arrow visibility fix

This commit is contained in:
Glenn Maynard
2004-12-11 12:11:36 +00:00
parent e9dde787f3
commit d9843f67f1
3 changed files with 20 additions and 9 deletions
+17 -6
View File
@@ -20,7 +20,10 @@ static float GetNoteFieldHeight( PlayerNumber pn )
return SCREEN_HEIGHT + fabsf(GAMESTATE->m_CurrentPlayerOptions[pn].m_fPerspectiveTilt)*200;
}
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat )
/* For visibility testing: if iAbsolute is -1, then all random modifiers must return
* the minimal possible offset; if +1, they must return the maximum possible offset.
* When actually rendering, iAbsolute is 0. */
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, int iAbsolute )
{
float fYOffset = 0;
@@ -83,14 +86,22 @@ float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat )
fYOffset += fAccels[PlayerOptions::ACCEL_BOOMERANG] * (fYOffset * SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 1.5f, 0.5f )- fYOffset);
float fScrollSpeed = GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
if ( GAMESTATE->m_CurrentPlayerOptions[pn].m_fRandomSpeed > 1.0f )
if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fRandomSpeed > 1.0f )
{
int seed = GAMESTATE->m_iRoundSeed + ( BeatToNoteRow( fNoteBeat ) << 8 ) + (iCol * 100);
float soRandom = RandomFloat( seed );
float fRandom;
switch( iAbsolute )
{
case 0: fRandom = RandomFloat( seed ); break;
case -1: fRandom = 1.0f; break; /* highest scroll speed = lowest visibility */
case +1: fRandom = 0.0f; break;
default: FAIL_M( ssprintf("%i",iAbsolute) );
};
fScrollSpeed *=
SCALE( soRandom,
0.0f, 1.0f,
1.0f, GAMESTATE->m_CurrentPlayerOptions[pn].m_fRandomSpeed ); // min. scale shold be defined as a constatnt somewhere
SCALE( fRandom,
0.0f, 1.0f,
1.0f, GAMESTATE->m_CurrentPlayerOptions[pn].m_fRandomSpeed ); // min. scale shold be defined as a constatnt somewhere
}
+1 -1
View File
@@ -11,7 +11,7 @@
// fYOffset is a vertical position in pixels relative to the center.
// (positive if has not yet been stepped on, negative if has already passed).
// The ArrowEffect and ScrollSpeed is applied in this stage.
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat );
float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, int iAbsolute = 0 );
/* Actual display position, with reverse and post-reverse-effects factored in
* (fYOffset -> YPos). */
+2 -2
View File
@@ -354,7 +354,7 @@ float FindFirstDisplayedBeat( PlayerNumber pn, int iFirstPixelToDraw )
while( fFirstBeatToDraw < GAMESTATE->m_fSongBeat )
{
float fYOffset = ArrowGetYOffset(pn, 0, fFirstBeatToDraw);
float fYOffset = ArrowGetYOffset( pn, 0, fFirstBeatToDraw, -1 );
if( fYOffset < iFirstPixelToDraw ) // off screen
fFirstBeatToDraw += 0.1f; // move toward fSongBeat
else // on screen
@@ -378,7 +378,7 @@ float FindLastDisplayedBeat( PlayerNumber pn, int iLastPixelToDraw )
for( int i=0; i<NUM_ITERATIONS; i++ )
{
float fYOffset = ArrowGetYOffset( pn, 0, fLastBeatToDraw );
float fYOffset = ArrowGetYOffset( pn, 0, fLastBeatToDraw, +1 );
if( fYOffset > iLastPixelToDraw ) // off screen
fLastBeatToDraw -= fSearchDistance;