1#include <game/bases/d_SmallScoreManager.hpp>
2#include <game/bases/d_game_com.hpp>
11 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
12 dSmallScoreManager_c::c_SMALL_SCORE_SIZE_4_3_X, dSmallScoreManager_c::c_SMALL_SCORE_SIZE_4_3_Y,
13 dSmallScoreManager_c::c_SMALL_SCORE_SIZE_16_9_X, dSmallScoreManager_c::c_SMALL_SCORE_SIZE_16_9_Y,
14 dSmallScoreManager_c::c_SMALL_GOAL_SCORE_SIZE_4_3_X, dSmallScoreManager_c::c_SMALL_GOAL_SCORE_SIZE_4_3_Y,
15 dSmallScoreManager_c::c_SMALL_GOAL_SCORE_SIZE_16_9_X, dSmallScoreManager_c::c_SMALL_GOAL_SCORE_SIZE_16_9_Y,
16 dSmallScoreManager_c::c_SCISSOR_SIZE_X, dSmallScoreManager_c::c_SCISSOR_SIZE_Y
19const float dSmallScoreManager_c::c_SMALL_SCORE_SIZE_4_3_X = 0.8f;
20const float dSmallScoreManager_c::c_SMALL_SCORE_SIZE_4_3_Y = 0.8f;
21const float dSmallScoreManager_c::c_SMALL_SCORE_SIZE_16_9_X = 1.0f;
22const float dSmallScoreManager_c::c_SMALL_SCORE_SIZE_16_9_Y = 1.0f;
23const float dSmallScoreManager_c::c_SMALL_GOAL_SCORE_SIZE_16_9_X = 1.1f;
24const float dSmallScoreManager_c::c_SMALL_GOAL_SCORE_SIZE_16_9_Y = 1.1f;
25const float dSmallScoreManager_c::c_SMALL_GOAL_SCORE_SIZE_4_3_X = 0.8f;
26const float dSmallScoreManager_c::c_SMALL_GOAL_SCORE_SIZE_4_3_Y = 0.8f;
27const float dSmallScoreManager_c::c_SCISSOR_SIZE_X = 640.0f;
28const float dSmallScoreManager_c::c_SCISSOR_SIZE_Y = 352.0f;
39 if (!
mResLoader.request(
"Layout/pointGet/pointGet.arc")) {
49 for (
int i = 0; i < PLAYER_COUNT; i++) {
61 for (
int i = 0; i < PLAYER_COUNT; i++) {
79 for (
int i = 0; i < PLAYER_COUNT; i++) {
92 for (
int i = 0; i < PLAYER_COUNT; i++) {
110 for (
int i = 0; i < PLAYER_COUNT; i++) {
133 if (dGameCom::GetAspectRatio() == 0) {
151 mGoalScores[i].CreateSmallScore(pos, popupType, playerType);
154 if (dGameCom::GetAspectRatio() == 0) {
155 mGoalScores[i].mScale.x = c_SMALL_GOAL_SCORE_SIZE_4_3_X;
156 mGoalScores[i].mScale.y = c_SMALL_GOAL_SCORE_SIZE_4_3_Y;
158 mGoalScores[i].mScale.x = c_SMALL_GOAL_SCORE_SIZE_16_9_X;
159 mGoalScores[i].mScale.y = c_SMALL_GOAL_SCORE_SIZE_16_9_Y;
169 for (
int i = 0; i < PLAYER_COUNT; i++) {
A manager for the small score popups.
virtual int execute()
do method for the execute operation.
int mSmallScoresIdx
The next free index in mSmallScores.
dSmallScore_c mGoalScores[PLAYER_COUNT]
The goal score popups.
int mGoalScoresIdx
The next free index in mGoalScores.
void GoalScoreExecute(const mVec3_c &pos, int playerType)
Updates the position of a goal score popup.
virtual int draw()
do method for the draw operation.
void CreateBlueNumber(const mVec3_c &pos, int popupType, int playerType)
Creates a blue small score popup.
dSmallScore_c mSmallScores[SMALL_SCORE_COUNT]
The regular small score popups.
static dSmallScoreManager_c * m_instance
The instance of the small score manager.
virtual int create()
do method for the create operation.
d2d::ResAccMultLoader_c mResLoader
The resource loader for the layout.
virtual int doDelete()
do method for the delete operation.
virtual ~dSmallScoreManager_c()
Destroys the base.
void CreateGoalScore(const mVec3_c &pos, int popupType, int playerType)
Creates a goal score popup.
dSmallScoreManager_c()
Constructs a new base.
void CreateSmallScore(const mVec3_c &pos, int popupType, int playerType)
Creates a small score popup.
void CreateRedNumber(const mVec3_c &pos, int playerType)
Creates a red number popup.
@ POPUP_TYPE_8
The number 8, used for red coins and toad balloons.
@ NOT_READY
The step could not completed at this time.
@ SUCCEEDED
The step was completed successfully.
A two-dimensional floating point vector.
A three-dimensional floating point vector.
static T::GlobalData_t mData
#define SMALL_SCORE_COUNT
The maximum number of small score popups visible simultaneously.
#define ACTOR_PROFILE(profName, className, properties)
Creates an actor profile, using the profile number as the execute and draw order value.
bool isGameStop(ulong flag)
Determines if gameplay is currently stopped for the specified reason(s).
@ GAME_STOP_ANY
The game is stopped for any unspecified reason.