working on battle attacks

This commit is contained in:
Chris Danford
2003-11-15 08:51:47 +00:00
parent 7af9e51359
commit d51a3491a8
9 changed files with 143 additions and 87 deletions
+16 -11
View File
@@ -824,7 +824,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
DrawHold( hn, bActive, fLife, fPercentFadeToFail, true, fReverseOffsetPixels );
}
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels )
void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels )
{
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, iCol, fYOffset, fReverseOffsetPixels );
@@ -837,16 +837,6 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
RageColor glow = RageColor(1,1,1,fGlow);
Actor* pActor = NULL;
if( bIsMine )
pActor = GetTapMineActor( fBeat );
else if( bIsAddition )
pActor = GetTapAdditionActor( fBeat );
else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
pActor = GetHoldHeadActor( fBeat, false );
else
pActor = GetTapNoteActor( fBeat );
pActor->SetRotationZ( fRotation );
pActor->SetXY( fXPos, fYPos );
pActor->SetZ( fZPos );
@@ -873,6 +863,21 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
}
}
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels )
{
Actor* pActor = NULL;
if( bIsMine )
pActor = GetTapMineActor( fBeat );
else if( bIsAddition )
pActor = GetTapAdditionActor( fBeat );
else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
pActor = GetHoldHeadActor( fBeat, false );
else
pActor = GetTapNoteActor( fBeat );
DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels );
}
// if( ct == PlayerOptions::COLOR_NOTE )
// {