simplify mine scoring

add separate dance point weights for mines
This commit is contained in:
Chris Danford
2004-01-02 08:43:14 +00:00
parent 8c6249aa8c
commit 40b2ecfee5
21 changed files with 125 additions and 133 deletions
-15
View File
@@ -44,17 +44,14 @@ void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffs
m_GhostDim[c].SetName( "GhostArrowDim" );
m_GhostBright[c].SetName( "GhostArrowBright" );
m_GhostMine[c].SetName( "GhostArrowMine" );
m_HoldGhost[c].SetName( "HoldGhostArrow" );
m_GhostDim[c].Init( pn );
m_GhostBright[c].Init( pn );
m_GhostMine[c].Init( pn );
//m_HoldGhost[c].Init( pn );
m_GhostDim[c].Load( NoteSkin, Button, "tap explosion dim", false);
m_GhostBright[c].Load( NoteSkin, Button, "tap explosion bright", false );
m_GhostMine[c].Load( NoteSkin, Button, "tap explosion mine", true );
m_HoldGhost[c].Load( NoteSkin, Button, "hold explosion" );
}
}
@@ -66,7 +63,6 @@ void GhostArrowRow::Update( float fDeltaTime )
{
m_GhostDim[c].Update( fDeltaTime );
m_GhostBright[c].Update( fDeltaTime );
m_GhostMine[c].Update( fDeltaTime );
m_HoldGhost[c].Update( fDeltaTime );
const float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
@@ -75,17 +71,14 @@ void GhostArrowRow::Update( float fDeltaTime )
m_GhostDim[c].SetX( fX );
m_GhostBright[c].SetX( fX );
m_GhostMine[c].SetX( fX );
m_HoldGhost[c].SetX( fX );
m_GhostDim[c].SetY( fY );
m_GhostBright[c].SetY( fY );
m_GhostMine[c].SetY( fY );
m_HoldGhost[c].SetY( fY );
m_GhostDim[c].SetZ( fZ );
m_GhostBright[c].SetZ( fZ );
m_GhostMine[c].SetZ( fZ );
m_HoldGhost[c].SetZ( fZ );
}
}
@@ -98,7 +91,6 @@ void GhostArrowRow::DrawPrimitives()
m_GhostDim[c].Draw();
m_GhostBright[c].Draw();
m_GhostMine[c].Draw();
m_HoldGhost[c].Draw();
g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
@@ -121,19 +113,12 @@ void GhostArrowRow::SetHoldIsActive( int iCol )
m_HoldGhost[iCol].SetHoldIsActive( true );
}
void GhostArrowRow::DidTapMine( int iCol, TapNoteScore score )
{
m_GhostMine[iCol].Step( score );
}
void GhostArrowRow::CopyTweening( const GhostArrowRow &from )
{
for( int c=0; c<m_iNumCols; c++ )
{
m_GhostDim[c].CopyTweening( from.m_GhostDim[c] );
m_GhostBright[c].CopyTweening( from.m_GhostBright[c] );
m_GhostMine[c].CopyTweening( from.m_GhostMine[c] );
m_HoldGhost[c].CopyTweening( from.m_HoldGhost[c] );
}
ActorFrame::CopyTweening( from );