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
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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
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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
Chris Danford
2929bacb08
show per-diffculty award on Eval screen every time it's received (not just the first time)
...
clean up ScreenEval PR and MR graphics
clean up Actor shadow parameters
2004-03-20 02:59:08 +00:00
Chris Danford
ab50b4c426
add HurryTweening command
2004-03-15 05:40:52 +00:00
Glenn Maynard
78d35a1efb
fix glitches if the time is set far ahead during gameplay
2004-02-23 00:10:32 +00:00
Chris Danford
10a4580c12
remove Actor::Fade*, remove unnessary virtuals in Actor
2004-02-14 03:38:34 +00:00
Chris Danford
da28ed8217
remove Actor::Fade*, remove unnessary virtuals in Actor
2004-02-14 03:37:58 +00:00
Chris Danford
3ca8601390
add front face culling
2004-02-04 11:05:33 +00:00
Chris Danford
5b791f603b
add hibernate (don't draw or update) to Actor
2004-02-02 01:10:56 +00:00
Chris Danford
2599b32633
add "backfacecull" command
2004-02-01 23:04:09 +00:00
Chris Danford
fe3304d577
revert some bad changes
2004-02-01 05:03:45 +00:00
Chris Danford
dd78eb858f
fix PlayCommand doesn't propogate
2004-02-01 04:41:48 +00:00
Chris Danford
69fd514b68
add 3D scrolling to ActorScroller
...
generalize BGAnimation, BGAnimationLayer to eliminate shared code with ActorFrame
2004-02-01 03:14:37 +00:00
Chris Danford
88cca70487
combine .actor and BGALayer loading
...
make BGAniLayer derive from ActorFrame
2004-01-25 22:22:40 +00:00
Chris Danford
80c355b3b0
use deque in Actor for contant time delete of the head
2004-01-25 02:33:16 +00:00
Glenn Maynard
c05d04d197
fix warning
2004-01-21 01:32:56 +00:00
Glenn Maynard
fcd64dcf64
don't warn about sprite commands
2004-01-20 23:30:12 +00:00
Glenn Maynard
ccd94bf4c5
add effectdelay
2004-01-20 23:25:38 +00:00
Glenn Maynard
22b013a163
make wag and pulse relative to the current actor state
2004-01-11 11:49:22 +00:00