updated groove radar values to store actually meaningful values (buggy). Algorithms used:
Voltage - ratio of perfects to total tap notes Stream - ratio of player max combo to possible max combo Air - ratio of jumps to total possible jumps Freeze - ratio of freeze arrows to total freeze arrows Chaos - dance points percentage Note: Multidimensional array stageStats.fRadarActual[p][r] is now a %, not width.
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@@ -479,10 +479,17 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
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this->AddChild( &m_sprPossibleBar[p][r] );
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m_sprActualBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bar actual p%d",p+1)) );
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m_sprActualBar[p][r].SetWidth( m_sprActualBar[p][r].GetUnzoomedWidth() * stageStats.fRadarActual[p][r] );
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// should be out of the possible bar, not actual (whatever value that is at)
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m_sprActualBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarActual[p][r] );
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float value = (float)100 * m_sprActualBar[p][r].GetUnzoomedWidth() / m_sprPossibleBar[p][r].GetUnzoomedWidth();
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LOG->Trace("Radar bar %d of 5 - %f percent", r, value);
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m_sprActualBar[p][r].SetName( ssprintf("BarActual%dP%d",r+1,p+1) );
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UtilSetXYAndOnCommand( m_sprActualBar[p][r], "ScreenEvaluation" );
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if( stageStats.fRadarActual[p][r] == stageStats.fRadarPossible[p][r] )
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// .99999 is fairly close to 1.00, so we use that
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if( stageStats.fRadarActual[p][r] > 0.99999f )
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m_sprActualBar[p][r].Command( BAR_ACTUAL_MAX_COMMAND );
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this->AddChild( &m_sprActualBar[p][r] );
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}
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