An attempt to make the arrows flash with the steps' timing. If it works then we can expand it to..... I don't know, lifebars?

This commit is contained in:
Thai Pangsakulyanont
2011-05-20 21:33:42 +07:00
parent 904e7ba2dd
commit ab178b1e65
3 changed files with 21 additions and 1 deletions
+8 -1
View File
@@ -18,6 +18,8 @@
static Preference<bool> g_bShowMasks("ShowMasks", false);
PlayerNumber Actor::m_ActivePlayerNumber = PLAYER_1;
/**
* @brief Set up a hidden Actor that won't be drawn.
*
@@ -683,6 +685,11 @@ void Actor::UpdateInternal( float fDeltaTime )
m_fSecsIntoEffect = g_fCurrentBGMBeat;
break;
case CLOCK_BGM_BEAT_PLAYER_ACTIVE:
m_fEffectDelta = g_vfCurrentBGMBeatPlayer[m_ActivePlayerNumber] - m_fSecsIntoEffect;
m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[m_ActivePlayerNumber];
break;
case CLOCK_BGM_BEAT_PLAYER1:
m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_1];
@@ -847,7 +854,7 @@ void Actor::SetEffectClockString( const RString &s )
{
if (s.EqualsNoCase("timer")) this->SetEffectClock( CLOCK_TIMER );
if (s.EqualsNoCase("timerglobal")) this->SetEffectClock( CLOCK_TIMER_GLOBAL );
else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT );
else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT_ACTIVE );
else if(s.EqualsNoCase("music")) this->SetEffectClock( CLOCK_BGM_TIME );
else if(s.EqualsNoCase("bgm")) this->SetEffectClock( CLOCK_BGM_BEAT ); // compat, deprecated
else if(s.EqualsNoCase("musicnooffset"))this->SetEffectClock( CLOCK_BGM_TIME_NO_OFFSET );