Commit Graph

193 Commits

Author SHA1 Message Date
Chris Danford 8decda4f63 allow AtExpressions in Commands 2005-02-12 22:54:15 +00:00
Glenn Maynard 06ddb73d93 don't reset if already wagging 2005-02-11 02:56:08 +00:00
Glenn Maynard 3e389c103b Translation and scaling (when applied in that order) are trivially combined;
save a matrix multiply for every actor.  (Maybe we can avoid doing any,
for objects which are neither rotated nor scaled--such as those positioned
based on their parent--but I'm not sure it's worth it.)  Rotations can be
combined without doing a full matrix multiply, too; if an actor rotates at all,
only do one matrix multiply.
2005-02-05 03:12:04 +00:00
Chris Danford 68dd253720 use templated classes instead of macros for easier debugging 2005-01-31 08:05:27 +00:00
Glenn Maynard b547efa5e7 have ActorCommands push themself 2005-01-28 20:08:29 +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
Glenn Maynard f9a96f885c (let's just remove glowmode entirely) 2005-01-08 22:10:04 +00:00
Glenn Maynard 25a5bfa7e7 Remove "blendmode,brighten"; it's the same as "blend,add", use that instead. 2005-01-08 22:08:31 +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 d544ea4972 scale pulse effect by EffectColors for added control 2004-12-27 03:25:09 +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 e1da21f61c Let ActorCommand do the parsing for ModeChoice 2004-12-02 05:56:38 +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 0f7a5c873d absolute coordinate check: constants with no offset are ok 2004-11-06 06:54:04 +00:00
Chris Danford b50eb9399d add debug-only checks for absolute position metrics and command params 2004-11-06 06:46:43 +00:00
Chris Danford 4b29db0667 case convert only the first parameter of a command (so that contstants in the 2nd and later params don't get munged) 2004-11-06 03:51:06 +00:00
Chris Danford 2c314df898 HandleParams -> BeginHandleParams 2004-11-06 03:09:29 +00:00
Chris Danford 40e692a32c const fixes 2004-11-06 03:00:10 +00:00
Chris Danford bc184683ca allow Lua expressions in ActorCommand parameters 2004-11-05 06:43:12 +00:00
Glenn Maynard 3cf87f8ac0 "play" and "pause" are now synonymous with animate,1 and animate,0 2004-10-18 04:36:42 +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 b5ef800386 little hack to allow forcing propagation of commands to children that
normally aren't
2004-10-16 02:46:10 +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
Glenn Maynard cf381e0812 make the BGM time available to actors 2004-10-15 22:10:27 +00:00
Chris Danford 1ec8cbb208 simplify: only accept RectF 2004-09-22 02:20:50 +00:00
Chris Danford 03fbb915f3 remove VC6 scoping hacks 2004-09-21 07:53:39 +00:00
Chris Danford 16e94572e3 fix comment typo 2004-08-29 10:44:51 +00:00
Chris Danford f5d3b27450 name cleanup: Gaining -> Gain, Losing->Lose 2004-08-22 02:16:31 +00:00
Glenn Maynard 93bc2ae219 trying to track down:
Actor.cpp:109 -1.#IND00, -1.#IND00, 0.849000, 2.000000, 0.000000, 0.849000, 0.000000
2004-08-08 18:12:28 +00:00
Glenn Maynard bb2c7f6bae fix Actor depending on GAMESTATE 2004-07-07 21:17:47 +00:00
Glenn Maynard 211f9b852a use Dialog 2004-06-10 22:47:51 +00:00
Glenn Maynard c531e8b172 license update 2004-06-08 00:47:53 +00:00
Glenn Maynard 6f7d0f5686 more debugging 2004-06-06 05:14:00 +00:00
Glenn Maynard a047366a73 better assert 2004-06-04 05:44:51 +00:00
Glenn Maynard 051e9769f9 fix infinite loop if rotations are set to INF or -INF 2004-06-03 01:58:54 +00:00
Chris Danford e83bbc40da fix ActorFrame ZTest propogation 2004-05-15 18:35:03 +00:00
Chris Danford 9ec4c6be91 add "draw on z fail" mode 2004-05-15 09:26:21 +00:00
Chris Danford 58d63cb476 make draw order separate from Z value
add "PageType" graphic to ScreenEvaluation
2004-05-02 03:01:27 +00:00
Chris Danford 61ebde3f13 add Actor::QueueCommand 2004-04-24 18:38:18 +00:00
Glenn Maynard 9b9d8b5aa4 assert for negative updates; they should never happen (this is why
backgrounds would turn black on negative song position updates--the
background would enter hibernate for a while)
2004-04-20 06:04:31 +00:00
Steve Checkoway 20a8bab45c Clean up includes. 2004-04-05 05:22:32 +00:00