real arrow visibility fix

fix numbers not actually being random
This commit is contained in:
Glenn Maynard
2004-12-11 12:31:17 +00:00
parent d9843f67f1
commit bd2bd7e2bf
3 changed files with 13 additions and 16 deletions
+7 -10
View File
@@ -23,7 +23,7 @@ static float GetNoteFieldHeight( PlayerNumber pn )
/* For visibility testing: if iAbsolute is -1, then all random modifiers must return
* the minimal possible offset; if +1, they must return the maximum possible offset.
* When actually rendering, iAbsolute is 0. */
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, int iAbsolute )
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, bool bAbsolute )
{
float fYOffset = 0;
@@ -86,17 +86,14 @@ float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, int iAbsolute
fYOffset += fAccels[PlayerOptions::ACCEL_BOOMERANG] * (fYOffset * SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 1.5f, 0.5f )- fYOffset);
float fScrollSpeed = GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fRandomSpeed > 1.0f )
if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fRandomSpeed > 1.0f && !bAbsolute )
{
int seed = GAMESTATE->m_iRoundSeed + ( BeatToNoteRow( fNoteBeat ) << 8 ) + (iCol * 100);
float fRandom;
switch( iAbsolute )
{
case 0: fRandom = RandomFloat( seed ); break;
case -1: fRandom = 1.0f; break; /* highest scroll speed = lowest visibility */
case +1: fRandom = 0.0f; break;
default: FAIL_M( ssprintf("%i",iAbsolute) );
};
/* Temporary hack: the first call to RandomFloat isn't "random"; it takes an extra
* call to get the RNG rolling. */
RandomFloat( seed );
float fRandom = RandomFloat( seed );
fScrollSpeed *=
SCALE( fRandom,
+1 -1
View File
@@ -11,7 +11,7 @@
// fYOffset is a vertical position in pixels relative to the center.
// (positive if has not yet been stepped on, negative if has already passed).
// The ArrowEffect and ScrollSpeed is applied in this stage.
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, int iAbsolute = 0 );
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, bool bAbsolute=false );
/* Actual display position, with reverse and post-reverse-effects factored in
* (fYOffset -> YPos). */
+5 -5
View File
@@ -354,7 +354,7 @@ float FindFirstDisplayedBeat( PlayerNumber pn, int iFirstPixelToDraw )
while( fFirstBeatToDraw < GAMESTATE->m_fSongBeat )
{
float fYOffset = ArrowGetYOffset( pn, 0, fFirstBeatToDraw, -1 );
float fYOffset = ArrowGetYOffset( pn, 0, fFirstBeatToDraw, true );
if( fYOffset < iFirstPixelToDraw ) // off screen
fFirstBeatToDraw += 0.1f; // move toward fSongBeat
else // on screen
@@ -378,7 +378,7 @@ float FindLastDisplayedBeat( PlayerNumber pn, int iLastPixelToDraw )
for( int i=0; i<NUM_ITERATIONS; i++ )
{
float fYOffset = ArrowGetYOffset( pn, 0, fLastBeatToDraw, +1 );
float fYOffset = ArrowGetYOffset( pn, 0, fLastBeatToDraw, true );
if( fYOffset > iLastPixelToDraw ) // off screen
fLastBeatToDraw -= fSearchDistance;
@@ -543,8 +543,8 @@ void NoteField::DrawPrimitives()
// TRICKY: If boomerang is on, then all notes in the range
// [iFirstIndexToDraw,iLastIndexToDraw] aren't necessarily visible.
// Test every note to make sure it's on screen before drawing
float fYStartOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(hn.iStartRow) );
float fYEndOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(hn.iEndRow) );
float fYStartOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(hn.iStartRow), true );
float fYEndOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(hn.iEndRow), true );
if( !( iFirstPixelToDraw <= fYEndOffset && fYEndOffset <= iLastPixelToDraw ||
iFirstPixelToDraw <= fYStartOffset && fYStartOffset <= iLastPixelToDraw ||
fYStartOffset < iFirstPixelToDraw && fYEndOffset > iLastPixelToDraw ) )
@@ -588,7 +588,7 @@ void NoteField::DrawPrimitives()
// TRICKY: If boomerang is on, then all notes in the range
// [iFirstIndexToDraw,iLastIndexToDraw] aren't necessarily visible.
// Test every note to make sure it's on screen before drawing
float fYOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(i) );
float fYOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(i), true );
if( fYOffset > iLastPixelToDraw ) // off screen
continue; // skip
if( fYOffset < iFirstPixelToDraw ) // off screen