Glenn Maynard
9b4fa6e38d
remove unused
2007-05-13 16:45:11 +00:00
Glenn Maynard
99e2639f99
RollOn, RollOff messages
2007-05-13 16:23:16 +00:00
Glenn Maynard
8ea63dbbd6
pass TapNote to GhostArrowRow::SetHoldShowing
2007-05-13 16:15:11 +00:00
Chris Danford
e30a2bd2ed
show hold explosion on fLife > 0 and bActive, not just bActive
2007-03-13 08:38:06 +00:00
Glenn Maynard
34e34cad98
remove m_HoldGhost; implement in "tap explosion"
2005-10-12 05:15:03 +00:00
Glenn Maynard
59570b25d1
send HoldingOn/HoldingOff to allow implementing hold explosions
...
generically
2005-10-12 04:05:54 +00:00
Glenn Maynard
20eb0c343f
eliminate m_iNumCols
2005-10-12 03:15:01 +00:00
Glenn Maynard
c3129a682e
Remove GhostArrow, and do them with XML. This is simpler and reduces bloat
...
in note skins.
- skins with only one ghost flash can simply override "Common Tap Explosion Bright"
and "Dim"
- don't need to have tons of files to redirect each type of ghost flash
- still supports overriding ghost commands in NoteSkin metrics.ini
- fixes obscure bug: the first bright ghost flash wouldn't hide the last dim ghost flash
2005-10-06 01:22:18 +00:00
Glenn Maynard
3c212785c0
remove unused Unload
2005-10-06 01:16:05 +00:00
Glenn Maynard
b76d363994
Remove ugly CopyTweening. This is too wildly incompatible with newer
...
XML features, where there's not necessarily any corrolation between elements
of different graphics. This didn't work well, anyway: it'd apply the old tweening
queue to the new graphics, but they might have completely different animations.
This will cause transitions between NoteSkins to be more abrupt, but we don't
use that feature anyway.
2005-10-05 04:49:09 +00:00
Chris Danford
5a19510ead
struct -> class
2005-08-23 20:49:30 +00:00
Chris Danford
4e6f00ba9e
separate explosions for HoldNoteScore
2005-04-26 05:28:32 +00:00
Chris Danford
abac6af93b
store a current NoteSkin in NoteSkinManager so that NoteSkin elements can use NOTESKIN:GetPath()
2005-04-18 01:19:56 +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
f1254b50de
vector<> for members
2004-07-27 04:31:01 +00:00
Chris Danford
5544445ad0
name cleanup: StyleDef -> Style
2004-06-28 07:26:00 +00:00
Glenn Maynard
30a9bf3292
license update
2004-06-08 00:08:04 +00:00
Chris Danford
40b2ecfee5
simplify mine scoring
...
add separate dance point weights for mines
2004-01-02 08:43:14 +00:00
Chris Danford
7fa80e5530
change hold explosion format
2004-01-01 01:53:25 +00:00
Glenn Maynard
a1a68b5beb
fix tweening when switching receptor note skins
2003-11-28 23:27:12 +00:00
Glenn Maynard
7d84c57efa
take note skin name to *Row
2003-11-27 23:45:38 +00:00
Glenn Maynard
c575a5cc1a
rename functions that have the same name as data types (confusing)
2003-11-27 04:25:52 +00:00
Glenn Maynard
0d194ef2a0
handle Y values in GrayArrowRow and GhostArrowRow
2003-11-26 02:15:55 +00:00
Chris Danford
7bd15144cb
add explosion graphic and sound if step on mine
2003-08-10 21:27:54 +00:00
Glenn Maynard
24cc7a3c04
Get rid of all other #pragma once's, except the one in StdAfx.h.
...
(three cheers for perl)
2002-11-16 08:07:38 +00:00
Chris Danford
f9046674fb
re-wrote score/statistics tracking
2002-07-28 20:28:37 +00:00
Chris Danford
b723efdaba
no message
2002-05-27 08:23:27 +00:00
Chris Danford
2f80235590
no message
2002-05-19 01:59:48 +00:00
Chris Danford
6f1c1e4619
no message
2002-05-01 19:14:55 +00:00
Chris Danford
78f3e80118
2.50 checkin
2002-04-16 17:31:00 +00:00