fix brake/boost tweening

allow tweening to/from constant speed mods
This commit is contained in:
Glenn Maynard
2004-04-09 04:49:29 +00:00
parent e540237288
commit ab7e7b1afa
3 changed files with 21 additions and 16 deletions
+13 -7
View File
@@ -27,26 +27,32 @@ float g_fExpandSeconds = 0;
static float GetNoteFieldHeight( PlayerNumber pn )
{
return SCREEN_HEIGHT + fabsf(GAMESTATE->m_PlayerOptions[pn].m_fPerspectiveTilt)*200;
return SCREEN_HEIGHT + fabsf(GAMESTATE->m_CurrentPlayerOptions[pn].m_fPerspectiveTilt)*200;
}
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat )
{
float fYOffset;
if( !GAMESTATE->m_PlayerOptions[pn].m_bTimeSpacing )
float fYOffset = 0;
/* Usually, fTimeSpacing is 0 or 1, in which case we use entirely beat spacing or
* entirely time spacing (respectively). Occasionally, we tween between them. */
if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fTimeSpacing != 1.0f )
{
float fSongBeat = GAMESTATE->m_fSongBeat;
float fBeatsUntilStep = fNoteBeat - fSongBeat;
fYOffset = fBeatsUntilStep * ARROW_SPACING;
float fYOffsetBeatSpacing = fBeatsUntilStep * ARROW_SPACING;
fYOffset += fYOffsetBeatSpacing * (1-GAMESTATE->m_CurrentPlayerOptions[pn].m_fTimeSpacing);
}
else
if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fTimeSpacing != 0.0f )
{
float fSongSeconds = GAMESTATE->m_fMusicSeconds;
float fNoteSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fNoteBeat);
float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
float fBPM = GAMESTATE->m_PlayerOptions[pn].m_fScrollBPM;
float fBPM = GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollBPM;
float fBPS = fBPM/60.f;
fYOffset = fSecondsUntilStep * fBPS * ARROW_SPACING;
float fYOffsetTimeSpacing = fSecondsUntilStep * fBPS * ARROW_SPACING;
fYOffset += fYOffsetTimeSpacing * GAMESTATE->m_CurrentPlayerOptions[pn].m_fTimeSpacing;
}
// don't mess with the arrows after they've crossed 0