321 lines
8.9 KiB
C++
321 lines
8.9 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: LifeMeterBar
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Desc: See header.
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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 "LifeMeterBar.h"
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#include "PrefsManager.h"
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const int NUM_LIFE_STREAM_SECTIONS = 3;
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const float LIFE_STREAM_SECTION_WIDTH = 1.0f/NUM_LIFE_STREAM_SECTIONS;
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const float METER_WIDTH = 258;
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const float METER_HEIGHT = 20;
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const float DANGER_THRESHOLD = 0.4f;
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const float FAIL_THRESHOLD = 0;
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LifeMeterBar::LifeMeterBar()
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{
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m_fLifePercentage = 0.5f;
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m_fTrailingLifePercentage = 0;
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m_fLifeVelocity = 0;
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m_fHotAlpha = 0;
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m_bFailedEarlier = false;
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m_frame;
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m_quadBlackBackground.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
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m_quadBlackBackground.SetZoomX( METER_WIDTH );
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m_quadBlackBackground.SetZoomY( METER_HEIGHT );
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m_frame.AddSubActor( &m_quadBlackBackground );
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m_sprStreamNormal.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_LIFEMETER_STREAM_NORMAL) );
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m_frame.AddSubActor( &m_sprStreamNormal );
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m_sprStreamHot.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_LIFEMETER_STREAM_HOT) );
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m_frame.AddSubActor( &m_sprStreamHot );
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m_sprFrame.Load( THEME->GetPathTo(GRAPHIC_GAMEPLAY_LIFEMETER_BAR) );
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m_frame.AddSubActor( &m_sprFrame );
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this->AddSubActor( &m_frame );
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ResetBarVelocity();
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}
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void LifeMeterBar::Load( PlayerNumber p, const PlayerOptions &po )
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{
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LifeMeter::Load( p, po );
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if( p == PLAYER_2 )
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m_frame.SetZoomX( -1 );
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}
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void LifeMeterBar::ChangeLife( TapNoteScore score )
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{
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bool bWasHot = IsHot();
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float fDeltaLife;
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switch( m_PlayerOptions.m_DrainType )
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{
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case PlayerOptions::DRAIN_NORMAL:
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switch( score )
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{
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case TNS_PERFECT: fDeltaLife = +0.008f; break;
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case TNS_GREAT: fDeltaLife = +0.004f; break;
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case TNS_GOOD: fDeltaLife = +0.000f; break;
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case TNS_BOO: fDeltaLife = -0.040f; break;
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case TNS_MISS: fDeltaLife = -0.080f; break;
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}
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if( IsHot() && score < TNS_GOOD )
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fDeltaLife = -0.10f; // make it take a while to get back to "doing great"
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break;
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case PlayerOptions::DRAIN_NO_RECOVER:
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switch( score )
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{
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case TNS_PERFECT: fDeltaLife = +0.000f; break;
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case TNS_GREAT: fDeltaLife = +0.000f; break;
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case TNS_GOOD: fDeltaLife = +0.000f; break;
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case TNS_BOO: fDeltaLife = -0.040f; break;
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case TNS_MISS: fDeltaLife = -0.080f; break;
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}
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break;
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case PlayerOptions::DRAIN_SUDDEN_DEATH:
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fDeltaLife = -1;
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break;
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}
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m_fLifePercentage += fDeltaLife;
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CLAMP( m_fLifePercentage, 0, 1 );
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if( m_fLifePercentage < FAIL_THRESHOLD )
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m_bFailedEarlier = true;
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ResetBarVelocity();
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}
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void LifeMeterBar::ResetBarVelocity()
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{
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// update bar animation
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const float fDelta = m_fLifePercentage - m_fTrailingLifePercentage;
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m_fLifeVelocity = fDelta * 5; // change in life percent per second
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}
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bool LifeMeterBar::IsHot()
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{
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return m_fLifePercentage >= 1;
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}
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bool LifeMeterBar::IsInDanger()
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{
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return m_fLifePercentage < DANGER_THRESHOLD;
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}
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bool LifeMeterBar::IsFailing()
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{
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return m_fLifePercentage <= 0;
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}
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bool LifeMeterBar::FailedEarlier()
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{
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return m_bFailedEarlier;
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}
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void LifeMeterBar::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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float fDelta = m_fLifePercentage - m_fTrailingLifePercentage;
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m_fLifeVelocity += fDelta * fDeltaTime; // accelerate
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m_fLifeVelocity *= 1-fDeltaTime; // dampen
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m_fTrailingLifePercentage += m_fLifeVelocity * fDeltaTime;
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float fNewDelta = m_fLifePercentage - m_fTrailingLifePercentage;
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if( fDelta * fNewDelta < 0 ) // the deltas have different signs
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m_fLifeVelocity /= 4; // make some drag
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CLAMP( m_fTrailingLifePercentage, 0, 1 );
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// set custom texture coords
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CRect rectSize(
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int( -METER_WIDTH/2 ),
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int( -METER_HEIGHT/2 ),
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int( -METER_WIDTH/2 + METER_WIDTH * m_fTrailingLifePercentage ),
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int( -METER_HEIGHT/2 + METER_HEIGHT) );
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float fPrecentOffset = TIMER->GetTimeSinceStart();
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fPrecentOffset -= (int)fPrecentOffset;
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FRECT frectCustomTexCoords(
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0 - fPrecentOffset,
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0,
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m_fTrailingLifePercentage - fPrecentOffset,
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1 );
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m_sprStreamNormal.StretchTo( rectSize );
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m_sprStreamNormal.SetCustomTextureRect( frectCustomTexCoords );
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m_sprStreamHot.StretchTo( rectSize );
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m_sprStreamHot.SetCustomTextureRect( frectCustomTexCoords );
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m_fHotAlpha += IsHot() ? +fDeltaTime*2 : -fDeltaTime*2;
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CLAMP( m_fHotAlpha, 0, 1 );
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m_sprStreamHot.SetDiffuseColor( D3DXCOLOR(1,1,1,m_fHotAlpha) );
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}
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void LifeMeterBar::DrawPrimitives()
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{
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float fPercentRed = IsInDanger() ? sinf( TIMER->GetTimeSinceStart()*D3DX_PI*4 )/2+0.5f : 0;
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m_quadBlackBackground.SetDiffuseColor( D3DXCOLOR(fPercentRed*0.8f,0,0,1) );
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ActorFrame::DrawPrimitives();
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}
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/*
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Chris:
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I'm making the coloring of the lifemeter a property of the theme.
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That's where it belongs anyway...
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const D3DXCOLOR COLOR_EZ2NORMAL_1 = D3DXCOLOR(0.7f,0.4f,0,1);
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const D3DXCOLOR COLOR_EZ2NORMAL_2 = D3DXCOLOR(0.8f,0.4f,0,1);
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const D3DXCOLOR COLOR_EZ2NEARFULL_1 = D3DXCOLOR(0.7f,0.6f,0,1);
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const D3DXCOLOR COLOR_EZ2NEARFULL_2 = D3DXCOLOR(0.8f,0.7f,0,1);
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const D3DXCOLOR COLOR_EZ2NEARFAIL_1 = D3DXCOLOR(0.9f,0.0f,0,1);
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const D3DXCOLOR COLOR_EZ2NEARFAIL_2 = D3DXCOLOR(0.8f,0.1f,0,1);
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const D3DXCOLOR COLOR_EZ2FULL_1 = D3DXCOLOR(0.3f,0.9f,0.4f,1);
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const D3DXCOLOR COLOR_EZ2FULL_2 = D3DXCOLOR(0.2f,0.7f,0.3f,1);
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const D3DXCOLOR COLOR_NORMAL_1 = D3DXCOLOR(1,1,1,1);
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const D3DXCOLOR COLOR_NORMAL_2 = D3DXCOLOR(0,1,0,1);
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const D3DXCOLOR COLOR_FULL_1 = D3DXCOLOR(1,0,0,1);
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const D3DXCOLOR COLOR_FULL_2 = D3DXCOLOR(1,1,0,1);
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D3DXCOLOR LifeStream::GetColor( float fPercentIntoSection )
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{
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float fPercentColor1 = fabsf( fPercentIntoSection*2 - 1 );
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fPercentColor1 *= fPercentColor1 * fPercentColor1 * fPercentColor1; // make the color bunch around one side
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if (GAMESTATE->m_CurGame != GAME_EZ2)
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{
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if( m_fLifePercentage == 1 )
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return COLOR_FULL_1 * fPercentColor1 + COLOR_FULL_2 * (1-fPercentColor1);
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else
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return COLOR_NORMAL_1 * fPercentColor1 + COLOR_NORMAL_2 * (1-fPercentColor1);
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}
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else
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{
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if( m_fLifePercentage == 1 )
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return COLOR_EZ2FULL_1 * fPercentColor1 + COLOR_EZ2FULL_2 * (1-fPercentColor1);
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else if ( m_fLifePercentage > 0.60 )
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return COLOR_EZ2NEARFULL_1 * fPercentColor1 + COLOR_EZ2NEARFULL_2 * (1-fPercentColor1);
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else if ( m_fLifePercentage < 0.25 )
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return COLOR_EZ2NEARFAIL_1 * fPercentColor1 + COLOR_EZ2NEARFAIL_2 * (1-fPercentColor1);
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else
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return COLOR_EZ2NORMAL_1 * fPercentColor1 + COLOR_EZ2NORMAL_2 * (1-fPercentColor1);
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}
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}
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void LifeStream::DrawPrimitives()
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{
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// make the object in logical units centered at the origin
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LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
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RAGEVERTEX* v;
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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int iNumV = 0;
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float fPercentIntoSection = (TIMER->GetTimeSinceStart()/0.3f* (m_bIsHot ? 2 : 1) )*LIFE_STREAM_SECTION_WIDTH;
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fPercentIntoSection -= (int)fPercentIntoSection;
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fPercentIntoSection = 1-fPercentIntoSection;
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fPercentIntoSection -= (int)fPercentIntoSection;
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ASSERT( fPercentIntoSection >= 0 && fPercentIntoSection < 1 );
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float fX = - 0.5f;
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while( fX < m_fTrailingLifePercentage-0.5f )
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{
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//
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// draw middle
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//
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v[iNumV++].p = D3DXVECTOR3( fX, -0.5f, 0 );
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v[iNumV++].p = D3DXVECTOR3( fX, 0.5f, 0 );
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iNumV -= 2;
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const D3DXCOLOR color = GetColor( fPercentIntoSection );
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v[iNumV++].color = color;
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v[iNumV++].color = color;
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if( fPercentIntoSection < 0.5f )
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{
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const float fPercentToAdd = 0.5f-fPercentIntoSection;
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fPercentIntoSection += fPercentToAdd;
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fX += fPercentToAdd*LIFE_STREAM_SECTION_WIDTH;
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}
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else if( fPercentIntoSection < 1.0f )
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{
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const float fPercentToAdd = 1.0f-fPercentIntoSection;
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fPercentIntoSection = 0;
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fX += fPercentToAdd*LIFE_STREAM_SECTION_WIDTH;
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}
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else
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ASSERT( false );
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}
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const float fXToSubtract = fX - (m_fTrailingLifePercentage-0.5f);
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fX -= fXToSubtract;
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fPercentIntoSection -= fXToSubtract/LIFE_STREAM_SECTION_WIDTH;
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if( fPercentIntoSection < 0 )
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fPercentIntoSection += 1;
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//
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// draw right edge
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//
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v[iNumV++].p = D3DXVECTOR3( fX, -0.5f, 0 );
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v[iNumV++].p = D3DXVECTOR3( fX, 0.5f, 0 );
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iNumV -= 2;
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const D3DXCOLOR color = GetColor( fPercentIntoSection );
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v[iNumV++].color = color;
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v[iNumV++].color = color;
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pVB->Unlock();
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LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
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pd3dDevice->SetTexture( 0, NULL );
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// set texture and alpha properties
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
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pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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// finally! Pump those triangles!
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pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
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pd3dDevice->SetStreamSource( 0, pVB, sizeof(RAGEVERTEX) );
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, iNumV-2 );
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}
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*/ |