finalize dancing character directory structure

better camera movements
animated face textures
This commit is contained in:
Chris Danford
2003-06-09 19:22:04 +00:00
parent dd8d872d28
commit b2f5393026
14 changed files with 295 additions and 132 deletions
+7 -2
View File
@@ -26,8 +26,8 @@ void AnimatedTexture::Load( CString sTexOrIniPath )
{
ASSERT( vFrames.empty() ); // don't load more than once
CString sDir, sThrowAway;
splitrelpath( sTexOrIniPath, sDir, sThrowAway, sThrowAway );
CString sDir, sFName, sExt;
splitrelpath( sTexOrIniPath, sDir, sFName, sExt );
bool bIsIni = sTexOrIniPath.Right(3).CompareNoCase("ini")== 0;
if( bIsIni )
@@ -50,6 +50,7 @@ void AnimatedTexture::Load( CString sTexOrIniPath )
RageTextureID ID;
ID.filename = sDir+sFileName;
ID.bStretch = true;
ID.bHotPinkColorKey = true;
AnimatedTextureState state = {
TEXTUREMAN->LoadTexture( ID ),
fDelay
@@ -64,6 +65,7 @@ void AnimatedTexture::Load( CString sTexOrIniPath )
{
RageTextureID ID;
ID.filename = sTexOrIniPath;
ID.bHotPinkColorKey = true;
ID.bStretch = true;
AnimatedTextureState state = {
TEXTUREMAN->LoadTexture( ID ),
@@ -81,7 +83,10 @@ void AnimatedTexture::Update( float fDelta )
ASSERT( iCurState < (int)vFrames.size() );
fSecsIntoFrame += fDelta;
if( fSecsIntoFrame > vFrames[iCurState].fDelaySecs )
{
fSecsIntoFrame -= vFrames[iCurState].fDelaySecs;
iCurState = (iCurState+1) % vFrames.size();
}
}
RageTexture* AnimatedTexture::GetCurrentTexture()