tweak haste to prevent slowing the song down too long

This commit is contained in:
Glenn Maynard
2007-03-18 19:38:11 +00:00
parent 6fad738ca5
commit 642e2cac82
4 changed files with 47 additions and 21 deletions
+43 -21
View File
@@ -1514,27 +1514,7 @@ void ScreenGameplay::Update( float fDeltaTime )
if( GAMESTATE->m_SongOptions.GetCurrent().m_fHaste != 0.0f )
{
float fLife = 0;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
continue;
fLife = max( fLife, pi->m_pLifeMeter->GetLife() );
}
/* Scale the music nonlinearly. Only slow the song down below 0.25, so we
* don't drag the music out too long. Stick at 1x up to 0.5, so we start
* at 1x if the life meter defaults to 0.5. Increase gradually up to 0.9.
* Accelerate sharply above 0.9. */
float fSpeed = 1.0f;
if( fLife < 0.25f )
fSpeed = SCALE( fLife, 0.0f, 0.25f, 0.5f, 1.0f );
else if( fLife > 0.5f && fLife < 0.9f )
fSpeed = SCALE( fLife, 0.5f, 0.9f, 1.0f, 1.25f );
else if( fLife >= 0.9f )
fSpeed = SCALE( fLife, 0.9f, 1.0f, 1.25f, 2.5f );
fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fHaste;
float fSpeed = GetHasteRate();
fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
RageSoundParams p = m_pSoundMusic->GetParams();
@@ -1634,8 +1614,16 @@ void ScreenGameplay::Update( float fDeltaTime )
// update fGameplaySeconds
STATSMAN->m_CurStageStats.m_fGameplaySeconds += fUnscaledDeltaTime;
if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
{
STATSMAN->m_CurStageStats.m_fStepsSeconds += fUnscaledDeltaTime;
if( GAMESTATE->m_SongOptions.GetCurrent().m_fHaste != 0.0f )
{
float fHasteRate = GetHasteRate();
STATSMAN->m_CurStageStats.m_fAccumulatedHaste += (fUnscaledDeltaTime * fHasteRate) - fUnscaledDeltaTime;
}
}
//
// Check for end of song
//
@@ -1790,6 +1778,40 @@ void ScreenGameplay::Update( float fDeltaTime )
}
}
float ScreenGameplay::GetHasteRate()
{
float fLife = 0;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
continue;
fLife = max( fLife, pi->m_pLifeMeter->GetLife() );
}
/* Scale the music nonlinearly. Only slow the song down below 0.25, so we
* don't drag the music out too long. Stick at 1x up to 0.5, so we start
* at 1x if the life meter defaults to 0.5. Increase gradually up to 0.9.
* Accelerate sharply above 0.9. */
float fSpeed = 1.0f;
if( fLife < 0.25f )
fSpeed = SCALE( fLife, 0.0f, 0.25f, 0.5f, 1.0f );
else if( fLife > 0.5f && fLife < 0.9f )
fSpeed = SCALE( fLife, 0.5f, 0.9f, 1.0f, 1.25f );
else if( fLife >= 0.9f )
fSpeed = SCALE( fLife, 0.9f, 1.0f, 1.25f, 2.5f );
fSpeed *= GAMESTATE->m_SongOptions.GetCurrent().m_fHaste;
if( STATSMAN->m_CurStageStats.m_fAccumulatedHaste <= 1 )
{
/* Only allow slowing down the song while the players have accumulated
* haste. This prevents dragging on the song by keeping the life meter
* nearly empty. */
float fClamped = max( 1.0f, fSpeed );
fSpeed = lerp( STATSMAN->m_CurStageStats.m_fAccumulatedHaste, fClamped, fSpeed );
}
return fSpeed;
}
void ScreenGameplay::UpdateLights()
{
if( !LIGHTSMAN->IsEnabled() )
+1
View File
@@ -159,6 +159,7 @@ protected:
void UpdateLights();
void SendCrossedMessages();
void BeginBackingOutFromGameplay();
float GetHasteRate();
void PlayTicks();
void UpdateSongPosition( float fDeltaTime );
+1
View File
@@ -28,6 +28,7 @@ StageStats::StageStats()
m_fGameplaySeconds = 0;
m_fStepsSeconds = 0;
m_fMusicRate = 1;
m_fAccumulatedHaste = 0;
}
void StageStats::Init()
+2
View File
@@ -41,6 +41,8 @@ public:
float m_fStepsSeconds; // this is <= fGameplaySeconds unless the song has steps past the end
float m_fMusicRate;
float m_fAccumulatedHaste;
// Total number of seconds between first beat and last beat for every song.
float GetTotalPossibleStepsSeconds() const;