handle C* scroll speeds when drawing the board

This commit is contained in:
Chris Danford
2006-12-10 05:24:12 +00:00
parent 9a55b8d28a
commit e6e37f9566
2 changed files with 46 additions and 12 deletions
+40 -12
View File
@@ -39,6 +39,11 @@ NoteField::NoteField()
m_sprBoard.Load( THEME->GetPathG("NoteField","board") );
m_sprBoard.StopAnimating();
m_fBoardOffsetPixels = 0;
m_fCurrentBeatLastUpdate = -1;
m_fYPosCurrentBeatLastUpdate = -1;
this->SubscribeToMessage( Message_CurrentSongChanged );
m_sprBeatBars.Load( THEME->GetPathG("NoteField","bars") );
m_sprBeatBars.StopAnimating();
@@ -173,6 +178,26 @@ void NoteField::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
m_sprBoard.Update( fDeltaTime );
// update m_fBoardOffsetPixels, m_fCurrentBeatLastUpdate, m_fYPosCurrentBeatLastUpdate
const float fCurrentBeat = GAMESTATE->m_fSongBeat;
if( m_fCurrentBeatLastUpdate != -1 )
{
const float fYOffsetLast = ArrowEffects::GetYOffset( m_pPlayerState, 0, m_fCurrentBeatLastUpdate );
const float fYPosLast = ArrowEffects::GetYPos( m_pPlayerState, 0, fYOffsetLast, m_fYReverseOffsetPixels );
const float fPixelDifference = fYPosLast - m_fYPosCurrentBeatLastUpdate;
//LOG->Trace( "speed = %f, %f, %f, %f, %f, %f", fSpeed, fYOffsetAtCurrent, fYOffsetAtNext, fSecondsAtCurrent, fSecondsAtNext, fPixelDifference, fSecondsDifference );
m_fBoardOffsetPixels += fPixelDifference;
wrap( m_fBoardOffsetPixels, m_sprBoard.GetUnzoomedHeight() );
}
m_fCurrentBeatLastUpdate = fCurrentBeat;
const float fYOffsetCurrent = ArrowEffects::GetYOffset( m_pPlayerState, 0, m_fCurrentBeatLastUpdate );
m_fYPosCurrentBeatLastUpdate = ArrowEffects::GetYPos( m_pPlayerState, 0, fYOffsetCurrent, m_fYReverseOffsetPixels );
m_rectMarkerBar.Update( fDeltaTime );
NoteDisplayCols *cur = m_pCurDisplay;
@@ -278,38 +303,29 @@ void NoteField::DrawBeatBar( const float fBeat )
void NoteField::DrawBoard( int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels )
{
const float fYOffsetAt0 = ArrowEffects::GetYOffset( m_pPlayerState, 0, GAMESTATE->m_fSongBeat );
const float fYOffsetAtNeg1 = ArrowEffects::GetYOffset( m_pPlayerState, 0, GAMESTATE->m_fSongBeat-1 );
const float fYPosAt0 = ArrowEffects::GetYPos( m_pPlayerState, 0, fYOffsetAt0, m_fYReverseOffsetPixels );
const float fYPosAtNeg1 = ArrowEffects::GetYPos( m_pPlayerState, 0, fYOffsetAtNeg1, m_fYReverseOffsetPixels );
const float fBeatSpacingPixels = fYPosAtNeg1 - fYPosAt0;
const float fYPosAt0 = ArrowEffects::GetYPos( m_pPlayerState, 0, 0, m_fYReverseOffsetPixels );
float fBeat = GAMESTATE->m_fSongBeat;
float fPixels = fBeat * fBeatSpacingPixels;
// Draw the board centered on fYPosAt0 so that the board doesn't slide as the draw distance changes with modifiers.
m_sprBoard.SetY( fYPosAt0 );
RectF rect = *m_sprBoard.GetCurrentTextureCoordRect();
const float fBoardGraphicHeightPixels = m_sprBoard.GetUnzoomedHeight();
float fTexCoordOffset = fPixels / fBoardGraphicHeightPixels;
float fTexCoordOffset = m_fBoardOffsetPixels / fBoardGraphicHeightPixels;
{
// top half
const float fHeight = iDrawDistanceBeforeTargetsPixels;
m_sprBoard.ZoomToHeight( fHeight );
wrap( fPixels, fHeight );
rect.top = -fTexCoordOffset-(fHeight/fBoardGraphicHeightPixels);
rect.bottom = -fTexCoordOffset;
m_sprBoard.SetCustomTextureRect( rect );
m_sprBoard.SetVertAlign( VertAlign_Bottom );
m_sprBoard.SetFadeTop( 0.2f );
m_sprBoard.SetFadeTop( FADE_BEFORE_TARGETS_PERCENT );
m_sprBoard.Draw();
}
{
const float fHeight = -iDrawDistanceAfterTargetsPixels;
m_sprBoard.ZoomToHeight( fHeight );
wrap( fPixels, fHeight );
rect.top = -fTexCoordOffset;
rect.bottom = -fTexCoordOffset+(fHeight/fBoardGraphicHeightPixels);
@@ -875,6 +891,18 @@ void NoteField::Step( int iCol, TapNoteScore score ) { m_pCurDisplay->m_Receptor
void NoteField::SetPressed( int iCol ) { m_pCurDisplay->m_ReceptorArrowRow.SetPressed( iCol ); }
void NoteField::DidTapNote( int iCol, TapNoteScore score, bool bBright ) { m_pCurDisplay->m_GhostArrowRow.DidTapNote( iCol, score, bBright ); }
void NoteField::DidHoldNote( int iCol, HoldNoteScore score, bool bBright ) { m_pCurDisplay->m_GhostArrowRow.DidHoldNote( iCol, score, bBright ); }
void NoteField::HandleMessage( const Message &msg )
{
if( msg == Message_CurrentSongChanged )
{
m_fCurrentBeatLastUpdate = -1;
m_fYPosCurrentBeatLastUpdate = -1;
}
ActorFrame::HandleMessage( msg );
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.