fix FindFirstDisplayedBeat, FindLastDisplayedBeat in boomerang

This commit is contained in:
Glenn Maynard
2005-10-25 03:56:28 +00:00
parent 3a049ceb62
commit f56df35f86
+29 -4
View File
@@ -400,10 +400,25 @@ float FindFirstDisplayedBeat( const PlayerState* pPlayerState, int iFirstPixelTo
{
float fFirstBeatToDraw = GAMESTATE->m_fSongBeat-4; // Adjust to balance off performance and showing enough notes.
/* In Boomerang, we'll usually have two sections of notes: before and after
* the peak. We always start drawing before the peak, and end after it, or
* we may falsely detect the off-screen portion as the end (or beginning)
* of the stream. */
bool bBoomerang;
{
const float* fAccels = pPlayerState->m_CurrentPlayerOptions.m_fAccels;
bBoomerang = (fAccels[PlayerOptions::ACCEL_BOOMERANG] != 0);
}
while( fFirstBeatToDraw < GAMESTATE->m_fSongBeat )
{
float fYOffset = ArrowEffects::GetYOffset( pPlayerState, 0, fFirstBeatToDraw, true );
if( fYOffset < iFirstPixelToDraw ) // off screen
bool bIsPastPeakYOffset;
float fPeakYOffset;
float fYOffset = ArrowEffects::GetYOffset( pPlayerState, 0, fFirstBeatToDraw, fPeakYOffset, bIsPastPeakYOffset, true );
if( bBoomerang && bIsPastPeakYOffset )
break; // stop probing
else if( fYOffset < iFirstPixelToDraw ) // off screen
fFirstBeatToDraw += 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
@@ -424,11 +439,21 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iLastPixelToDr
const int NUM_ITERATIONS = 20;
bool bBoomerang;
{
const float* fAccels = pPlayerState->m_CurrentPlayerOptions.m_fAccels;
bBoomerang = (fAccels[PlayerOptions::ACCEL_BOOMERANG] != 0);
}
for( int i=0; i<NUM_ITERATIONS; i++ )
{
float fYOffset = ArrowEffects::GetYOffset( pPlayerState, 0, fLastBeatToDraw, true );
bool bIsPastPeakYOffset;
float fPeakYOffset;
float fYOffset = ArrowEffects::GetYOffset( pPlayerState, 0, fLastBeatToDraw, fPeakYOffset, bIsPastPeakYOffset, true );
if( fYOffset > iLastPixelToDraw ) // off screen
if( bBoomerang && !bIsPastPeakYOffset )
fLastBeatToDraw += fSearchDistance;
else if( fYOffset > iLastPixelToDraw ) // off screen
fLastBeatToDraw -= fSearchDistance;
else // on screen
fLastBeatToDraw += fSearchDistance;