push combo and judgment outward in centered

This commit is contained in:
Chris Danford
2005-04-05 21:40:30 +00:00
parent 6358c982fc
commit 2d8b42e23c
4 changed files with 27 additions and 4 deletions
+4
View File
@@ -2699,11 +2699,15 @@ JudgmentXOffsetOneSideP2=0
JudgmentXOffsetBothSides=0
JudgmentY=-30
JudgmentYReverse=30
JudgmentCenteredAddY=-20
JudgmentCenteredAddYReverse=20
ComboXOffsetOneSideP1=0
ComboXOffsetOneSideP2=0
ComboXOffsetBothSides=0
ComboY=30
ComboYReverse=-30
ComboCenteredAddY=40
ComboCenteredAddYReverse=-30
ComboOnCommand=
AttackDisplayXOffsetOneSideP1=0
AttackDisplayXOffsetOneSideP2=0
+18 -2
View File
@@ -99,9 +99,13 @@ void Player::Init(
JUDGMENT_X.Load(sType,JUDGMENT_X_NAME,NUM_PLAYERS,2);
JUDGMENT_Y.Load(sType,"JudgmentY");
JUDGMENT_Y_REVERSE.Load(sType,"JudgmentYReverse");
JUDGMENT_CENTERED_ADDY.Load(sType,"JudgmentCenteredAddY");
JUDGMENT_CENTERED_ADDY_REVERSE.Load(sType,"JudgmentCenteredAddYReverse");
COMBO_X.Load(sType,COMBO_X_NAME,NUM_PLAYERS,2);
COMBO_Y.Load(sType,"ComboY");
COMBO_Y_REVERSE.Load(sType,"ComboYReverse");
COMBO_CENTERED_ADDY.Load(sType,"ComboCenteredAddY");
COMBO_CENTERED_ADDY_REVERSE.Load(sType,"ComboCenteredAddYReverse");
ATTACK_DISPLAY_X.Load(sType,ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
ATTACK_DISPLAY_Y.Load(sType,"AttackDisplayY");
ATTACK_DISPLAY_Y_REVERSE.Load(sType,"AttackDisplayYReverse");
@@ -244,9 +248,9 @@ void Player::Load( const NoteData& noteData )
m_Combo.SetX( COMBO_X.GetValue(pn,bPlayerUsingBothSides) );
m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
m_AttackDisplay.SetX( ATTACK_DISPLAY_X.GetValue(pn,bPlayerUsingBothSides) - 40 );
m_AttackDisplay.SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
// set this in Update //m_AttackDisplay.SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
m_Judgment.SetX( JUDGMENT_X.GetValue(pn,bPlayerUsingBothSides) );
m_Judgment.SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );
// set this in Update //m_Judgment.SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );
// Need to set Y positions of all these elements in Update since
// they change depending on PlayerOptions.
@@ -319,6 +323,18 @@ void Player::Update( float fDeltaTime )
//if( m_pNoteField )
// m_pNoteField->SetY( fGrayYPos );
const bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(0) == 1;
float fPercentCentered = m_pPlayerState->m_CurrentPlayerOptions.m_fScrolls[PlayerOptions::SCROLL_CENTERED];
m_Combo.SetY(
bReverse ?
COMBO_Y_REVERSE + fPercentCentered * COMBO_CENTERED_ADDY_REVERSE :
COMBO_Y + fPercentCentered * COMBO_CENTERED_ADDY );
m_Judgment.SetY(
bReverse ?
JUDGMENT_Y_REVERSE + fPercentCentered * JUDGMENT_CENTERED_ADDY_REVERSE :
JUDGMENT_Y + fPercentCentered * JUDGMENT_CENTERED_ADDY );
float fMiniPercent = m_pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_MINI];
float fNoteFieldZoom = 1 - fMiniPercent*0.5f;
float fJudgmentZoom = 1 - fMiniPercent*0.25f;
+4
View File
@@ -113,9 +113,13 @@ protected:
ThemeMetric2D<float> JUDGMENT_X;
ThemeMetric<float> JUDGMENT_Y;
ThemeMetric<float> JUDGMENT_Y_REVERSE;
ThemeMetric<float> JUDGMENT_CENTERED_ADDY;
ThemeMetric<float> JUDGMENT_CENTERED_ADDY_REVERSE;
ThemeMetric2D<float> COMBO_X;
ThemeMetric<float> COMBO_Y;
ThemeMetric<float> COMBO_Y_REVERSE;
ThemeMetric<float> COMBO_CENTERED_ADDY;
ThemeMetric<float> COMBO_CENTERED_ADDY_REVERSE;
ThemeMetric2D<float> ATTACK_DISPLAY_X;
ThemeMetric<float> ATTACK_DISPLAY_Y;
ThemeMetric<float> ATTACK_DISPLAY_Y_REVERSE;
+1 -2
View File
@@ -239,8 +239,7 @@ void PlayerOptions::FromString( CString sOptions )
}
sBit = asParts[asParts.size()-1];
#define SET_FLOAT( opt ) \
{ m_ ## opt = level; m_Speed ## opt = speed; }
#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; }
const bool on = (level > 0.5f);
if( sBit == "clearall" ) Init();
else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )