chorus][currentNote][0]-1] == Notes[Songs[song][chorus][currentNote-2][0]-1]))
- // {
- // SoundPlayingClass::instance3->PlaySoundAtPosition(play, &(Vec2){pos.x,pos.y}, 0);
- // }
-
- // else if ((currentNote > 0) && (Notes[Songs[song][chorus][currentNote][0]-1] == Notes[Songs[song][chorus][currentNote-1][0]-1])) {
- // SoundPlayingClass::instance2->PlaySoundAtPosition(play, &(Vec2){pos.x,pos.y}, 0);
- // }
- // else {
- // SoundPlayingClass::instance1->PlaySoundAtPosition(play, &(Vec2){pos.x,pos.y}, 0);
- // }
-
- SoundPlayingClass::instance1->PlaySoundAtPosition(Notes[Songs[song][chorus][currentNote][0]-1], &(Vec2){pos.x,pos.y}, 0);
-
- // PlaySoundAsync(this, Notes[Songs[song][chorus][currentNote][0]-1]);
-
-
-
+ PlaySoundAsync(this, Notes[Songs[song][chorus][currentNote][0]-1]);
currentNote += 1;
- // currentNote = song[chorus][counter];
+
OSReport("Next Note %d", Songs[song][chorus][currentNote][0]);
if (Songs[song][chorus][currentNote][0] == 0) {
@@ -535,6 +604,7 @@ public:
int onCreate();
int onDelete();
int onExecute();
+ int beforeDraw();
int onDraw();
mHeapAllocator_c allocator;
@@ -543,6 +613,9 @@ public:
m3d::mdl_c bodyModel;
m3d::anmChr_c glow;
+ StageActorLight light;
+ mHeapAllocator_c allocator2;
+
int note;
void calledWhenUpMoveExecutes();
@@ -585,6 +658,10 @@ int dSongBlock::onCreate() {
glow.setUpdateRate(1.0);
allocator.unlink();
+
+ // light.init(&allocator2, 2);
+
+
// Block Physics
blockInit(pos.y);
@@ -622,6 +699,13 @@ int dSongBlock::onExecute() {
physics.update();
blockUpdate();
+ // light.pos.x = pos.x;
+ // light.pos.y = pos.y+8.0;
+ // light.pos.z = pos.z;
+
+ // light.size = 226.0;
+ // light.update();
+
// now check zone bounds based on state
if (acState.getCurrentState()->isEqual(&StateID_Wait)) {
checkZoneBoundaries(0);
@@ -631,6 +715,11 @@ int dSongBlock::onExecute() {
}
+int dSongBlock::beforeDraw() {
+ // light.draw();
+ return dStageActor_c::beforeDraw();
+}
+
int dSongBlock::onDraw() {
// tile.x = pos.x - 8;