Actor tween cleanup
Actor scipting with Command() modularizing menu widgets into "ModeSelector"s move animations into metrics
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@@ -101,7 +101,7 @@ void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
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m_iNumSprites = 1;
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m_Sprites[0].LoadBG( sMoviePath );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[0].SetBlendModeAdd();
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m_Sprites[0].EnableAdditiveBlend( true );
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}
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void BGAnimationLayer::LoadFromAniLayerFile( CString sPath, CString sSongBGPath )
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@@ -231,7 +231,7 @@ found_effect:
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{
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m_Sprites[i].LoadBG( sPath );
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m_Sprites[i].SetZoom( randomf(0.2f,2) );
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m_Sprites[i].SetRotation( randomf(0,PI*2) );
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m_Sprites[i].SetRotationZ( randomf(0,PI*2) );
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}
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}
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break;
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@@ -317,7 +317,7 @@ found_effect:
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if( sPath.Find("add") != -1 )
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for( int i=0; i<m_iNumSprites; i++ )
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m_Sprites[i].SetBlendModeAdd();
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m_Sprites[i].EnableAdditiveBlend( true );
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CString sDir, sFName, sExt;
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splitrelpath( sPath, sDir, sFName, sExt );
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@@ -360,7 +360,7 @@ found_effect:
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}
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if(m_Rot != 0)
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{
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m_Sprites[0].SetRotation(m_Rot);
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m_Sprites[0].SetRotationZ(m_Rot);
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}
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}
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@@ -425,7 +425,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
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break;
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case EFFECT_STRETCH_SPIN:
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m_Sprites[0].SetRotation( m_Sprites[0].GetRotation() + fDeltaTime*m_fRotationalVelocity );
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m_Sprites[0].SetRotationZ( m_Sprites[0].GetRotationZ() + fDeltaTime*m_fRotationalVelocity );
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case EFFECT_STRETCH_WATER:
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case EFFECT_STRETCH_BUBBLE:
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case EFFECT_STRETCH_TWIST:
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@@ -437,13 +437,13 @@ void BGAnimationLayer::Update( float fDeltaTime )
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if( m_Sprites[i].GetZoom() > SPIRAL_MAX_ZOOM )
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m_Sprites[i].SetZoom( SPIRAL_MIN_ZOOM );
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m_Sprites[i].SetRotation( m_Sprites[i].GetRotation() + fDeltaTime );
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m_Sprites[i].SetRotationZ( m_Sprites[i].GetRotationZ() + fDeltaTime );
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float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM);
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fRadius *= fRadius;
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fRadius *= 200;
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m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotation())*fRadius );
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m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotation())*fRadius );
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m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotationZ())*fRadius );
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m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotationZ())*fRadius );
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}
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break;
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case EFFECT_PARTICLES_SPIRAL_IN:
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@@ -453,13 +453,13 @@ void BGAnimationLayer::Update( float fDeltaTime )
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if( m_Sprites[i].GetZoom() < SPIRAL_MIN_ZOOM )
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m_Sprites[i].SetZoom( SPIRAL_MAX_ZOOM );
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m_Sprites[i].SetRotation( m_Sprites[i].GetRotation() - fDeltaTime );
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m_Sprites[i].SetRotationZ( m_Sprites[i].GetRotationZ() - fDeltaTime );
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float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM);
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fRadius *= fRadius;
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fRadius *= 200;
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m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotation())*fRadius );
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m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotation())*fRadius );
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m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotationZ())*fRadius );
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m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotationZ())*fRadius );
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}
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break;
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case EFFECT_PARTICLES_FLOAT_UP:
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