146 lines
3.4 KiB
C++
146 lines
3.4 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: ArrowEffects.cpp
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Desc: Functions that return properties of arrows based on StyleDef and PlayerOptions
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ArrowEffects.h"
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#include "Notes.h"
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#include "GameConstantsAndTypes.h"
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#include "GameManager.h"
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#include "GameState.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "NoteDisplay.h"
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float ArrowGetYOffset( const PlayerNumber pn, float fNoteBeat )
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{
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fYOffset = fBeatsUntilStep * ARROW_GAP;
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switch( GAMESTATE->m_PlayerOptions[pn].m_EffectType )
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{
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case PlayerOptions::EFFECT_BOOST:
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fYOffset *= 1.4f / ((fYOffset+SCREEN_HEIGHT/1.6f)/SCREEN_HEIGHT);
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break;
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case PlayerOptions::EFFECT_WAVE:
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fYOffset += 15.0f*sinf( fYOffset/38.0f );
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break;
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}
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return fYOffset;
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}
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float ArrowGetXPos2( const PlayerNumber pn, int iColNum, float fYPos )
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{
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPixelOffsetFromCenter = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[PLAYER_1][iColNum].fXOffset;
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switch( GAMESTATE->m_PlayerOptions[pn].m_EffectType )
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{
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case PlayerOptions::EFFECT_DRUNK:
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fPixelOffsetFromCenter += cosf( TIMER->GetTimeSinceStart() + iColNum*0.2f + fYPos*6/SCREEN_HEIGHT) * ARROW_SIZE*0.5f;
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break;
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}
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return fPixelOffsetFromCenter;
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}
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float ArrowGetRotation( const PlayerNumber pn, int iColNum, float fYOffset )
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{
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float fRotation = 0; //StyleDef.m_ColumnToRotation[iColNum];
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switch( GAMESTATE->m_PlayerOptions[pn].m_EffectType )
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{
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case PlayerOptions::EFFECT_DIZZY:
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fRotation += fYOffset/SCREEN_HEIGHT*6;
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break;
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}
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return fRotation;
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}
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float ArrowGetYPos( const PlayerNumber pn, float fYOffset )
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{
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return fYOffset * GAMESTATE->m_PlayerOptions[pn].m_fArrowScrollSpeed * (GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? -1 : 1 );
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}
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float ArrowGetAlpha( const PlayerNumber pn, float fYPos )
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{
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float fAlpha;
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static float blinktimer=0;
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if (blinktimer == 0)
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blinktimer = TIMER->GetTimeSinceStart();
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const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll;
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static int blinkstate=2;
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switch( GAMESTATE->m_PlayerOptions[pn].m_AppearanceType )
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{
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case PlayerOptions::APPEARANCE_VISIBLE:
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fAlpha = 1;
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break;
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case PlayerOptions::APPEARANCE_HIDDEN:
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fAlpha = ((bReverse?-fYPos:fYPos)-100)/100;
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break;
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case PlayerOptions::APPEARANCE_SUDDEN:
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fAlpha = ((SCREEN_HEIGHT-(bReverse?-fYPos:fYPos))-260)/100;
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break;
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case PlayerOptions::APPEARANCE_STEALTH:
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fAlpha = 0;
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break;
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case PlayerOptions::APPEARANCE_BLINK: // this is an Ez2dancer Appearance Mode
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if (TIMER->GetTimeSinceStart() > blinktimer + 0.20f)
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{
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blinktimer = TIMER->GetTimeSinceStart();
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if (blinkstate == 1)
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{
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blinkstate = 2;
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}
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else if (blinkstate == 0)
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{
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blinkstate = 3;
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}
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else if (blinkstate == 2)
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{
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blinkstate = 0;
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}
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else
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{
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blinkstate = 1;
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}
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}
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if (blinkstate == 1)
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{
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fAlpha = 1;
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}
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else if (blinkstate == 0)
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{
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fAlpha = 0;
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}
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else
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{
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fAlpha = ((fYPos-200)/200) + (((SCREEN_HEIGHT-fYPos)-260)/200);
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}
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break;
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default:
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ASSERT( false );
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fAlpha = 0;
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};
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if( !bReverse && fYPos < 0 )
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fAlpha = 1;
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else if( bReverse && fYPos > 0 )
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fAlpha = 1;
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return clamp( fAlpha, 0, 1 );
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};
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