temporary fallback for note skins

This commit is contained in:
Glenn Maynard
2003-01-26 04:23:01 +00:00
parent d0a01ec8f6
commit bfecb3d0fe
2 changed files with 13 additions and 5 deletions
+9 -3
View File
@@ -39,14 +39,20 @@ void GrayArrow::Update( float fDeltaTime )
Sprite::Update( fDeltaTime );
/* XXX: get rid of this once we update the note skins */
int IdleState = (GetNumStates() == 3)? 0: 1;
int OffState = (GetNumStates() == 3)? 1: 0;
int OnState = (GetNumStates() == 3)? 2: 1;
if( !GAMESTATE->m_bPastHereWeGo )
{
SetState( IdleState );
SetState( 0 );
return;
}
/* These could be metrics or configurable. I'd prefer the flash to
* start on the beat, I think ... -glenn */
* start on the beat, I think ... -glenn */
/* Start flashing 10% of a beat before the beat starts. */
const float flash_offset = -0.1f;
@@ -57,12 +63,12 @@ void GrayArrow::Update( float fDeltaTime )
float cur_beat = GAMESTATE->m_fSongBeat;
/* Beats can start in very negative territory (many BMR songs, Drop Out
* -Remix-). */
* -Remix-). */
cur_beat += 100.0f;
cur_beat -= flash_offset;
float fPercentIntoBeat = fmodf(cur_beat, 1);
SetState( (fPercentIntoBeat<flash_length)? 1 : 2 );
SetState( (fPercentIntoBeat<flash_length)? OffState : OnState );
}
void GrayArrow::Step()
+4 -2
View File
@@ -37,8 +37,10 @@ void GrayArrowRow::Load( PlayerNumber pn )
{
CString sPath = GAMEMAN->GetPathTo(c, "receptor");
m_GrayArrow[c].Load( sPath );
if( m_GrayArrow[c].GetNumStates() != 3 )
RageException::Throw( "'%s' must have 3 frames", sPath.GetString() );
// XXX
if( m_GrayArrow[c].GetNumStates() != 2 &&
m_GrayArrow[c].GetNumStates() != 3 )
RageException::Throw( "'%s' must have 2 or 3 frames", sPath.GetString() );
m_GrayArrow[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset );
}
}