This commit is contained in:
parent
314cc34a9b
commit
9087fd50e2
6 changed files with 165 additions and 170 deletions
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@ -613,6 +613,11 @@ eng=Snail Race
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[STR__BOSS_TEXT_TITLE]
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eng=Boss Hints From Mermaid Man and Barnacle Boy's Superhero Handbook
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[STR__BOSS__CROSS_BUTTON]
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eng=Continue
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[STR__BOSS__TRIANGLE_BUTTON]
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eng=Next page..
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[STR__CHAPTER_1__BOSS_TITLE]
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eng=Mother Jellyfish...
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@ -205,7 +205,8 @@ fma_src := fma
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fmv_src := fmv
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game_src := convo \
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game_src := bosstext \
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convo \
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game \
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gamebubs \
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gameslot \
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@ -38,6 +38,14 @@
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#include "level\level.h"
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#endif
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#ifndef __GFX_FADER_H__
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#include "gfx\fader.h"
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#endif
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#ifndef __GFX_ACTOR__H__
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#include "gfx/actor.h"
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#endif
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/* Std Lib
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------- */
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@ -80,14 +88,29 @@ const CBossText::BOSS_DATA CBossText::s_bossData[]=
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};
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// Evil global pointer to the boss character
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extern CThing *g_bossThing;
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int forcelevel=0;
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void CBossText::init()
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{
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// if(GameScene.GetLevel().getLevelNumer()
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m_scalableFontBank=new ("font") ScalableFontBank();
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m_scalableFontBank->initialise(&standardFont);
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m_scalableFontBank->setPrintArea(20,0,512-40,256);
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m_scalableFontBank->setJustification(FontBank::JUST_CENTRE);
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m_fontBank=new ("CGameScene::Init") FontBank();
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m_fontBank->initialise( &standardFont );
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m_fontBank->setPrintArea(20,0,512-40,256);
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m_fontBank->setJustification(FontBank::JUST_CENTRE);
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}
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/*----------------------------------------------------------------------
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@ -98,6 +121,8 @@ void CBossText::init()
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---------------------------------------------------------------------- */
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void CBossText::shutdown()
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{
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m_fontBank->dump(); delete m_fontBank;
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m_scalableFontBank->dump(); delete m_scalableFontBank;
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}
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/*----------------------------------------------------------------------
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@ -108,8 +133,14 @@ void CBossText::shutdown()
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---------------------------------------------------------------------- */
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void CBossText::select()
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{
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// CSoundMediator::stopSong();
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// CSoundMediator::setSong(s_bossData[Level.getCurrentChapter()-1].m_songId);
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// ASSERT if(GameScene.GetLevel().getLevelNumer()
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m_readyToExit=false;
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m_currentPage=0;
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CSoundMediator::stopSong();
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CSoundMediator::setSong(s_bossData[forcelevel/*GameScene.GetLevel().getCurrentChapter()-1*/].m_songId);
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CFader::setFadingIn();
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}
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/*----------------------------------------------------------------------
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@ -120,6 +151,21 @@ void CBossText::select()
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---------------------------------------------------------------------- */
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void CBossText::think(int _frames)
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{
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if(!CFader::isFading())
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{
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int pad;
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pad=PadGetDown(0);
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if(pad&PAD_TRIANGLE)
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{
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exit();
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}
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if(pad&PAD_CROSS)
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{
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m_currentPage^=1;
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}
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}
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}
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/*----------------------------------------------------------------------
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@ -128,13 +174,14 @@ void CBossText::think(int _frames)
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Params:
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Returns:
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---------------------------------------------------------------------- */
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DVECTOR pos={256,170};
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void CBossText::render()
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{
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SpriteBank *sb;
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sFrameHdr *fhCorner,*fhSideBorder,*fhTopBorder;
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int x,y;
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POLY_F4 *f4;
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POLY_G4 *g4;
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POLY_FT4 *ft4;
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const BOSS_DATA *bd;
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// Scroll effect type thingy stuff
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@ -144,66 +191,87 @@ void CBossText::render()
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fhTopBorder=sb->getFrameHeader(FRM__HELPBOX3);
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// Corners
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sb->printFT4(fhCorner, 0, 0,false,false,4);
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sb->printFT4(fhCorner,512, 0,true ,false,4);
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sb->printFT4(fhCorner, 0,256,false,true ,4);
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sb->printFT4(fhCorner,512,256,true ,true ,4);
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sb->printFT4(fhCorner, 0, 0,false,false,MAX_OT-2);
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sb->printFT4(fhCorner,512, 0,true ,false,MAX_OT-2);
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sb->printFT4(fhCorner, 0,256,false,true ,MAX_OT-2);
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sb->printFT4(fhCorner,512,256,true ,true ,MAX_OT-2);
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// Top/bottom
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for(x=fhCorner->W;x<512-fhCorner->W;x+=fhTopBorder->W)
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{
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sb->printFT4(fhTopBorder,x, 0,false,false,4);
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sb->printFT4(fhTopBorder,x,256,false,true ,4);
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sb->printFT4(fhTopBorder,x, 0,false,false,MAX_OT-2);
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sb->printFT4(fhTopBorder,x,256,false,true ,MAX_OT-2);
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}
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// Left/right
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for(y=fhCorner->H;y<256-fhCorner->H;y+=fhSideBorder->H)
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{
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sb->printFT4(fhSideBorder, 0,y,false,false,4);
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sb->printFT4(fhSideBorder,512,y,true ,false,4);
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sb->printFT4(fhSideBorder, 0,y,false,false,MAX_OT-2);
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sb->printFT4(fhSideBorder,512,y,true ,false,MAX_OT-2);
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}
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// Middle
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f4=GetPrimF4();
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setXYWH(f4,fhCorner->W,fhCorner->H,512-(fhCorner->W*2),256-(fhCorner->H*2));
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setRGB0(f4,224,184,107);
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AddPrimToList(f4,5);
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AddPrimToList(f4,MAX_OT-1);
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// Background
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g4=GetPrimG4();
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setXYWH(g4,0,0,512,256);
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setRGB0(g4,70,50,60);
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setRGB1(g4,70,50,60);
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setRGB2(g4,50,60,70);
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setRGB3(g4,50,60,70);
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AddPrimToList(g4,5);
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// Instructions..
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bd=&s_bossData[GameScene.GetLevel().getCurrentChapter()-1];
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m_scalableFontBank->setTrans(0);
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m_scalableFontBank->setSMode(0);
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m_scalableFontBank->setPrintArea(20,0,512-40,256);
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m_scalableFontBank->setJustification(FontBank::JUST_CENTRE);
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m_scalableFontBank->setColour(128,128,128);
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m_fontBank->setTrans(0);
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m_fontBank->setSMode(0);
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m_fontBank->setPrintArea(20,0,512-40,256);
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m_fontBank->setJustification(FontBank::JUST_CENTRE);
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f4=GetPrimF4();
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setXYWH(f4,0,0,512,256);
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setRGB0(f4,0,0,0);
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AddPrimToList(f4,MAX_OT-1);
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// Text
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bd=&s_bossData[forcelevel/*GameScene.GetLevel().getCurrentChapter()-1*/];
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m_fontBank->setColour(118,118,118);
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m_fontBank->print(256-20,25,STR__BOSS_TEXT_TITLE);
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m_scalableFontBank->setScale(300);
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m_fontBank->setColour(128,128,128);
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m_scalableFontBank->print(256-20,60,bd->m_titleTextId);
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m_fontBank->setColour(118,118,118);
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m_fontBank->print(256-20,80,bd->m_subTitleTextId);
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m_fontBank->setColour(118,118,118);
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m_fontBank->print(256-20,105,bd->m_instructionsTextId);
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m_fontBank->print(256-20,30,STR__BOSS_TEXT_TITLE);
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if(m_currentPage==0)
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{
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// Intro
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m_scalableFontBank->setScale(400);
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m_scalableFontBank->setColour(128,128,128);
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m_scalableFontBank->print(256-20,80,bd->m_titleTextId);
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m_fontBank->setColour(118,118,118);
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m_fontBank->print(256-20,190,bd->m_subTitleTextId);
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// Boss gfx
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DVECTOR bossPoss;
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bossPoss=pos;
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// g_bossThing;
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}
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else
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{
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// Instructions
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m_fontBank->setColour(118,118,118);
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m_fontBank->print(256-20,80,bd->m_instructionsTextId);
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}
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m_fontBank->setPrintArea(0,0,256,512);
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// Button texts..
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sFrameHdr *fh1,*fh2;
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int width;
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y=210;
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y+=13;
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fh1=sb->getFrameHeader(FRM__BUTX);
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width=fh1->W+10+m_fontBank->getStringWidth(STR__BOSS__CROSS_BUTTON);
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x=256-(width/2);
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sb->printFT4(fh1,x,y+3,0,0,0);
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x+=fh1->W+10;
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m_fontBank->print(x,y,STR__BOSS__CROSS_BUTTON);
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y+=13;
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fh1=sb->getFrameHeader(FRM__BUTT);
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width=fh1->W+10+m_fontBank->getStringWidth(STR__BOSS__TRIANGLE_BUTTON);
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x=256-(width/2);
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sb->printFT4(fh1,x,y+3,0,0,0);
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x+=fh1->W+10;
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m_fontBank->print(x,y,STR__BOSS__TRIANGLE_BUTTON);
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}
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/*----------------------------------------------------------------------
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@ -214,13 +282,21 @@ void CBossText::render()
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---------------------------------------------------------------------- */
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int CBossText::isReadyToExit()
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{
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return false;
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return m_readyToExit&&!CFader::isFading();
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}
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m_gamestate=GAMESTATE_FADING_OUT_OF_BOSS_INTRO;
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CFader::setFadingOut();
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CBossText::exit()
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{
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CFader::setFadingOut();
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m_readyToExit=true;
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}
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/*===========================================================================
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end */
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@ -47,6 +47,8 @@ public:
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private:
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void exit();
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typedef struct
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{
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u16 m_titleTextId;
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@ -57,10 +59,12 @@ private:
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static const BOSS_DATA s_bossData[];
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class FontBank *m_fontBank;
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class ScalableFontBank *m_scalableFontBank;
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int m_readyToExit;
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int m_currentPage;
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};
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@ -107,6 +107,10 @@
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#include "save\save.h"
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#endif
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#ifndef __GAME_BOSSTEXT_H__
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#include "game\bosstext.h"
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#endif
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#include "gfx\actor.h"
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static const int RenderZ=378;//256; Increased to make depth less, and SB more visible
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@ -176,23 +180,9 @@ int CGameScene::s_bossHasBeenKilled;
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int CGameScene::s_justHitBossArenaTrigger;
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DVECTOR CGameScene::s_CamShake={0,0};
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/*****************************************************************************/
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typedef struct
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{
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u16 m_titleTextId;
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u16 m_subTitleTextId;
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u16 m_instructionsTextId;
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CSoundMediator::SONGID m_songId;
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} BOSS_DATA;
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static const BOSS_DATA s_bossData[]=
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{
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{ STR__CHAPTER_1__BOSS_TITLE, STR__CHAPTER_1__BOSS_SUB_TITLE, STR__CHAPTER_1__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER1_BOSS },
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{ STR__CHAPTER_2__BOSS_TITLE, STR__CHAPTER_2__BOSS_SUB_TITLE, STR__CHAPTER_2__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER2_BOSS },
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{ STR__CHAPTER_3__BOSS_TITLE, STR__CHAPTER_3__BOSS_SUB_TITLE, STR__CHAPTER_3__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER3_BOSS_AWAKE },
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{ STR__CHAPTER_4__BOSS_TITLE, STR__CHAPTER_4__BOSS_SUB_TITLE, STR__CHAPTER_4__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER4_BOSS },
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{ STR__CHAPTER_5__BOSS_TITLE, STR__CHAPTER_5__BOSS_SUB_TITLE, STR__CHAPTER_5__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER5_BOSS },
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};
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// Evil global pointer to the boss character
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CThing *g_bossThing;
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/*****************************************************************************/
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m_HealthManager= new ("Health Manager") CHealthManager();
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m_HealthManager->init();
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m_bossText->init();
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s_readyToExit=false;
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s_restartLevel=false;
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m_bossText=new ("BossText") CBossText();
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CFader::setFadingIn();
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CLevel::setIsBossRespawn(false);
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initLevel();
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m_gamestate=GAMESTATE_SHOWING_LIVES;
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m_showingLivesTimer=0;
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}
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/*****************************************************************************/
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// This is a seperate funtion ( and virtual ) so that we can overload it for
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void CGameScene::shutdown()
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{
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m_bossText->shutdown(); delete m_bossText;
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shutdownLevel();
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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render_playing();
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break;
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case GAMESTATE_BOSS_INTRO:
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case GAMESTATE_FADING_OUT_OF_BOSS_INTRO:
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render_boss_intro();
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m_bossText->render();
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break;
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}
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}
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@ -371,85 +367,6 @@ void CGameScene::render_playing()
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CActorPool::CleanUpCache();
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}
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/*****************************************************************************/
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void CGameScene::render_boss_intro()
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{
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SpriteBank *sb;
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sFrameHdr *fhCorner,*fhSideBorder,*fhTopBorder;
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int x,y;
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POLY_F4 *f4;
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POLY_G4 *g4;
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const BOSS_DATA *bd;
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// Scroll effect type thingy stuff
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sb=getSpriteBank();
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fhCorner=sb->getFrameHeader(FRM__HELPBOX1);
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fhSideBorder=sb->getFrameHeader(FRM__HELPBOX2);
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fhTopBorder=sb->getFrameHeader(FRM__HELPBOX3);
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// Corners
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sb->printFT4(fhCorner, 0, 0,false,false,4);
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sb->printFT4(fhCorner,512, 0,true ,false,4);
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sb->printFT4(fhCorner, 0,256,false,true ,4);
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sb->printFT4(fhCorner,512,256,true ,true ,4);
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// Top/bottom
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for(x=fhCorner->W;x<512-fhCorner->W;x+=fhTopBorder->W)
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{
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sb->printFT4(fhTopBorder,x, 0,false,false,4);
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sb->printFT4(fhTopBorder,x,256,false,true ,4);
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}
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// Left/right
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for(y=fhCorner->H;y<256-fhCorner->H;y+=fhSideBorder->H)
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{
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sb->printFT4(fhSideBorder, 0,y,false,false,4);
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sb->printFT4(fhSideBorder,512,y,true ,false,4);
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}
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// Middle
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f4=GetPrimF4();
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setXYWH(f4,fhCorner->W,fhCorner->H,512-(fhCorner->W*2),256-(fhCorner->H*2));
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setRGB0(f4,224,184,107);
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AddPrimToList(f4,5);
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// Background
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g4=GetPrimG4();
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setXYWH(g4,0,0,512,256);
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setRGB0(g4,70,50,60);
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setRGB1(g4,70,50,60);
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setRGB2(g4,50,60,70);
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setRGB3(g4,50,60,70);
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AddPrimToList(g4,5);
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// Instructions..
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bd=&s_bossData[Level.getCurrentChapter()-1];
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m_scalableFont->setTrans(0);
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m_scalableFont->setSMode(0);
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m_scalableFont->setPrintArea(20,0,512-40,256);
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m_scalableFont->setJustification(FontBank::JUST_CENTRE);
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m_scalableFont->setColour(128,128,128);
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s_genericFont->setTrans(0);
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s_genericFont->setSMode(0);
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s_genericFont->setPrintArea(20,0,512-40,256);
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s_genericFont->setJustification(FontBank::JUST_CENTRE);
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s_genericFont->setColour(118,118,118);
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s_genericFont->print(256-20,25,STR__BOSS_TEXT_TITLE);
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m_scalableFont->setScale(300);
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s_genericFont->setColour(128,128,128);
|
||||
m_scalableFont->print(256-20,60,bd->m_titleTextId);
|
||||
s_genericFont->setColour(118,118,118);
|
||||
s_genericFont->print(256-20,80,bd->m_subTitleTextId);
|
||||
s_genericFont->setColour(118,118,118);
|
||||
s_genericFont->print(256-20,105,bd->m_instructionsTextId);
|
||||
|
||||
|
||||
s_genericFont->setPrintArea(0,0,256,512);
|
||||
}
|
||||
|
||||
/*****************************************************************************/
|
||||
void CGameScene::think(int _frames)
|
||||
{
|
||||
|
@ -473,26 +390,32 @@ void CGameScene::think(int _frames)
|
|||
case GAMESTATE_FADING_INTO_BOSS_INTRO:
|
||||
if(!CFader::isFading())
|
||||
{
|
||||
// Swap to the boss tune whilst it's all quiet! :)
|
||||
CSoundMediator::stopSong();
|
||||
CSoundMediator::setSong(s_bossData[Level.getCurrentChapter()-1].m_songId);
|
||||
m_bossText->select();
|
||||
m_gamestate=GAMESTATE_BOSS_INTRO;
|
||||
CFader::setFadingIn();
|
||||
}
|
||||
break;
|
||||
case GAMESTATE_BOSS_INTRO:
|
||||
think_boss_intro(_frames);
|
||||
break;
|
||||
case GAMESTATE_FADING_OUT_OF_BOSS_INTRO:
|
||||
if(!CFader::isFading())
|
||||
m_bossText->think(_frames);
|
||||
if(m_bossText->isReadyToExit())
|
||||
{
|
||||
m_gamestate=GAMESTATE_PLAYING;
|
||||
CSoundMediator::playSong();
|
||||
sendEvent( BOSS_FOUND_EVENT, NULL );
|
||||
CFader::setFadingIn();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
//
|
||||
#if defined (__USER_paul__) || defined (__USER_charles__)
|
||||
if(PadGetDown(0)&PAD_UP)
|
||||
{
|
||||
s_justHitBossArenaTrigger=true;
|
||||
}
|
||||
#endif
|
||||
//
|
||||
|
||||
|
||||
#ifdef __VERSION_DEBUG__
|
||||
#if defined (__USER_paul__) || defined (__USER_daveo__) || defined (__USER_charles__)
|
||||
|
@ -715,21 +638,6 @@ void CGameScene::think_playing(int _frames)
|
|||
}
|
||||
|
||||
|
||||
/*****************************************************************************/
|
||||
void CGameScene::think_boss_intro(int _frames)
|
||||
{
|
||||
if(!CFader::isFading())
|
||||
{
|
||||
if(PadGetDown(0)&PAD_CROSS)
|
||||
{
|
||||
m_gamestate=GAMESTATE_FADING_OUT_OF_BOSS_INTRO;
|
||||
CFader::setFadingOut();
|
||||
sendEvent( BOSS_FOUND_EVENT, NULL );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*****************************************************************************/
|
||||
int CGameScene::readyToShutdown()
|
||||
{
|
||||
|
@ -794,6 +702,8 @@ void CGameScene::hitBossArenaTrigger()
|
|||
/*****************************************************************************/
|
||||
void CGameScene::initLevel()
|
||||
{
|
||||
g_bossThing=NULL;
|
||||
|
||||
CSoundMediator::setCanPlaySfx(false);
|
||||
Level.DisplayLoadingScreen(s_globalLevelSelectThing);
|
||||
|
||||
|
|
|
@ -77,7 +77,6 @@ private:
|
|||
GAMESTATE_PLAYING,
|
||||
GAMESTATE_FADING_INTO_BOSS_INTRO,
|
||||
GAMESTATE_BOSS_INTRO,
|
||||
GAMESTATE_FADING_OUT_OF_BOSS_INTRO,
|
||||
}GAMESTATE;
|
||||
|
||||
enum
|
||||
|
@ -92,10 +91,10 @@ private:
|
|||
|
||||
void think_showing_lives(int _frames);
|
||||
void think_playing(int _frames);
|
||||
void think_boss_intro(int _frames);
|
||||
void render_showing_lives();
|
||||
void render_playing();
|
||||
void render_boss_intro();
|
||||
|
||||
class CBossText *m_bossText;
|
||||
|
||||
|
||||
protected:
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue