Tweak mini: instead of zooming out the whole field, zoom out each individual
arrow, and push the columns together a bit. It looks the same, except that it doesn't cause arrows to be closer together, like increasing the scroll speed to match. This keeps mini from causing many more notes to be drawn. In general, effects should try to avoid needing to increase fDrawScale.
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@@ -496,10 +496,7 @@ void Player::Update( float fDeltaTime )
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float fMiniPercent = m_pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_MINI];
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float fNoteFieldZoom = 1 - fMiniPercent*0.5f;
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float fJudgmentZoom = 1 - fMiniPercent*0.25f;
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if( m_pNoteField )
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m_pNoteField->SetZoom( fNoteFieldZoom );
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if( m_pJudgment )
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m_pJudgment->SetZoom( m_pJudgment->GetZoom() * fJudgmentZoom );
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if( m_sprJudgmentFrame.IsLoaded() )
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@@ -809,13 +806,6 @@ void Player::DrawPrimitives()
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float fTiltDegrees = SCALE(fTilt,-1.f,+1.f,+30,-30) * (bReverse?-1:1);
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float fZoom = SCALE( m_pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_MINI], 0.f, 1.f, 1.f, 0.5f );
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if( fTilt > 0 )
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fZoom *= SCALE( fTilt, 0.f, 1.f, 1.f, 0.9f );
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else
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fZoom *= SCALE( fTilt, 0.f, -1.f, 1.f, 0.9f );
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float fYOffset;
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if( fTilt > 0 )
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fYOffset = SCALE( fTilt, 0.f, 1.f, 0.f, -45.f ) * (bReverse?-1:1);
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@@ -823,7 +813,6 @@ void Player::DrawPrimitives()
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fYOffset = SCALE( fTilt, 0.f, -1.f, 0.f, -20.f ) * (bReverse?-1:1);
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m_pNoteField->SetY( fOriginalY + fYOffset );
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m_pNoteField->SetZoom( fZoom );
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m_pNoteField->SetRotationX( fTiltDegrees );
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m_pNoteField->Draw();
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