Commit Graph

176 Commits

Author SHA1 Message Date
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
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
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