remove stuff commented out

fix SPIRAL while I'm here
This commit is contained in:
Glenn Maynard
2005-01-05 01:06:18 +00:00
parent 67c1e5c6fb
commit 8b609cdc08
+18 -138
View File
@@ -79,10 +79,6 @@ void BGAnimationLayer::Init()
m_fFOV = -1; // no change
m_bLighting = false;
// m_bCycleColor = false;
// m_bCycleAlpha = false;
// m_Effect = EFFECT_STRETCH_STILL;
m_vParticleVelocity.clear();
m_Type = TYPE_SPRITE;
@@ -661,39 +657,39 @@ void BGAnimationLayer::Update( float fDeltaTime )
}
}
break;
/* case EFFECT_PARTICLES_SPIRAL_OUT:
for( i=0; i<m_iNumSprites; i++ )
case EFFECT_PARTICLES_SPIRAL_OUT:
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
m_SubActors[i].SetZoom( m_SubActors[i].GetZoom() + fDeltaTime );
if( m_SubActors[i].GetZoom() > SPIRAL_MAX_ZOOM )
m_SubActors[i].SetZoom( SPIRAL_MIN_ZOOM );
m_SubActors[i]->SetZoom( m_SubActors[i]->GetZoom() + fDeltaTime );
if( m_SubActors[i]->GetZoom() > SPIRAL_MAX_ZOOM )
m_SubActors[i]->SetZoom( SPIRAL_MIN_ZOOM );
m_SubActors[i].SetRotationZ( m_SubActors[i].GetRotationZ() + fDeltaTime );
m_SubActors[i]->SetRotationZ( m_SubActors[i]->GetRotationZ() + fDeltaTime );
float fRadius = (m_SubActors[i].GetZoom()-SPIRAL_MIN_ZOOM);
float fRadius = (m_SubActors[i]->GetZoom()-SPIRAL_MIN_ZOOM);
fRadius *= fRadius;
fRadius *= 200;
m_SubActors[i].SetX( SCREEN_CENTER_X + cosf(m_SubActors[i].GetRotationZ())*fRadius );
m_SubActors[i].SetY( SCREEN_CENTER_Y + sinf(m_SubActors[i].GetRotationZ())*fRadius );
m_SubActors[i]->SetX( SCREEN_CENTER_X + cosf(m_SubActors[i]->GetRotationZ())*fRadius );
m_SubActors[i]->SetY( SCREEN_CENTER_Y + sinf(m_SubActors[i]->GetRotationZ())*fRadius );
}
break;
case EFFECT_PARTICLES_SPIRAL_IN:
for( i=0; i<m_iNumSprites; i++ )
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
m_SubActors[i].SetZoom( m_SubActors[i].GetZoom() - fDeltaTime );
if( m_SubActors[i].GetZoom() < SPIRAL_MIN_ZOOM )
m_SubActors[i].SetZoom( SPIRAL_MAX_ZOOM );
m_SubActors[i]->SetZoom( m_SubActors[i]->GetZoom() - fDeltaTime );
if( m_SubActors[i]->GetZoom() < SPIRAL_MIN_ZOOM )
m_SubActors[i]->SetZoom( SPIRAL_MAX_ZOOM );
m_SubActors[i].SetRotationZ( m_SubActors[i].GetRotationZ() - fDeltaTime );
m_SubActors[i]->SetRotationZ( m_SubActors[i]->GetRotationZ() - fDeltaTime );
float fRadius = (m_SubActors[i].GetZoom()-SPIRAL_MIN_ZOOM);
float fRadius = (m_SubActors[i]->GetZoom()-SPIRAL_MIN_ZOOM);
fRadius *= fRadius;
fRadius *= 200;
m_SubActors[i].SetX( SCREEN_CENTER_X + cosf(m_SubActors[i].GetRotationZ())*fRadius );
m_SubActors[i].SetY( SCREEN_CENTER_Y + sinf(m_SubActors[i].GetRotationZ())*fRadius );
m_SubActors[i]->SetX( SCREEN_CENTER_X + cosf(m_SubActors[i]->GetRotationZ())*fRadius );
m_SubActors[i]->SetY( SCREEN_CENTER_Y + sinf(m_SubActors[i]->GetRotationZ())*fRadius );
}
break;
*/
case TYPE_PARTICLES:
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
@@ -772,21 +768,6 @@ void BGAnimationLayer::Update( float fDeltaTime )
m_SubActors[i]->SetY( fY );
}
}
/*
for( i=0; i<m_iNumSprites; i++ )
{
m_SubActors[i].SetX( m_SubActors[i].GetX() + fDeltaTime* );
m_SubActors[i].SetY( m_SubActors[i].GetY() + fDeltaTime*m_vParticleVelocity[i].y );
m_SubActors[i].SetZ( m_SubActors[i].GetZ() + fDeltaTime*m_vParticleVelocity[i].z );
if( IsOffScreenLeft(&m_SubActors[i]) )
m_SubActors[i].SetX( m_SubActors[i].GetX()-GetOffScreenLeft(&m_SubActors[i]) + GetOffScreenRight(&m_SubActors[i]) );
if( IsOffScreenRight(&m_SubActors[i]) )
m_SubActors[i].SetX( m_SubActors[i].GetX()-GetOffScreenRight(&m_SubActors[i]) + GetOffScreenLeft(&m_SubActors[i]) );
if( IsOffScreenTop(&m_SubActors[i]) )
m_SubActors[i].SetY( m_SubActors[i].GetY()-GetOffScreenTop(&m_SubActors[i]) + GetOffScreenBottom(&m_SubActors[i]) );
if( IsOffScreenBottom(&m_SubActors[i]) )
m_SubActors[i].SetY( m_SubActors[i].GetY()-GetOffScreenBottom(&m_SubActors[i]) + GetOffScreenTop(&m_SubActors[i]) );
*/
}
break;
case EFFECT_TILE_PULSE:
@@ -798,107 +779,6 @@ void BGAnimationLayer::Update( float fDeltaTime )
ASSERT(0);
}
/*
if(m_TweenStartTime != 0 && !(m_TweenStartTime < 0))
{
m_TweenStartTime -= fDeltaTime;
if(m_TweenStartTime <= 0) // if we've gone past the magic point... show the beast....
{
// m_SubActors[0].SetXY( m_TweenX, m_TweenY);
// WHAT WOULD BE NICE HERE:
// Set the Sprite Tweening To m_TweenX and m_TweenY
// Going as fast as m_TweenSpeed specifies.
// however, TWEEN falls over on its face at this point.
// Lovely.
// Instead: Manual tweening. Blah.
m_TweenState = 1;
if(m_PosX == m_TweenX)
{
m_TweenPassedX = 1;
}
if(m_PosY == m_TweenY)
{
m_TweenPassedY = 1;
}
}
}
if(m_TweenState) // A FAR from perfect Tweening Mechanism.
{
if(m_TweenPassedY != 1) // Check to see if we still need to Tween Along the Y Axis
{
if(m_SubActors[0].GetY() < m_TweenY) // it needs to travel down
{
// Speed = Distance / Time....
// Take away from the current position... the distance it has to travel divided by the time they want it done in...
m_SubActors[0].SetY(m_SubActors[0].GetY() + ((m_TweenY - m_PosY)/(m_TweenSpeed*60)));
if(m_SubActors[0].GetY() > m_TweenY) // passed the location we wanna go to?
{
m_SubActors[0].SetY(m_TweenY); // set it to the exact location we want
m_TweenPassedY = 1; // say we passed it.
}
}
else // travelling up
{
m_SubActors[0].SetY(m_SubActors[0].GetY() - ((m_TweenY + m_PosY)/(m_TweenSpeed*60)));
if(m_SubActors[0].GetY() < m_TweenY)
{
m_SubActors[0].SetY(m_TweenY);
m_TweenPassedY = 1;
}
}
}
if(m_TweenPassedX != 1) // Check to see if we still need to Tween Along the X Axis
{
if(m_SubActors[0].GetX() < m_TweenX) // it needs to travel right
{
m_SubActors[0].SetX(m_SubActors[0].GetX() + ((m_TweenX - m_PosX)/(m_TweenSpeed*60)));
if(m_SubActors[0].GetX() > m_TweenX)
{
m_SubActors[0].SetX(m_TweenX);
m_TweenPassedX = 1;
}
}
else // travelling left
{
m_SubActors[0].SetX(m_SubActors[0].GetX() - ((m_TweenX + m_PosX)/(m_TweenSpeed*60)));
if(m_SubActors[0].GetX() < m_TweenX)
{
m_SubActors[0].SetX(m_TweenX);
m_TweenPassedX = 1;
}
}
}
if(m_TweenPassedY == 1 && m_TweenPassedX == 1) // totally passed both X and Y? Stop tweening.
{
m_TweenState = 0;
}
}
if(m_ShowTime != 0 && !(m_ShowTime < 0))
{
m_ShowTime -= fDeltaTime;
if(m_ShowTime <= 0) // if we've gone past the magic point... show the beast....
{
m_SubActors[0].SetDiffuse( RageColor(1,1,1,1) );
}
}
if(m_HideTime != 0 && !(m_HideTime < 0)) // make sure it's not 0 or less than 0...
{
m_HideTime -= fDeltaTime;
if(m_HideTime <= 0) // if we've gone past the magic point... hide the beast....
{
m_SubActors[0].SetDiffuse( RageColor(0,0,0,0) );
}
}
*/
if( m_fRepeatCommandEverySeconds != -1 ) // if repeating
{
m_fSecondsUntilNextCommand -= fDeltaTime;