Chris Danford
c2c3e00e31
don't assert on valid return values from strcmp (fix crash in Linux)
2005-04-23 11:06:28 +00:00
Chris Danford
8ec01b7cb3
add TapNote SubType instead of a bool for rolls
2005-04-20 01:53:41 +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
1e7d4001a8
fix long hold + boomerang artifacts: didn't draw if neither the head nor the tail were on-screen, tail bottom would be positioned above the head causing the hold to magically grow once the tail comes on screen
2005-04-07 06:41:02 +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
dd02f1bc10
eliminate extra fmodf for each rendered tap
2005-03-12 06:09:43 +00:00
Glenn Maynard
20ea0bece9
move unnecessary fmodf call
2005-03-12 05:02:22 +00:00
Chris Danford
af19e9b93f
fix drawing holds in reverse
2005-03-02 10:35:02 +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
cddab1955f
float
2005-02-01 20:57:16 +00:00
Glenn Maynard
b1467a84be
have DrawHold take a TapNote
2005-01-25 05:45:51 +00:00
Glenn Maynard
48bce52780
header cleanup
2005-01-22 18:21:06 +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
Glenn Maynard
c321bbe196
start merging NoteDataWithScoring and NoteField per-hold and per-tap
...
data into TapNote and HoldNote. This reduces lookup costs significantly.
It's a bit simpler, though I'm not entirely happy with the resulting encapsulation ...
2005-01-22 01:37:32 +00:00
Chris Danford
5d6eb1d236
put ActorUtil functions in a namespace
2005-01-17 05:42:52 +00:00
Chris Danford
a5d40aad79
fix default.xml loading
...
add Condition check in LoadFromActorFile
2005-01-17 04:08:08 +00:00
Glenn Maynard
f4391c932b
remove some old experimental stuff
2005-01-15 01:35:58 +00:00
Glenn Maynard
681cf95ebc
work around compiler oddity
2005-01-10 13:09:19 +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
227d0ffcba
Move hold note handling into a small class; this allows easy changing of
...
the hold note buffer size. Handle flushing the queue if it fills, so we don't
have to have such a large buffer. (It may also help performance slightly
if we can make hold note rendering fit in a 256k or 512k D$, but I didn't
benchmark ...)
2004-10-27 21:58:31 +00:00
Chris Danford
ce4780559f
froundf -> Quantize
2004-10-24 17:44:51 +00:00
Glenn Maynard
3e1bc2ef26
NoteSkinManager::ColToButtonName -> Game::ColToButtonName
2004-09-06 02:49:36 +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
Chris Danford
1d376f5795
add support for texture coordinate animation in AnimatedTexture
2004-08-09 00:46:42 +00:00
Glenn Maynard
ec3268c86c
work around odd compiler problem
2004-06-19 23:04:10 +00:00
Geoff Benson
2102a978b6
Updated hold head and tail to scale appropriately for TECHNO_VERSUS_8
2004-06-17 21:42:00 +00:00
Glenn Maynard
aea0a41a68
clean up STYLE_TECHNO_VERSUS8 hack: Sprite really should not
...
be depending on GameState
2004-06-08 22:27:37 +00:00
Glenn Maynard
443ff61940
hack is unnecessary
...
use GetZoomed* while I'm here
2004-06-08 19:04:26 +00:00
Glenn Maynard
30a9bf3292
license update
2004-06-08 00:08:04 +00:00
Geoff Benson
e34c02fbe3
Initial Techno Motion support - SINGLE8 and VERSUS8
2004-06-07 20:54:21 +00:00
Chris Danford
e83bbc40da
fix ActorFrame ZTest propogation
2004-05-15 18:35:03 +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
a17cafd95e
fix floating tails in reverse boomerang
2004-05-04 05:49:35 +00:00
Glenn Maynard
a61dccdabf
simplify
2004-04-16 05:21:25 +00:00
Glenn Maynard
3cb96004a0
simplify
2004-04-16 04:17:26 +00:00
Glenn Maynard
b75139b11a
fix hold body glow pass being drawn when not needed
2004-04-16 03:05:16 +00:00
Glenn Maynard
4f82c6d4fb
fix rendering glitch
2004-04-14 20:17:03 +00:00
Glenn Maynard
518a749bcf
draw hold bodies as a quad strip; much simpler and avoids a lot of duplication
2004-04-13 07:47:10 +00:00
Steve Checkoway
20a8bab45c
Clean up includes.
2004-04-05 05:22:32 +00:00
Chris Danford
5bb79cdc0a
fix "when using dizzy, hold heads get stuck in rotated position"
2004-03-20 19:15:15 +00:00
Chris Danford
590cf4f690
Let NoteSkin manager look for BGAnimation directories
2004-03-01 05:58:19 +00:00
Glenn Maynard
49df2946a7
split this expression apart, so it's readable
2004-03-01 01:37:22 +00:00
Matt Denham
c3cd56b96f
no message
2004-02-29 05:32:08 +00:00
Matt Denham
588473f6ca
readjusting the color alignment in vivid
2004-02-25 08:22:57 +00:00
Matt Denham
f4419954a6
Changed the color cycling's rounding so that it matches up with DDR (and presumably everything else which truncates the number rather than actually rounding).
2004-02-21 05:20:39 +00:00
Chris Danford
3ca8601390
add front face culling
2004-02-04 11:05:33 +00:00