no need to check more frequently than one noterow. Step() now only gets called once per step.

This commit is contained in:
Thad Ward
2003-09-08 16:46:23 +00:00
parent 48ece6919c
commit a38b69fd03
2 changed files with 8 additions and 8 deletions
+7 -7
View File
@@ -30,7 +30,7 @@ BeginnerHelper::BeginnerHelper()
LOG->Trace("BeginnerHelper::BeginnerHelper()"); LOG->Trace("BeginnerHelper::BeginnerHelper()");
m_bFlashEnabled = false; m_bFlashEnabled = false;
m_bInitialized = false; m_bInitialized = false;
m_fLastBeatChecked = 0; m_iLastRowChecked = 0;
this->AddChild(&m_sBackground); this->AddChild(&m_sBackground);
} }
@@ -246,8 +246,8 @@ void BeginnerHelper::Update( float fDeltaTime )
if(!m_bInitialized) if(!m_bInitialized)
return; return;
// the beat we want to check on this update // the row we want to check on this update
float fCurBeat = GAMESTATE->m_fSongBeat + 0.4f; int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
for(int pn = 0; pn < NUM_PLAYERS; pn++ ) for(int pn = 0; pn < NUM_PLAYERS; pn++ )
{ {
@@ -256,13 +256,13 @@ void BeginnerHelper::Update( float fDeltaTime )
if( (m_NoteData[pn].IsThereATapAtRow( BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.01f)) ) ) ) if( (m_NoteData[pn].IsThereATapAtRow( BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.01f)) ) ) )
FlashOnce(); FlashOnce();
for(float fBeat=m_fLastBeatChecked; fBeat<fCurBeat; fBeat+=0.01f) for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
{ {
if((m_NoteData[pn].IsThereATapAtRow( BeatToNoteRowNotRounded(fBeat)))) if((m_NoteData[pn].IsThereATapAtRow( iRow )))
{ {
int iStep = 0; int iStep = 0;
for( int k=0; k<m_NoteData[pn].GetNumTracks(); k++ ) for( int k=0; k<m_NoteData[pn].GetNumTracks(); k++ )
if( m_NoteData[pn].GetTapNote(k, BeatToNoteRowNotRounded(fBeat) ) == TAP_TAP ) if( m_NoteData[pn].GetTapNote(k, iRow ) == TAP_TAP )
{ {
switch(k) switch(k)
{ {
@@ -276,7 +276,7 @@ void BeginnerHelper::Update( float fDeltaTime )
} }
} }
} }
m_fLastBeatChecked = fCurBeat; m_iLastRowChecked = iCurRow;
ActorFrame::Update( fDeltaTime ); ActorFrame::Update( fDeltaTime );
m_mDancePad.Update( fDeltaTime ); m_mDancePad.Update( fDeltaTime );
+1 -1
View File
@@ -49,7 +49,7 @@ protected:
Sprite m_sBackground; Sprite m_sBackground;
Sprite m_sStepCircle[NUM_PLAYERS*2]; // Need two for each player during jumps Sprite m_sStepCircle[NUM_PLAYERS*2]; // Need two for each player during jumps
float m_fLastBeatChecked; int m_iLastRowChecked;
bool m_bInitialized; bool m_bInitialized;
bool m_bFlashEnabled; bool m_bFlashEnabled;
}; };