Glenn Maynard
3d10fae4ab
DrawActor private
2007-01-04 02:35:21 +00:00
Glenn Maynard
3406e5d4c3
row -> beat for consistency
2007-01-04 02:14:03 +00:00
Glenn Maynard
8672e0eadb
remove fLife--always 1
2007-01-04 01:33:36 +00:00
Glenn Maynard
6bfa6a6fb1
merge DrawHoldTail and DrawHoldHead
2007-01-04 01:29:14 +00:00
Glenn Maynard
885a245c0e
move param
2007-01-04 01:24:51 +00:00
Glenn Maynard
644eaec3a3
pass tn to tap rendering, like hold rendering
...
simplify
2007-01-04 00:45:47 +00:00
Glenn Maynard
b4aeab5403
remove unused fDrawDistanceBeforeTargetsPixels2
2007-01-04 00:38:19 +00:00
Chris Danford
09e8c0bc34
Make addition a texture coord shift instead of a separate element. This means fewer texture swaps when drawing, fewer graphics to maintain, and lets non-tap elements have addition coloring
2006-12-15 22:27:00 +00:00
Chris Danford
bf20880ba9
name cleanup. Replace:
...
StartDrawingAtPixels
FirstPixelToDraw
YStartOffset
DrawFarY
with:
DrawDistanceAfterTargetsPixels
2006-11-13 06:12:38 +00:00
Chris Danford
06e30d1f45
support fading in of notes from 0 alpha at farthest draw point to 1 alpha closer
2006-11-13 02:27:23 +00:00
Glenn Maynard
31c63d16dd
Join lines to make them more readable. This is not an 80x25 project ...
2006-11-03 03:47:33 +00:00
John Bauer
9b493aea9f
Split some lines to make them more readable.
...
R=steve
2006-11-03 00:56:19 +00:00
Glenn Maynard
f4136c72e6
simplify
2006-11-02 06:47:48 +00:00
Glenn Maynard
617e8b5335
FOREACH_ENUM2 -> FOREACH_ENUM
2006-10-07 08:56:58 +00:00
Glenn Maynard
2eca7b670c
use FOREACH_ENUM2
2006-09-27 05:18:47 +00:00
Glenn Maynard
0b7b6b6f9f
naming cleanups
2006-09-26 21:05:49 +00:00
Steve Checkoway
832212c526
Cleanup.
2006-08-14 13:15:47 +00:00
Steve Checkoway
2eebf1e377
Match style.
2006-08-14 13:12:40 +00:00
Steve Checkoway
d9b63a0dae
Simplify.
2006-08-14 13:10:52 +00:00
Steve Checkoway
b39d68c8cf
Initial TapNote::lift implementation.
2006-08-14 12:16:31 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
73fffe0bde
unused
2005-10-05 05:56:17 +00:00
Chris Danford
a89764040c
remove old NoteColor logic
2005-10-05 05:00:50 +00:00
Chris Danford
e628f74491
do note coloring with tex coord shifting, not separate elements
2005-10-04 19:45:45 +00:00
Chris Danford
5a19510ead
struct -> class
2005-08-23 20:49:30 +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
b914be8a8f
move NOTE_COLOR_IMAGES into a struct so that it's not duplicated
2005-04-17 00:39:09 +00:00
Chris Danford
77e33f21e0
fix param name: iBeat -> iRow
2005-04-07 01:41:16 +00:00
Glenn Maynard
b4b4635e4b
avoid using very large texture coordinates
2005-03-30 08:36:55 +00:00
Glenn Maynard
62ed8ffd2f
implement clamping for caps
2005-02-07 21:13:04 +00:00
Glenn Maynard
d1fbf3f1f5
Only iterate over the section of a hold note that's on screen. Fixes slowness
...
with extremely long hold notes; now, even if a hold note has a
MAX_NOTE_ROW duration (which would be a bug), we shouldn't slow down.
2005-02-07 21:00:21 +00:00
Glenn Maynard
b1467a84be
have DrawHold take a TapNote
2005-01-25 05:45:51 +00:00
Glenn Maynard
8e564b0def
Avoid checking for bHoldNoteBeginsOnThisBeat if the note skin doesn't
...
really need it.
2005-01-22 05:00:33 +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
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
Glenn Maynard
52b4620c3d
dep fix
2004-08-19 01:07:19 +00:00
Glenn Maynard
30a9bf3292
license update
2004-06-08 00:08:04 +00:00
Chris Danford
0ec2a536d9
TapSteps -> TapNotes
2004-05-24 04:17:19 +00:00
Chris Danford
4bb777232d
name cleanup: "pNotes" -> "pSteps"
2004-05-24 03:41:39 +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
590cf4f690
Let NoteSkin manager look for BGAnimation directories
2004-03-01 05:58:19 +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
c58101953f
per-element lighting flag for NoteSkins
2003-12-31 08:15:34 +00:00
Chris Danford
4b3af8bd5c
add note color support for Tap Addition
2003-12-29 03:51:15 +00:00
Glenn Maynard
ecdd2c75b2
Rendering tap colors down to 192ths is useless.
2003-11-27 23:44:32 +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
b0adf33f18
(Overly large commit; these ended up being very interdependent.)
...
Move beat searching in NoteField into FindFirstDisplayedBeat and FindLastDisplayedBeat.
Handle seamless note skin changing during Rave mode.
NoteDisplay loads a given note skin, ignoring GAMESTATE.
2003-09-12 06:23:51 +00:00
Glenn Maynard
7238de20aa
revert (better idea)
2003-09-12 02:44:14 +00:00