Move functions around.

This commit is contained in:
Glenn Maynard
2003-09-26 03:21:53 +00:00
parent d34d09587c
commit 48d8017fa7
2 changed files with 31 additions and 31 deletions
+25 -24
View File
@@ -84,6 +84,31 @@ float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat )
return fYOffset + fYAdjust;
}
float ArrowGetYPosWithoutReverse( PlayerNumber pn, int iCol, float fYOffset )
{
float fYPos = fYOffset * GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
return fYPos;
}
float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels )
{
float f = ArrowGetYPosWithoutReverse(pn,iCol,fYOffset);
f *= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 1.f, -1.f );
/* XXX: Hack: we need to scale the reverse shift by the zoom. */
float fMiniPercent = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI];
float fZoom = 1 - fMiniPercent*0.5f;
f += SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, -fYReverseOffsetPixels/fZoom/2, fYReverseOffsetPixels/fZoom/2 );
const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TIPSY] > 0 )
f += fEffects[PlayerOptions::EFFECT_TIPSY] * ( cosf( RageTimer::GetTimeSinceStart()*1.2f + iCol*2.f) * ARROW_SIZE*0.4f );
return f;
}
float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
{
float fPixelOffsetFromCenter = 0;
@@ -176,30 +201,6 @@ float ArrowGetRotation( PlayerNumber pn, float fNoteBeat )
return 0;
}
float ArrowGetYPosWithoutReverse( PlayerNumber pn, int iCol, float fYOffset )
{
float fYPos = fYOffset * GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
return fYPos;
}
float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels )
{
float f = ArrowGetYPosWithoutReverse(pn,iCol,fYOffset);
f *= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 1.f, -1.f );
/* XXX: Hack: we need to scale the reverse shift by the zoom. */
float fMiniPercent = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI];
float fZoom = 1 - fMiniPercent*0.5f;
f += SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, -fYReverseOffsetPixels/fZoom/2, fYReverseOffsetPixels/fZoom/2 );
const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
if( fEffects[PlayerOptions::EFFECT_TIPSY] > 0 )
f += fEffects[PlayerOptions::EFFECT_TIPSY] * ( cosf( RageTimer::GetTimeSinceStart()*1.2f + iCol*2.f) * ARROW_SIZE*0.4f );
return f;
}
const float fCenterLine = 160; // from fYPos == 0
const float fFadeDist = 100;
+6 -7
View File
@@ -22,6 +22,12 @@
// The ArrowEffect is applied in this stage.
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat );
// This value is fYOffset with fScrollSpeed factored in.
float ArrowGetYPosWithoutReverse( PlayerNumber pn, int iCol, float fYOffset );
// Actual display position, with reverse factored in.
float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels );
// fRotation is Z rotation of an arrow. This will depend on the column of
// the arrow and possibly the Arrow effect and the fYOffset (in the case of
@@ -29,13 +35,6 @@ float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat );
float ArrowGetRotation( PlayerNumber pn, float fNoteBeat );
// fYPos is the position of the note in pixels relative to the center.
// (positive if has not yet been stepped on, negative if has already passed).
// This value is fYOffset with bReverseScroll and fScrollSpeed factored in.
float ArrowGetYPosWithoutReverse( PlayerNumber pn, int iCol, float fYOffset );
float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels );
// fXPos is a horizontal position in pixels relative to the center of the field.
// This depends on the column of the arrow and possibly the Arrow effect and
// fYPos (in the case of EFFECT_DRUNK).