fix wrong hold judgment positioning with mods on (especially flip or alternate)

This commit is contained in:
Chris Danford
2004-02-25 07:30:12 +00:00
parent 6b4b560cff
commit aaf2b2295c
2 changed files with 27 additions and 7 deletions
+26 -7
View File
@@ -35,6 +35,7 @@
#include "ScreenGameplay.h" /* for SM_ComboStopped */
#include "ScreenManager.h"
#include "StageStats.h"
#include "ArrowEffects.h"
CachedThemeMetricF GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard");
CachedThemeMetricF GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse");
@@ -74,6 +75,7 @@ PlayerMinus::PlayerMinus()
HOLD_JUDGMENTS_UNDER_FIELD.Refresh();
m_PlayerNumber = PLAYER_INVALID;
m_fNoteFieldHeight = 0;
m_pLifeMeter = NULL;
m_pCombinedLifeMeter = NULL;
@@ -191,8 +193,8 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
float fNoteFieldMidde = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
m_pNoteField->SetY( fNoteFieldMidde );
float fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
m_pNoteField->Load( this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, fNoteFieldHeight );
m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
m_pNoteField->Load( this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, m_fNoteFieldHeight );
m_ArrowBackdrop.SetPlayer( pn );
const bool bReverse = GAMESTATE->m_PlayerOptions[pn].GetReversePercentForColumn(0) == 1;
@@ -215,7 +217,6 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
int c;
for( c=0; c<pStyleDef->m_iColsPerPlayer; c++ )
{
m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset );
m_HoldJudgment[c].Command( g_NoteFieldMode[pn].m_HoldJudgmentCmd[c] );
}
@@ -246,12 +247,24 @@ void PlayerMinus::Update( float fDeltaTime )
//
// Update Y positions
//
{
for( int c=0; c<GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer; c++ )
{
float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(c);
float fHoldJudgeYPos = SCALE( fPercentReverse, 0.f, 1.f, HOLD_JUDGMENT_Y_STANDARD, HOLD_JUDGMENT_Y_REVERSE );
float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
const float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
const float fZ = ArrowGetZPos( m_PlayerNumber, c, 0 );
m_HoldJudgment[c].SetX( fX );
m_HoldJudgment[c].SetY( fHoldJudgeYPos );
m_HoldJudgment[c].SetZ( fZ );
}
}
float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(0);
float fHoldJudgeYPos = SCALE( fPercentReverse, 0.f, 1.f, HOLD_JUDGMENT_Y_STANDARD, HOLD_JUDGMENT_Y_REVERSE );
float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
int c;
for( c=0; c<GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer; c++ )
m_HoldJudgment[c].SetY( fHoldJudgeYPos );
m_ArrowBackdrop.SetY( fGrayYPos );
// NoteField accounts for reverse on its own now.
@@ -535,7 +548,13 @@ void PlayerMinus::DrawHoldJudgments()
return;
for( int c=0; c<GetNumTracks(); c++ )
{
g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
m_HoldJudgment[c].Draw();
g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
}
}
/* It's OK for this function to search a little more than was requested. */
+1
View File
@@ -73,6 +73,7 @@ protected:
static float GetMaxStepDistanceSeconds();
PlayerNumber m_PlayerNumber;
float m_fNoteFieldHeight;
float m_fOffset[SAMPLE_COUNT];//for AutoAdjust
int m_iOffsetSample; //