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
}