Commit Graph

64 Commits

Author SHA1 Message Date
Chris Danford 278cb4c3f1 runs on Xbox 2003-07-22 07:47:27 +00:00
Sean Burke a9015be098 eol 2003-07-15 20:21:25 +00:00
Chris Danford 8158ca8770 compiles on Xbox (still a CRT linking error though) 2003-07-11 03:15:28 +00:00
Chris Danford 5b3a0330b9 add OffCommand to BGAnimation 2003-07-10 03:37:13 +00:00
Glenn Maynard b4021ac0c6 Use DisableOddDimensionWarning and EnableOddDimensionWarning 2003-07-09 20:28:07 +00:00
Chris Danford 332c2b318c break battle into two PlayModes: CPU_BATTLE, HUMAN_BATTLE 2003-07-08 19:56:56 +00:00
Chris Danford 6c99547b6a add ClearZBuffer command for Actors
add Lighting flag for BGAnimationLayer
2003-07-07 20:24:51 +00:00
Chris Danford c67d78d948 let Actor subclasses have first crack at parsing commands
allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
2003-07-07 01:29:18 +00:00
Chris Danford 9c9aef37c7 fold CroppedSprite functionality into Sprite
more work on Rave
2003-07-03 06:38:57 +00:00
Chris Danford 4fcd08a7d5 revert Sprite custom texture coordinate code (to fix rotated banner) 2003-06-23 04:49:28 +00:00
Chris Danford aac9739fac Add crop property to Actor - currently only used in Sprite 2003-06-20 23:04:11 +00:00
Chris Danford c54214c1d2 On first run, run a gameplay benchmark and adjusts graphic options automatically for 60 fps. 2003-05-26 09:18:44 +00:00
Chris Danford 54bedc3eba clean up RageDisplay methods, add ability to mask song banner
The masking uses the Z-buffer under the assumption that some cards don't have a stencil.  Should we be using the stencil instead?  It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
2003-05-15 06:09:19 +00:00
Glenn Maynard 441026a847 make BG files a wildcard match, which is more robust
handle case-insensitivity
2003-05-05 08:04:21 +00:00
Glenn Maynard 09967df461 Rest of s/GetString/c_str/.
(watch out for PlayerOptions::GetString and SongOptions::GetString)
2003-04-25 00:27:30 +00:00
Glenn Maynard d412461f6f fix dumb diagonal banners in BGAs 2003-04-21 03:08:02 +00:00
Glenn Maynard 0145e0d598 fix EFFECT_STRETCH_SPIN 2003-04-21 02:45:40 +00:00
Glenn Maynard 1f20439578 -/**/ 2003-04-14 22:36:04 +00:00
Chris Danford e22441b291 compile error 2003-04-14 04:56:57 +00:00
Chris Danford cded5dbac0 Scale background playback speed by song rate. This sync isn't very accurate though (because of inaccurate playback rate code in sound library?) 2003-04-14 04:54:16 +00:00
Chris Danford cfe1f9ec67 Add parameters to BackgroundChange: fRate, bFadeLast, bRewindMovie, bLoop.
I don't like how this changes the syntax for the #BGCHANGES tag in an SM file.  I will think more about this - it's important to finalize it quickly.
2003-04-14 04:10:01 +00:00
Chris Danford 5e4ec48c3f TransitionBGAnimation -> Transition 2003-04-13 01:09:19 +00:00
Chris Danford 7f40e36919 eliminate TransitionOniFade 2003-04-13 00:44:50 +00:00
Chris Danford 448bdc7b6e make calls to THEME->GetPathTo() more concise 2003-04-12 17:39:27 +00:00
Chris Danford e148806d1b add name to Actor 2003-04-12 06:16:12 +00:00
Chris Danford a798cc954c added ScreenEnding 2003-04-03 22:10:40 +00:00
Glenn Maynard 909565b026 change rotations to degrees 2003-04-02 06:02:55 +00:00
Chris Danford 56d728cd88 Fix crash loading tile BGAnimationLayer 2003-03-25 19:32:17 +00:00
Glenn Maynard 38cd4b0ee4 I'm not seeing gaps, but these hacks are causing me to see seams of
saturation for transparent backgrounds.  Are they needed anywhere?
2003-03-24 21:05:23 +00:00
Glenn Maynard 331fdab2f8 Fix UseSongBG
Hmm.  Need some way of using rendering masks in BGAs.  Not full
access to the zbuffer, of course, just a way to implement things like
the masked-off stage scroll on top of an unmasked song background.

Being able to do this based on the alpha values of another image would
have a whole lot of bonuses for background animations, too; eg the
canonical trick of rendering things masked by a silhouette.  This is tricky
to implement, though.

It'd be even better if we could do this with full alpha.

Most multipass algorithms I can think of would require an alpha
channel on the framebuffer, though, and we very often don't have
that.  I'll keep thinking about it (and perhaps randomly brainstorming
into the nearest edit window, such as WinCVS ...)
2003-03-17 03:24:12 +00:00
Glenn Maynard 7f17ae1b42 add BGAnimationLayer::GetMaxTweenTimeLeft
this isn't an overload of GetTweenTimeLeft, since it returns the
tween time of its children, which is separate from its own tween
time
2003-03-17 01:34:12 +00:00
Glenn Maynard daf9d373a3 Dynamically allocate Sprites in backgrounds, instead of always
allocating and initializing hundreds of them per background.
2003-03-17 01:15:42 +00:00
Chris Danford 4a239b0c35 fixed some ScreenGameplay transition glitches
fix cracks in BGAnimation tiles (mostly)
2003-03-12 01:26:44 +00:00
Jared Roberts b034804250 s/Song.h/song.h 2003-03-10 05:07:00 +00:00
Chris Danford f5402584f9 make UseSongBG work for BGAnimations not inside of Background (e.g. on ScreenStage) 2003-03-10 02:46:01 +00:00
Chris Danford 3e003fe304 Coin/joint premium cleanup. 2003-03-09 09:25:32 +00:00
Glenn Maynard 5951cf7f1f fix compile problems 2003-03-06 01:02:17 +00:00
Glenn Maynard 70af758545 fix minor warnings 2003-03-05 23:47:08 +00:00
Chris Danford 267fcec652 added TransitionBGAnimation 2003-03-05 08:48:35 +00:00
Chris Danford d34102b717 scripting support in BGAnimations 2003-03-05 02:52:40 +00:00
Chris Danford a696414cac Actor tween cleanup
Actor scipting with Command()
modularizing menu widgets into "ModeSelector"s
move animations into metrics
2003-03-02 01:43:33 +00:00
Glenn Maynard 42cfd6f98c stdafx -> global 2003-02-16 04:01:45 +00:00
Glenn Maynard 52ca34fb86 don't lowercase filenames before loading 2003-02-14 22:46:45 +00:00
Glenn Maynard ff38961907 use slashes as a directory separator instead of backslashes 2003-02-14 08:15:15 +00:00
Glenn Maynard ad097ca997 use SDL_Delay to sleep 2003-02-14 06:49:01 +00:00
Glenn Maynard d74a75b439 We already have a tweening mechanism; use it ... 2003-01-16 23:40:42 +00:00
Chris Danford 1258b0c22f Fixed "floating background". Fixed interaction between COLOR_NOTE, and APPEARANCE_* 2003-01-14 05:56:18 +00:00
Chris Danford fa75b5200b fixed generous Toasty
CHANGE:  Simplified NoteSkin format.  Old NoteSkins will need to be updated.
fixed BGAnimationLayer effect_bounce objects getting stuck
2003-01-13 08:31:34 +00:00
Andrew Livy 78d66da3d3 BGAnimation Layer now has a -really poor- tweening mechanism.
It barely takes into account -time-.

Pump How To Play BGA Screen now kinda complete, and uses the mechanism
(this is a for a demonstration on the kinds of things we need to support in
BGALayer to make truly unique animations, it shouldn't be carved in stone
and used as THE BGA Tweening system as it is.)
2003-01-12 18:41:24 +00:00
Andrew Livy 0f7b5c2a6b Started on Pump How To Play screen.
Changes to BGAnimations:
Metric Configurable Stuff:
1. you can rotate your BGA's
2. You can specify their X
3. You can specify their Y
4. You can make them appear (once) after a set time
5. You can make them hide (once) after a set time (useful if you want an item to show and appear just once)
6. You can set how ZOOMED in the element is.

This will only work for sprite 0 in the BGAnimation Layer,
I have currently done NO checking should there be more than one sprite in the layer (I suspect only sprite 0 will change and the rest will be unaffected)
But again fairly untested. Check out the Pump How To Play screen to see it running.

In the works:
Tweening With BGAnimations.
Haven't quite figured this one yet.
2003-01-12 00:57:53 +00:00