54 lines
1.9 KiB
C
54 lines
1.9 KiB
C
#pragma once
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/*
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-----------------------------------------------------------------------------
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File: ArrowEffects.h
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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 "GameConstantsAndTypes.h"
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#include "StyleDef.h"
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const int ARROW_SIZE = 64;
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const float ARROW_GAP = ARROW_SIZE;// + 2;
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// fYOffset is a vertical position in pixels relative to the center.
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// (positive if has not yet been stepped on, negative if has already passed).
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// The ArrowEffect is applied in this stage.
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float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat );
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// fRotation is Z rotation of an arrow. This will depend on the column of
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// the arrow and possibly the Arrow effect and the fYOffset (in the case of
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// EFFECT_DIZZY).
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float ArrowGetRotation( PlayerNumber pn, int iCol, float fYOffset );
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// fYPos is the position of the note in pixels relative to the center.
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// (positive if has not yet been stepped on, negative if has already passed).
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// This value is fYOffset with bReverseScroll and fScrollSpeed factored in.
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float ArrowGetYPos( PlayerNumber pn, float fYOffset );
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// fXPos is a horizontal position in pixels relative to the center of the field.
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// This depends on the column of the arrow and possibly the Arrow effect and
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// fYPos (in the case of EFFECT_DRUNK).
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float ArrowGetXPos( PlayerNumber pn, int iCol, float fYPos );
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// ArrowAppearance.
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float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail );
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// ArrowAppearance.
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float ArrowGetGlow( PlayerNumber pn, float fYPos, float fPercentFadeToFail );
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