cleanup of whitespace again

This commit is contained in:
AJ Kelly
2011-02-25 04:19:44 -06:00
parent 4eb8117ee7
commit 38007eac91
+12 -15
View File
@@ -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