Chris Danford
1cc8d4a859
save survival life seconds remaining in HighScore
...
show SurvivalLifeTime in Ranking
2005-05-08 22:03:41 +00:00
Glenn Maynard
47db6ca9c4
floating-point zbias. For compatibility, 0 is off and 1 is the old "zbias on".
...
Going beyond 1 is allowed, but the usable/useful range of values is currently
undefined--try to stick to 0..1.
2005-05-06 04:05:02 +00:00
Glenn Maynard
59f6c7848a
separately-controllable ZBias
2005-05-06 03:24:41 +00:00
Chris Danford
ed5491f57a
add Lua method
2005-05-04 09:58:59 +00:00
Glenn Maynard
72327d7e5d
add lua helpers
...
add auxilliary tweening value; this isn't bound to any effect, so it can
safely be used from Lua.
2005-05-03 20:27:50 +00:00
Chris Danford
5907dcafbf
add Lua methods
2005-05-03 19:34:47 +00:00
Chris Danford
0ac5e2b008
add Skew for faux italic fonts
2005-05-02 21:43:27 +00:00
Chris Danford
f858e3a5b6
send message on beat crossed
2005-05-01 22:59:00 +00:00
Chris Danford
01d59d97ce
add base alpha
2005-04-30 07:48:10 +00:00
Glenn Maynard
4ad1b23244
cleanup
2005-04-29 00:07:33 +00:00
Glenn Maynard
4bba3fbaa8
add lights as an effect source
2005-04-28 23:55:47 +00:00
Glenn Maynard
5c43e5b944
lua: GetSecsIntoEffect, GetEffectDelta
2005-04-28 11:24:14 +00:00
Glenn Maynard
8b76b5eafd
experimental: allow implementing effects in Lua.
...
The biggest risk here is performance; we rarely call Lua per-frame. However,
there are lots of places where we can call Lua while rendering (any time we
call a command), and there's little difference between calling Lua once
every ten frames or once every frame; either way you're counting against the
per-frame time quota to hit vsync. So, this probably isn't much of a stretch.
Usage is simple:
OnCommand=luaeffect,Foo
FooCommand=addx,math.random()*10
Actor commands run during the effect will only apply for that frame. Don't
call tweening commands ("linear") or anything else that doesn't make sense
in this context; you're modifying m_TempState instead of the tweening queue.
This is hoped to replace some of the more esoteric stuff in the effect code.
For this to be of much use, Lua access to m_fSecsIntoEffect and probably
other stuff is needed.
2005-04-28 10:18:36 +00:00
Glenn Maynard
30f05feedd
add per-vertex diffuse color lua bindings
2005-04-24 10:08:55 +00:00
Chris Danford
03ced3894e
add Lua methods
2005-03-27 11:49:04 +00:00
Glenn Maynard
a0877fdab0
Actor::SubscribeToMessage
2005-03-27 05:54:26 +00:00
Chris Danford
a16db4edaa
Don't use negative names for booleans: rename Hidden -> Visible, but still support the old interfaces.
2005-03-25 20:30:39 +00:00
Chris Danford
1d1a6a95ac
add diffuse_ramp effect
2005-03-21 10:49:51 +00:00
Chris Danford
ca8106297e
add HasCommand
2005-03-13 20:34:52 +00:00
Chris Danford
7ab74cdd24
don't keep "Message" in command name
...
fixes ScoreDisplayCalories
2005-03-08 16:54:48 +00:00
Chris Danford
2cc06cdc27
add 2nd parameter to ActorCommands
2005-03-01 21:56:28 +00:00
Chris Danford
4a2499b0fb
fix Model doesn't obey m_bTextureWrapping
2005-02-27 08:31:41 +00:00
Glenn Maynard
81bf2cf8ff
add queuemessage
2005-02-27 03:21:18 +00:00
Glenn Maynard
61cd03406a
convenience ZoomTo
2005-02-26 04:25:41 +00:00
Glenn Maynard
b31be5e213
fix up overlay draw order
2005-02-25 01:51:40 +00:00
Chris Danford
2e5b94e064
have Actors automatically subscribe to a message for each command that ends in "MessageCommand"
2005-02-23 18:53:54 +00:00
Chris Danford
09f19b9d0c
change BArg to look for a Lua boolean type
2005-02-17 21:34:46 +00:00
Glenn Maynard
e16b72f5ed
Actor::RunCommands, etc. can take any LuaReference, not just
...
ActorCommands
2005-02-17 05:12:23 +00:00
Chris Danford
533e83ed00
Don't set two different names for an element. Instead, pass the metrics group name as a parameter to Load()
2005-02-16 23:03:01 +00:00
Chris Danford
d5022cb1b6
code style cleanup
2005-02-12 20:29:38 +00:00
Glenn Maynard
5e89d0d67f
make SetName virtual, so actors can call ThemeMetric::ChangeGroup from a consistent place, even if they have no Load() function
2005-02-02 04:29:07 +00:00
Chris Danford
d6c33c96d6
fix GCC errors and warnings
2005-02-01 07:49:23 +00:00
Chris Danford
68dd253720
use templated classes instead of macros for easier debugging
2005-01-31 08:05:27 +00:00
Chris Danford
8555a6da45
use Lua to execute commands
...
(needs cleanup)
2005-01-26 11:21:43 +00:00
Chris Danford
cd9c48d645
LuaHelpers -> LuaManager
2005-01-24 02:26:55 +00:00
Chris Danford
cda4c3b04a
make Actor LoadFromNode signatures consistent
2005-01-17 05:28:16 +00:00
Chris Danford
8a1fb93003
move attribute loading into the class that owns the attribute
2005-01-16 23:40:21 +00:00
Chris Danford
cfb9d284c5
simplify: combine two Actor deques into one
2005-01-16 04:35:47 +00:00
Chris Danford
f2060969de
fix tween overflow in Actor commands that call themself
2005-01-16 04:22:43 +00:00
Glenn Maynard
d58fa5178c
remove GlowMode
2005-01-08 22:40:42 +00:00
Chris Danford
a3b49485b5
let Actors store commands
2005-01-04 10:41:32 +00:00
Glenn Maynard
fac13bf393
remove fadecolor
2005-01-01 22:04:40 +00:00
Glenn Maynard
0d4f15c72f
const
2004-12-27 22:30:51 +00:00
Chris Danford
ed19821e09
rename: ActorCommand -> Command
...
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford
bcbe615c0d
Pass ActorCommand structures to Actor instead of unparsed command strings.
...
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00
Chris Danford
6c855f0c93
"ParsedCommand" -> "ActorCommand"
2004-11-06 20:42:09 +00:00
Chris Danford
40e692a32c
const fixes
2004-11-06 03:00:10 +00:00
Glenn Maynard
1e7e57a1c8
always update m_fSecsIntoEffect
...
add GetEffectDeltaTime() to allow easy access to the effect timer
2004-10-18 04:19:20 +00:00
Glenn Maynard
b610556a7e
small helpers
2004-10-16 16:59:17 +00:00
Glenn Maynard
799a5898dd
Add bgm-time effect mode. This is roughly equivalent to the default, except
...
it's tightly synced with the music; it stays synced over music skips, and follows
the music rate, like everything else that uses GAMESTATE->m_fMusicSeconds.
2004-10-16 01:29:25 +00:00