Commit Graph
146 Commits
Author SHA1 Message Date
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