rewrite of all Draw() functions

This commit is contained in:
Chris Danford
2001-11-28 20:26:45 +00:00
parent 3ee2c6d945
commit 439b74daa5
11 changed files with 405 additions and 408 deletions
+202 -39
View File
@@ -11,6 +11,7 @@
#include "Actor.h"
#include <math.h>
#include "RageScreen.h"
Actor::Actor()
@@ -20,16 +21,12 @@ Actor::Actor()
void Actor::Init()
{
m_size = D3DXVECTOR2( 0, 0 );
m_pos = D3DXVECTOR2( 0, 0 );
m_rotation = D3DXVECTOR3( 0, 0, 0 );
m_scale = D3DXVECTOR2( 1, 1 );
m_color = D3DXCOLOR( 1, 1, 1, 1 );
m_start_pos = m_end_pos = D3DXVECTOR2( 0.0f, 0.0f );
m_start_rotation= m_end_rotation = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
m_start_scale = m_end_scale = D3DXVECTOR2( 1.0f, 1.0f );
m_start_color = m_end_color = D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f );
m_size = m_start_pos = m_end_pos = D3DXVECTOR2( 0, 0 );
m_pos = m_start_pos = m_end_pos = D3DXVECTOR2( 0, 0 );
m_rotation = m_start_rotation = m_end_rotation = D3DXVECTOR3( 0, 0, 0 );
m_scale = m_start_scale = m_end_scale = D3DXVECTOR2( 1, 1 );
m_colorDiffuse = m_start_colorDiffuse = m_end_colorDiffuse= D3DXCOLOR( 1, 1, 1, 1 );
m_colorAdd = m_start_colorAdd = m_end_colorAdd = D3DXCOLOR( 0, 0, 0, 0 );
m_TweenType = no_tween;
m_fTweenTime = 0.0f;
@@ -37,10 +34,108 @@ void Actor::Init()
}
void Actor::Draw()
{
D3DXVECTOR2 pos = m_pos;
D3DXVECTOR3 rotation = m_rotation;
D3DXVECTOR2 scale = m_scale;
// update properties based on SpriteEffects
switch( m_Effect )
{
case no_effect:
break;
case blinking:
break;
case camelion:
break;
case glowing:
break;
case wagging:
rotation.z = m_fWagRadians * (float)sin(
(m_fWagTimer / m_fWagPeriod) // percent through wag
* 2.0 * D3DX_PI );
break;
case spinning:
// nothing special needed
break;
case vibrating:
pos.x += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
pos.y += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
break;
case flickering:
break;
}
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
// calculate and apply world transform
D3DXMATRIX matWorld, matTemp;
D3DXMatrixIdentity( &matWorld ); // pass this along to each thing we draw and let it set it's own world matrix
D3DXMatrixScaling( &matTemp, scale.x, scale.y, 1 ); // add in the zoom
matWorld *= matTemp;
D3DXMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
matWorld *= matTemp;
D3DXMatrixTranslation( &matTemp, pos.x, pos.y, 0 ); // add in the translation
matWorld *= matTemp;
D3DXMatrixTranslation( &matTemp, -0.5f, -0.5f, 0 ); // shift to align texels with pixels
matWorld *= matTemp;
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
void Actor::Update( const float &fDeltaTime )
{
// RageLog( "Actor::Update( %f )", fDeltaTime );
// update effect
switch( m_Effect )
{
case no_effect:
break;
case blinking:
case camelion:
case glowing:
if( m_bTweeningTowardEndColor ) {
m_fPercentBetweenColors += m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors > 1.0f ) {
m_fPercentBetweenColors = 1.0f;
m_bTweeningTowardEndColor = FALSE;
}
}
else { // !m_bTweeningTowardEndColor
m_fPercentBetweenColors -= m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors < 0.0f ) {
m_fPercentBetweenColors = 0.0f;
m_bTweeningTowardEndColor = TRUE;
}
}
RageLog( "Actor::m_fPercentBetweenColors %f", m_fPercentBetweenColors );
break;
case wagging:
m_fWagTimer += fDeltaTime;
if( m_fWagTimer > m_fWagPeriod )
m_fWagTimer -= m_fWagPeriod;
break;
case spinning:
float rotation;
rotation = GetRotation();
rotation += m_fSpinSpeed * fDeltaTime;
if( rotation > 2.0f * D3DX_PI )
rotation -= 2.0f * D3DX_PI;
else if( rotation < 0.0f )
rotation += 2.0f * D3DX_PI;
SetRotation( rotation );
break;
case vibrating:
break;
case flickering:
break;
}
// update tweening
if( m_TweenType != no_tween ) // we are performing some type of tweening
{
@@ -51,47 +146,48 @@ void Actor::Update( const float &fDeltaTime )
m_pos = m_end_pos;
m_scale = m_end_scale;
m_rotation = m_end_rotation;
m_color = m_end_color;
m_colorDiffuse = m_end_colorDiffuse;
m_colorAdd = m_end_colorAdd;
m_TweenType = no_tween;
}
else // Tweening. Recalcute the curent position.
{
FLOAT fPercentThroughTween = m_fTimeIntoTween / m_fTweenTime;
float fPercentThroughTween = m_fTimeIntoTween / m_fTweenTime;
// distort the percentage if appropriate
if( m_TweenType == tween_bias_begin )
fPercentThroughTween = (FLOAT) sqrt( fPercentThroughTween );
fPercentThroughTween = (float) sqrt( fPercentThroughTween );
else if( m_TweenType == tweening_bias_end )
fPercentThroughTween = fPercentThroughTween * fPercentThroughTween;
m_pos = m_start_pos + (m_end_pos - m_start_pos )*fPercentThroughTween;
m_scale = m_start_scale + (m_end_scale - m_start_scale )*fPercentThroughTween;
m_rotation = m_start_rotation+ (m_end_rotation - m_start_rotation)*fPercentThroughTween;
m_color = m_start_color*(1.0f-fPercentThroughTween) + m_end_color*(fPercentThroughTween);
m_pos = m_start_pos + (m_end_pos - m_start_pos )*fPercentThroughTween;
m_scale = m_start_scale + (m_end_scale - m_start_scale )*fPercentThroughTween;
m_rotation = m_start_rotation+ (m_end_rotation - m_start_rotation)*fPercentThroughTween;
m_colorDiffuse = m_start_colorDiffuse*(1.0f-fPercentThroughTween) + m_end_colorDiffuse*(fPercentThroughTween);
m_colorAdd = m_start_colorAdd *(1.0f-fPercentThroughTween) + m_end_colorAdd *(fPercentThroughTween);
}
} // end if m_TweenType != no_tween
}
void Actor::TweenTo( FLOAT time, FLOAT x, FLOAT y, FLOAT zoom, FLOAT rot, D3DXCOLOR col, TweenType tt )
void Actor::TweenTo( float time, float x, float y, float zoom, float rot, D3DXCOLOR col, TweenType tt )
{
// set our tweeen starting values to the current position
m_start_pos = m_pos;
m_start_scale = m_scale;
m_start_rotation = m_rotation;
m_start_color = m_color;
m_start_colorDiffuse = m_colorDiffuse;
// set the ending tweening position to what the user asked for
m_end_pos.x = (FLOAT)x;
m_end_pos.y = (FLOAT)y;
m_end_pos.x = (float)x;
m_end_pos.y = (float)y;
m_end_scale.x = zoom;
m_end_scale.y = zoom;
m_end_rotation.z = rot;
m_end_color = col;
m_end_colorDiffuse = col;
m_TweenType = tt;
m_fTweenTime = time;
m_fTimeIntoTween = 0;
@@ -99,27 +195,29 @@ void Actor::TweenTo( FLOAT time, FLOAT x, FLOAT y, FLOAT zoom, FLOAT rot, D3DXCO
}
void Actor::BeginTweening( FLOAT time, TweenType tt )
void Actor::BeginTweening( float time, TweenType tt )
{
// set our tweeen starting and ending values to the current position
m_start_pos = m_end_pos = m_pos;
m_start_scale = m_end_scale = m_scale;
m_start_rotation = m_end_rotation = m_rotation;
m_start_color = m_end_color = m_color;
m_start_pos = m_end_pos = m_pos;
m_start_scale = m_end_scale = m_scale;
m_start_rotation = m_end_rotation = m_rotation;
m_start_colorDiffuse = m_end_colorDiffuse = m_colorDiffuse;
m_start_colorAdd = m_end_colorAdd = m_colorAdd;
m_TweenType = tt;
m_fTweenTime = time;
m_fTimeIntoTween = 0;
}
void Actor::SetTweenX( FLOAT x ) { m_end_pos.x = x; }
void Actor::SetTweenY( FLOAT y ) { m_end_pos.y = y; }
void Actor::SetTweenXY( FLOAT x, FLOAT y ) { SetTweenX(x); SetTweenY(y); }
void Actor::SetTweenZoom( FLOAT zoom ) { m_end_scale.x = zoom; m_end_scale.y = zoom; }
void Actor::SetTweenRotationX( FLOAT r ) { m_end_rotation.x = r; }
void Actor::SetTweenRotationY( FLOAT r ) { m_end_rotation.y = r; }
void Actor::SetTweenRotationZ( FLOAT r ) { m_end_rotation.z = r; }
void Actor::SetTweenColor( D3DXCOLOR c ) { m_end_color = c; }
void Actor::SetTweenX( float x ) { m_end_pos.x = x; }
void Actor::SetTweenY( float y ) { m_end_pos.y = y; }
void Actor::SetTweenXY( float x, float y ) { SetTweenX(x); SetTweenY(y); }
void Actor::SetTweenZoom( float zoom ) { m_end_scale.x = zoom; m_end_scale.y = zoom; }
void Actor::SetTweenRotationX( float r ) { m_end_rotation.x = r; }
void Actor::SetTweenRotationY( float r ) { m_end_rotation.y = r; }
void Actor::SetTweenRotationZ( float r ) { m_end_rotation.z = r; }
void Actor::SetTweenDiffuseColor( D3DXCOLOR c ) { m_end_colorDiffuse = c; }
void Actor::SetTweenAddColor( D3DXCOLOR c ) { m_end_colorAdd = c; }
void Actor::ScaleTo( LPRECT pRect, StretchType st )
@@ -169,10 +267,75 @@ void Actor::StretchTo( LPRECT pRect )
int rect_cy = pRect->top + rect_height/2;
// zoom factor needed to scale the Actor to fill the rectangle
FLOAT fNewZoomX = (FLOAT)fabs(rect_width / m_size.x);
FLOAT fNewZoomY = (FLOAT)fabs(rect_height / m_size.y);
float fNewZoomX = (float)fabs(rect_width / m_size.x);
float fNewZoomY = (float)fabs(rect_height / m_size.y);
SetXY( (FLOAT)rect_cx, (FLOAT)rect_cy );
SetXY( (float)rect_cx, (float)rect_cy );
m_scale.x = fNewZoomX;
m_scale.y = fNewZoomY;
}
// effects
void Actor::SetEffectNone()
{
m_Effect = no_effect;
//m_color = D3DXCOLOR( 1.0,1.0,1.0,1.0 );
}
void Actor::SetEffectBlinking( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = blinking;
m_start_colorDiffuse = Color;
m_end_colorDiffuse = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectCamelion( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = camelion;
m_start_colorDiffuse = Color;
m_end_colorDiffuse = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectGlowing( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = glowing;
m_start_colorAdd = Color;
m_end_colorAdd = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectWagging( float fWagRadians, float fWagPeriod )
{
m_Effect = wagging;
m_fWagRadians = fWagRadians;
m_fWagPeriod = fWagPeriod;
}
void Actor::SetEffectSpinning( float fSpinSpeed /*radians per second*/ )
{
m_Effect = spinning;
m_fSpinSpeed = fSpinSpeed;
}
void Actor::SetEffectVibrating( float fVibrationDistance )
{
m_Effect = vibrating;
m_fVibrationDistance = fVibrationDistance;
}
void Actor::SetEffectFlickering()
{
m_Effect = flickering;
}
+71 -19
View File
@@ -25,12 +25,17 @@ public:
Actor();
enum TweenType { no_tween, tween_linear, tween_bias_begin, tweening_bias_end };
enum Effect { no_effect,
blinking, camelion, glowing,
wagging, spinning,
vibrating, flickering
};
// let subclasses override
virtual void Restore() {};
virtual void Invalidate() {};
virtual void Draw() PURE;
virtual void Draw();
virtual void Update( const float &fDeltaTime );
virtual float GetX() { return m_pos.x; };
@@ -40,13 +45,13 @@ public:
virtual void SetXY( float x, float y ) { m_pos.x = x; m_pos.y = y; m_TweenType = no_tween; };
// height and width vary depending on zoom
virtual float GetZoomedWidth() { return m_size.x * m_scale.x; }
virtual float GetZoomedHeight() { return m_size.y * m_scale.y; }
virtual void SetWidth( float width ){ m_size.x = width; }
virtual void SetHeight( float height ){ m_size.y = height; }
virtual float GetZoomedWidth() { return m_size.x * m_scale.x; }
virtual float GetZoomedHeight() { return m_size.y * m_scale.y; }
virtual void SetWidth( float width ){ m_size.x = width; }
virtual void SetHeight( float height ){ m_size.y = height; }
virtual float GetZoom() { return m_scale.x; }
virtual void SetZoom( float zoom ) { m_scale.x = zoom; m_scale.y = zoom; }
virtual void SetZoom( float zoom ) { m_scale.x = zoom; m_scale.y = zoom; }
virtual float GetRotation() { return m_rotation.z; }
virtual void SetRotation( float rot ) { m_rotation.z = rot; }
@@ -55,14 +60,16 @@ public:
virtual float GetRotationY() { return m_rotation.y; }
virtual void SetRotationY( float rot ) { m_rotation.y = rot; }
virtual void SetColor( D3DXCOLOR newColor ) { m_color = newColor; };
virtual D3DXCOLOR GetColor() { return m_color; };
virtual void SetDiffuseColor( D3DXCOLOR colorDiffuse ) { m_colorDiffuse = colorDiffuse; };
virtual D3DXCOLOR GetDiffuseColor() { return m_colorDiffuse; };
virtual void SetAddColor( D3DXCOLOR colorAdd ) { m_colorAdd = colorAdd; };
virtual D3DXCOLOR GetAddColor() { return m_colorAdd; };
virtual void TweenTo( float time,
float x, float y,
float zoom = 1.0,
float rot = 0.0,
D3DXCOLOR col = D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ),
D3DXCOLOR colDiffuse = D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ),
TweenType tt = tween_linear );
virtual void BeginTweening( float time, TweenType tt = tween_linear );
@@ -73,14 +80,15 @@ public:
virtual void SetTweenRotationX( float r );
virtual void SetTweenRotationY( float r );
virtual void SetTweenRotationZ( float r );
virtual void SetTweenColor( D3DXCOLOR c );
virtual void SetTweenDiffuseColor( D3DXCOLOR c );
virtual void SetTweenAddColor( D3DXCOLOR c );
// NOTE: GetEdge functions don't consider rotation
virtual float GetLeftEdge() { return m_pos.x - GetZoomedWidth()/2.0f; };
virtual float GetRightEdge() { return m_pos.x + GetZoomedWidth()/2.0f; };
virtual float GetTopEdge() { return m_pos.y - GetZoomedHeight()/2.0f; };
virtual float GetBottomEdge() { return m_pos.y + GetZoomedHeight()/2.0f; };
//virtual float GetLeftEdge() { return m_pos.x - GetZoomedWidth()/2.0f; };
//virtual float GetRightEdge() { return m_pos.x + GetZoomedWidth()/2.0f; };
//virtual float GetTopEdge() { return m_pos.y - GetZoomedHeight()/2.0f; };
//virtual float GetBottomEdge() { return m_pos.y + GetZoomedHeight()/2.0f; };
enum StretchType { fit_inside, cover };
@@ -90,6 +98,26 @@ public:
void StretchTo( LPRECT rect );
// effects
void SetEffectNone();
void SetEffectBlinking( float fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0.5f,0.5f,0.5f,1),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
void SetEffectCamelion( float fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0,0,0,1),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
void SetEffectGlowing( float fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(1,1,1,0.2f),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,0.8f) );
void SetEffectWagging( float fWagRadians = 0.2,
float fWagPeriod = 2.0 );
void SetEffectSpinning( float fRadsPerSpeed = 2.0 );
void SetEffectVibrating( float fVibrationDistance = 5.0 );
void SetEffectFlickering();
Effect GetEffect() { return m_Effect; };
protected:
void Init();
@@ -98,19 +126,43 @@ protected:
D3DXVECTOR2 m_pos; // X-Y coordinate of where the center point will appear on screen
D3DXVECTOR3 m_rotation; // X, Y, and Z m_rotation
D3DXVECTOR2 m_scale; // X and Y zooming
D3DXCOLOR m_color;
D3DXCOLOR m_colorDiffuse;
D3DXCOLOR m_colorAdd;
// start and end position for tweening
D3DXVECTOR2 m_start_pos, m_end_pos;
D3DXVECTOR3 m_start_rotation, m_end_rotation;
D3DXVECTOR2 m_start_scale, m_end_scale;
D3DXCOLOR m_start_color, m_end_color;
D3DXVECTOR2 m_start_pos, m_end_pos;
D3DXVECTOR3 m_start_rotation, m_end_rotation;
D3DXVECTOR2 m_start_scale, m_end_scale;
D3DXCOLOR m_start_colorDiffuse, m_end_colorDiffuse;
D3DXCOLOR m_start_colorAdd, m_end_colorAdd;
// counters for tweening
TweenType m_TweenType;
float m_fTweenTime; // seconds between Start and End positions/zooms
float m_fTimeIntoTween; // how long we have been tweening for
// effect
Effect m_Effect;
// Counting variables for sprite effects:
// camelion and glowing:
float m_fPercentBetweenColors;
bool m_bTweeningTowardEndColor; // TRUE is fading toward end_color, FALSE if fading toward start_color
float m_fDeltaPercentPerSecond; // percentage change in tweening per second
// wagging:
float m_fWagRadians;
float m_fWagPeriod; // seconds to complete a wag (back and forth)
float m_fWagTimer; // num of seconds into this wag
// spinning:
float m_fSpinSpeed; // radians per second
// vibrating:
float m_fVibrationDistance;
// flickering:
bool m_bVisibleThisFrame;
};
+1 -1
View File
@@ -20,7 +20,7 @@ void Background::LoadFromSong( Song& song )
{
Sprite::LoadFromTexture( song.GetBackgroundPath() );
Sprite::StretchTo( CRect(0,0,640,480) );
Sprite::SetColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
Sprite::SetDiffuseColor( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
CStringArray sVisualizationPaths;
GetDirListing( sVisDir + "*.*", sVisualizationPaths );
+33 -31
View File
@@ -180,7 +180,7 @@ Player::Player()
m_sprGrayArrowGhost[c].SetRotation( m_ColumnToRotation[c] );
m_sprGrayArrowGhost[c].StopAnimating();
m_sprGrayArrowGhost[c].SetState( 1 );
m_sprGrayArrowGhost[c].SetColor( D3DXCOLOR(1,1,1,0) );
m_sprGrayArrowGhost[c].SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
// color arrows
m_sprColorArrow[c].LoadFromSpriteFile( SPRITE_COLOR_ARROW );
@@ -212,16 +212,16 @@ Player::Player()
}
void Player::SetX( int iX )
void Player::SetX( float fX )
{
m_iArrowsCenterX = iX;
m_fArrowsCenterX = fX;
SetGrayArrowsX(iX);
SetColorArrowsX(iX);
SetJudgementX(iX);
SetComboX(iX);
SetScoreX(iX);
SetLifeMeterX(iX);
SetGrayArrowsX(fX);
SetColorArrowsX(fX);
SetJudgementX(fX);
SetComboX(fX);
SetScoreX(fX);
SetLifeMeterX(fX);
}
@@ -238,6 +238,8 @@ void Player::Update( const float &fDeltaTime, float fSongBeat, float fMaxBeatDif
{
//RageLog( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
m_fSongBeat = fSongBeat; // save song beat
int iNumMisses = UpdateStepsMissedOlderThan( fSongBeat-fMaxBeatDifference );
if( iNumMisses > 0 )
{
@@ -257,14 +259,14 @@ void Player::Update( const float &fDeltaTime, float fSongBeat, float fMaxBeatDif
UpdateLifeMeter( fDeltaTime );
}
void Player::Draw( float fSongBeat )
void Player::Draw()
{
DrawGrayArrows();
DrawColorArrows( fSongBeat );
DrawColorArrows();
DrawJudgement();
DrawCombo();
DrawScore();
DrawLifeMeter( fSongBeat );
DrawLifeMeter();
}
@@ -420,9 +422,9 @@ ScoreSummary Player::GetScoreSummary()
}
int Player::GetArrowColumnX( int iColNum )
float Player::GetArrowColumnX( int iColNum )
{
return m_iArrowsCenterX + (iColNum - (m_iNumColumns-1)/2) * ARROW_SIZE;
return m_fArrowsCenterX + (iColNum - (m_iNumColumns-1)/2) * ARROW_SIZE;
}
void Player::UpdateGrayArrows( const float &fDeltaTime )
@@ -463,10 +465,10 @@ void Player::GrayArrowGhostStep( int index )
{
m_sprGrayArrowGhost[index].SetXY( GetArrowColumnX(index), GRAY_ARROW_Y );
m_sprGrayArrowGhost[index].SetZoom( 1 );
m_sprGrayArrowGhost[index].SetColor( D3DXCOLOR(1,1,0.5f,1) );
m_sprGrayArrowGhost[index].SetDiffuseColor( D3DXCOLOR(1,1,0.5f,1) );
m_sprGrayArrowGhost[index].BeginTweening( 0.3f );
m_sprGrayArrowGhost[index].SetTweenZoom( 1.5 );
m_sprGrayArrowGhost[index].SetTweenColor( D3DXCOLOR(1,1,0.5f,0) );
m_sprGrayArrowGhost[index].SetTweenDiffuseColor( D3DXCOLOR(1,1,0.5f,0) );
}
void Player::UpdateColorArrows( const float &fDeltaTime )
@@ -474,15 +476,15 @@ void Player::UpdateColorArrows( const float &fDeltaTime )
}
void Player::DrawColorArrows( float fSongBeat )
void Player::DrawColorArrows()
{
//RageLog( "ColorArrows::Draw(%f)", fSongBeat );
int iBaseFrameNo = (int)(fSongBeat*2.5) % 12; // 2.5 is a "fudge number" :-) This should be based on BPM
int iBaseFrameNo = (int)(m_fSongBeat*2.5) % 12; // 2.5 is a "fudge number" :-) This should be based on BPM
int iIndexFirstArrowToDraw = BeatToStepIndex( fSongBeat - 2.0f ); // 2 beats earlier
int iIndexFirstArrowToDraw = BeatToStepIndex( m_fSongBeat - 2.0f ); // 2 beats earlier
if( iIndexFirstArrowToDraw < 0 ) iIndexFirstArrowToDraw = 0;
int iIndexLastArrowToDraw = BeatToStepIndex( fSongBeat + 7.0f ); // 7 beats later
int iIndexLastArrowToDraw = BeatToStepIndex( m_fSongBeat + 7.0f ); // 7 beats later
//RageLog( "Drawing elements %d through %d", iIndexFirstArrowToDraw, iIndexLastArrowToDraw );
@@ -490,7 +492,7 @@ void Player::DrawColorArrows( float fSongBeat )
{
if( m_LeftToStepOn[i] != 0 ) // this step is not yet complete
{
int iYPos = GetColorArrowYPos( i, fSongBeat );
float fYPos = GetColorArrowYPos( i, m_fSongBeat );
// calculate which frame to display
int iFrameNo = iBaseFrameNo + m_iColorArrowFrameOffset[i];
@@ -500,7 +502,7 @@ void Player::DrawColorArrows( float fSongBeat )
for( int c=0; c < m_iNumColumns; c++ ) { // for each arrow column
if( m_OriginalStep[i] & m_ColumnNumberToStep[c] ) { // this column is still unstepped on?
m_sprColorArrow[c].SetY( iYPos );
m_sprColorArrow[c].SetY( fYPos );
m_sprColorArrow[c].SetState( iFrameNo );
m_sprColorArrow[c].Draw();
}
@@ -519,7 +521,7 @@ void Player::DrawColorArrows( float fSongBeat )
int Player::GetColorArrowYPos( int iStepIndex, float fSongBeat )
float Player::GetColorArrowYPos( int iStepIndex, float fSongBeat )
{
float fBeatsUntilStep = StepIndexToBeat( iStepIndex ) - fSongBeat;
return (int)(fBeatsUntilStep * ARROW_GAP) + GRAY_ARROW_Y;
@@ -629,14 +631,14 @@ void Player::UpdateLifeMeter( const float &fDeltaTime )
m_sprLifeMeterPills.Update( fDeltaTime );
}
void Player::DrawLifeMeter( float fSongBeat )
void Player::DrawLifeMeter()
{
float fBeatPercentage = fSongBeat - (int)fSongBeat;
float fBeatPercentage = m_fSongBeat - (int)m_fSongBeat;
int iOffsetStart = roundf( LIEFMETER_NUM_PILLS*fBeatPercentage );
m_sprLifeMeterFrame.Draw();
float iX = m_sprLifeMeterFrame.GetLeftEdge() + 27;
float iX = m_sprLifeMeterFrame.GetX() - m_sprLifeMeterFrame.GetZoomedWidth()/2 + 27;
int iNumPills = (int)(m_sprLifeMeterPills.GetNumStates() * m_fLifePercentage);
int iPillWidth = m_sprLifeMeterPills.GetZoomedWidth();
@@ -724,16 +726,16 @@ void Player::ChangeScore( StepScore score, int iCurCombo )
float M = iCurCombo/4.0f;
int iScoreToAdd = 0;
float fScoreToAdd = 0;
switch( score )
{
case miss: break;
case boo: break;
case good: iScoreToAdd = M * 100 + 100; break;
case great: iScoreToAdd = M * M * 100 + 300; break;
case perfect: iScoreToAdd = M * M * 300 + 500; break;
case good: fScoreToAdd = M * 100 + 100; break;
case great: fScoreToAdd = M * M * 100 + 300; break;
case perfect: fScoreToAdd = M * M * 300 + 500; break;
}
m_fScore += iScoreToAdd;
m_fScore += fScoreToAdd;
ASSERT( m_fScore > 0 );
+11 -10
View File
@@ -27,9 +27,9 @@ public:
Player();
void SetSteps( const Steps& newSteps );
void SetX( int iX );
void SetX( float fX );
void Update( const float &fDeltaTime, float fSongBeat, float fMaxBeatDifference );
void Draw( float fSongBeat );
void Draw();
ScoreSummary GetScoreSummary();
@@ -40,8 +40,9 @@ protected:
void CheckForCompleteStep( float fSongBeat, Step player_step, float fMaxBeatDiff );
void OnCompleteStep( float fSongBeat, Step player_step, float fMaxBeatDiff, int iStepIndex );
int m_iCurCombo;
int m_iMaxCombo;
int m_iCurCombo;
int m_iMaxCombo;
float m_fSongBeat;
enum StepScore{ none, perfect, great, good, boo, miss };
enum StepTiming{ no_timing, early, late };
@@ -53,19 +54,19 @@ protected:
// common to color and gray arrows
int m_iArrowsCenterX;
float m_fArrowsCenterX;
int m_iNumColumns; // will vary depending on the number panels (4,6,8,etc)
CMap<Step, Step, int, int> m_StepToColumnNumber;
CMap<int, int, Step, Step> m_ColumnNumberToStep;
CMap<int, int, float, float&> m_ColumnToRotation;
int GetArrowColumnX( int iColNum );
float GetArrowColumnX( int iColNum );
// color arrows
void SetColorArrowsX( int iX );
void UpdateColorArrows( const float& fDeltaTime );
int GetColorArrowYPos( int iStepIndex, float fSongBeat );
void DrawColorArrows( float fSongBeat );
float GetColorArrowYPos( int iStepIndex, float fSongBeat );
void DrawColorArrows();
Sprite m_sprColorArrow[MAX_NUM_COLUMNS];
int m_iColorArrowFrameOffset[MAX_STEP_ELEMENTS];
@@ -92,14 +93,14 @@ protected:
void UpdateCombo( const float& fDeltaTime );
void DrawCombo();
void SetCombo( int iNum );
BOOL m_bComboVisible;
bool m_bComboVisible;
Sprite m_sprCombo;
SpriteSequence m_ComboNumber;
// life meter
void SetLifeMeterX( int iX );
void UpdateLifeMeter( const float& fDeltaTime );
void DrawLifeMeter( float fSongBeat );
void DrawLifeMeter();
void ChangeLife( StepScore score );
public:
float GetLifePercentage() { return m_fLifePercentage; };
+49 -243
View File
@@ -52,7 +52,7 @@ Sprite::~Sprite()
}
BOOL Sprite::LoadFromTexture( CString sTexturePath )
bool Sprite::LoadFromTexture( CString sTexturePath )
{
RageLog( ssprintf("Sprite::LoadFromTexture(%s)", sTexturePath) );
@@ -68,7 +68,7 @@ BOOL Sprite::LoadFromTexture( CString sTexturePath )
// Delay0000=1.0
// Frame0001=3
// Delay0000=2.0
BOOL Sprite::LoadFromSpriteFile( CString sSpritePath )
bool Sprite::LoadFromSpriteFile( CString sSpritePath )
{
RageLog( ssprintf("Sprite::LoadFromSpriteFile(%s)", sSpritePath) );
@@ -119,7 +119,7 @@ BOOL Sprite::LoadFromSpriteFile( CString sSpritePath )
return TRUE;
}
BOOL Sprite::LoadTexture( CString sTexturePath )
bool Sprite::LoadTexture( CString sTexturePath )
{
if( m_sTexturePath != "" ) // If there was a previous bitmap...
TM->UnloadTexture( m_sTexturePath ); // Unload it.
@@ -131,8 +131,8 @@ BOOL Sprite::LoadTexture( CString sTexturePath )
assert( m_pTexture != NULL );
// the size of the sprite is the size of the image before it was scaled
SetWidth( (FLOAT)m_pTexture->GetSourceFrameWidth() );
SetHeight( (FLOAT)m_pTexture->GetSourceFrameHeight() );
SetWidth( (float)m_pTexture->GetSourceFrameWidth() );
SetHeight( (float)m_pTexture->GetSourceFrameHeight() );
// Assume the frames of this animation play in sequential order with 0.2 second delay.
for( UINT i=0; i<m_pTexture->GetNumFrames(); i++ )
@@ -156,7 +156,7 @@ void Sprite::PrintDebugInfo()
}
void Sprite::Update( const FLOAT &fDeltaTime )
void Sprite::Update( const float &fDeltaTime )
{
//PrintDebugInfo();
@@ -178,48 +178,7 @@ void Sprite::Update( const FLOAT &fDeltaTime )
}
}
// update SpriteEffect
switch( m_Effect )
{
case no_effect:
break;
case blinking:
case camelion:
case glowing:
if( m_bTweeningTowardEndColor ) {
m_fPercentBetweenColors += m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors > 1.0f ) {
m_fPercentBetweenColors = 1.0f;
m_bTweeningTowardEndColor = FALSE;
}
}
else { // !m_bTweeningTowardEndColor
m_fPercentBetweenColors -= m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors < 0.0f ) {
m_fPercentBetweenColors = 0.0f;
m_bTweeningTowardEndColor = TRUE;
}
}
case wagging:
m_fWagTimer += fDeltaTime;
if( m_fWagTimer > m_fWagPeriod )
m_fWagTimer -= m_fWagPeriod;
break;
case spinning:
FLOAT rotation;
rotation = GetRotation();
rotation += m_fSpinSpeed * fDeltaTime;
if( rotation > 2.0f * D3DX_PI )
rotation -= 2.0f * D3DX_PI;
else if( rotation < 0.0f )
rotation += 2.0f * D3DX_PI;
SetRotation( rotation );
break;
case vibrating:
break;
case flickering:
break;
}
}
@@ -227,6 +186,8 @@ void Sprite::Update( const FLOAT &fDeltaTime )
void Sprite::Draw()
{
Actor::Draw(); // set up our world matrix
if( m_pTexture == NULL )
return;
@@ -238,11 +199,9 @@ void Sprite::Draw()
pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
}
D3DXCOLOR color = m_color;
D3DXVECTOR2 pos = m_pos;
D3DXVECTOR3 rotation = m_rotation;
D3DXVECTOR2 scale = m_scale;
bool bBlendAdd = false;
D3DXCOLOR colorDiffuse = m_colorDiffuse;
D3DXCOLOR colorAdd = m_colorAdd;
// update properties based on SpriteEffects
switch( m_Effect )
@@ -250,65 +209,66 @@ void Sprite::Draw()
case no_effect:
break;
case blinking:
color = m_bTweeningTowardEndColor ? m_start_color : m_end_color;
colorDiffuse = m_bTweeningTowardEndColor ? m_start_colorDiffuse : m_end_colorDiffuse;
break;
case camelion:
color = m_start_color*m_fPercentBetweenColors + m_end_color*(1.0f-m_fPercentBetweenColors);
colorDiffuse = m_start_colorDiffuse*m_fPercentBetweenColors + m_end_colorDiffuse*(1.0f-m_fPercentBetweenColors);
break;
case glowing:
color = m_start_color*m_fPercentBetweenColors + m_end_color*(1.0f-m_fPercentBetweenColors);
bBlendAdd = true;
colorAdd = m_start_colorAdd*m_fPercentBetweenColors + m_end_colorAdd*(1.0f-m_fPercentBetweenColors);
break;
case wagging:
rotation.z = m_fWagRadians * (FLOAT)sin(
(m_fWagTimer / m_fWagPeriod) // percent through wag
* 2.0 * D3DX_PI );
break;
case spinning:
// nothing special needed
break;
case vibrating:
pos.x += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
pos.y += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
break;
case flickering:
m_bVisibleThisFrame = !m_bVisibleThisFrame;
if( m_bVisibleThisFrame )
return; // don't draw the frame
if( !m_bVisibleThisFrame )
colorDiffuse = D3DXCOLOR(0,0,0,0); // don't draw the frame
break;
}
// make a 1x1 rect centered at the origin
// make the object in logical units centered at the origin
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
CUSTOMVERTEX* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].p = D3DXVECTOR3( -0.5f, 0.5f, 0 ); // bottom left
v[1].p = D3DXVECTOR3( -0.5f, -0.5f, 0 ); // top left
v[2].p = D3DXVECTOR3( 0.5f, 0.5f, 0 ); // bottom right
v[3].p = D3DXVECTOR3( 0.5f, -0.5f, 0 ); // top right
float fHalfSizeX = m_size.x/2;
float fHalfSizeY = m_size.y/2;
v[0].p = D3DXVECTOR3( -fHalfSizeX, fHalfSizeY, 0 ); // bottom left
v[1].p = D3DXVECTOR3( -fHalfSizeX, -fHalfSizeY, 0 ); // top left
v[2].p = D3DXVECTOR3( fHalfSizeX, fHalfSizeY, 0 ); // bottom right
v[3].p = D3DXVECTOR3( fHalfSizeX, -fHalfSizeY, 0 ); // top right
v[0].tu = pTexCoordRect->left; v[0].tv = pTexCoordRect->bottom; // bottom left
v[1].tu = pTexCoordRect->left; v[1].tv = pTexCoordRect->top; // top left
v[2].tu = pTexCoordRect->right; v[2].tv = pTexCoordRect->bottom; // bottom right
v[3].tu = pTexCoordRect->right; v[3].tv = pTexCoordRect->top; // top right
v[0].color = v[1].color = v[2].color = v[3].color = color;
v[0].color = v[1].color = v[2].color = v[3].color = colorDiffuse;
pVB->Unlock();
//////////////////////
// render the diffuse pass
//////////////////////
// set texture and alpha properties
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
pd3dDevice->SetTexture( 0, m_pTexture->GetD3DTexture() );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
//pd3dDevice->SetRenderState( D3DRS_SRCBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
@@ -317,128 +277,32 @@ void Sprite::Draw()
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
// calculate transforms
D3DXMATRIX matWorld, matTemp;
D3DXMatrixIdentity( &matWorld ); // initialize world
D3DXMatrixScaling( &matTemp, m_size.x, m_size.y, 1 ); // scale to the native height and width
matWorld *= matTemp;
D3DXMatrixScaling( &matTemp, scale.x, scale.y, 1 ); // add in the zoom
matWorld *= matTemp;
D3DXMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
matWorld *= matTemp;
D3DXMatrixTranslation( &matTemp, pos.x, pos.y, 0 ); // add in the translation
matWorld *= matTemp;
D3DXMatrixTranslation( &matTemp, -0.5f, -0.5f, 0 ); // shift to align texels with pixels
matWorld *= matTemp;
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXMATRIX matView;
D3DXMatrixIdentity( &matView );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIX matProj;
D3DXMatrixOrthoOffCenterLH( &matProj, 0, 640, 480, 0, -100, 100 );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// finally! Pump those triangles!
pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(CUSTOMVERTEX) );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
//////////////////////
// render the diffuse pass
//////////////////////
if( colorAdd.a == 0 ) // no need to render an add pass
return;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
/* WORKS!
LPDIRECT3DVERTEXBUFFER8 pVB2 = NULL; // Buffer to hold vertices
// A structure for our custom vertex type
struct CUSTOMVERTEX
{
FLOAT x, y, z; // The untransformed, 3D position for the vertex
DWORD color; // The vertex color
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
// Initialize three vertices for rendering a triangle
CUSTOMVERTEX g_Vertices[] =
{
{ -15.0f,-15.0f, 0.0f, 0xffff0000, },
{ 15.0f,-15.0f, 0.0f, 0xff0000ff, },
{ 00.0f, 15.0f, 0.0f, 0xffffffff, },
};
// Create the vertex buffer.
if( FAILED( pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &pVB2 ) ) )
{
return;
}
// Turn off culling, so we see the front and back of the triangle
pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Turn off D3D lighting, since we are providing our own vertex colors
pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
// Fill the vertex buffer.
void* pVertices;
if( FAILED( pVB2->Lock( 0, sizeof(g_Vertices), (BYTE**)&pVertices, 0 ) ) )
return;
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
pVB2->Unlock();
// For our world matrix, we will just rotate the object about the y-axis.
//D3DXMATRIX matWorld;
D3DXMatrixRotationY( &matWorld, GetTickCount()/150.0f );
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
//D3DXMATRIX matView;
//D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
// &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
// &D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
D3DXMatrixIdentity( &matView );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
//D3DXMATRIX matProj;
//D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
//D3DXMatrixOrthoLH( &matProj, 640, -480, -100, 100 );
D3DXMatrixOrthoOffCenterLH( &matProj, 0, 320, 480, 0, -100, 100 );
// D3DXMatrixOrthoOffCenterLH( &matProj, -20, 20, 20, -20, -100, 100 );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
// Render the vertex buffer contents
pd3dDevice->SetStreamSource( 0, pVB2, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 1 );
if( pVB2 != NULL )
pVB2->Release();
*/
v[0].color = v[1].color = v[2].color = v[3].color = colorAdd;
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}
@@ -456,62 +320,4 @@ void Sprite::SetCustomSrcRect( FRECT new_texcoord_frect )
m_CustomTexCoordRect = new_texcoord_frect;
}
void Sprite::SetEffectNone()
{
m_Effect = no_effect;
//m_color = D3DXCOLOR( 1.0,1.0,1.0,1.0 );
}
void Sprite::SetEffectBlinking( FLOAT fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = blinking;
m_start_color = Color;
m_end_color = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Sprite::SetEffectCamelion( FLOAT fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = camelion;
m_start_color = Color;
m_end_color = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Sprite::SetEffectGlowing( FLOAT fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = glowing;
m_start_color = Color;
m_end_color = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Sprite::SetEffectWagging( FLOAT fWagRadians, FLOAT fWagPeriod )
{
m_Effect = wagging;
m_fWagRadians = fWagRadians;
m_fWagPeriod = fWagPeriod;
}
void Sprite::SetEffectSpinning( FLOAT fSpinSpeed /*radians per second*/ )
{
m_Effect = spinning;
m_fSpinSpeed = fSpinSpeed;
}
void Sprite::SetEffectVibrating( FLOAT fVibrationDistance )
{
m_Effect = vibrating;
m_fVibrationDistance = fVibrationDistance;
}
void Sprite::SetEffectFlickering()
{
m_Effect = flickering;
}
+8 -53
View File
@@ -29,20 +29,15 @@ public:
virtual ~Sprite();
enum SpriteEffect { no_effect,
blinking, camelion, glowing,
wagging, spinning,
vibrating, flickering
};
BOOL LoadFromTexture( CString sTexturePath );
BOOL LoadFromSpriteFile( CString sSpritePath );
bool LoadFromTexture( CString sTexturePath );
bool LoadFromSpriteFile( CString sSpritePath );
void PrintDebugInfo();
virtual void Draw();
virtual void Update( const FLOAT &fDeltaTime );
virtual void Update( const float &fDeltaTime );
void StartAnimating() { m_bIsAnimating = TRUE; };
void StopAnimating() { m_bIsAnimating = FALSE; };
@@ -55,65 +50,25 @@ public:
void SetCustomSrcRect( FRECT new_texcoord_frect ); // for cropping
void SetEffectNone();
void SetEffectBlinking( FLOAT fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0.5f,0.5f,0.5f,1),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
void SetEffectCamelion( FLOAT fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0,0,0,1),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
void SetEffectGlowing( FLOAT fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0.2f,0.2f,0.2f,0),
D3DXCOLOR Color2 = D3DXCOLOR(0.8f,0.8f,0.8f,0) );
void SetEffectWagging( FLOAT fWagRadians = 0.2,
FLOAT fWagPeriod = 2.0 );
void SetEffectSpinning( FLOAT fRadsPerSpeed = 2.0 );
void SetEffectVibrating( FLOAT fVibrationDistance = 5.0 );
void SetEffectFlickering();
SpriteEffect GetEffect() { return m_Effect; };
protected:
void Init();
BOOL LoadTexture( CString sTexture );
bool LoadTexture( CString sTexture );
CString m_sSpritePath;
LPRageTexture m_pTexture;
CString m_sTexturePath;
UINT m_uFrame[MAX_SPRITE_STATES]; // array of indicies into m_rectBitmapFrames
FLOAT m_fDelay[MAX_SPRITE_STATES];
float m_fDelay[MAX_SPRITE_STATES];
UINT m_uNumStates;
UINT m_uCurState;
BOOL m_bIsAnimating;
FLOAT m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
bool m_bIsAnimating;
float m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
BOOL m_bUsingCustomTexCoordRect;
bool m_bUsingCustomTexCoordRect;
FRECT m_CustomTexCoordRect;
SpriteEffect m_Effect;
// Counting variables for sprite effects:
// camelion and glowing:
// D3DXCOLOR m_Color2;
FLOAT m_fPercentBetweenColors;
BOOL m_bTweeningTowardEndColor; // TRUE is fading toward end_color, FALSE if fading toward start_color
FLOAT m_fDeltaPercentPerSecond; // percentage change in tweening per second
// wagging:
FLOAT m_fWagRadians;
FLOAT m_fWagPeriod; // seconds to complete a wag (back and forth)
FLOAT m_fWagTimer; // num of seconds into this wag
// spinning:
FLOAT m_fSpinSpeed; // radians per second
// vibrating:
FLOAT m_fVibrationDistance;
// flickering:
BOOL m_bVisibleThisFrame;
};
+21 -3
View File
@@ -447,11 +447,29 @@ void Render()
break;
case S_OK:
// draw the game
WM->Draw();
{
// set texture and alpha properties
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
// calculate view and projection transforms
D3DXMATRIX matView;
D3DXMatrixIdentity( &matView );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIX matProj;
D3DXMatrixOrthoOffCenterLH( &matProj, 0, 640, 480, 0, -100, 100 );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
D3DXCOLOR colorDiffuse = D3DXCOLOR(1,1,1,1);
D3DXCOLOR colorAdd = D3DXCOLOR(0,0,0,0);
// draw the game
WM->Draw();
SCREEN->EndFrame();
SCREEN->EndFrame();
}
break;
}
}
+7 -7
View File
@@ -40,10 +40,10 @@ public:
virtual void CloseWipingRight(WindowMessage send_when_done );
virtual void CloseWipingLeft( WindowMessage send_when_done );
BOOL IsClosed() { return m_TransitionState == closed; };
BOOL IsClosing() { return m_TransitionState == closing_right || m_TransitionState == closing_left; };
bool IsClosed() { return m_TransitionState == closed; };
bool IsClosing() { return m_TransitionState == closing_right || m_TransitionState == closing_left; };
VOID SetTransitionTime( FLOAT fNewTransitionTime ) { m_fTransitionTime = fNewTransitionTime; };
void SetTransitionTime( FLOAT fNewTransitionTime ) { m_fTransitionTime = fNewTransitionTime; };
void SetColor( D3DXCOLOR new_color ) { m_Color = new_color; };
void SetCloseWipingRightSound( CString sSoundPath );
@@ -56,13 +56,13 @@ protected:
closing_right, closing_left };
TransitionState m_TransitionState;
FLOAT m_fTransitionTime;
FLOAT m_fPercentThroughTransition;
float m_fTransitionTime;
float m_fPercentThroughTransition;
WindowMessage m_MessageToSendWhenDone;
BOOL m_bPlayCloseWipingRightSound;
BOOL m_bPlayCloseWipingLeftSound;
bool m_bPlayCloseWipingRightSound;
bool m_bPlayCloseWipingLeftSound;
HSAMPLE m_hCloseWipingRightSound;
HSAMPLE m_hCloseWipingLeftSound;
+1 -1
View File
@@ -35,7 +35,7 @@ TransitionFade::~TransitionFade()
void TransitionFade::Draw()
{
FLOAT fPercentageOpaque;
float fPercentageOpaque;
switch( m_TransitionState )
{
case opened:
+1 -1
View File
@@ -39,7 +39,7 @@ void TransitionStarWipe::Draw()
return;
}
FLOAT fPercentOpen;
float fPercentOpen;
switch( m_TransitionState )
{
case opening_right: