Steve Checkoway
20fe13e2b5
Missing metric.
2006-07-31 00:10:17 +00:00
Steve Checkoway
22dfc2a81b
Yes it should.
2006-07-30 23:55:56 +00:00
Steve Checkoway
e23ed84562
swap
2006-07-30 23:47:50 +00:00
Steve Checkoway
e36fb16502
Use a PlayerNumber when inserting taps.
2006-07-30 23:45:55 +00:00
Steve Checkoway
7a228c26a8
Fix for gcc 4.1.
2006-07-30 22:12:21 +00:00
Steve Checkoway
90ab350854
Don't use gcc extension.
2006-07-30 21:25:18 +00:00
Glenn Maynard
cc61f09264
unneeded
2006-07-30 19:08:43 +00:00
Glenn Maynard
f424072441
simplify
2006-07-30 18:43:09 +00:00
Glenn Maynard
4b647827a8
don't need to Close explicitly here
2006-07-30 18:40:26 +00:00
Steve Checkoway
e7c5b14196
Remove timing code.
2006-07-30 11:36:18 +00:00
Steve Checkoway
5bffacf3a6
Optimize. With a debug build, this is taking less than a third as long as before. Idea (and some code) from:
...
https://sourceforge.net/tracker/?func=detail&atid=421366&aid=1511048&group_id=37892
2006-07-30 11:35:46 +00:00
Steve Checkoway
5fac8c030d
Add operator== and operator!= as well as getting all matching steps for a particular song.
2006-07-30 11:30:29 +00:00
Steve Checkoway
3164f7a15f
Simplify. Remove debugging assert.
2006-07-30 11:27:56 +00:00
Mike Calfin
ae8d0b689b
Disabled start menu returning to edit menu during practice. This was causing the center button in pump mode to exit practice mode.
2006-07-30 01:54:08 +00:00
Steve Checkoway
879de00412
Simplify.
2006-07-30 00:09:16 +00:00
Mike Calfin
646915e17a
Revete ScreenTitleMenu pump.png back to ScreenLogo pump.png and fixed.
2006-07-29 21:52:10 +00:00
Glenn Maynard
0b6f9ab4b5
remove comment
2006-07-29 19:29:19 +00:00
Jason Felds
3ec503b0de
Hack. Pump right now crashes on Sprite:position( f ), Sprite:loop( f ), and Sprite:rate( f ) (see dev email). Feel free to remove this file once the issue has been resolved.
2006-07-29 18:44:08 +00:00
Glenn Maynard
e550a0fcb5
cleanup, less random order
2006-07-29 06:18:09 +00:00
Glenn Maynard
e57aa00b2a
invert RenderTarget_FramebufferObject
...
set viewport
2006-07-29 00:23:44 +00:00
Glenn Maynard
3c15c15aa2
AddImageCoords
2006-07-29 00:16:57 +00:00
Glenn Maynard
ad0e9c3105
remove; access the texture directly
2006-07-28 23:29:37 +00:00
Glenn Maynard
3e7679b64b
compaibility helpers
2006-07-28 23:26:22 +00:00
Glenn Maynard
ba66d3f4b3
remove bindings; use eg. sprite:GetTexture():loop( f )
2006-07-28 23:25:45 +00:00
Glenn Maynard
6009e1febb
fixup
2006-07-28 23:25:11 +00:00
Glenn Maynard
e136191439
bind GetTexture
2006-07-28 23:19:36 +00:00
Glenn Maynard
413e4acd26
bind
2006-07-28 23:19:16 +00:00
Glenn Maynard
c6aa765685
cleanup
2006-07-28 21:51:40 +00:00
Glenn Maynard
184a2fa37e
cleanup
2006-07-28 21:48:52 +00:00
Glenn Maynard
eeed70ea55
cleanup
2006-07-28 21:43:35 +00:00
Glenn Maynard
3324ec1a85
old
2006-07-28 21:42:15 +00:00
Glenn Maynard
2f149ffb6a
fix warning
2006-07-28 21:08:29 +00:00
Glenn Maynard
e91c291e05
type
2006-07-28 21:08:02 +00:00
Glenn Maynard
3197d4ead9
unused params
2006-07-28 21:06:13 +00:00
Glenn Maynard
98591e9fc1
call Create() in CreateRenderTarget
2006-07-28 21:03:57 +00:00
Glenn Maynard
82497e4111
Create() virtual
2006-07-28 21:01:58 +00:00
Steve Checkoway
a54b9e5eda
Use enum_add.
2006-07-28 20:11:27 +00:00
Steve Checkoway
1c95618c6b
Swap aqua and green.
2006-07-28 20:02:57 +00:00
Steve Checkoway
27eaf18dbd
Remove debugging.
2006-07-28 19:58:13 +00:00
Steve Checkoway
9f58df94ae
Reverse condition. If we don't tell it what row to use, it needs to compute the offset using the time stamp.
2006-07-28 19:40:14 +00:00
Steve Checkoway
65f7c321ea
With pad stick seconds, use the time to calculate the row.
2006-07-28 19:19:24 +00:00
Glenn Maynard
1af6d6f0fc
Don't push and pop the centering matrix. It's reconstructed from Centering.
...
Push Centering instead.
2006-07-28 19:17:09 +00:00
Glenn Maynard
b1d0b7fe87
move centering params into a struct
2006-07-28 18:58:34 +00:00
Jason Felds
1476e335e9
OptionNames update.
2006-07-28 18:05:47 +00:00
Steve Checkoway
b3056eee1c
Fix mines not being triggered when being held down (for the most part). It's still possible for mines to not be triggered if the input released after the mine has passed but before the next Update() frame. This is much tricker to deal with since we can't ask if the button was held down at some time in the past It is also much harder to detect than having held down the button for an entire measure and watched mines just not be hit.
...
This should also fix autoplay misses by telling Step() exactly which row was pressed.
There are also comments in there about possible bugs in the grading/key sounds but I didn't want to change those without getting input from other devs since it does change the way we grade "jack hammers."
2006-07-28 09:05:58 +00:00
Chris Danford
6146caad68
fix hang if last BGChange is to -random-
2006-07-28 07:39:09 +00:00
Steve Checkoway
b868d557f7
Merge HandleStep() with Step(). This has one functional change, when using auto play and the AI avoids a mine or misses a note, the message to send on a step isn't sent which makes more sense because a step is being judged as not having happened.
2006-07-28 07:12:27 +00:00
Steve Checkoway
2d68d7b13e
Comment.
2006-07-28 04:38:12 +00:00
Steve Checkoway
e081585830
Add comment.
2006-07-28 04:37:26 +00:00
Steve Checkoway
f57e1ca17c
Add files.
2006-07-28 03:37:18 +00:00