half-finished codes, options icons, and two new modifiers.

This commit is contained in:
Chris Danford
2002-09-02 21:59:58 +00:00
parent d7e6f59b3b
commit 7d4cf73000
87 changed files with 1313 additions and 1109 deletions
+9 -29
View File
@@ -309,39 +309,19 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
m_sprHoldParts.SetXY( fX, fY );
if( bDrawGlowOnly )
{
m_sprHoldParts.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprHoldParts.SetGlowColor( colorGlow );
m_sprHoldParts.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprHoldParts.SetGlow( colorGlow );
}
else
{
m_sprHoldParts.SetDiffuseColor( colorDiffuse );
m_sprHoldParts.SetGlowColor( D3DXCOLOR(0,0,0,0) );
m_sprHoldParts.SetDiffuse( colorDiffuse );
m_sprHoldParts.SetGlow( 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;
// now, draw the glow pass
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 );
}
@@ -369,20 +349,20 @@ 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,fGlow) );
m_sprTapParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
//
// draw gray part
//
m_sprTapParts.SetState( iGrayPartFrameNo );
m_sprTapParts.SetDiffuseColor( colorGrayPart );
m_sprTapParts.SetDiffuse( colorGrayPart );
m_sprTapParts.Draw();
//
// draw color part
//
m_sprTapParts.SetState( iColorPartFrameNo );
m_sprTapParts.SetDiffuseColorTopEdge( colorLeadingEdge );
m_sprTapParts.SetDiffuseColorBottomEdge( colorTrailingEdge );
m_sprTapParts.SetDiffuseTopEdge( colorLeadingEdge );
m_sprTapParts.SetDiffuseBottomEdge( colorTrailingEdge );
m_sprTapParts.Draw();
}