Added flag for making an actor use the effect delta for tweening. Updated changelog.
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@@ -4,6 +4,24 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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2016/03/17
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----------
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* [Actor] Added get and set_tween_uses_effect_delta lua functions to make an
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Actor use the effect clock for tweening. [kyzentun]
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2016/03/15
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----------
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* [ProfileManager] Added GetStatsPrefix and SetStatsPrefix lua functions for
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separating scores into different stats files. [kyzentun]
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(this is kind of a stop gap, I'd really like to rewrite scoring to save
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more data so that a score earned with one set of timing windows and weights
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can be converted to the equivalent score with different timing windows)
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2016/03/14
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----------
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* [Online] Stepmania will force disconnection from the SMO server when
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entering the jukebox or sync calibration screens to avoid crash. [kyzentun]
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2016/03/05
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----------
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* [global] get_sound_driver_list lua function added. [kyzentun]
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@@ -31,8 +49,8 @@ ________________________________________________________________________________
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the Windows minimaid driver that pkgingo wrote.
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* [Gameplay] When checking for the first second in a song, AutoKeysound notes
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are now ignored, being treated as if they were background music. This
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allows the intro of BMS files to play as soon as ScreenGameplay is loaded,
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while still having a delay before the real notes come in. [nixtrix]
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allows the intro of BMS files to play as soon as ScreenGameplay is loaded,
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while still having a delay before the real notes come in. [nixtrix]
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2016/02/04
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----------
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@@ -386,6 +386,7 @@
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<Function name='getaux'/>
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<Function name='geteffectmagnitude'/>
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<Function name='getrotation'/>
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<Function name='get_tween_uses_effect_delta'/>
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<Function name='glow'/>
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<Function name='glowblink'/>
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<Function name='glowramp'/>
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@@ -418,6 +419,7 @@
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<Function name='scaletofit'/>
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<Function name='setsize'/>
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<Function name='setstate'/>
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<Function name='set_tween_uses_effect_delta'/>
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<Function name='shadowcolor'/>
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<Function name='shadowlength'/>
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<Function name='shadowlengthx'/>
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@@ -1225,6 +1225,9 @@ save yourself some time, copy this for undocumented things:
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<Function name='GetZoomedWidth' return='float' arguments=''>
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Returns the zoomed width of an Actor.
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</Function>
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<Function name='get_tween_uses_effect_delta' return='bool' arguments=''>
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Returns true if this actor is currently set to use the effect delta for tweening.
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</Function>
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<Function name='glow' return='void' arguments='color c'>
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Sets the Actor's glow color.
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</Function>
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@@ -1334,6 +1337,9 @@ save yourself some time, copy this for undocumented things:
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<Function name='SetWidth' return='void' arguments='float width'>
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Sets the width of the Actor.
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</Function>
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<Function name='set_tween_uses_effect_delta' return='' arguments='bool'>
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Use this to make the actor use the effect clock to tween instead of using the global frame delta.
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</Function>
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<Function name='shadowcolor' return='void' arguments='color c'>
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Sets the shadow's color to <code>c</code>.
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</Function>
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+24
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@@ -723,8 +723,25 @@ void Actor::EndDraw()
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}
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void Actor::CalcPercentThroughTween()
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{
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TweenState &TS = m_Tweens[0]->state;
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TweenInfo &TI = m_Tweens[0]->info;
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const float percent_through = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime);
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// distort the percentage if appropriate
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float percent_along = TI.m_pTween->Tween(percent_through);
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TweenState::MakeWeightedAverage(m_current, m_start, TS, percent_along);
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UpdatePercentThroughTween(percent_along);
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}
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void Actor::UpdateTweening( float fDeltaTime )
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{
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if(fDeltaTime < 0.0 && !m_Tweens.empty())
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{
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m_Tweens[0]->info.m_fTimeLeftInTween-= fDeltaTime;
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CalcPercentThroughTween();
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return;
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}
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while( !m_Tweens.empty() // something to do
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&& fDeltaTime > 0 ) // something will change
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{
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@@ -757,12 +774,7 @@ void Actor::UpdateTweening( float fDeltaTime )
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}
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else // in the middle of tweening. Recalcute the current position.
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{
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const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime);
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// distort the percentage if appropriate
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float fPercentAlongPath = TI.m_pTween->Tween( fPercentThroughTween );
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TweenState::MakeWeightedAverage( m_current, m_start, TS, fPercentAlongPath );
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UpdatePercentThroughTween(fPercentAlongPath);
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CalcPercentThroughTween();
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}
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if( bBeginning )
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@@ -884,6 +896,10 @@ void Actor::UpdateInternal(float delta_time)
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default: break;
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}
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if(m_tween_uses_effect_delta)
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{
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delta_time= m_fEffectDelta;
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}
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this->UpdateTweening(delta_time);
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}
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@@ -1739,6 +1755,7 @@ public:
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static int effectclock( T* p, lua_State *L ) { p->SetEffectClockString(SArg(1)); COMMON_RETURN_SELF; }
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static int effectmagnitude( T* p, lua_State *L ) { p->SetEffectMagnitude( RageVector3(FArg(1),FArg(2),FArg(3)) ); COMMON_RETURN_SELF; }
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static int geteffectmagnitude( T* p, lua_State *L ) { RageVector3 v = p->GetEffectMagnitude(); lua_pushnumber(L, v[0]); lua_pushnumber(L, v[1]); lua_pushnumber(L, v[2]); return 3; }
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GETTER_SETTER_BOOL_METHOD(tween_uses_effect_delta);
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static int scaletocover( T* p, lua_State *L ) { p->ScaleToCover( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) ); COMMON_RETURN_SELF; }
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static int scaletofit( T* p, lua_State *L ) { p->ScaleToFitInside( RectF(FArg(1), FArg(2), FArg(3), FArg(4)) ); COMMON_RETURN_SELF; }
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static int animate( T* p, lua_State *L ) { p->EnableAnimation(BIArg(1)); COMMON_RETURN_SELF; }
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@@ -2023,6 +2040,7 @@ public:
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ADD_METHOD( effectclock );
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ADD_METHOD( effectmagnitude );
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ADD_METHOD( geteffectmagnitude );
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ADD_GET_SET_METHODS(tween_uses_effect_delta);
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ADD_METHOD( scaletocover );
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ADD_METHOD( scaletofit );
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ADD_METHOD( animate );
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@@ -281,10 +281,13 @@ public:
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virtual void Update( float fDeltaTime ); // this can short circuit UpdateInternal
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virtual void UpdateInternal( float fDeltaTime ); // override this
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void UpdateTweening( float fDeltaTime );
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void CalcPercentThroughTween();
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// These next functions should all be overridden by a derived class that has its own tweening states to handle.
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virtual void SetCurrentTweenStart() {}
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virtual void EraseHeadTween() {}
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virtual void UpdatePercentThroughTween( float PercentThroughTween ) {}
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bool get_tween_uses_effect_delta() { return m_tween_uses_effect_delta; }
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void set_tween_uses_effect_delta(bool t) { m_tween_uses_effect_delta= t; }
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/**
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* @brief Retrieve the Actor's name.
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@@ -700,6 +703,7 @@ protected:
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// -Kyz
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float m_effect_period;
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EffectClock m_EffectClock;
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bool m_tween_uses_effect_delta;
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/* This can be used in lieu of the fDeltaTime parameter to Update() to
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* follow the effect clock. Actor::Update must be called first. */
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