Add bgm-time effect mode. This is roughly equivalent to the default, except

it's tightly synced with the music; it stays synced over music skips, and follows
the music rate, like everything else that uses GAMESTATE->m_fMusicSeconds.
This commit is contained in:
Glenn Maynard
2004-10-16 01:29:25 +00:00
parent e1ae2d4f4b
commit 799a5898dd
3 changed files with 15 additions and 10 deletions
+9 -3
View File
@@ -8,7 +8,7 @@
#include "RageLog.h"
#include "arch/Dialog/Dialog.h"
float Actor::g_fCurrentBGMTime = 0;
float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
/* This is Reset instead of Init since many derived classes have Init() functions
* that shouldn't change the position of the actor. */
@@ -326,7 +326,11 @@ void Actor::Update( float fDeltaTime )
m_fSecsIntoEffect = fmodfp( m_fSecsIntoEffect, m_fEffectPeriodSeconds + m_fEffectDelay );
break;
case CLOCK_BGM:
case CLOCK_BGM_BEAT:
m_fSecsIntoEffect = g_fCurrentBGMBeat;
break;
case CLOCK_BGM_TIME:
m_fSecsIntoEffect = g_fCurrentBGMTime;
break;
}
@@ -458,7 +462,9 @@ void Actor::SetEffectClock( CString s )
{
s.MakeLower();
if (s=="timer") SetEffectClock( CLOCK_TIMER );
else if(s=="bgm") SetEffectClock( CLOCK_BGM );
else if(s=="beat") SetEffectClock( CLOCK_BGM_BEAT );
else if(s=="music") SetEffectClock( CLOCK_BGM_TIME );
else if(s=="bgm") SetEffectClock( CLOCK_BGM_BEAT ); // compat, deprecated
else ASSERT(0);
}