Implement space.
This commit is contained in:
+16
-27
@@ -295,33 +295,24 @@ void Player::DrawPrimitives()
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{
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{
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m_frameCombo.Draw(); // draw this below everything else
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m_frameCombo.Draw(); // draw this below everything else
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RageMatrix matOldView, matOldProj;
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RageMatrix matOldProj;
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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{
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{
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// save old view and projection
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DISPLAY->PushMatrix();
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DISPLAY->EnterPerspective(45, false);
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// TODO: Re-add this code
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// construct view and project matrix
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// DISPLAY->GetViewTransform( &matOldView );
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RageVector3 Eye, At, Up( 0.0f, 1.0f, 0.0f );
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// DISPLAY->GetProjectionTransform( &matOldProj );
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll ) {
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//
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Eye = RageVector3( CENTER_X, -300.0f, 400.0f );
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// // construct view and project matrix
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At = RageVector3( CENTER_X, 100.0f, 0.0f );
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// RageMatrix matNewView;
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} else {
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// RageVector3 Eye, At, Up( 0.0f, -1.0f, 0.0f );
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Eye = RageVector3( CENTER_X, 800, 400 );
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// if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll ) {
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At = RageVector3( CENTER_X, 400, 0.0f );
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// Eye = RageVector3( CENTER_X, GetY()-300.0f, 400.0f );
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}
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// At = RageVector3( CENTER_X, GetY()+100.0f, 0.0f );
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// } else {
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DISPLAY->LookAt(Eye, At, Up);
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// Eye = RageVector3( CENTER_X, GetY()+800.0f, 400.0f );
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// At = RageVector3( CENTER_X, GetY()+400.0f, 0.0f );
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// }
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// RageMatrixLookAtLH( &matNewView, &Eye, &At, &Up );
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//
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// DISPLAY->SetViewTransform( &matNewView );
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//
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// RageMatrix matNewProj;
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// RageMatrixPerspectiveFovLH( &matNewProj, PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
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// DISPLAY->SetProjectionTransform( &matNewProj );
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}
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}
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m_GrayArrowRow.Draw();
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m_GrayArrowRow.Draw();
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@@ -330,10 +321,8 @@ void Player::DrawPrimitives()
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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{
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{
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// TODO: Re-add this code
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DISPLAY->ExitPerspective();
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// // restire old view and projection
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DISPLAY->PopMatrix();
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// DISPLAY->SetViewTransform( &matOldView );
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// DISPLAY->SetProjectionTransform( &matOldProj );
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}
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}
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m_frameJudgement.Draw();
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m_frameJudgement.Draw();
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