working on battle attacks
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+36
-20
@@ -465,9 +465,9 @@ void NoteField::DrawPrimitives()
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{
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g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
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/////////////////////////////////
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//
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// Draw all HoldNotes in this column (so that they appear under the tap notes)
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/////////////////////////////////
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//
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int i;
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NDMap::iterator CurDisplay = m_BeatToNoteDisplays.begin();
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@@ -507,9 +507,9 @@ void NoteField::DrawPrimitives()
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}
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///////////////////////////////////
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//
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// Draw all TapNotes in this column
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///////////////////////////////////
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//
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CurDisplay = m_BeatToNoteDisplays.begin();
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NextDisplay = CurDisplay; ++NextDisplay;
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@@ -543,25 +543,41 @@ void NoteField::DrawPrimitives()
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bool bIsAddition = (tn == TAP_ADDITION);
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bool bIsMine = (tn == TAP_MINE);
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bool bIsAttack = (tn==TAP_ATTACK);
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if( bIsAttack )
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{
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const AttackNote* pA = GetAttackNoteAt( c, i );
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Sprite sprite;
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sprite.Load( THEME->GetPathToG("NoteField attack "+pA->sModifiers) );
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SearchForBeat( CurDisplay, NextDisplay, NoteRowToBeat(i) );
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NoteDisplayCols *nd = CurDisplay->second;
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nd->display[c].DrawActor( &sprite, c, NoteRowToBeat(i), bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels );
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}
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else
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{
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SearchForBeat( CurDisplay, NextDisplay, NoteRowToBeat(i) );
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NoteDisplayCols *nd = CurDisplay->second;
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nd->display[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bIsAddition, bIsMine, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels );
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}
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SearchForBeat( CurDisplay, NextDisplay, NoteRowToBeat(i) );
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NoteDisplayCols *nd = CurDisplay->second;
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nd->display[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, bIsAddition, bIsMine, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels );
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}
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//
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// Draw all AttackNotes in this column
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//
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for( i=0; i < GetNumAttackNotes(); i++ )
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{
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const AttackNote& an = GetAttackNote( i );
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// If this AttackNote isn't on the screen, skip it
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if( an.iTrack != c ||
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an.fBeat < fFirstBeatToDraw ||
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an.fBeat > fLastBeatToDraw )
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continue; // skip
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bool bIsInSelectionRange = false;
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if( m_fBeginMarker!=-1 && m_fEndMarker!=-1 )
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{
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bIsInSelectionRange = m_fBeginMarker<=an.fBeat && an.fBeat<=m_fEndMarker;
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}
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Sprite sprite;
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sprite.Load( THEME->GetPathToG("NoteField attack "+an.sModifiers) );
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SearchForBeat( CurDisplay, NextDisplay, an.fBeat );
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NoteDisplayCols *nd = CurDisplay->second;
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nd->display[c].DrawActor( &sprite, an.iTrack, an.fBeat, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail, 1, m_fYReverseOffsetPixels );
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}
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g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
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}
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