NEW FEATURE: Added 0.25x scroll speed

CHANGE:  Reorganized options on Player Options screen
NEW FEATURE:  New modifier: Acceleration-Land
NEW FEATURE:  New modifier: Acceleration-Expand
NEW FEATURE:  New modifier: Acceleration-Boomerang
CHANGE:  Tweaked Acceleration-Wave for more of a challenge
CHANGE:  Changed format  NoteSkin tap graphic format.  Existing NoteSkins will
	need to update the tap graphic.
This commit is contained in:
Chris Danford
2003-01-25 11:05:12 +00:00
parent 3d4d28eeb0
commit 559c3b7248
23 changed files with 331 additions and 179 deletions
+20 -17
View File
@@ -39,28 +39,31 @@ void GrayArrow::Update( float fDeltaTime )
Sprite::Update( fDeltaTime );
/* These could be metrics or configurable. I'd prefer the flash to
* start on the beat, I think ... -glenn */
if( GAMESTATE->m_fMusicSeconds <= 0 ) // music isn't playing
{
SetState( 0 );
}
else
{
/* These could be metrics or configurable. I'd prefer the flash to
* start on the beat, I think ... -glenn */
/* Start flashing 10% of a beat before the beat starts. */
const float flash_offset = -0.1f;
/* Start flashing 10% of a beat before the beat starts. */
const float flash_offset = -0.1f;
/* Flash for 20% of a beat. */
const float flash_length = 0.2f;
/* Flash for 20% of a beat. */
const float flash_length = 0.2f;
float cur_beat = GAMESTATE->m_fSongBeat;
float cur_beat = GAMESTATE->m_fSongBeat;
/* Make sure that the first flash (when cur_beat is passing 0) is just as
* long as others. */
cur_beat += 1.0f;
cur_beat -= flash_offset;
/* Beats can start in very negative territory (many BMR songs, Drop Out
* -Remix-). */
cur_beat += 100.0f;
float fPercentIntoBeat = fmodf(cur_beat, 1);
int iNewState = (fPercentIntoBeat < flash_length)? 0:1;
CLAMP( iNewState, 0, Sprite::GetNumStates() );
SetState( iNewState );
cur_beat -= flash_offset;
float fPercentIntoBeat = fmodf(cur_beat, 1);
SetState( (fPercentIntoBeat<flash_length)? 1 : 2 );
}
}
void GrayArrow::Step()