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
+10 -11
View File
@@ -66,7 +66,6 @@ int NoteDisplay::GetTapFrameNo( const float fNoteBeat )
float fSongBeat = GAMESTATE->m_fSongBeat;
float fPercentIntoMeasure = fmodf( fSongBeat, g_fTapAnimationLengthInBeats ) / g_fTapAnimationLengthInBeats;
fPercentIntoMeasure += 1/(iNumFrames*2.f); // fudge factor so that the "full white" frame shows when the arrow overlaps the receptors
int iSongBeatFrameContrib = (int)roundf( fPercentIntoMeasure * iNumFrames );
float fBeatFraction = fmodf( fNoteBeat, 1.0f );
@@ -92,10 +91,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll;
const int iCol = hn.m_iTrack;
const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fStartBeat );
const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fEndBeat );
const float fEndYPos = ArrowGetYPos( m_PlayerNumber, fEndYOffset );
const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fStartBeat );
const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fEndBeat );
const float fEndYPos = ArrowGetYPos( m_PlayerNumber, fEndYOffset );
// draw from bottom to top
const float fFrameWidth = m_sprHoldParts.GetUnzoomedWidth();
@@ -315,12 +314,12 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSameRowAsHoldStart, const float fPercentFadeToFail, const float fLife )
{
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
const float fRotation = ArrowGetRotation( m_PlayerNumber, iCol, fYOffset );
const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
const int iTapFrameNo = GetTapFrameNo( fBeat );
const float fColorScale = SCALE(fLife,0,1,0.2f,1);
RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);