effectclock,bgm -> effect follows beat

effectoffset -> beat offset
This commit is contained in:
Glenn Maynard
2003-12-18 10:31:42 +00:00
parent 5139b481eb
commit def867ea8d
2 changed files with 38 additions and 3 deletions
+29 -3
View File
@@ -21,6 +21,8 @@
#include "RageLog.h"
#include "arch/ArchHooks/ArchHooks.h"
#include "GameState.h" /* XXX: ugly dependency */
/* This is Reset instead of Init since many derived classes have Init() functions
* that shouldn't change the position of the actor. */
void Actor::Reset()
@@ -42,6 +44,8 @@ void Actor::Reset()
m_Effect = no_effect;
m_fSecsIntoEffect = 0;
m_fEffectPeriodSeconds = 1;
m_fEffectPerfectOffset = 0;
m_EffectClock = CLOCK_TIMER;
m_vEffectMagnitude = RageVector3(0,0,10);
m_effectColor1 = RageColor(1,1,1,1);
m_effectColor2 = RageColor(1,1,1,1);
@@ -96,6 +100,9 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
m_tempState = m_current;
float fPercentThroughEffect = m_fSecsIntoEffect / m_fEffectPeriodSeconds;
fPercentThroughEffect += m_fEffectPerfectOffset;
fPercentThroughEffect = fmodfp( fPercentThroughEffect, 1 );
bool bBlinkOn = fPercentThroughEffect > 0.5f;
float fPercentBetweenColors = (fPercentThroughEffect==0) ? 0 : (sinf( fPercentThroughEffect * 2 * PI ) / 2 + 0.5f);
ASSERT( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1 );
@@ -291,9 +298,18 @@ void Actor::Update( float fDeltaTime )
case bounce:
case bob:
case pulse:
m_fSecsIntoEffect += fDeltaTime;
while( m_fSecsIntoEffect >= m_fEffectPeriodSeconds )
m_fSecsIntoEffect -= m_fEffectPeriodSeconds;
switch( m_EffectClock )
{
case CLOCK_TIMER:
m_fSecsIntoEffect += fDeltaTime;
m_fSecsIntoEffect = fmodfp( m_fSecsIntoEffect, m_fEffectPeriodSeconds );
break;
case CLOCK_BGM:
m_fSecsIntoEffect = GAMESTATE->m_fSongBeat;
break;
}
break;
case spin:
m_current.rotation += fDeltaTime*m_vEffectMagnitude;
@@ -422,6 +438,14 @@ void Actor::SetVertAlign( CString s )
else ASSERT(0);
}
void Actor::SetEffectClock( CString s )
{
s.MakeLower();
if (s=="timer") SetEffectClock( CLOCK_TIMER );
else if(s=="bgm") SetEffectClock( CLOCK_BGM );
else ASSERT(0);
}
void Actor::StretchTo( const RectI &r )
{
RectF r2( (float)r.left, (float)r.top, (float)r.right, (float)r.bottom );
@@ -814,6 +838,8 @@ void Actor::HandleCommand( const CStringArray &asTokens )
else if( sName=="effectcolor1" ) SetEffectColor1( cParam(1) );
else if( sName=="effectcolor2" ) SetEffectColor2( cParam(1) );
else if( sName=="effectperiod" ) SetEffectPeriod( fParam(1) );
else if( sName=="effectoffset" ) SetEffectOffset( 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); }
else if( sName=="scaletofit" ) { RectI R(iParam(1), iParam(2), iParam(3), iParam(4)); ScaleToFitInside(R); }
+9
View File
@@ -54,6 +54,8 @@ public:
static void MakeWeightedAverage( TweenState& average_out, const TweenState& ts1, const TweenState& ts2, float fPercentBetween );
};
enum EffectClock { CLOCK_TIMER, CLOCK_BGM };
// let subclasses override
virtual void Draw(); // calls, BeginDraw, DrawPrimitives, EndDraw
virtual void BeginDraw(); // pushes transform onto world matrix stack
@@ -216,6 +218,10 @@ 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 SetEffectClock( EffectClock c ) { m_EffectClock = c; }
void SetEffectClock( CString s );
void SetEffectMagnitude( RageVector3 vec ) { m_vEffectMagnitude = vec; }
void SetEffectDiffuseBlink(
@@ -335,6 +341,9 @@ protected:
Effect m_Effect;
float m_fSecsIntoEffect;
float m_fEffectPeriodSeconds;
float m_fEffectPerfectOffset;
EffectClock m_EffectClock;
RageColor m_effectColor1;
RageColor m_effectColor2;
RageVector3 m_vEffectMagnitude;