Chris Danford
3ad4d519ba
default bob and bounce in y, not in z
2005-08-29 15:27:18 +00:00
Glenn Maynard
1c81bcc5fc
EarlyAbortDraw() const
2005-08-25 00:57:53 +00:00
Chris Danford
639bf366a9
fix GCC warning
2005-08-16 18:23:25 +00:00
Chris Danford
c885d87f4a
Use a lua transform function to position SOptions rows instead of having a Y metric for each row
2005-08-15 07:51:16 +00:00
Glenn Maynard
b5cca118e0
add TWEEN_SMOOTH
2005-08-12 04:08:51 +00:00
Chris Danford
2ca9f32459
add GetDiffuseAlpha
2005-08-03 03:12:35 +00:00
Chris Danford
1f3ed4d3be
replace effect delay/period with RampUp/HoldAtHalf/RampDown/HoldAtZero
2005-07-24 03:19:01 +00:00
Chris Danford
be596854c4
zoom() should set zoomz too
2005-07-22 19:51:53 +00:00
Glenn Maynard
56fa4fe4b2
Don't create a TempState for every actor. If we use it, we always use it
...
right away, inside DrawPrimitives(). This cuts down the size of Actor by
about 25%.
2005-07-19 07:54:32 +00:00
Glenn Maynard
c05cf4806a
yuck. implement copy ctor to copy tweening queue
2005-07-19 06:21:10 +00:00
Glenn Maynard
c4495e3900
Don't use deque in Actor; it allocates too much. Store pointers; moving
...
pointers around is cheap enough.
2005-07-19 05:56:36 +00:00
Glenn Maynard
55d6382c49
add virtual Copy() to Actor
2005-07-18 22:00:19 +00:00
Glenn Maynard
9a6fa1bae8
actor instance tables
2005-07-04 21:45:16 +00:00
Glenn Maynard
ff888eaf9e
cleanup
2005-06-21 05:23:25 +00:00
Glenn Maynard
4d5643c27f
remove include
2005-06-20 04:32:56 +00:00
Glenn Maynard
e2cfba413a
update registration for various types
2005-06-20 04:23:36 +00:00
Chris Danford
623dc2512f
merge PlayCommand2 and PlayCommand so that Actor derivities only have to override one method to get the correct behavior
2005-06-12 00:35:08 +00:00
Chris Danford
98784d3fb5
Split Update into Update and UpdateInternal so that every class doesn't need to early abort in Update when hibernating
2005-06-11 10:32:58 +00:00
Glenn Maynard
fcfbfaeddc
simplify
2005-06-03 05:04:15 +00:00
Glenn Maynard
e7eeb6d89f
while I'm in here, remove conversations
2005-05-31 08:13:44 +00:00
Glenn Maynard
83543232e9
remove GetID().
...
(Having two names for each actor is confusing and overcomplicated.)
2005-05-31 08:09:04 +00:00
Glenn Maynard
d59d1c5d4c
remove m_sID
2005-05-31 08:03:18 +00:00
Chris Danford
dac72665e3
move background file enumerating into BackgroundUtil.*
...
fix editor background change functionality
2005-05-31 01:17:37 +00:00
Chris Danford
d89b0a8dfc
add RunCommandsOnLeaves
...
propagate Reset
2005-05-29 01:00:05 +00:00
Chris Danford
1cc8d4a859
save survival life seconds remaining in HighScore
...
show SurvivalLifeTime in Ranking
2005-05-08 22:03:41 +00:00
Glenn Maynard
47db6ca9c4
floating-point zbias. For compatibility, 0 is off and 1 is the old "zbias on".
...
Going beyond 1 is allowed, but the usable/useful range of values is currently
undefined--try to stick to 0..1.
2005-05-06 04:05:02 +00:00
Glenn Maynard
59f6c7848a
separately-controllable ZBias
2005-05-06 03:24:41 +00:00
Chris Danford
ed5491f57a
add Lua method
2005-05-04 09:58:59 +00:00
Glenn Maynard
72327d7e5d
add lua helpers
...
add auxilliary tweening value; this isn't bound to any effect, so it can
safely be used from Lua.
2005-05-03 20:27:50 +00:00
Chris Danford
5907dcafbf
add Lua methods
2005-05-03 19:34:47 +00:00
Chris Danford
0ac5e2b008
add Skew for faux italic fonts
2005-05-02 21:43:27 +00:00
Chris Danford
f858e3a5b6
send message on beat crossed
2005-05-01 22:59:00 +00:00
Chris Danford
01d59d97ce
add base alpha
2005-04-30 07:48:10 +00:00
Glenn Maynard
4ad1b23244
cleanup
2005-04-29 00:07:33 +00:00
Glenn Maynard
4bba3fbaa8
add lights as an effect source
2005-04-28 23:55:47 +00:00
Glenn Maynard
5c43e5b944
lua: GetSecsIntoEffect, GetEffectDelta
2005-04-28 11:24:14 +00:00
Glenn Maynard
8b76b5eafd
experimental: allow implementing effects in Lua.
...
The biggest risk here is performance; we rarely call Lua per-frame. However,
there are lots of places where we can call Lua while rendering (any time we
call a command), and there's little difference between calling Lua once
every ten frames or once every frame; either way you're counting against the
per-frame time quota to hit vsync. So, this probably isn't much of a stretch.
Usage is simple:
OnCommand=luaeffect,Foo
FooCommand=addx,math.random()*10
Actor commands run during the effect will only apply for that frame. Don't
call tweening commands ("linear") or anything else that doesn't make sense
in this context; you're modifying m_TempState instead of the tweening queue.
This is hoped to replace some of the more esoteric stuff in the effect code.
For this to be of much use, Lua access to m_fSecsIntoEffect and probably
other stuff is needed.
2005-04-28 10:18:36 +00:00
Glenn Maynard
30f05feedd
add per-vertex diffuse color lua bindings
2005-04-24 10:08:55 +00:00
Chris Danford
03ced3894e
add Lua methods
2005-03-27 11:49:04 +00:00
Glenn Maynard
a0877fdab0
Actor::SubscribeToMessage
2005-03-27 05:54:26 +00:00
Chris Danford
a16db4edaa
Don't use negative names for booleans: rename Hidden -> Visible, but still support the old interfaces.
2005-03-25 20:30:39 +00:00
Chris Danford
1d1a6a95ac
add diffuse_ramp effect
2005-03-21 10:49:51 +00:00
Chris Danford
ca8106297e
add HasCommand
2005-03-13 20:34:52 +00:00
Chris Danford
7ab74cdd24
don't keep "Message" in command name
...
fixes ScoreDisplayCalories
2005-03-08 16:54:48 +00:00
Chris Danford
2cc06cdc27
add 2nd parameter to ActorCommands
2005-03-01 21:56:28 +00:00
Chris Danford
4a2499b0fb
fix Model doesn't obey m_bTextureWrapping
2005-02-27 08:31:41 +00:00
Glenn Maynard
81bf2cf8ff
add queuemessage
2005-02-27 03:21:18 +00:00
Glenn Maynard
61cd03406a
convenience ZoomTo
2005-02-26 04:25:41 +00:00
Glenn Maynard
b31be5e213
fix up overlay draw order
2005-02-25 01:51:40 +00:00
Chris Danford
2e5b94e064
have Actors automatically subscribe to a message for each command that ends in "MessageCommand"
2005-02-23 18:53:54 +00:00