Moved even more constants into theme metrics

This commit is contained in:
Chris Danford
2002-08-29 01:38:21 +00:00
parent fdd2cf304a
commit 5fb403639f
14 changed files with 242 additions and 485 deletions
+1
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@@ -1,4 +1,5 @@
------------------------CVS after 3.00 beta 6----------------
CHANGE: Improved the appearance of hidden/sudden.
CHANGE: After changing sort to "BEST", focus will be changed to the
the most-played song.
CHANGE: Texture Hints have been removed in favor of smarter, automatic
+19 -10
View File
@@ -394,22 +394,30 @@ TimerSeconds=40
HelpText=Use arrow keys to navigate, ENTER to assign, and SPACE to clear.
[GhostArrow]
PopUpSeconds=0.25
ShowSeconds=0.25
ZoomStart=1.0
ZoomEnd=1.5
ColorPerfect=1.0,1.0,0.3,1 // yellow
ColorGreat=0.0,1.0,0.4,1 // green
ColorGood=0.3,0.8,1.0,1
ColorBoo=0.8,0.0,0.6,1
ColorPerfectStart=1.0,1.0,0.3,1 // yellow
ColorPerfectEnd=1.0,1.0,0.3,0 // yellow no alpha
ColorGreatStart=0.0,1.0,0.4,1 // green
ColorGreatEnd=0.0,1.0,0.4,0 // green no alpha
ColorGoodStart=0.3,0.8,1.0,1 // blue
ColorGoodEnd=0.3,0.8,1.0,0 // blue no alpha
ColorBooStart=0.8,0.0,0.6,1 // purple
ColorBooEnd=0.8,0.0,0.6,0 // purple no alpha
[GhostArrowBright]
PopUpSeconds=0.25
ShowSeconds=0.25
ZoomStart=1.0
ZoomEnd=1.5
ColorPerfect=1.0,1.0,0.3,1 // yellow
ColorGreat=0.0,1.0,0.4,1 // green
ColorGood=0.3,0.8,1.0,1
ColorBoo=0.8,0.0,0.6,1
ColorPerfectStart=1.0,1.0,0.3,1 // yellow
ColorPerfectEnd=1.0,1.0,0.3,0 // yellow no alpha
ColorGreatStart=0.0,1.0,0.4,1 // green
ColorGreatEnd=0.0,1.0,0.4,0 // green no alpha
ColorGoodStart=0.3,0.8,1.0,1 // blue
ColorGoodEnd=0.3,0.8,1.0,0 // blue no alpha
ColorBooStart=0.8,0.0,0.6,1 // purple
ColorBooEnd=0.8,0.0,0.6,0 // purple no alpha
[BitmapText]
RainbowColor1=1.0,0.0,0.4,1 // red
@@ -446,6 +454,7 @@ JudgeGoodZoomY=1.1
JudgeBooZoomX=1.0
JudgeBooZoomY=1.0
ComboJudgeTweenSeconds=0.1
BrightGhostThreshold=100
[GameState]
StageColorDemo=0.3,1.0,0.3,1 // green
+30 -52
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@@ -37,7 +37,7 @@ float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
return fYOffset;
}
float ArrowGetXPos2( PlayerNumber pn, int iColNum, float fYPos )
float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
{
float fSongBeat = GAMESTATE->m_fSongBeat;
float fPixelOffsetFromCenter = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[PLAYER_1][iColNum].fXOffset;
@@ -70,76 +70,54 @@ float ArrowGetYPos( PlayerNumber pn, float fYOffset )
return fYOffset * GAMESTATE->m_PlayerOptions[pn].m_fArrowScrollSpeed * (GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? -1 : 1 );
}
float ArrowGetAlpha( PlayerNumber pn, float fYPos )
{
float fAlpha;
static float blinktimer=0;
if (blinktimer == 0)
blinktimer = TIMER->GetTimeSinceStart();
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll;
static int blinkstate=2;
const float fCenterLine = 160; // from fYPos == 0
const float fFadeDist = 100;
// used by ArrowGetAlpha and ArrowGetGlow below
float ArrowGetPercentVisible( PlayerNumber pn, float fYPos )
{
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll;
const float fCorrectedYPos = bReverse ? -fYPos : fYPos;
const float fDistFromCenterLine = fCorrectedYPos - fCenterLine;
float fAlpha;
switch( GAMESTATE->m_PlayerOptions[pn].m_AppearanceType )
{
case PlayerOptions::APPEARANCE_VISIBLE:
fAlpha = 1;
break;
case PlayerOptions::APPEARANCE_HIDDEN:
fAlpha = ((bReverse?-fYPos:fYPos)-100)/100;
fAlpha = SCALE( fDistFromCenterLine, 0, fFadeDist, 0, 1 );
break;
case PlayerOptions::APPEARANCE_SUDDEN:
fAlpha = ((SCREEN_HEIGHT-(bReverse?-fYPos:fYPos))-260)/100;
fAlpha = SCALE( fDistFromCenterLine, 0, -fFadeDist, 0, 1 );
break;
case PlayerOptions::APPEARANCE_STEALTH:
fAlpha = 0;
break;
case PlayerOptions::APPEARANCE_BLINK: // this is an Ez2dancer Appearance Mode
if (TIMER->GetTimeSinceStart() > blinktimer + 0.20f)
{
blinktimer = TIMER->GetTimeSinceStart();
if (blinkstate == 1)
{
blinkstate = 2;
}
else if (blinkstate == 0)
{
blinkstate = 3;
}
else if (blinkstate == 2)
{
blinkstate = 0;
}
else
{
blinkstate = 1;
}
}
if (blinkstate == 1)
{
fAlpha = 1;
}
else if (blinkstate == 0)
{
fAlpha = 0;
}
else
{
fAlpha = ((fYPos-200)/200) + (((SCREEN_HEIGHT-fYPos)-260)/200);
}
fAlpha = sinf( TIMER->GetTimeSinceStart() );
fAlpha = froundf( fAlpha, 0.3333f );
break;
default:
ASSERT( false );
fAlpha = 0;
};
if( !bReverse && fYPos < 0 )
ASSERT(0);
fAlpha = 1;
else if( bReverse && fYPos > 0 )
}
if( fCorrectedYPos < 0 ) // past Gray Arrows
fAlpha = 1;
return clamp( fAlpha, 0, 1 );
};
}
float ArrowGetAlpha( PlayerNumber pn, float fYPos )
{
return (ArrowGetPercentVisible(pn,fYPos) > 0.5f) ? 1.0f : 0.0f;
}
float ArrowGetGlow( PlayerNumber pn, float fYPos )
{
const float fDistFromHalf = fabsf( ArrowGetPercentVisible(pn,fYPos) - 0.5f );
return SCALE( fDistFromHalf, 0, 0.5f, 1, 0 );
}
+6 -1
View File
@@ -39,10 +39,15 @@ float ArrowGetYPos( PlayerNumber pn, float fYOffset );
// 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).
float ArrowGetXPos2( PlayerNumber pn, int iCol, float fYPos );
float ArrowGetXPos( PlayerNumber pn, int iCol, float fYPos );
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// ArrowAppearance.
float ArrowGetAlpha( PlayerNumber pn, float fYPos );
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// ArrowAppearance.
float ArrowGetGlow( PlayerNumber pn, float fYPos );
+1 -1
View File
@@ -47,7 +47,7 @@ Combo::Combo()
void Combo::UpdateScore( TapNoteScore score )
{
if( PREFSMAN->m_bAutoPlay ) // cheaters never prosper
if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration ) // cheaters never prosper
{
m_iCurCombo = 0;
m_iCurComboOfPerfects = 0;
+47 -24
View File
@@ -15,26 +15,46 @@
#include "PrefsManager.h"
#define POP_UP_SECONDS THEME->GetMetricF("GhostArrow","PopUpSeconds")
#define SHOW_SECONDS THEME->GetMetricF("GhostArrow","ShowSeconds")
#define ZOOM_START THEME->GetMetricF("GhostArrow","ZoomStart")
#define ZOOM_END THEME->GetMetricF("GhostArrow","ZoomEnd")
#define COLOR_PERFECT THEME->GetMetricC("GhostArrow","ColorPerfect")
#define COLOR_GREAT THEME->GetMetricC("GhostArrow","ColorGreat")
#define COLOR_GOOD THEME->GetMetricC("GhostArrow","ColorGood")
#define COLOR_BOO THEME->GetMetricC("GhostArrow","ColorBoo")
#define COLOR_PERFECT_START THEME->GetMetricC("GhostArrow","ColorPerfectStart")
#define COLOR_PERFECT_END THEME->GetMetricC("GhostArrow","ColorPerfectEnd")
#define COLOR_GREAT_START THEME->GetMetricC("GhostArrow","ColorGreatStart")
#define COLOR_GREAT_END THEME->GetMetricC("GhostArrow","ColorGreatEnd")
#define COLOR_GOOD_START THEME->GetMetricC("GhostArrow","ColorGoodStart")
#define COLOR_GOOD_END THEME->GetMetricC("GhostArrow","ColorGoodEnd")
#define COLOR_BOO_START THEME->GetMetricC("GhostArrow","ColorBooStart")
#define COLOR_BOO_END THEME->GetMetricC("GhostArrow","ColorBooEnd")
float g_fShowSeconds;
float g_fZoomStart, g_fZoomEnd;
D3DXCOLOR
g_colorPerfectStart, g_colorPerfectEnd,
g_colorGreatStart, g_colorGreatEnd,
g_colorGoodStart, g_colorGoodEnd,
g_colorBooStart, g_colorBooEnd;
GhostArrow::GhostArrow()
{
m_fPopUpSeconds = POP_UP_SECONDS;
m_fZoomStart = ZOOM_START;
m_fZoomEnd = ZOOM_END;
m_colorPerfect = COLOR_PERFECT;
m_colorGreat = COLOR_GREAT;
m_colorGood = COLOR_GOOD;
m_colorBoo = COLOR_BOO;
g_fShowSeconds = SHOW_SECONDS;
g_fZoomStart = ZOOM_START;
g_fZoomEnd = ZOOM_END;
g_colorPerfectStart = COLOR_PERFECT_START;
g_colorPerfectEnd = COLOR_PERFECT_END;
g_colorGreatStart = COLOR_GREAT_START;
g_colorGreatEnd = COLOR_GREAT_END;
g_colorGoodStart = COLOR_GOOD_START;
g_colorGoodEnd = COLOR_GOOD_END;
g_colorBooStart = COLOR_BOO_START;
g_colorBooEnd = COLOR_BOO_END;
SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
TurnShadowOff();
// set the length of each frame so the animation plays in exactly 1 pop up time
for( int i=0; i<Sprite::GetNumStates(); i++ )
Sprite::m_fDelay[i] = g_fShowSeconds / (float)Sprite::GetNumStates();
}
void GhostArrow::Update( float fDeltaTime )
@@ -44,24 +64,27 @@ void GhostArrow::Update( float fDeltaTime )
void GhostArrow::Step( TapNoteScore score )
{
D3DXCOLOR color;
D3DXCOLOR colorStart, colorEnd;
switch( score )
{
case TNS_PERFECT: color = m_colorPerfect; break;
case TNS_GREAT: color = m_colorGreat; break;
case TNS_GOOD: color = m_colorGood; break;
case TNS_BOO: color = m_colorBoo; break;
case TNS_PERFECT: colorStart = g_colorPerfectStart; colorEnd = g_colorPerfectEnd; break;
case TNS_GREAT: colorStart = g_colorGreatStart; colorEnd = g_colorGreatEnd; break;
case TNS_GOOD: colorStart = g_colorGoodStart; colorEnd = g_colorGoodEnd; break;
case TNS_BOO: colorStart = g_colorBooStart; colorEnd = g_colorBooEnd; break;
case TNS_MISS: // miss should never be passed in here
default:
ASSERT(0);
}
StopTweening();
SetDiffuseColor( color );
SetDiffuseColor( colorStart );
SetState( 0 );
SetZoom( m_fZoomStart );
BeginTweening( m_fPopUpSeconds );
SetTweenZoom( m_fZoomEnd );
color.a = 0;
SetTweenDiffuseColor( color );
SetZoom( g_fZoomStart );
BeginTweeningQueued( g_fShowSeconds );
SetTweenZoom( g_fZoomEnd );
SetTweenDiffuseColor( colorEnd );
BeginTweeningQueued( 0.0001f ); // snap to invisible
SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
}
-3
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@@ -25,8 +25,5 @@ public:
void Step( TapNoteScore score );
protected:
float m_fPopUpSeconds;
float m_fZoomStart, m_fZoomEnd;
D3DXCOLOR m_colorPerfect, m_colorGreat, m_colorGood, m_colorBoo;
};
+49 -24
View File
@@ -15,26 +15,48 @@
#include "PrefsManager.h"
#define POP_UP_SECONDS THEME->GetMetricF("GhostArrowBright","PopUpSeconds")
#define SHOW_SECONDS THEME->GetMetricF("GhostArrowBright","ShowSeconds")
#define ZOOM_START THEME->GetMetricF("GhostArrowBright","ZoomStart")
#define ZOOM_END THEME->GetMetricF("GhostArrowBright","ZoomEnd")
#define COLOR_PERFECT THEME->GetMetricC("GhostArrowBright","ColorPerfect")
#define COLOR_GREAT THEME->GetMetricC("GhostArrowBright","ColorGreat")
#define COLOR_GOOD THEME->GetMetricC("GhostArrowBright","ColorGood")
#define COLOR_BOO THEME->GetMetricC("GhostArrowBright","ColorBoo")
#define COLOR_PERFECT_START THEME->GetMetricC("GhostArrowBright","ColorPerfectStart")
#define COLOR_PERFECT_END THEME->GetMetricC("GhostArrowBright","ColorPerfectEnd")
#define COLOR_GREAT_START THEME->GetMetricC("GhostArrowBright","ColorGreatStart")
#define COLOR_GREAT_END THEME->GetMetricC("GhostArrowBright","ColorGreatEnd")
#define COLOR_GOOD_START THEME->GetMetricC("GhostArrowBright","ColorGoodStart")
#define COLOR_GOOD_END THEME->GetMetricC("GhostArrowBright","ColorGoodEnd")
#define COLOR_BOO_START THEME->GetMetricC("GhostArrowBright","ColorBooStart")
#define COLOR_BOO_END THEME->GetMetricC("GhostArrowBright","ColorBooEnd")
// "2" appended so the names won't conflict with the GhostArrow
float g_fShowSeconds2;
float g_fZoomStart2, g_fZoomEnd2;
D3DXCOLOR
g_colorPerfectStart2, g_colorPerfectEnd2,
g_colorGreatStart2, g_colorGreatEnd2,
g_colorGoodStart2, g_colorGoodEnd2,
g_colorBooStart2, g_colorBooEnd2;
GhostArrowBright::GhostArrowBright()
{
m_fPopUpSeconds = POP_UP_SECONDS;
m_fZoomStart = ZOOM_START;
m_fZoomEnd = ZOOM_END;
m_colorPerfect = COLOR_PERFECT;
m_colorGreat = COLOR_GREAT;
m_colorGood = COLOR_GOOD;
m_colorBoo = COLOR_BOO;
g_fShowSeconds2 = SHOW_SECONDS;
g_fZoomStart2 = ZOOM_START;
g_fZoomEnd2 = ZOOM_END;
g_colorPerfectStart2= COLOR_PERFECT_START;
g_colorPerfectEnd2 = COLOR_PERFECT_END;
g_colorGreatStart2 = COLOR_GREAT_START;
g_colorGreatEnd2 = COLOR_GREAT_END;
g_colorGoodStart2 = COLOR_GOOD_START;
g_colorGoodEnd2 = COLOR_GOOD_END;
g_colorBooStart2 = COLOR_BOO_START;
g_colorBooEnd2 = COLOR_BOO_END;
SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
TurnShadowOff();
// set the length of each frame so the animation plays in exactly 1 pop up time
for( int i=0; i<Sprite::GetNumStates(); i++ )
Sprite::m_fDelay[i] = g_fShowSeconds2 / (float)Sprite::GetNumStates();
}
void GhostArrowBright::Update( float fDeltaTime )
@@ -44,24 +66,27 @@ void GhostArrowBright::Update( float fDeltaTime )
void GhostArrowBright::Step( TapNoteScore score )
{
D3DXCOLOR color;
D3DXCOLOR colorStart, colorEnd;
switch( score )
{
case TNS_PERFECT: color = m_colorPerfect; break;
case TNS_GREAT: color = m_colorGreat; break;
case TNS_GOOD: color = m_colorGood; break;
case TNS_BOO: color = m_colorBoo; break;
case TNS_PERFECT: colorStart = g_colorPerfectStart2; colorEnd = g_colorPerfectEnd2; break;
case TNS_GREAT: colorStart = g_colorGreatStart2; colorEnd = g_colorGreatEnd2; break;
case TNS_GOOD: colorStart = g_colorGoodStart2; colorEnd = g_colorGoodEnd2; break;
case TNS_BOO: colorStart = g_colorBooStart2; colorEnd = g_colorBooEnd2; break;
case TNS_MISS: // miss should never be passed in here
default:
ASSERT(0);
}
StopTweening();
SetDiffuseColor( color );
SetDiffuseColor( colorStart );
SetState( 0 );
SetZoom( m_fZoomStart );
BeginTweening( m_fPopUpSeconds );
SetTweenZoom( m_fZoomEnd );
color.a = 0;
SetTweenDiffuseColor( color );
SetZoom( g_fZoomStart2 );
BeginTweeningQueued( g_fShowSeconds2 );
SetTweenZoom( g_fZoomEnd2 );
SetTweenDiffuseColor( colorEnd );
BeginTweeningQueued( 0.0001f ); // snap to invisible
SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
}
-3
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@@ -24,7 +24,4 @@ public:
void Step( TapNoteScore score );
protected:
float m_fPopUpSeconds;
float m_fZoomStart, m_fZoomEnd;
D3DXCOLOR m_colorPerfect, m_colorGreat, m_colorGood, m_colorBoo;
};
+1 -1
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@@ -62,7 +62,7 @@ void GhostArrowRow::DrawPrimitives()
{
for( int c=0; c<m_iNumCols; c++ )
{
float fX = ArrowGetXPos2( m_PlayerNumber, c, 0 );
float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
m_GhostArrowRow[c].SetX( fX );
m_GhostArrowRowBright[c].SetX( fX );
m_HoldGhostArrowRow[c].SetX( fX );
+1 -1
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@@ -58,7 +58,7 @@ void GrayArrowRow::DrawPrimitives()
for( int c=0; c<m_iNumCols; c++ )
{
// set arrow X
float fX = ArrowGetXPos2( m_PlayerNumber, c, 0 );
float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
m_GrayArrow[c].SetX( fX );
+81 -359
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@@ -78,7 +78,7 @@ int NoteDisplay::GetTapColorFrameNo( const float fNoteBeat )
void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadingOut, D3DXCOLOR &colorTrailingOut )
{
// Chris: If EZ2 doesn't use these values, it can just ignore them.
// Chris: If EZ2 doesn't use a color part, leave that part of the NoteSkin graphic empty
//
// Andy:
// if (GAMESTATE->m_CurGame == GAME_EZ2)
@@ -168,335 +168,12 @@ void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadi
colorTrailingOut = m_colorTapTweens[iTrailingColor1] * (1-fTrailingColorWeightOf2) + m_colorTapTweens[iTrailingColor2] * fTrailingColorWeightOf2;
}
/*
D3DXCOLOR NoteDisplay::GetHoldColor( const float fY, const float fYTop, const float fYBottom )
void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly )
{
if( fY == fYTop )
return m_colorHoldTweens[0];
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
float fDistFromEnd = fYBottom - fY;
float fArrowSizesFromEnd = fDistFromEnd / (float)ARROW_SIZE;
float fPercentThroughColors = fmodf( fArrowSizesFromEnd, 2 ) / 2.0f;
float fIndex = fPercentThroughColors * (m_colorHoldTweens.GetSize()-1);
float fWeightOf2 = fIndex - int(fIndex);
int iColor1 = int(fIndex);
int iColor2 = (iColor1+1) % m_colorHoldTweens.GetSize();
return m_colorHoldTweens[iColor1] * (1-fWeightOf2) + m_colorHoldTweens[iColor2] * fWeightOf2;
}
*/
const bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll;
float NoteDisplay::GetAddAlpha( float fDiffuseAlpha, float fPercentFadeToFail )
{
if( fPercentFadeToFail != -1 )
return 1-fPercentFadeToFail;
float fDistFromCenter = fabsf( 0.5f - fDiffuseAlpha );
return clamp( 1-fDistFromCenter*2, 0, 1 );
}
/*
void NoteDisplay::DrawList( int iCount, NoteDisplayInstance cni[], bool bDrawAddPass )
{
int iNumV;
LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
RAGEVERTEX* v;
LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(RAGEVERTEX) );
const float fGrayWidth = m_sprHoldParts.GetUnzoomedWidth();
const float fGrayHeight = m_sprHoldParts.GetUnzoomedHeight();
const float fColorWidth = m_sprTapParts.GetUnzoomedWidth();
const float fColorHeight = m_sprTapParts.GetUnzoomedHeight();
RageTexture* pGrayTexture = m_sprHoldParts.GetTexture();
RageTexture* pColorTexture = m_sprTapParts.GetTexture();
//
// Draw gray parts diffuse pass
//
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->SetTexture( 0, pGrayTexture->GetD3DTexture() );
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
iNumV = 0;
for( int i=0; i<iCount; i++ )
{
NoteDisplayInstance* pCNI = &cni[i];
const float fX = pCNI->fX;
const float fY = pCNI->fY;
const float fRotation = pCNI->fRotation;
D3DXVECTOR3 vecPoints[4]; // top left, bottom left, top right, bottom right
//
// Set vertex positions
//
vecPoints[0] = D3DXVECTOR3( -fGrayWidth/2, -fGrayHeight/2, 0 ); // top left
vecPoints[1] = D3DXVECTOR3( -fGrayWidth/2, +fGrayHeight/2, 0 ); // bottom left
vecPoints[2] = D3DXVECTOR3( +fGrayWidth/2, -fGrayHeight/2, 0 ); // top right
vecPoints[3] = D3DXVECTOR3( +fGrayWidth/2, +fGrayHeight/2, 0 ); // bottom right
if( fRotation != 0 )
{
D3DXMATRIX matRotation;
D3DXMatrixRotationZ( &matRotation, fRotation );
for( int j=0; j<4; j++ )
D3DXVec3TransformCoord( &vecPoints[j], &vecPoints[j], &matRotation );
}
for( int j=0; j<4; j++ )
{
vecPoints[j].x += fX;
vecPoints[j].y += fY;
}
// first triangle
v[iNumV++].p = vecPoints[0]; // top left
v[iNumV++].p = vecPoints[1]; // bottom left
v[iNumV++].p = vecPoints[2]; // top right
// 2nd triangle
v[iNumV++].p = vecPoints[2]; // top right
v[iNumV++].p = vecPoints[1]; // bottom left
v[iNumV++].p = vecPoints[3]; // bottom right
//
// set texture coordinates
//
iNumV -= 6;
FRECT* pTexCoordRect = pGrayTexture->GetTextureCoordRect( pCNI->iGrayPartFrameNo );
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->top ); // top right
v[iNumV++].t = v[iNumV-1].t; // top right
v[iNumV++].t = v[iNumV-3].t; // bottom left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
//
// set vertex colors
//
iNumV -= 6;
D3DXCOLOR colorGrayPart(1,1,1,pCNI->fAlpha);
v[iNumV++].color = colorGrayPart; // top left
v[iNumV++].color = colorGrayPart; // bottom left
v[iNumV++].color = colorGrayPart; // top right
v[iNumV++].color = colorGrayPart; // top right
v[iNumV++].color = colorGrayPart; // bottom left
v[iNumV++].color = colorGrayPart; // bottom right
}
ASSERT( iNumV == iCount*6 ); // two triangles for each note
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
//
// Draw gray parts add pass
//
if( bDrawAddPass )
{
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
iNumV = 0;
for( int i=0; i<iCount; i++ )
{
NoteDisplayInstance* pCNI = &cni[i];
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,pCNI->fAddAlpha);
//
// set vertex colors
//
v[iNumV++].color = colorGlow; // top left
v[iNumV++].color = colorGlow; // bottom left
v[iNumV++].color = colorGlow; // top right
v[iNumV++].color = colorGlow; // top right
v[iNumV++].color = colorGlow; // bottom left
v[iNumV++].color = colorGlow; // bottom right
}
ASSERT( iNumV == iCount*6 ); // two triangles for each note
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
}
//
// Draw color parts diffuse pass
//
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->SetTexture( 0, pColorTexture->GetD3DTexture() );
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
iNumV = 0;
for( i=0; i<iCount; i++ )
{
NoteDisplayInstance* pCNI = &cni[i];
const float fX = pCNI->fX;
const float fY = pCNI->fY;
const float fRotation = pCNI->fRotation;
D3DXVECTOR3 vecPoints[4]; // top left, bottom left, top right, bottom right
//
// Set vertex positions
//
vecPoints[0] = D3DXVECTOR3( -fColorWidth/2, -fColorHeight/2, 0 ); // top left
vecPoints[1] = D3DXVECTOR3( -fColorWidth/2, +fColorHeight/2, 0 ); // bottom left
vecPoints[2] = D3DXVECTOR3( +fColorWidth/2, -fColorHeight/2, 0 ); // top right
vecPoints[3] = D3DXVECTOR3( +fColorWidth/2, +fColorHeight/2, 0 ); // bottom right
if( fRotation != 0 )
{
D3DXMATRIX matRotation;
D3DXMatrixRotationZ( &matRotation, fRotation );
for( int j=0; j<4; j++ )
D3DXVec3TransformCoord( &vecPoints[j], &vecPoints[j], &matRotation );
}
for( int j=0; j<4; j++ )
{
vecPoints[j].x += fX;
vecPoints[j].y += fY;
}
// first triangle
v[iNumV++].p = vecPoints[0]; // top left
v[iNumV++].p = vecPoints[1]; // bottom left
v[iNumV++].p = vecPoints[2]; // top right
// 2nd triangle
v[iNumV++].p = vecPoints[2]; // top right
v[iNumV++].p = vecPoints[1]; // bottom left
v[iNumV++].p = vecPoints[3]; // bottom right
//
// set texture coordinates
//
iNumV -= 6;
FRECT* pTexCoordRect = pColorTexture->GetTextureCoordRect( pCNI->iColorPartFrameNo );
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->top ); // top right
v[iNumV++].t = v[iNumV-1].t; // top right
v[iNumV++].t = v[iNumV-3].t; // bottom left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
//
// set vertex colors
//
iNumV -= 6;
D3DXCOLOR colorLeadingEdge = D3DXCOLOR(pCNI->colorLeadingEdge);
D3DXCOLOR colorTrailingEdge = D3DXCOLOR(pCNI->colorTrailingEdge);
colorLeadingEdge.a = pCNI->fAlpha;
colorTrailingEdge.a = pCNI->fAlpha;
v[iNumV++].color = colorLeadingEdge; // top left
v[iNumV++].color = colorTrailingEdge; // bottom left
v[iNumV++].color = colorLeadingEdge; // top right
v[iNumV++].color = v[iNumV-1].color; // top right
v[iNumV++].color = v[iNumV-3].color; // bottom left
v[iNumV++].color = colorTrailingEdge; // bottom right
}
ASSERT( iNumV == iCount*6 ); // two triangles for each note
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
//
// Draw Color parts add pass
//
if( bDrawAddPass )
{
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
iNumV = 0;
for( int i=0; i<iCount; i++ )
{
NoteDisplayInstance* pCNI = &cni[i];
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,pCNI->fAddAlpha);
//
// set vertex colors
//
v[iNumV++].color = colorGlow; // top left
v[iNumV++].color = colorGlow; // bottom left
v[iNumV++].color = colorGlow; // top right
v[iNumV++].color = colorGlow; // top right
v[iNumV++].color = colorGlow; // bottom left
v[iNumV++].color = colorGlow; // bottom right
}
ASSERT( iNumV == iCount*6 ); // two triangles for each note
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
}
}
*/
void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail )
{
const int iCol = hn.m_iTrack;
const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fStartBeat );
const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
@@ -508,8 +185,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fFrameHeight = m_sprHoldParts.GetUnzoomedHeight();
const float fBodyHeight = fFrameHeight*2;
const float fYHead = min(fStartYPos, fEndYPos); // stop drawing here
const float fYTail = max(fStartYPos, fEndYPos); // the center the tail
const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head
const float fYTail = bReverse ? fStartYPos : fEndYPos; // the center the tail
const float fYTailTop = fYTail-fFrameHeight/2;
const float fYTailBottom = fYTail+fFrameHeight/2;
@@ -520,7 +197,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const int fYStep = 8; // draw a segment every 8 pixels // this requires that the texture dimensions be a multiple of 8
DISPLAY->SetBlendModeNormal();
DISPLAY->SetColorTextureMultDiffuse();
if( bDrawGlowOnly )
DISPLAY->SetColorDiffuse();
else
DISPLAY->SetColorTextureMultDiffuse();
DISPLAY->SetAlphaTextureMultDiffuse();
DISPLAY->SetTexture( m_sprHoldParts.GetTexture() );
@@ -532,8 +212,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
{
const float fYTop = fY;
const float fYBottom = fY+min(fYStep, fYTailBottom-fY);
const float fXTop = ArrowGetXPos2( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos2( m_PlayerNumber, iCol, fYBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
@@ -547,21 +227,26 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fTexCoordRight = bActive ? 0.50f : 0.25f;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom );
const float fAddAlphaTop = GetAddAlpha( fAlphaTop, fPercentFadeToFail );
const float fAddAlphaBottom = GetAddAlpha( fAlphaBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom );
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fAddAlphaTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fAddAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
// the shift by -0.5 is to align texels to pixels
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
DISPLAY->AddQuad(
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
//
@@ -571,8 +256,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
{
const float fYTop = fY;
const float fYBottom = min( fY+fYStep, fYTailTop+1 );
const float fXTop = ArrowGetXPos2( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos2( m_PlayerNumber, iCol, fYBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
@@ -585,19 +270,24 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fTexCoordRight = bActive ? 1.00f : 0.75f;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom );
const float fAddAlphaTop = GetAddAlpha( fAlphaTop, fPercentFadeToFail );
const float fAddAlphaBottom = GetAddAlpha( fAlphaBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom );
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fAddAlphaTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fAddAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
DISPLAY->AddQuad(
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), //colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), //colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom), //colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), //colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), //colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom), //colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
DISPLAY->FlushQueue();
@@ -608,19 +298,51 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
//
{
fY = fYHead;
const float fX = ArrowGetXPos2( m_PlayerNumber, iCol, fY );
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY );
const float fAddAlpha = GetAddAlpha( fAlpha, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY );
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuse= D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,fAddAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,fGlow);
m_sprHoldParts.SetState( bActive?1:0 );
m_sprHoldParts.SetXY( fX, fY );
m_sprHoldParts.SetDiffuseColor( colorDiffuse );
m_sprHoldParts.SetGlowColor( colorGlow );
if( bDrawGlowOnly )
{
m_sprHoldParts.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprHoldParts.SetGlowColor( colorGlow );
}
else
{
m_sprHoldParts.SetDiffuseColor( colorDiffuse );
m_sprHoldParts.SetGlowColor( D3DXCOLOR(0,0,0,0) );
}
m_sprHoldParts.Draw();
}
//
// We've drawn the diffuse pass, now draw the glow pass if necessary
//
bool bDrawGlow = false;
if( fPercentFadeToFail > 0 )
bDrawGlow = true;
if( !bDrawGlowOnly )
{
switch( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_AppearanceType )
{
case PlayerOptions::APPEARANCE_VISIBLE:
case PlayerOptions::APPEARANCE_STEALTH:
break; // don't need to draw glow
case PlayerOptions::APPEARANCE_HIDDEN:
case PlayerOptions::APPEARANCE_SUDDEN:
bDrawGlow = true;
break;
default:
ASSERT(0);
}
}
if( bDrawGlow )
DrawHold( hn, bActive, fLife, fPercentFadeToFail, true );
}
void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHoldColor, const float fPercentFadeToFail )
@@ -628,9 +350,9 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
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 = ArrowGetXPos2( m_PlayerNumber, iCol, fYPos );
const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos );
const float fAddAlpha = GetAddAlpha( fAlpha, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos );
const int iGrayPartFrameNo = GetTapGrayFrameNo( fBeat );
const int iColorPartFrameNo = GetTapColorFrameNo( fBeat );
@@ -638,7 +360,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
D3DXCOLOR colorLeadingEdge;
D3DXCOLOR colorTrailingEdge;
if( bUseHoldColor )
colorLeadingEdge = colorTrailingEdge = D3DXCOLOR(0,1,0,1); // HACK: green.
colorLeadingEdge = colorTrailingEdge = D3DXCOLOR(0,1,0,1); // HACK: green. Move this into the note skin
else
GetTapEdgeColors( fBeat, colorLeadingEdge, colorTrailingEdge );
colorGrayPart.a *= fAlpha;
@@ -647,7 +369,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
m_sprTapParts.SetXY( fXPos, fYPos );
m_sprTapParts.SetRotation( fRotation );
m_sprTapParts.SetGlowColor( D3DXCOLOR(1,1,1,fAddAlpha) );
m_sprTapParts.SetGlowColor( D3DXCOLOR(1,1,1,fGlow) );
//
// draw gray part
+2 -5
View File
@@ -24,20 +24,17 @@ public:
void Load( int iColNum, PlayerNumber pn );
void DrawTap( const int iCol, const float fBeat, const bool bUseHoldColor, const float fPercentFadeToFail );
void DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail );
void DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly = false );
protected:
int GetTapGrayFrameNo( const float fNoteBeat );
int GetTapColorFrameNo( const float fNoteBeat );
void GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadingOut, D3DXCOLOR &colorTrailingOut );
// D3DXCOLOR GetHoldColor( const float fY, const float fYTop, const float fYBottom );
float GetAddAlpha( float DiffuseAlpha, const float fPercentFadeToFail );
PlayerNumber m_PlayerNumber; // to look up PlayerOptions
Sprite m_sprTapParts; // for now, must be an even number of frames
Sprite m_sprHoldParts; // for now, must be 16 frames
Sprite m_sprHoldParts; // for now, must be 8 frames
CArray<D3DXCOLOR,D3DXCOLOR> m_colorTapTweens;
// CArray<D3DXCOLOR,D3DXCOLOR> m_colorHoldTweens;
};
+4 -1
View File
@@ -33,6 +33,7 @@
#define JUDGE_BOO_ZOOM_X THEME->GetMetricF("Player","JudgeBooZoomX")
#define JUDGE_BOO_ZOOM_Y THEME->GetMetricF("Player","JudgeBooZoomY")
#define COMBO_JUDGE_TWEEN_SECONDS THEME->GetMetricF("Player","ComboJudgeTweenSeconds")
#define BRIGHT_GHOST_THRESHOLD THEME->GetMetricI("Player","BrightGhostThreshold")
// cache because reading from theme metrics is slow
@@ -45,6 +46,7 @@ float g_fJudgePerfectZoomX,
g_fJudgeBooZoomX,
g_fJudgeBooZoomY,
g_fComboJudgeTweenSeconds;
int g_iBrightGhostThreshold;
// these two items are in the
const float FRAME_JUDGE_AND_COMBO_Y = CENTER_Y;
@@ -71,6 +73,7 @@ Player::Player()
g_fJudgeBooZoomX = JUDGE_BOO_ZOOM_X;
g_fJudgeBooZoomY = JUDGE_BOO_ZOOM_Y;
g_fComboJudgeTweenSeconds = COMBO_JUDGE_TWEEN_SECONDS;
g_iBrightGhostThreshold = BRIGHT_GHOST_THRESHOLD;
m_PlayerNumber = PLAYER_INVALID;
@@ -438,7 +441,7 @@ void Player::OnRowDestroyed( int col, int iIndexThatWasSteppedOn )
{
if( m_TapNotes[c][iIndexThatWasSteppedOn] != '0' ) // if there is a note in this col
{
m_GhostArrowRow.TapNote( c, score, m_Combo.GetCurrentCombo()>100 ); // show the ghost arrow for this column
m_GhostArrowRow.TapNote( c, score, m_Combo.GetCurrentCombo()>g_iBrightGhostThreshold ); // show the ghost arrow for this column
HandleNoteScore( score ); // update score - called once per note in this row