cleanup survival elements

This commit is contained in:
Chris Danford
2005-04-21 11:16:01 +00:00
parent b9de560fdc
commit 371f97effe
22 changed files with 833 additions and 342 deletions
+41 -247
View File
@@ -12,6 +12,7 @@
#include "PlayerState.h"
#include "Quad.h"
#include "ActorUtil.h"
#include "StreamDisplay.h"
static ThemeMetric<float> METER_WIDTH ("LifeMeterBar","MeterWidth");
@@ -21,201 +22,9 @@ static ThemeMetric<int> NUM_CHAMBERS ("LifeMeterBar","NumChambers");
static ThemeMetric<int> NUM_STRIPS ("LifeMeterBar","NumStrips");
static ThemeMetric<float> INITIAL_VALUE ("LifeMeterBar","InitialValue");
const float FAIL_THRESHOLD = 0;
class LifeMeterStream : public Actor
{
public:
LifeMeterStream()
{
bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
m_quadMask.SetDiffuse( RageColor(0,0,0,1) );
m_quadMask.SetZ( 1 );
m_quadMask.SetBlendMode( BLEND_NO_EFFECT );
m_quadMask.SetUseZBuffer( true );
CString sGraphicPath;
RageTextureID ID;
ID.bStretch = true;
ID.filename = THEME->GetPathG("LifeMeterBar",ssprintf("%snormal", bExtra?"extra ":""));
m_sprStreamNormal.Load( ID );
m_sprStreamNormal.SetUseZBuffer( true );
ID.filename = THEME->GetPathG("LifeMeterBar",ssprintf("%shot", bExtra?"extra ":""));
m_sprStreamHot.Load( ID );
m_sprStreamHot.SetUseZBuffer( true );
ID.filename = THEME->GetPathG("LifeMeterBar",ssprintf("%spassing", bExtra?"extra ":""));
m_sprStreamPassing.Load( ID );
m_sprStreamPassing.SetUseZBuffer( true );
ID.filename = THEME->GetPathG("LifeMeterBar",ssprintf("%sframe", bExtra?"extra ":""));
m_sprFrame.Load( ID );
}
Sprite m_sprStreamNormal;
Sprite m_sprStreamHot;
Sprite m_sprStreamPassing;
Sprite m_sprFrame;
Quad m_quadMask;
PlayerNumber m_PlayerNumber;
float m_fPercent;
float m_fPassingAlpha;
float m_fHotAlpha;
void GetChamberIndexAndOverslow( float fPercent, int& iChamberOut, float& fChamberOverflowPercentOut )
{
iChamberOut = (int)(fPercent*NUM_CHAMBERS);
fChamberOverflowPercentOut = fPercent*NUM_CHAMBERS - iChamberOut;
}
float GetChamberLeftPercent( int iChamber )
{
return (iChamber+0) / (float)NUM_CHAMBERS;
}
float GetChamberRightPercent( int iChamber )
{
return (iChamber+1) / (float)NUM_CHAMBERS;
}
float GetRightEdgePercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 0 )
return (iChamber+fChamberOverflowPercent) / (float)NUM_CHAMBERS;
else
return (iChamber+1) / (float)NUM_CHAMBERS;
}
float GetHeightPercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 1 )
return 1-fChamberOverflowPercent;
else
return 0;
}
void DrawPrimitives()
{
if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) )
{
DrawMask( m_fPercent ); // this is the "right endcap" to the life
const float fChamberWidthInPercent = 1.0f/NUM_CHAMBERS;
float fPercentBetweenStrips = 1.0f/NUM_STRIPS;
// round this so that the chamber overflows align
if( NUM_CHAMBERS > 10 )
fPercentBetweenStrips = Quantize( fPercentBetweenStrips, fChamberWidthInPercent );
float fPercentOffset = fmodf( GAMESTATE->m_fSongBeat/4+1000, fPercentBetweenStrips );
ASSERT( fPercentOffset >= 0 && fPercentOffset <= fPercentBetweenStrips );
for( float f=fPercentOffset+1; f>=0; f-=fPercentBetweenStrips )
{
DrawMask( f );
DrawStrip( f );
}
}
m_sprFrame.Draw();
}
void DrawStrip( float fRightEdgePercent )
{
RectF rect;
const float fChamberWidthInPercent = 1.0f/NUM_CHAMBERS;
const float fStripWidthInPercent = 1.0f/NUM_STRIPS;
const float fCorrectedRightEdgePercent = fRightEdgePercent + fChamberWidthInPercent;
const float fCorrectedStripWidthInPercent = fStripWidthInPercent + 2*fChamberWidthInPercent;
const float fCorrectedLeftEdgePercent = fCorrectedRightEdgePercent - fCorrectedStripWidthInPercent;
// set size of streams
rect.left = -METER_WIDTH/2 + METER_WIDTH*max(0,fCorrectedLeftEdgePercent);
rect.top = -METER_HEIGHT/2;
rect.right = -METER_WIDTH/2 + METER_WIDTH*min(1,fCorrectedRightEdgePercent);
rect.bottom = +METER_HEIGHT/2;
ASSERT( rect.left <= METER_WIDTH/2 && rect.right <= METER_WIDTH/2 );
float fPercentCroppedFromLeft = max( 0, -fCorrectedLeftEdgePercent );
float fPercentCroppedFromRight = max( 0, fCorrectedRightEdgePercent-1 );
m_sprStreamNormal.StretchTo( rect );
m_sprStreamPassing.StretchTo( rect );
m_sprStreamHot.StretchTo( rect );
// set custom texture coords
// float fPrecentOffset = fRightEdgePercent;
RectF frectCustomTexRect(
fPercentCroppedFromLeft,
0,
1-fPercentCroppedFromRight,
1);
m_sprStreamNormal.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamPassing.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamHot.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamPassing.SetDiffuse( RageColor(1,1,1,m_fPassingAlpha) );
m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
m_sprStreamNormal.Draw();
m_sprStreamPassing.Draw();
m_sprStreamHot.Draw();
}
void DrawMask( float fPercent )
{
RectF rect;
int iChamber;
float fChamberOverflowPercent;
GetChamberIndexAndOverslow( fPercent, iChamber, fChamberOverflowPercent );
float fRightPercent = GetRightEdgePercent( iChamber, fChamberOverflowPercent );
float fHeightPercent = GetHeightPercent( iChamber, fChamberOverflowPercent );
float fChamberLeftPercent = GetChamberLeftPercent( iChamber );
float fChamberRightPercent = GetChamberRightPercent( iChamber );
// draw mask for vertical chambers
rect.left = -METER_WIDTH/2 + fChamberLeftPercent*METER_WIDTH-1;
rect.top = -METER_HEIGHT/2;
rect.right = -METER_WIDTH/2 + fChamberRightPercent*METER_WIDTH+1;
rect.bottom = -METER_HEIGHT/2 + fHeightPercent*METER_HEIGHT;
rect.left = MIN( rect.left, + METER_WIDTH/2 );
rect.right = MIN( rect.right, + METER_WIDTH/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
// draw mask for horizontal chambers
rect.left = -METER_WIDTH/2 + fRightPercent*METER_WIDTH;
rect.top = -METER_HEIGHT/2;
rect.right = +METER_WIDTH/2;
rect.bottom = +METER_HEIGHT/2;
rect.left = MIN( rect.left, + METER_WIDTH/2 );
rect.right = MIN( rect.right, + METER_WIDTH/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
}
};
LifeMeterBar::LifeMeterBar()
{
switch( GAMESTATE->m_SongOptions.m_DrainType )
@@ -231,8 +40,8 @@ LifeMeterBar::LifeMeterBar()
default: ASSERT(0);
}
m_fTrailingLifePercentage = 0;
m_fLifeVelocity = 0;
const CString sType = "LifeMeterBar";
m_fPassingAlpha = 0;
m_fHotAlpha = 0;
m_bFailedEarlier = false;
@@ -247,7 +56,7 @@ LifeMeterBar::LifeMeterBar()
// set up combotoregainlife
m_iComboToRegainLife = 0;
m_sprBackground.Load( THEME->GetPathG("LifeMeterBar","background") );
m_sprBackground.Load( THEME->GetPathG(sType,"background") );
m_sprBackground->SetName( "Background" );
m_sprBackground->ZoomToWidth( METER_WIDTH );
m_sprBackground->ZoomToHeight( METER_HEIGHT );
@@ -255,26 +64,42 @@ LifeMeterBar::LifeMeterBar()
m_quadDangerGlow.ZoomToWidth( METER_WIDTH );
m_quadDangerGlow.ZoomToHeight( METER_HEIGHT );
m_quadDangerGlow.SetDiffuse( RageColor(1,0,0,1) );
m_quadDangerGlow.SetEffectDiffuseShift();
m_quadDangerGlow.SetEffectColor1( RageColor(1,0,0,0.8f) );
m_quadDangerGlow.SetEffectColor2( RageColor(1,0,0,0) );
m_quadDangerGlow.SetEffectClock( Actor::CLOCK_BGM_BEAT );
this->AddChild( &m_quadDangerGlow );
m_pStream = new LifeMeterStream;
m_pStream = new StreamDisplay;
bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
CString sExtra = bExtra ? "extra " : "";
m_pStream->Load(
METER_WIDTH,
METER_HEIGHT,
NUM_STRIPS,
NUM_CHAMBERS,
THEME->GetPathG(sType,sExtra+"normal"),
THEME->GetPathG(sType,sExtra+"hot"),
THEME->GetPathG(sType,sExtra+"passing")
);
this->AddChild( m_pStream );
m_sprFrame.Load( THEME->GetPathG(sType,sExtra+"frame") );
m_sprFrame->SetName( "Frame" );
this->AddChild( m_sprFrame );
AfterLifeChanged();
}
LifeMeterBar::~LifeMeterBar()
{
delete m_pStream;
SAFE_DELETE( m_pStream );
}
void LifeMeterBar::Load( PlayerNumber pn )
{
LifeMeter::Load( pn );
m_pStream->m_PlayerNumber = pn;
if( pn == PLAYER_2 )
m_pStream->SetZoomX( -1 );
}
@@ -435,16 +260,15 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
m_fLifePercentage += fDeltaLife;
CLAMP( m_fLifePercentage, 0, 1 );
AfterLifeChanged();
if( m_fLifePercentage <= FAIL_THRESHOLD )
STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
m_fLifeVelocity += fDeltaLife;
}
void LifeMeterBar::AfterLifeChanged()
{
m_pStream->SetPercent( m_fLifePercentage );
}
bool LifeMeterBar::IsPastPassmark() const
@@ -478,37 +302,6 @@ bool LifeMeterBar::IsFailing() const
void LifeMeterBar::Update( float fDeltaTime )
{
LifeMeter::Update( fDeltaTime );
// HACK: Tweaking these values is very difficulty. Update the
// "physics" many times so that the spring motion appears faster
for( int i=0; i<10; i++ )
{
const float fDelta = m_fLifePercentage - m_fTrailingLifePercentage;
// Don't apply spring and viscous forces if we're full or empty.
// Just move straight to either full or empty.
if( IsFailing() || IsHot() )
{
m_fLifeVelocity = (fDelta / fabsf(fDelta)) * 4;
}
else
{
const float fSpringForce = fDelta * 2.0f;
m_fLifeVelocity += fSpringForce * fDeltaTime;
const float fViscousForce = -m_fLifeVelocity * 0.2f;
m_fLifeVelocity += fViscousForce * fDeltaTime;
}
CLAMP( m_fLifeVelocity, -.06f, +.02f );
m_fTrailingLifePercentage += m_fLifeVelocity * fDeltaTime;
}
// Don't clamp life percentage a little outside the visible range so
// that the clamp doesn't dampen the "jiggle" of the meter.
CLAMP( m_fTrailingLifePercentage, -0.1f, 1.1f );
m_fPassingAlpha += IsPastPassmark() ? +fDeltaTime*2 : -fDeltaTime*2;
CLAMP( m_fPassingAlpha, 0, 1 );
@@ -516,24 +309,18 @@ void LifeMeterBar::Update( float fDeltaTime )
m_fHotAlpha += IsHot() ? + fDeltaTime*2 : -fDeltaTime*2;
CLAMP( m_fHotAlpha, 0, 1 );
if( IsHot() )
m_fLifeVelocity = max( 0, m_fLifeVelocity );
m_pStream->SetPassingAlpha( m_fPassingAlpha );
m_pStream->SetHotAlpha( m_fHotAlpha );
if( m_pStream->GetTrailingLifePercent() < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_PlayerNumber) )
m_quadDangerGlow.SetDiffuseAlpha( 1 );
else
m_quadDangerGlow.SetDiffuseAlpha( 0 );
}
void LifeMeterBar::DrawPrimitives()
{
m_pStream->m_fPercent = m_fTrailingLifePercentage;
m_pStream->m_fPassingAlpha = m_fPassingAlpha;
m_pStream->m_fHotAlpha = m_fHotAlpha;
float fPercentRed = 0;
if( GAMESTATE->IsPlayerDead(m_PlayerNumber) )
fPercentRed = 0;
else if( m_fTrailingLifePercentage<DANGER_THRESHOLD )
fPercentRed = RageFastSin( RageTimer::GetTimeSinceStartFast()*PI*4 )/2+0.5f;
m_quadDangerGlow.SetDiffuseAlpha( fPercentRed*0.8f );
ActorFrame::DrawPrimitives();
}
#include "RageLog.h"
@@ -628,6 +415,13 @@ void LifeMeterBar::FillForHowToPlay(int NumPerfects, int NumMisses)
AfterLifeChanged();
}
void LifeMeterBar::ForceFail()
{
m_fLifePercentage = 0;
AfterLifeChanged();
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.