Add scrolls: split and alternate

This commit is contained in:
Chris Danford
2003-08-17 00:15:54 +00:00
parent 7429c86ebe
commit 248a61513a
11 changed files with 105 additions and 52 deletions
+8 -8
View File
@@ -182,8 +182,8 @@ float ArrowGetYPosWithoutReverse( PlayerNumber pn, int iCol, float fYOffset )
float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels )
{
float f = ArrowGetYPosWithoutReverse(pn,iCol,fYOffset);
f *= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll, 0.f, 1.f, 1.f, -1.f );
f += SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll, 0.f, 1.f, 0.f, fYReverseOffsetPixels );
f *= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 1.f, -1.f );
f += SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 0.f, fYReverseOffsetPixels );
const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
@@ -197,9 +197,9 @@ const float fCenterLine = 160; // from fYPos == 0
const float fFadeDist = 100;
// used by ArrowGetAlpha and ArrowGetGlow below
float ArrowGetPercentVisible( PlayerNumber pn, float fYPos )
float ArrowGetPercentVisible( PlayerNumber pn, int iCol, float fYPos )
{
if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll > 0.5f )
if( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol) > 0.5f )
fYPos *= -1;
const float fDistFromCenterLine = fYPos - fCenterLine;
@@ -252,10 +252,10 @@ float ArrowGetPercentVisible( PlayerNumber pn, float fYPos )
return clamp( 1+fVisibleAdjust, 0, 1 );
}
float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
float ArrowGetAlpha( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeToFail )
{
// fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
float fPercentVisible = ArrowGetPercentVisible(pn,fYPos);
float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYPos);
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
@@ -263,10 +263,10 @@ float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
float ArrowGetGlow( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
float ArrowGetGlow( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeToFail )
{
// fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
float fPercentVisible = ArrowGetPercentVisible(pn,fYPos);
float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYPos);
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;