per-player NoteSkin

NoteSkin selected on PlayerOptions screen
tweaked judgement appearance
marvelous judgement glow
ActorEffect cleanup
This commit is contained in:
Chris Danford
2003-02-17 12:19:42 +00:00
parent 6d96209d14
commit 032bf447f3
46 changed files with 706 additions and 682 deletions
+18 -22
View File
@@ -31,7 +31,8 @@ public:
TWEEN_SPRING,
};
enum Effect { no_effect,
blinking, camelion, glowing,
diffuse_blinking, diffuse_camelion,
glow_blinking, glow_camelion,
wagging, spinning,
vibrating, flickering,
bouncing, bobbing
@@ -152,15 +153,18 @@ public:
// effects
void SetEffectNone();
void SetEffectBlinking( float fDeltaPercentPerSecond = 2.5,
RageColor Color = RageColor(0.5f,0.5f,0.5f,1),
RageColor Color2 = RageColor(1,1,1,1) );
void SetEffectCamelion( float fDeltaPercentPerSecond = 2.5,
RageColor Color = RageColor(0,0,0,1),
RageColor Color2 = RageColor(1,1,1,1) );
void SetEffectGlowing( float fDeltaPercentPerSecond = 2.5,
RageColor Color = RageColor(1,1,1,0.2f),
RageColor Color2 = RageColor(1,1,1,0.8f) );
void SetEffectDiffuseBlinking( float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(0.5f,0.5f,0.5f,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectDiffuseCamelion( float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(0,0,0,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectGlowBlinking( float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectGlowCamelion( float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectWagging( float fWagRadians = 0.2,
float fWagPeriod = 2.0 );
void SetEffectSpinning( RageVector3 vectRotationVelocity );
@@ -271,21 +275,15 @@ protected:
// Stuff for effects
//
Effect m_Effect;
float m_fSecsIntoEffect;
float m_fEffectPeriodSeconds;
// Counting variables for camelion and glowing:
RageColor m_effect_colorDiffuse1;
RageColor m_effect_colorDiffuse2;
RageColor m_effect_colorGlow1;
RageColor m_effect_colorGlow2;
float m_fPercentBetweenColors;
bool m_bTweeningTowardEndColor; // TRUE is fading toward end_color, FALSE if fading toward start_color
float m_fDeltaPercentPerSecond; // percentage change in tweening per second
RageColor m_effectColor1;
RageColor m_effectColor2;
// wagging:
float m_fWagRadians;
float m_fWagPeriod; // seconds to complete a wag (back and forth)
float m_fWagTimer; // num of seconds into this wag
// spinning:
RageVector3 m_vSpinVelocity; // delta per second
@@ -298,8 +296,6 @@ protected:
// bouncing:
RageVector3 m_vectBounce;
float m_fBouncePeriod;
float m_fTimeIntoBounce;
//