diff --git a/src/DancingCharacters.cpp b/src/DancingCharacters.cpp index e7ba3e8e0d..ff4ba85776 100644 --- a/src/DancingCharacters.cpp +++ b/src/DancingCharacters.cpp @@ -18,7 +18,7 @@ * TODO: * - Metrics/Lua for lighting and camera sweeping. * - Ability to load secondary elements i.e. stages. - * - Remove support for 2D characters? There's no need for them (Lua can do it). + * - Remove support for 2D characters (Lua can do it). * - Cleanup! * * -- Colby @@ -43,7 +43,6 @@ const float MODEL_X_ONE_PLAYER = 0; const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 }; const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 }; - DancingCharacters::DancingCharacters() { m_bDrawDangerLight = false; @@ -68,28 +67,28 @@ DancingCharacters::DancingCharacters() { m_bgIdle[p].Load( sCurrentAnim ); m_bgIdle[p]->SetXY(DC_X(p),DC_Y(p)); - } + } sCurrentAnim = sCharacterDirectory + "2DMiss"; if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists { m_bgMiss[p].Load( sCurrentAnim ); m_bgMiss[p]->SetXY(DC_X(p),DC_Y(p)); - } + } sCurrentAnim = sCharacterDirectory + "2DGood"; if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists { m_bgGood[p].Load( sCurrentAnim ); m_bgGood[p]->SetXY(DC_X(p),DC_Y(p)); - } + } sCurrentAnim = sCharacterDirectory + "2DGreat"; if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists { m_bgGreat[p].Load( sCurrentAnim ); m_bgGreat[p]->SetXY(DC_X(p),DC_Y(p)); - } + } sCurrentAnim = sCharacterDirectory + "2DFever"; if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists @@ -121,12 +120,12 @@ DancingCharacters::DancingCharacters() if( pChar->GetModelPath().empty() ) continue; - + if( GAMESTATE->GetNumPlayersEnabled()==2 ) m_pCharacter[p]->SetX( MODEL_X_TWO_PLAYERS[p] ); else m_pCharacter[p]->SetX( MODEL_X_ONE_PLAYER ); - + switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_BATTLE: @@ -165,7 +164,7 @@ void DancingCharacters::LoadNextSong() ASSERT( GAMESTATE->m_pCurSong ); m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat; - + FOREACH_PlayerNumber( p ) if( GAMESTATE->IsPlayerEnabled(p) ) m_pCharacter[p]->PlayAnimation( "rest" ); @@ -177,7 +176,7 @@ void DancingCharacters::Update( float fDelta ) { if( GAMESTATE->m_bFreeze || GAMESTATE->m_bDelay ) { - // spin the camera Matrix style + // spin the camera Matrix-style m_CameraPanYStart += fDelta*40; m_CameraPanYEnd += fDelta*40; } @@ -209,7 +208,6 @@ void DancingCharacters::Update( float fDelta ) } bWasGameplayStarting = bGameplayStarting; - static float fLastBeat = GAMESTATE->m_fSongBeat; float fThisBeat = GAMESTATE->m_fSongBeat; if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat && @@ -220,7 +218,6 @@ void DancingCharacters::Update( float fDelta ) } fLastBeat = fThisBeat; - // time for a new sweep? if( GAMESTATE->m_fSongBeat > m_fThisCameraEndBeat ) { @@ -230,7 +227,7 @@ void DancingCharacters::Update( float fDelta ) m_CameraDistance = CAMERA_SWEEP_DISTANCE + RandomInt(-1,1) * CAMERA_SWEEP_DISTANCE_VARIANCE; m_CameraPanYStart = m_CameraPanYEnd = RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_RANGE_DEGREES; m_fCameraHeightStart = m_fCameraHeightEnd = CAMERA_STILL_LOOK_AT_HEIGHT; - + m_CameraPanYEnd += RandomInt(-1,1) * CAMERA_SWEEP_PAN_Y_VARIANCE_DEGREES; m_fCameraHeightStart = m_fCameraHeightEnd = m_fCameraHeightStart + RandomInt(-1,1) * CAMERA_SWEEP_HEIGHT_VARIANCE; @@ -337,7 +334,7 @@ void DancingCharacters::DrawPrimitives() bool bDanger = m_bDrawDangerLight; DISPLAY->SetLighting( true ); - + RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1)); RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(1,0.95f,0.925f,1)); RageColor specular = RageColor(0.8f,0.8f,0.8f,1); @@ -364,7 +361,7 @@ void DancingCharacters::DrawPrimitives() } DISPLAY->CameraPopMatrix(); - + /* // Ugly! -Colby // now draw any potential 2D stuff