Files
itgmania212121/stepmania/src/ArrowEffects.h
T
2002-09-05 03:45:07 +00:00

54 lines
1.9 KiB
C

#pragma once
/*
-----------------------------------------------------------------------------
File: ArrowEffects.h
Desc: Functions that return properties of arrows based on StyleDef and PlayerOptions
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GameConstantsAndTypes.h"
#include "StyleDef.h"
const int ARROW_SIZE = 64;
const float ARROW_GAP = ARROW_SIZE;// + 2;
// fYOffset is a vertical position in pixels relative to the center.
// (positive if has not yet been stepped on, negative if has already passed).
// The ArrowEffect is applied in this stage.
float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat );
// fRotation is Z rotation of an arrow. This will depend on the column of
// the arrow and possibly the Arrow effect and the fYOffset (in the case of
// EFFECT_DIZZY).
float ArrowGetRotation( PlayerNumber pn, int iCol, float fYOffset );
// fYPos is the position of the note in pixels relative to the center.
// (positive if has not yet been stepped on, negative if has already passed).
// This value is fYOffset with bReverseScroll and fScrollSpeed factored in.
float ArrowGetYPos( PlayerNumber pn, float fYOffset );
// fXPos is a horizontal position in pixels relative to the center of the field.
// This depends on the column of the arrow and possibly the Arrow effect and
// fYPos (in the case of EFFECT_DRUNK).
float ArrowGetXPos( PlayerNumber pn, int iCol, float fYPos );
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// ArrowAppearance.
float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail );
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// ArrowAppearance.
float ArrowGetGlow( PlayerNumber pn, float fYPos, float fPercentFadeToFail );