Initial Techno Motion support - SINGLE8 and VERSUS8

This commit is contained in:
Geoff Benson
2004-06-07 20:54:21 +00:00
parent a67e90c53e
commit e34c02fbe3
6 changed files with 68 additions and 8 deletions
+9 -2
View File
@@ -552,11 +552,18 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bIsBeingHeld, flo
DISPLAY->SetTextureWrapping( true );
const float fFrameWidth = pSprBody->GetUnzoomedWidth();
float fFrameWidth = pSprBody->GetUnzoomedWidth();
const float fFrameHeight = pSprBody->GetUnzoomedHeight();
const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
// To get the hold body textures to look correct on longer hold arrows, you need to have
// SetTextureWrapping() be set to true above. However, this ends up defeating the scaling
// done on the Sprite itself. As a result, if we want this to be the appropriate size
// for 2-player 8-panel (techno versus), then we need to shrink it to 80% manually here.
if( GAMESTATE->m_CurGame == GAME_TECHNO && GAMESTATE->m_CurStyle == STYLE_TECHNO_VERSUS8 )
fFrameWidth *= (float)0.8;
const bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(iCol) > 0.5;
bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse;