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
+3 -3
View File
@@ -141,7 +141,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, Combine
m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD );
m_ArrowBackdrop.SetPlayer( pn );
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].GetReversePercentForColumn(0) == 1;
bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
m_Combo.SetY( bReverse ? SCREEN_BOTTOM-COMBO_Y : SCREEN_TOP+COMBO_Y );
@@ -183,7 +183,7 @@ void Player::Update( float fDeltaTime )
//
// Update Y positions
//
float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll;
float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(0);
float fHoldJudgeYPos = SCALE( fPercentReverse, 0.f, 1.f, HOLD_JUDGMENT_Y_STANDARD, HOLD_JUDGMENT_Y_REVERSE );
float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
int c;
@@ -332,7 +332,7 @@ void Player::DrawPrimitives()
m_Combo.Draw();
float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(0)>0.5;
float fReverseScale = bReverse ? -1.0f : 1.0f;
if( fTilt != 0 )