add effectdelay

This commit is contained in:
Glenn Maynard
2004-01-20 23:25:38 +00:00
parent 4270dd1281
commit ccd94bf4c5
2 changed files with 19 additions and 8 deletions
+15 -6
View File
@@ -44,7 +44,8 @@ void Actor::Reset()
m_Effect = no_effect;
m_fSecsIntoEffect = 0;
m_fEffectPeriodSeconds = 1;
m_fEffectPerfectOffset = 0;
m_fEffectDelay = 0;
m_fEffectOffset = 0;
m_EffectClock = CLOCK_TIMER;
m_vEffectMagnitude = RageVector3(0,0,10);
m_effectColor1 = RageColor(1,1,1,1);
@@ -99,11 +100,18 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
m_pTempState = &m_tempState;
m_tempState = m_current;
float fPercentThroughEffect = m_fSecsIntoEffect / m_fEffectPeriodSeconds;
fPercentThroughEffect += m_fEffectPerfectOffset;
fPercentThroughEffect = fmodfp( fPercentThroughEffect, 1 );
/* EffectPeriodSeconds is the total time of the effect (including delay).
* m_fEffectDelay is the amount of time to stick on 0%. Offset shifts the
* entire thing forwards. For example, if m_fEffectPeriodSeconds is 1,
* the effect can happen from .40 to .55 by setting offset to .40 and
* delay to .85. */
const float fTotalPeriod = m_fEffectPeriodSeconds + m_fEffectDelay;
const float fSecsIntoPeriod = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod );
bool bBlinkOn = fPercentThroughEffect < 0.5f;
float fPercentThroughEffect = SCALE( fSecsIntoPeriod, 0, m_fEffectPeriodSeconds, 0, 1 );
fPercentThroughEffect = clamp( fPercentThroughEffect, 0, 1 );
bool bBlinkOn = fPercentThroughEffect > 0.5f;
float fPercentBetweenColors = sinf( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f;
ASSERT( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1 );
float fOriginalAlpha = m_tempState.diffuse[0].a;
@@ -305,7 +313,7 @@ void Actor::Update( float fDeltaTime )
{
case CLOCK_TIMER:
m_fSecsIntoEffect += fDeltaTime;
m_fSecsIntoEffect = fmodfp( m_fSecsIntoEffect, m_fEffectPeriodSeconds );
m_fSecsIntoEffect = fmodfp( m_fSecsIntoEffect, m_fEffectPeriodSeconds + m_fEffectDelay );
break;
case CLOCK_BGM:
@@ -795,6 +803,7 @@ void Actor::HandleCommand( const ParsedCommand &command )
else if( sName=="effectcolor2" ) SetEffectColor2( cParam(1) );
else if( sName=="effectperiod" ) SetEffectPeriod( fParam(1) );
else if( sName=="effectoffset" ) SetEffectOffset( fParam(1) );
else if( sName=="effectdelay" ) SetEffectDelay( fParam(1) );
else if( sName=="effectclock" ) SetEffectClock( sParam(1) );
else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(1),fParam(2),fParam(3)) );
else if( sName=="scaletocover" ) { RectI R(iParam(1), iParam(2), iParam(3), iParam(4)); ScaleToCover(R); }
+4 -2
View File
@@ -219,7 +219,8 @@ public:
void SetEffectColor1( RageColor c ) { m_effectColor1 = c; }
void SetEffectColor2( RageColor c ) { m_effectColor2 = c; }
void SetEffectPeriod( float fSecs ) { m_fEffectPeriodSeconds = fSecs; }
void SetEffectOffset( float fPercent ) { m_fEffectPerfectOffset = fPercent; }
void SetEffectDelay( float fTime ) { m_fEffectDelay = fTime; }
void SetEffectOffset( float fPercent ) { m_fEffectOffset = fPercent; }
void SetEffectClock( EffectClock c ) { m_EffectClock = c; }
void SetEffectClock( CString s );
@@ -344,7 +345,8 @@ protected:
Effect m_Effect;
float m_fSecsIntoEffect;
float m_fEffectPeriodSeconds;
float m_fEffectPerfectOffset;
float m_fEffectDelay;
float m_fEffectOffset;
EffectClock m_EffectClock;
RageColor m_effectColor1;