Remove GhostArrow, and do them with XML. This is simpler and reduces bloat

in note skins.
 - skins with only one ghost flash can simply override "Common Tap Explosion Bright"
   and "Dim"
 - don't need to have tons of files to redirect each type of ghost flash
 - still supports overriding ghost commands in NoteSkin metrics.ini
 - fixes obscure bug: the first bright ghost flash wouldn't hide the last dim ghost flash
This commit is contained in:
Glenn Maynard
2005-10-06 01:22:18 +00:00
parent 1ab2e6022e
commit c3129a682e
2 changed files with 23 additions and 29 deletions
+22 -26
View File
@@ -9,6 +9,7 @@
#include "Game.h"
#include "PlayerState.h"
#include "Style.h"
#include "ActorUtil.h"
GhostArrowRow::GhostArrowRow()
@@ -30,17 +31,12 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset
{
const CString &sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
m_GhostDim.push_back( new GhostArrow );
m_GhostBright.push_back( new GhostArrow );
m_HoldGhost.push_back( new HoldGhostArrow );
m_GhostDim[c]->SetName( "GhostArrowDim" );
m_GhostBright[c]->SetName( "GhostArrowBright" );
m_HoldGhost[c]->SetName( "HoldGhostArrow" );
m_GhostDim[c]->Load( sButton, "tap explosion dim" );
m_GhostBright[c]->Load( sButton, "tap explosion bright" );
m_HoldGhost[c]->Load( sButton, "hold explosion" );
m_Ghost.push_back( ActorUtil::MakeActor( NOTESKIN->GetPath(sButton, "tap explosion") ) );
m_Ghost[c]->SetName( "GhostArrow" );
}
}
@@ -48,8 +44,7 @@ GhostArrowRow::~GhostArrowRow()
{
for( int i = 0; i < m_iNumCols; ++i )
{
delete m_GhostDim[i];
delete m_GhostBright[i];
delete m_Ghost[i];
delete m_HoldGhost[i];
}
}
@@ -59,29 +54,24 @@ void GhostArrowRow::Update( float fDeltaTime )
{
for( int c=0; c<m_iNumCols; c++ )
{
m_GhostDim[c]->Update( fDeltaTime );
m_GhostBright[c]->Update( fDeltaTime );
m_Ghost[c]->Update( fDeltaTime );
m_HoldGhost[c]->Update( fDeltaTime );
const float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
const float fY = ArrowEffects::GetYPos( m_pPlayerState, c, 0, m_fYReverseOffsetPixels );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, c, 0 );
m_GhostDim[c]->SetX( fX );
m_GhostBright[c]->SetX( fX );
m_Ghost[c]->SetX( fX );
m_HoldGhost[c]->SetX( fX );
m_GhostDim[c]->SetY( fY );
m_GhostBright[c]->SetY( fY );
m_Ghost[c]->SetY( fY );
m_HoldGhost[c]->SetY( fY );
m_GhostDim[c]->SetZ( fZ );
m_GhostBright[c]->SetZ( fZ );
m_Ghost[c]->SetZ( fZ );
m_HoldGhost[c]->SetZ( fZ );
const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
m_GhostDim[c]->SetZoom( fZoom );
m_GhostBright[c]->SetZoom( fZoom );
m_Ghost[c]->SetZoom( fZoom );
m_HoldGhost[c]->SetZoom( fZoom );
}
}
@@ -95,8 +85,7 @@ void GhostArrowRow::DrawPrimitives()
NoteFieldMode::BeginDrawTrack( pn, c );
m_GhostDim[c]->Draw();
m_GhostBright[c]->Draw();
m_Ghost[c]->Draw();
m_HoldGhost[c]->Draw();
NoteFieldMode::EndDrawTrack( c );
@@ -107,19 +96,26 @@ void GhostArrowRow::DrawPrimitives()
void GhostArrowRow::DidTapNote( int iCol, TapNoteScore tns, bool bBright )
{
ASSERT( iCol >= 0 && iCol < m_iNumCols );
m_Ghost[iCol]->PlayCommand( "Judgment" );
if( bBright )
m_GhostBright[iCol]->StepTap( tns );
m_Ghost[iCol]->PlayCommand( "Bright" );
else
m_GhostDim[iCol]->StepTap( tns );
m_Ghost[iCol]->PlayCommand( "Dim" );
CString sJudge = TapNoteScoreToString( tns );
m_Ghost[iCol]->PlayCommand( Capitalize(sJudge) );
}
void GhostArrowRow::DidHoldNote( int iCol, HoldNoteScore hns, bool bBright )
{
ASSERT( iCol >= 0 && iCol < m_iNumCols );
m_Ghost[iCol]->PlayCommand( "Judgment" );
if( bBright )
m_GhostBright[iCol]->StepHold( hns );
m_Ghost[iCol]->PlayCommand( "Bright" );
else
m_GhostDim[iCol]->StepHold( hns );
m_Ghost[iCol]->PlayCommand( "Dim" );
CString sJudge = HoldNoteScoreToString( hns );
m_Ghost[iCol]->PlayCommand( Capitalize(sJudge) );
}
void GhostArrowRow::SetHoldIsActive( int iCol )