Code cleanup and bug fix in smpackage

This commit is contained in:
Chris Danford
2002-02-24 10:31:20 +00:00
parent 54f442350a
commit 09f6044820
92 changed files with 19415 additions and 2066 deletions
+59 -2
View File
@@ -15,6 +15,8 @@
#include "Player.h"
#include "RageUtil.h"
#include "ThemeManager.h"
#include "GameTypes.h"
#include "ArrowEffects.h"
const float JUDGEMENT_Y = CENTER_Y;
@@ -65,6 +67,7 @@ void Player::Load( const Style& style, PlayerNumber player_no, const Steps& step
m_Style = style;
m_PlayerNumber = player_no;
m_PlayerOptions = po;
Steps steps2 = steps;
@@ -77,8 +80,8 @@ void Player::Load( const Style& style, PlayerNumber player_no, const Steps& step
steps2.MakeLittle();
m_ColorArrowField.Load( style, steps2, po, 2, 10 );
m_GrayArrows.Load( style );
m_GhostArrows.Load( style );
m_GrayArrows.Load( po, style );
m_GhostArrows.Load( po, style );
// load step elements
for( int i=0; i<MAX_TAP_STEP_ELEMENTS; i++ )
@@ -194,6 +197,60 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
}
void Player::RenderPrimitives()
{
D3DXMATRIX matOldView, matOldProj;
if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_STARS )
{
// turn off Z Buffering
SCREEN->GetDevice()->SetRenderState( D3DRS_ZENABLE, FALSE );
SCREEN->GetDevice()->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
// save old view and projection
SCREEN->GetDevice()->GetTransform( D3DTS_VIEW, &matOldView );
SCREEN->GetDevice()->GetTransform( D3DTS_PROJECTION, &matOldProj );
// construct view and project matrix
D3DXMATRIX matNewView;
D3DXMatrixLookAtLH( &matNewView, &D3DXVECTOR3( CENTER_X, GetY()+800.0f, 300.0f ),
&D3DXVECTOR3( CENTER_X
, GetY()+400.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) );
SCREEN->GetDevice()->SetTransform( D3DTS_VIEW, &matNewView );
D3DXMATRIX matNewProj;
D3DXMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
SCREEN->GetDevice()->SetTransform( D3DTS_PROJECTION, &matNewProj );
}
m_GrayArrows.Draw();
m_ColorArrowField.Draw();
m_GhostArrows.Draw();
if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_STARS )
{
// restire old view and projection
SCREEN->GetDevice()->SetTransform( D3DTS_VIEW, &matOldView );
SCREEN->GetDevice()->SetTransform( D3DTS_PROJECTION, &matOldProj );
// turn Z Buffering back on
SCREEN->GetDevice()->SetRenderState( D3DRS_ZENABLE, TRUE );
SCREEN->GetDevice()->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
}
m_Judgement.Draw();
for( int c=0; c<m_Style.m_iNumColumns; c++ )
m_HoldJudgement[c].Draw();
m_Combo.Draw();
m_LifeMeter.Draw();
m_Score.Draw();
}
void Player::CrossedIndex( int iIndex )
{