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itgmania212121/stepmania/src/BGAnimationLayer.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: BGAnimation
Desc: Particles used initially for background effects
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
#include "BGAnimationLayer.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "IniFile.h"
#include "RageMath.h"
#include <math.h>
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inline float GetOffScreenLeft( Actor* pActor ) { return SCREEN_LEFT - pActor->GetZoomedWidth()/2; }
inline float GetOffScreenRight( Actor* pActor ) { return SCREEN_RIGHT + pActor->GetZoomedWidth()/2; }
inline float GetOffScreenTop( Actor* pActor ) { return SCREEN_TOP - pActor->GetZoomedHeight()/2; }
inline float GetOffScreenBottom(Actor* pActor ) { return SCREEN_BOTTOM+ pActor->GetZoomedHeight()/2; }
inline bool IsOffScreenLeft( Actor* pActor ) { return pActor->GetX() < GetOffScreenLeft(pActor); }
inline bool IsOffScreenRight( Actor* pActor ) { return pActor->GetX() > GetOffScreenRight(pActor); }
inline bool IsOffScreenTop( Actor* pActor ) { return pActor->GetY() < GetOffScreenTop(pActor); }
inline bool IsOffScreenBottom(Actor* pActor ) { return pActor->GetY() > GetOffScreenBottom(pActor); }
// guard rail is the area that keeps particles from going off screen
inline float GetGuardRailLeft( Actor* pActor ) { return SCREEN_LEFT + pActor->GetZoomedWidth()/2; }
inline float GetGuardRailRight( Actor* pActor ) { return SCREEN_RIGHT - pActor->GetZoomedWidth()/2; }
inline float GetGuardRailTop( Actor* pActor ) { return SCREEN_TOP + pActor->GetZoomedHeight()/2; }
inline float GetGuardRailBottom(Actor* pActor ) { return SCREEN_BOTTOM- pActor->GetZoomedHeight()/2; }
inline bool HitGuardRailLeft( Actor* pActor ) { return pActor->GetX() < GetGuardRailLeft(pActor); }
inline bool HitGuardRailRight( Actor* pActor ) { return pActor->GetX() > GetGuardRailRight(pActor); }
inline bool HitGuardRailTop( Actor* pActor ) { return pActor->GetY() < GetGuardRailTop(pActor); }
inline bool HitGuardRailBottom(Actor* pActor ) { return pActor->GetY() > GetGuardRailBottom(pActor); }
const float PARTICLE_VELOCITY = 300;
const float SPIRAL_MAX_ZOOM = 2;
const float SPIRAL_MIN_ZOOM = 0.3f;
BGAnimationLayer::BGAnimationLayer()
{
m_iNumSprites = 0;
m_bCycleColor = false;
m_bCycleAlpha = false;
m_Effect = EFFECT_STRETCH_STILL;
}
void BGAnimationLayer::LoadFromStaticGraphic( CString sPath )
{
m_iNumSprites = 1;
m_Sprites[0].LoadBG( sPath );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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}
void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind )
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{
m_iNumSprites = 1;
m_Sprites[0].LoadBG( sMoviePath );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[0].GetTexture()->Play();
::Sleep( 50 ); // decode a frame so we don't see a black flash at the beginning
m_Sprites[0].GetTexture()->Pause();
m_bRewindMovie = bRewind;
if( !bLoop )
m_Sprites[0].GetTexture()->SetLooping(false);
}
void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
{
m_iNumSprites = 1;
m_Sprites[0].LoadBG( sMoviePath );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[0].SetBlendModeAdd();
}
void BGAnimationLayer::LoadFromAniLayerFile( CString sPath, CString sSongBGPath )
{
sPath.MakeLower();
if( sPath.Find("usesongbg") != -1 )
{
LoadFromStaticGraphic( sSongBGPath );
return; // this will ignore other effects in the file name
}
const CString EFFECT_STRING[NUM_EFFECTS] = {
"center",
"stretchstill",
"stretchscrollleft",
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"stretchscrollright",
"stretchscrollup",
"stretchscrolldown",
"stretchwater",
"stretchbubble",
"stretchtwist",
"stretchspin",
"particlesspiralout",
"particlesspiralin",
"particlesfloatup",
"particlesfloatdown",
"particlesfloatleft",
"particlesfloatright",
"particlesbounce",
"tilestill",
"tilescrollleft",
"tilescrollright",
"tilescrollup",
"tilescrolldown",
"tileflipx",
"tileflipy",
"tilepulse",
"stretchscrollhorizontal"
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};
for( int i=0; i<NUM_EFFECTS; i++ )
{
if( sPath.Find(EFFECT_STRING[i]) != -1 )
{
m_Effect = (Effect)i;
goto found_effect;
}
}
// If we get here, we didn't find an effect string in the file name. Use the defualt effect (StretchStill)
found_effect:
//////////////////////
// init
//////////////////////
switch( m_Effect )
{
case EFFECT_CENTER:
m_iNumSprites = 1;
m_Sprites[0].LoadBG( sPath );
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m_Sprites[0].SetXY( CENTER_X, CENTER_Y );
break;
case EFFECT_STRETCH_STILL:
m_iNumSprites = 1;
m_Sprites[0].LoadBG( sPath );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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break;
case EFFECT_STRETCH_SCROLL_LEFT:
case EFFECT_STRETCH_SCROLL_RIGHT:
case EFFECT_STRETCH_SCROLL_UP:
case EFFECT_STRETCH_SCROLL_DOWN:
case EFFECT_STRETCH_WATER:
case EFFECT_STRETCH_BUBBLE:
case EFFECT_STRETCH_TWIST:
{
m_iNumSprites = 1;
RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites[0].LoadBG( ID );
m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites[0].SetCustomTextureRect( RectF(0,0,1,1) );
switch( m_Effect )
{
case EFFECT_STRETCH_SCROLL_LEFT: m_vTexCoordVelocity = RageVector2(+0.5f,0); break;
case EFFECT_STRETCH_SCROLL_RIGHT: m_vTexCoordVelocity = RageVector2(-0.5f,0); break;
case EFFECT_STRETCH_SCROLL_UP: m_vTexCoordVelocity = RageVector2(0,+0.5f); break;
case EFFECT_STRETCH_SCROLL_DOWN: m_vTexCoordVelocity = RageVector2(0,-0.5f); break;
case EFFECT_STRETCH_WATER:
case EFFECT_STRETCH_BUBBLE:
case EFFECT_STRETCH_TWIST:
m_vTexCoordVelocity = RageVector2(-0.0f,0);
break;
default:
ASSERT(0);
}
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}
break;
case EFFECT_STRETCH_SCROLL_H:
{
m_iNumSprites = 1;
RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites[0].LoadBG( ID );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,0,SCREEN_RIGHT, int(m_Sprites[0].GetUnzoomedHeight())) );
m_Sprites[0].SetCustomTextureRect( RectF(0,0,1,1) );
m_vTexCoordVelocity = RageVector2(+0.5f,0);
m_Sprites[0].SetY(m_fStretchScrollH_Y);
}
break;
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case EFFECT_STRETCH_SPIN:
m_iNumSprites = 1;
m_Sprites[0].LoadBG( sPath );
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m_Sprites[0].ScaleToCover( RectI(SCREEN_LEFT-200,SCREEN_TOP-200,SCREEN_RIGHT+200,SCREEN_BOTTOM+200) );
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m_fRotationalVelocity = 1;
break;
case EFFECT_PARTICLES_SPIRAL_OUT:
case EFFECT_PARTICLES_SPIRAL_IN:
{
m_Sprites[0].LoadBG( sPath );
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int iSpriteArea = int( m_Sprites[0].GetUnzoomedWidth()*m_Sprites[0].GetUnzoomedHeight() );
int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT;
m_iNumSprites = min( iMaxArea / iSpriteArea, MAX_SPRITES );
for( int i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].LoadBG( sPath );
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m_Sprites[i].SetZoom( randomf(0.2f,2) );
m_Sprites[i].SetRotation( randomf(0,PI*2) );
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}
}
break;
case EFFECT_PARTICLES_FLOAT_UP:
case EFFECT_PARTICLES_FLOAT_DOWN:
case EFFECT_PARTICLES_FLOAT_LEFT:
case EFFECT_PARTICLES_FLOAT_RIGHT:
case EFFECT_PARTICLES_BOUNCE:
{
m_Sprites[0].LoadBG( sPath );
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int iSpriteArea = int( m_Sprites[0].GetUnzoomedWidth()*m_Sprites[0].GetUnzoomedHeight() );
int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT;
m_iNumSprites = min( iMaxArea / iSpriteArea, MAX_SPRITES );
for( int i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].LoadBG( sPath );
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m_Sprites[i].SetZoom( 0.7f + 0.6f*i/(float)m_iNumSprites );
m_Sprites[i].SetX( randomf( GetGuardRailLeft(&m_Sprites[i]), GetGuardRailRight(&m_Sprites[i]) ) );
m_Sprites[i].SetY( randomf( GetGuardRailTop(&m_Sprites[i]), GetGuardRailBottom(&m_Sprites[i]) ) );
if( m_Effect == EFFECT_PARTICLES_BOUNCE )
{
m_Sprites[i].SetZoom( 1 );
m_vHeadings[i] = RageVector2( randomf(), randomf() );
RageVec2Normalize( &m_vHeadings[i], &m_vHeadings[i] );
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}
}
}
break;
case EFFECT_TILE_STILL:
case EFFECT_TILE_SCROLL_LEFT:
case EFFECT_TILE_SCROLL_RIGHT:
case EFFECT_TILE_SCROLL_UP:
case EFFECT_TILE_SCROLL_DOWN:
case EFFECT_TILE_FLIP_X:
case EFFECT_TILE_FLIP_Y:
case EFFECT_TILE_PULSE:
{
m_Sprites[0].LoadBG( sPath );
int iNumTilesWide = 1+int(SCREEN_WIDTH /m_Sprites[0].GetUnzoomedWidth());
int iNumTilesHigh = 1+int(SCREEN_HEIGHT/m_Sprites[0].GetUnzoomedHeight());
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if( m_Effect == EFFECT_TILE_SCROLL_LEFT ||
m_Effect == EFFECT_TILE_SCROLL_RIGHT ) {
iNumTilesWide++;
}
if( m_Effect == EFFECT_TILE_SCROLL_UP ||
m_Effect == EFFECT_TILE_SCROLL_DOWN ) {
iNumTilesHigh++;
}
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iNumTilesWide = min( iNumTilesWide, MAX_TILES_WIDE );
iNumTilesHigh = min( iNumTilesHigh, MAX_TILES_HIGH );
m_iNumSprites = min( iNumTilesWide * iNumTilesHigh, MAX_SPRITES );
for( int x=0; x<iNumTilesWide; x++ )
{
for( int y=0; y<iNumTilesHigh; y++ )
{
int i = x+y*iNumTilesWide;
m_Sprites[i].LoadBG( sPath );
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m_Sprites[i].SetX( (x+0.5f)*m_Sprites[i].GetUnzoomedWidth() );
m_Sprites[i].SetY( (y+0.5f)*m_Sprites[i].GetUnzoomedHeight() );
}
}
}
break;
default:
ASSERT(0);
}
m_bCycleColor = sPath.Find("cyclecolor") != -1;
m_bCycleAlpha = sPath.Find("cyclealpha") != -1;
if( sPath.Find("startonrandomframe") != -1 )
for( int i=0; i<m_iNumSprites; i++ )
m_Sprites[i].SetState( rand()%m_Sprites[i].GetNumStates() );
if( sPath.Find("dontanimate") != -1 )
for( int i=0; i<m_iNumSprites; i++ )
m_Sprites[i].StopAnimating();
if( sPath.Find("add") != -1 )
for( int i=0; i<m_iNumSprites; i++ )
m_Sprites[i].SetBlendModeAdd();
CString sDir, sFName, sExt;
splitrelpath( sPath, sDir, sFName, sExt );
CString sIniPath = sDir+"\\"+sFName+".ini";
IniFile ini;
ini.SetPath( sIniPath );
if( ini.ReadFile() )
{
ini.GetValueF( "BGAnimationLayer", "TexCoordVelocityX", m_vTexCoordVelocity.x );
ini.GetValueF( "BGAnimationLayer", "TexCoordVelocityY", m_vTexCoordVelocity.y );
ini.GetValueF( "BGAnimationLayer", "RotationalVelocity", m_fRotationalVelocity );
ini.GetValueF( "BGAnimationLayer", "SetY", m_fStretchScrollH_Y );
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}
}
void BGAnimationLayer::Update( float fDeltaTime )
{
int i;
const float fSongBeat = GAMESTATE->m_fSongBeat;
if( m_bCycleColor )
{
for( int i=0; i<m_iNumSprites; i++ )
{
RageColor color = RageColor(
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cosf( fSongBeat+i ) * 0.5f + 0.5f,
cosf( fSongBeat+i + PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
cosf( fSongBeat+i + PI * 4.0f / 3.0f) * 0.5f + 0.5f,
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1.0f
);
m_Sprites[i].SetDiffuse( color );
}
}
if( m_bCycleAlpha )
{
for( int i=0; i<m_iNumSprites; i++ )
{
RageColor color = m_Sprites[i].GetDiffuse();
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color.a = cosf( fSongBeat/2 ) * 0.5f + 0.5f;
m_Sprites[i].SetDiffuse( color );
}
}
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].Update( fDeltaTime );
}
if(m_Effect == EFFECT_STRETCH_SCROLL_H)
m_Sprites[0].SetY(m_fStretchScrollH_Y);
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switch( m_Effect )
{
case EFFECT_CENTER:
case EFFECT_STRETCH_STILL:
break;
case EFFECT_STRETCH_SCROLL_LEFT:
case EFFECT_STRETCH_SCROLL_RIGHT:
case EFFECT_STRETCH_SCROLL_UP:
case EFFECT_STRETCH_SCROLL_DOWN:
case EFFECT_STRETCH_SCROLL_H:
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float fTexCoords[8];
m_Sprites[0].GetCustomTextureCoords( fTexCoords );
for( i=0; i<8; i+=2 )
{
fTexCoords[i ] += fDeltaTime*m_vTexCoordVelocity.x;
fTexCoords[i+1] += fDeltaTime*m_vTexCoordVelocity.y;
}
m_Sprites[0].SetCustomTextureCoords( fTexCoords );
break;
case EFFECT_STRETCH_SPIN:
m_Sprites[0].SetRotation( m_Sprites[0].GetRotation() + fDeltaTime*m_fRotationalVelocity );
case EFFECT_STRETCH_WATER:
case EFFECT_STRETCH_BUBBLE:
case EFFECT_STRETCH_TWIST:
break;
case EFFECT_PARTICLES_SPIRAL_OUT:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetZoom( m_Sprites[i].GetZoom() + fDeltaTime );
if( m_Sprites[i].GetZoom() > SPIRAL_MAX_ZOOM )
m_Sprites[i].SetZoom( SPIRAL_MIN_ZOOM );
m_Sprites[i].SetRotation( m_Sprites[i].GetRotation() + fDeltaTime );
float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM);
fRadius *= fRadius;
fRadius *= 200;
m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotation())*fRadius );
m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotation())*fRadius );
}
break;
case EFFECT_PARTICLES_SPIRAL_IN:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetZoom( m_Sprites[i].GetZoom() - fDeltaTime );
if( m_Sprites[i].GetZoom() < SPIRAL_MIN_ZOOM )
m_Sprites[i].SetZoom( SPIRAL_MAX_ZOOM );
m_Sprites[i].SetRotation( m_Sprites[i].GetRotation() - fDeltaTime );
float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM);
fRadius *= fRadius;
fRadius *= 200;
m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotation())*fRadius );
m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotation())*fRadius );
}
break;
case EFFECT_PARTICLES_FLOAT_UP:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetY( m_Sprites[i].GetY() - fDeltaTime * PARTICLE_VELOCITY * m_Sprites[i].GetZoom() );
if( IsOffScreenTop(&m_Sprites[i]) )
m_Sprites[i].SetY( GetOffScreenBottom(&m_Sprites[i]) );
}
break;
case EFFECT_PARTICLES_FLOAT_DOWN:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetY( m_Sprites[i].GetY() + fDeltaTime * PARTICLE_VELOCITY * m_Sprites[i].GetZoom() );
if( IsOffScreenBottom(&m_Sprites[i]) )
m_Sprites[i].SetY( GetOffScreenTop(&m_Sprites[i]) );
}
break;
case EFFECT_PARTICLES_FLOAT_LEFT:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetX( m_Sprites[i].GetX() - fDeltaTime * PARTICLE_VELOCITY * m_Sprites[i].GetZoom() );
if( IsOffScreenLeft(&m_Sprites[i]) )
m_Sprites[i].SetX( GetOffScreenRight(&m_Sprites[i]) );
}
break;
case EFFECT_PARTICLES_FLOAT_RIGHT:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetX( m_Sprites[i].GetX() + fDeltaTime * PARTICLE_VELOCITY * m_Sprites[i].GetZoom() );
if( IsOffScreenRight(&m_Sprites[i]) )
m_Sprites[i].SetX( GetOffScreenLeft(&m_Sprites[i]) );
}
break;
case EFFECT_PARTICLES_BOUNCE:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetX( m_Sprites[i].GetX() + fDeltaTime * PARTICLE_VELOCITY * m_vHeadings[i].x );
m_Sprites[i].SetY( m_Sprites[i].GetY() + fDeltaTime * PARTICLE_VELOCITY * m_vHeadings[i].y );
if( HitGuardRailLeft(&m_Sprites[i]) ) m_vHeadings[i].x *= -1;
if( HitGuardRailRight(&m_Sprites[i]) ) m_vHeadings[i].x *= -1;
if( HitGuardRailTop(&m_Sprites[i]) ) m_vHeadings[i].y *= -1;
if( HitGuardRailBottom(&m_Sprites[i]) ) m_vHeadings[i].y *= -1;
}
break;
case EFFECT_TILE_STILL:
break;
case EFFECT_TILE_SCROLL_LEFT:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetX( m_Sprites[i].GetX() - fDeltaTime * PARTICLE_VELOCITY );
if( IsOffScreenLeft(&m_Sprites[i]) )
m_Sprites[i].SetX( m_Sprites[i].GetX()-GetOffScreenLeft(&m_Sprites[i]) + GetOffScreenRight(&m_Sprites[i]) );
}
break;
case EFFECT_TILE_SCROLL_RIGHT:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetX( m_Sprites[i].GetX() + fDeltaTime * PARTICLE_VELOCITY );
if( IsOffScreenRight(&m_Sprites[i]) )
m_Sprites[i].SetX( m_Sprites[i].GetX()-GetOffScreenRight(&m_Sprites[i]) + GetOffScreenLeft(&m_Sprites[i]) );
}
break;
case EFFECT_TILE_SCROLL_UP:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetY( m_Sprites[i].GetY() - fDeltaTime * PARTICLE_VELOCITY );
if( IsOffScreenTop(&m_Sprites[i]) )
m_Sprites[i].SetY( m_Sprites[i].GetY()-GetOffScreenTop(&m_Sprites[i]) + GetOffScreenBottom(&m_Sprites[i]) );
}
break;
case EFFECT_TILE_SCROLL_DOWN:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetY( m_Sprites[i].GetY() + fDeltaTime * PARTICLE_VELOCITY );
if( IsOffScreenBottom(&m_Sprites[i]) )
m_Sprites[i].SetY( m_Sprites[i].GetY()-GetOffScreenBottom(&m_Sprites[i]) + GetOffScreenTop(&m_Sprites[i]) );
}
break;
case EFFECT_TILE_FLIP_X:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetRotationX( m_Sprites[i].GetRotationX() + fDeltaTime * PI );
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}
break;
case EFFECT_TILE_FLIP_Y:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetRotationY( m_Sprites[i].GetRotationY() + fDeltaTime * PI );
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}
break;
case EFFECT_TILE_PULSE:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetZoom( sinf( fSongBeat*PI/2 ) );
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}
break;
default:
ASSERT(0);
}
}
void BGAnimationLayer::Draw()
{
for( int i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].Draw();
}
}
void BGAnimationLayer::GainingFocus()
{
if( m_bRewindMovie )
m_Sprites[0].GetTexture()->SetPosition( 0 );
// if movie texture, pause and play movie so we don't waste CPU cycles decoding frames that won't be shown
m_Sprites[0].GetTexture()->Play();
}
void BGAnimationLayer::LosingFocus()
{
m_Sprites[0].GetTexture()->Pause();
}