Glenn Maynard
c321bbe196
start merging NoteDataWithScoring and NoteField per-hold and per-tap
...
data into TapNote and HoldNote. This reduces lookup costs significantly.
It's a bit simpler, though I'm not entirely happy with the resulting encapsulation ...
2005-01-22 01:37:32 +00:00
Chris Danford
5d6eb1d236
put ActorUtil functions in a namespace
2005-01-17 05:42:52 +00:00
Chris Danford
a5d40aad79
fix default.xml loading
...
add Condition check in LoadFromActorFile
2005-01-17 04:08:08 +00:00
Glenn Maynard
f4391c932b
remove some old experimental stuff
2005-01-15 01:35:58 +00:00
Glenn Maynard
681cf95ebc
work around compiler oddity
2005-01-10 13:09:19 +00:00
Chris Danford
f840c014a9
Move some player-specific data out of the bloated GameState class.
...
Have gameplay objects hold a PlayerState pointer instead of a PlayerNumber and indexing back into GameState.
This will simplify off-screen players (e.g. CPU ghosts, network replicated human players, >2 players using one NoteField)
2004-12-20 06:25:59 +00:00
Glenn Maynard
227d0ffcba
Move hold note handling into a small class; this allows easy changing of
...
the hold note buffer size. Handle flushing the queue if it fills, so we don't
have to have such a large buffer. (It may also help performance slightly
if we can make hold note rendering fit in a 256k or 512k D$, but I didn't
benchmark ...)
2004-10-27 21:58:31 +00:00
Chris Danford
ce4780559f
froundf -> Quantize
2004-10-24 17:44:51 +00:00
Glenn Maynard
3e1bc2ef26
NoteSkinManager::ColToButtonName -> Game::ColToButtonName
2004-09-06 02:49:36 +00:00
Glenn Maynard
a0f162d5a9
note color support for mines (this is actually just so mines aren't a special
...
case)
2004-08-21 01:35:50 +00:00
Glenn Maynard
08886fdd00
Actors used by NoteDisplay don't have persistent state; they're completely
...
re-configured for each arrow/hold part. Cache each object, so we don't
waste memory with duplicate actors; multiplied by NOTE_COLOR_IMAGES
for each player, this adds up quite a bit.
2004-08-21 00:34:24 +00:00
Chris Danford
1d376f5795
add support for texture coordinate animation in AnimatedTexture
2004-08-09 00:46:42 +00:00
Glenn Maynard
ec3268c86c
work around odd compiler problem
2004-06-19 23:04:10 +00:00
Geoff Benson
2102a978b6
Updated hold head and tail to scale appropriately for TECHNO_VERSUS_8
2004-06-17 21:42:00 +00:00
Glenn Maynard
aea0a41a68
clean up STYLE_TECHNO_VERSUS8 hack: Sprite really should not
...
be depending on GameState
2004-06-08 22:27:37 +00:00
Glenn Maynard
443ff61940
hack is unnecessary
...
use GetZoomed* while I'm here
2004-06-08 19:04:26 +00:00
Glenn Maynard
30a9bf3292
license update
2004-06-08 00:08:04 +00:00
Geoff Benson
e34c02fbe3
Initial Techno Motion support - SINGLE8 and VERSUS8
2004-06-07 20:54:21 +00:00
Chris Danford
e83bbc40da
fix ActorFrame ZTest propogation
2004-05-15 18:35:03 +00:00
Glenn Maynard
9c1a5f6957
encapsulate hold results in HoldNoteResult (HoldNoteScore + life)
...
instead of moving HoldNote::iStartRow forward while a hold note is
held, set HoldNoteResult::iLastHeldRow
fixes hold heads cycling through all note colors while held (wasn't very
visible due to the hold ghost) and GetSuccessfulHands bugs
2004-05-07 04:57:29 +00:00
Chris Danford
a17cafd95e
fix floating tails in reverse boomerang
2004-05-04 05:49:35 +00:00
Glenn Maynard
a61dccdabf
simplify
2004-04-16 05:21:25 +00:00
Glenn Maynard
3cb96004a0
simplify
2004-04-16 04:17:26 +00:00
Glenn Maynard
b75139b11a
fix hold body glow pass being drawn when not needed
2004-04-16 03:05:16 +00:00
Glenn Maynard
4f82c6d4fb
fix rendering glitch
2004-04-14 20:17:03 +00:00
Glenn Maynard
518a749bcf
draw hold bodies as a quad strip; much simpler and avoids a lot of duplication
2004-04-13 07:47:10 +00:00
Steve Checkoway
20a8bab45c
Clean up includes.
2004-04-05 05:22:32 +00:00
Chris Danford
5bb79cdc0a
fix "when using dizzy, hold heads get stuck in rotated position"
2004-03-20 19:15:15 +00:00
Chris Danford
590cf4f690
Let NoteSkin manager look for BGAnimation directories
2004-03-01 05:58:19 +00:00
Glenn Maynard
49df2946a7
split this expression apart, so it's readable
2004-03-01 01:37:22 +00:00
Matt Denham
c3cd56b96f
no message
2004-02-29 05:32:08 +00:00
Matt Denham
588473f6ca
readjusting the color alignment in vivid
2004-02-25 08:22:57 +00:00
Matt Denham
f4419954a6
Changed the color cycling's rounding so that it matches up with DDR (and presumably everything else which truncates the number rather than actually rounding).
2004-02-21 05:20:39 +00:00
Chris Danford
3ca8601390
add front face culling
2004-02-04 11:05:33 +00:00
Chris Danford
9502f1c262
draw models with 2 textures with multitexture instead of 2 passes. D3D multitexture not tested yet
2004-02-04 09:55:18 +00:00
Chris Danford
70f9216c87
Don't draw hold above receptors if being held. Fixes hold notes flying through receptor if holding during a stop.
2004-01-01 02:14:01 +00:00
Chris Danford
d338fcaa82
fix hold body and cap misalignment in reverse and FlipHeadAndTailWhenReverse=1
2004-01-01 00:03:14 +00:00
Chris Danford
6d88de983d
fix hold body and cap misalignment in reverse and FlipHeadAndTailWhenReverse=1
2003-12-31 23:47:01 +00:00
Chris Danford
4cf6e96f6b
support different explosion graphics per TapNoteScore
2003-12-31 21:40:38 +00:00
Chris Danford
c58101953f
per-element lighting flag for NoteSkins
2003-12-31 08:15:34 +00:00
Chris Danford
f05ce5eaed
change NoteSkin lighting
2003-12-31 03:42:59 +00:00
Chris Danford
4b3af8bd5c
add note color support for Tap Addition
2003-12-29 03:51:15 +00:00
Glenn Maynard
7003e2b157
Implement RADAR_NUM_HANDS result.
...
Change hold note contents to rows (from beats). This makes it
consistent with tap note data. Row numbers are also generally
more precise, since they're integers, not floats.
2003-12-16 04:00:39 +00:00
Chris Danford
d51a3491a8
working on battle attacks
2003-11-15 08:51:47 +00:00
Matt Denham
686f0656bd
Re-fix Autogen (I'll shoot the person who forgot about TAP_EMPTY)
...
fix misc. errors with the BMS loader
finish support for 48th/64th notes in code
2003-11-13 07:35:58 +00:00
Glenn Maynard
1ed86b18fa
Oops.
2003-11-06 07:19:46 +00:00
Glenn Maynard
5a30c390d6
Fix crashes due to rendering nonexistant NOTE_TYPE_48TH and
...
NOTE_TYPE_64TH.
2003-11-06 07:17:31 +00:00
Chris Danford
7c90cdca44
fix m_bFlipHeadAndTailWhenReverse
2003-10-19 07:47:16 +00:00
Chris Danford
3107c3b23b
add NoteSkin metric to flip head and tail drawing position
2003-10-14 04:41:24 +00:00
Glenn Maynard
ebfe37f70b
Several effect fixes and simplifications.
2003-09-30 03:14:09 +00:00