{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UGraphicClasses;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UTexture,
SDL;
const
DelayBetweenFrames : cardinal = 60;
type
TParticleType = (GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare);
TColour3f = record
r, g, b: real;
end;
TParticle = class
X, Y : real; //Position
Screen : integer;
W, H : cardinal; //dimensions of particle
Col : array of TColour3f; // Colour(s) of particle
Scale : array of real; // Scaling factors of particle layers
Frame : byte; //act. Frame
Tex : cardinal; //Tex num from Textur Manager
Live : byte; //How many Cycles before Kill
RecIndex : integer; //To which rectangle this particle belongs (only GoldenNote)
StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle
Alpha : real; // used for fading...
mX, mY : real; // movement-vector for PerfectLineTwinkle
SizeMod : real; // experimental size modifier
SurviveSentenceChange : Boolean;
constructor Create(cX, cY : real;
cScreen : integer;
cLive : byte;
cFrame : integer;
cRecArrayIndex : integer;
cStarType : TParticleType;
Player : cardinal);
destructor Destroy(); override;
procedure Draw;
procedure LiveOn;
end;
RectanglePositions = record
xTop, yTop, xBottom, yBottom : real;
TotalStarCount : integer;
CurrentStarCount : integer;
Screen : integer;
end;
PerfectNotePositions = record
xPos, yPos : real;
Screen : integer;
end;
TEffectManager = class
Particle : array of TParticle;
LastTime : cardinal;
RecArray : array of RectanglePositions;
TwinkleArray : array[0..5] of real; // store x-position of last twinkle for every player
PerfNoteArray : array of PerfectNotePositions;
FlareTex: TTexture;
constructor Create;
destructor Destroy; override;
procedure Draw;
function Spawn(X, Y: real;
Screen: integer;
Live: byte;
StartFrame: integer;
RecArrayIndex: integer; // this is only used with GoldenNotes
StarType: TParticleType;
Player: cardinal // for PerfectLineTwinkle
): cardinal;
procedure SpawnRec();
procedure Kill(index: cardinal);
procedure KillAll();
procedure SentenceChange(CP: integer);
procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: real);
procedure SavePerfectNotePos(Xtop, Ytop: real);
procedure GoldenNoteTwinkle(Top, Bottom, Right: real; Player: integer);
procedure SpawnPerfectLineTwinkle();
end;
var
GoldenRec : TEffectManager;
implementation
uses
SysUtils,
Math,
gl,
UCommon,
UDrawTexture,
UGraphic,
UIni,
UNote,
USkins,
UThemes;
//TParticle
constructor TParticle.Create(cX, cY : real;
cScreen : integer;
cLive : byte;
cFrame : integer;
cRecArrayIndex : integer;
cStarType : TParticleType;
Player : cardinal);
begin
inherited Create;
// in this constructor we set all initial values for our particle
X := cX;
Y := cY;
Screen := cScreen;
Live := cLive;
Frame := cFrame;
RecIndex := cRecArrayIndex;
StarType := cStarType;
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
SetLength(Scale,1);
Scale[0] := 1;
SurviveSentenceChange := False;
SizeMod := 1;
case cStarType of
GoldenNote:
begin
Tex := Tex_Note_Star.TexNum;
W := 20;
H := 20;
SetLength(Scale,4);
Scale[1] := 0.8;
Scale[2] := 0.4;
Scale[3] := 0.3;
SetLength(Col,4);
Col[0].r := 1;
Col[0].g := 0.7;
Col[0].b := 0.1;
Col[1].r := 1;
Col[1].g := 1;
Col[1].b := 0.4;
Col[2].r := 1;
Col[2].g := 1;
Col[2].b := 1;
Col[3].r := 1;
Col[3].g := 1;
Col[3].b := 1;
end;
PerfectNote:
begin
Tex := Tex_Note_Perfect_Star.TexNum;
W := 30;
H := 30;
SetLength(Col,1);
Col[0].r := 1;
Col[0].g := 1;
Col[0].b := 0.95;
end;
NoteHitTwinkle:
begin
Tex := Tex_Note_Star.TexNum;
Alpha := (Live/16); // linear fade-out
W := 15;
H := 15;
Setlength(Col,1);
Col[0].r := 1;
Col[0].g := 1;
Col[0].b := RandomRange(10*Live,100)/90; //0.9;
end;
PerfectLineTwinkle:
begin
Tex := Tex_Note_Star.TexNum;
W := RandomRange(10,20);
H := W;
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
SurviveSentenceChange := True;
// assign colours according to player given
SetLength(Scale,3);
Scale[1] := 0.3;
Scale[2] := 0.2;
SetLength(Col,3);
case Player of
0: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
1: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P2Light');
2: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P3Light');
3: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P4Light');
4: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P5Light');
5: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P6Light');
else LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
end;
Col[1].r := 1;
Col[1].g := 1;
Col[1].b := 0.4;
Col[2].r := Col[0].r+0.5;
Col[2].g := Col[0].g+0.5;
Col[2].b := Col[0].b+0.5;
mX := RandomRange(-5,5);
mY := RandomRange(-5,5);
end;
ColoredStar:
begin
Tex := Tex_Note_Star.TexNum;
W := RandomRange(10,20);
H := W;
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
SurviveSentenceChange := True;
// assign colours according to player given
SetLength(Scale,1);
SetLength(Col,1);
Col[0].b := (Player and $ff)/255;
Col[0].g := ((Player shr 8) and $ff)/255;
Col[0].r := ((Player shr 16) and $ff)/255;
mX := 0;
mY := 0;
end;
Flare:
begin
Tex := Tex_Note_Star.TexNum;
W := 7;
H := 7;
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
mX := RandomRange(-5,5);
mY := RandomRange(-5,5);
SetLength(Scale,4);
Scale[1] := 0.8;
Scale[2] := 0.4;
Scale[3] := 0.3;
SetLength(Col,4);
Col[0].r := 1;
Col[0].g := 0.7;
Col[0].b := 0.1;
Col[1].r := 1;
Col[1].g := 1;
Col[1].b := 0.4;
Col[2].r := 1;
Col[2].g := 1;
Col[2].b := 1;
Col[3].r := 1;
Col[3].g := 1;
Col[3].b := 1;
end;
else // just some random default values
begin
Tex := Tex_Note_Star.TexNum;
Alpha := 1;
W := 20;
H := 20;
SetLength(Col,1);
Col[0].r := 1;
Col[0].g := 1;
Col[0].b := 1;
end;
end;
end;
destructor TParticle.Destroy();
begin
SetLength(Scale,0);
SetLength(Col,0);
inherited;
end;
procedure TParticle.LiveOn;
begin
//Live = 0 => Live forever <blindy> ?? but if this is 0 they would be killed in the Manager at Draw
if (Live > 0) then
Dec(Live);
// animate frames
Frame := ( Frame + 1 ) mod 16;
// make our particles do funny stuff (besides being animated)
// changes of any particle-values throughout its life are done here
case StarType of
GoldenNote:
begin
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
end;
PerfectNote:
begin
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
end;
NoteHitTwinkle:
begin
Alpha := (Live/10); // linear fade-out
end;
PerfectLineTwinkle:
begin
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
// move around
X := X + mX;
Y := Y + mY;
end;
ColoredStar:
begin
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
end;
Flare:
begin
Alpha := (-cos((Frame+1)/16*1.7*pi+0.3*pi)+1); // neat fade-in-and-out
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
// move around
X := X + mX;
Y := Y + mY;
mY := mY+1.8;
// mX := mX/2;
end;
end;
end;
procedure TParticle.Draw;
var
L: cardinal;
begin
{ if screens = 2 and playerplay <= 3 the 2nd screen shows the
textures of screen 1 }
if (Screens = 2) and (PlayersPlay <= 3) then
ScreenAct := 1;
if (ScreenAct = Screen) then
begin
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Tex);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
// this draws (multiple) texture(s) of our particle
for L := 0 to High(Col) do
begin
glColor4f(Col[L].r, Col[L].g, Col[L].b, Alpha);
glBegin(GL_QUADS);
glTexCoord2f((1/16) * Frame, 0); glVertex2f(X-W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
glEnd;
end;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glcolor4f(1,1,1,1);
end;
end;
// end of TParticle
// TEffectManager
constructor TEffectManager.Create;
var
c: cardinal;
begin
inherited;
LastTime := SDL_GetTicks();
for c := 0 to 5 do
begin
TwinkleArray[c] := 0;
end;
end;
destructor TEffectManager.Destroy;
begin
Killall;
inherited;
end;
procedure TEffectManager.Draw;
var
I: integer;
CurrentTime: cardinal;
//const
// DelayBetweenFrames : cardinal = 100;
begin
CurrentTime := SDL_GetTicks();
//Manage particle life
if (CurrentTime - LastTime) > DelayBetweenFrames then
begin
LastTime := CurrentTime;
for I := 0 to high(Particle) do
Particle[I].LiveOn;
end;
I := 0;
//Kill dead particles
while (I <= High(Particle)) do
begin
if (Particle[I].Live <= 0) then
begin
kill(I);
end
else
begin
inc(I);
end;
end;
//Draw
for I := 0 to high(Particle) do
begin
Particle[I].Draw;
end;
end;
// this method creates just one particle
function TEffectManager.Spawn(X, Y: real; Screen: integer; Live: byte; StartFrame : integer; RecArrayIndex : integer; StarType : TParticleType; Player: cardinal): cardinal;
begin
Result := Length(Particle);
SetLength(Particle, (Result + 1));
Particle[Result] := TParticle.Create(X, Y, Screen, Live, StartFrame, RecArrayIndex, StarType, Player);
end;
// manage Sparkling of GoldenNote Bars
procedure TEffectManager.SpawnRec();
var
Xkatze, Ykatze : real;
RandomFrame : integer;
P : integer; // P as seen on TV as Positionman
begin
//Spawn a random amount of stars within the given coordinates
//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame
for P := 0 to high(RecArray) do
begin
while (RecArray[P].TotalStarCount > RecArray[P].CurrentStarCount) do
begin
Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom));
Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
RandomFrame := RandomRange(0,14);
// Spawn a GoldenNote Particle
Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
inc(RecArray[P].CurrentStarCount);
end;
end;
draw;
end;
// kill one particle (with given index in our particle array)
procedure TEffectManager.Kill(Index: cardinal);
var
LastParticleIndex : integer;
begin
// delete particle indexed by Index,
// overwrite it's place in our particle-array with the particle stored at the last array index,
// shorten array
LastParticleIndex := high(Particle);
if not(LastParticleIndex = -1) then // is there still a particle to delete?
begin
if not(Particle[Index].RecIndex = -1) then // if it is a GoldenNote particle...
dec(RecArray[Particle[Index].RecIndex].CurrentStarCount); // take care of its associated GoldenRec
// now get rid of that particle
Particle[Index].Destroy;
Particle[Index] := Particle[LastParticleIndex];
SetLength(Particle, LastParticleIndex);
end;
end;
// clean up all particles and management structures
procedure TEffectManager.KillAll();
var
c: cardinal;
begin
//It's the kill all kennies rotuine
while Length(Particle) > 0 do // kill all existing particles
Kill(0);
SetLength(RecArray,0); // remove GoldenRec positions
SetLength(PerfNoteArray,0); // remove PerfectNote positions
for c := 0 to 5 do
begin
TwinkleArray[c] := 0; // reset GoldenNoteHit memory
end;
end;
procedure TEffectManager.SentenceChange(CP: integer);
var
c: cardinal;
p: integer;
begin
c := 0;
while c <= High(Particle) do
begin
if Particle[c].SurviveSentenceChange then
inc(c)
else
Kill(c);
end;
SetLength(RecArray,0); // remove GoldenRec positions
SetLength(PerfNoteArray,0); // remove PerfectNote positions
for c := 0 to 5 do
begin
if ((c mod 2) = CP) then
TwinkleArray[c] := 0; // reset GoldenNoteHit memory
end;
end;
procedure TeffectManager.GoldenNoteTwinkle(Top, Bottom, Right: real; Player: integer);
//Twinkle stars while golden note hit
// this is called from UDraw.pas, SingDrawPlayerCzesc
var
C, P, XKatze, YKatze, LKatze: integer;
H: real;
begin
// make sure we spawn only one time at one position
if (TwinkleArray[Player] < Right) then
for P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
begin
H := (Top+Bottom)/2; // helper...
with RecArray[P] do
if ((xBottom >= Right) and (xTop <= Right) and
(yTop <= H) and (yBottom >= H))
and (Screen = ScreenAct) then
begin
TwinkleArray[Player] := Right; // remember twinkle position for this player
for C := 1 to 10 do
begin
Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
XKatze := RandomRange(-7,3);
LKatze := RandomRange(7,13);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Top)-6 , ceil(Top));
XKatze := RandomRange(-5,1);
LKatze := RandomRange(4,7);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6);
XKatze := RandomRange(-5,1);
LKatze := RandomRange(4,7);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Top)-10 , ceil(Top)-6);
XKatze := RandomRange(-5,1);
LKatze := RandomRange(1,4);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Bottom)+6 , ceil(Bottom)+10);
XKatze := RandomRange(-5,1);
LKatze := RandomRange(1,4);
Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
exit; // found a matching GoldenRec, did spawning stuff... done
end;
end;
end;
procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: real);
var
P : integer; // P like used in Positions
NewIndex : integer;
begin
for P := 0 to high(RecArray) do // Do we already have that "new" position?
begin
if (ceil(RecArray[P].xTop) = ceil(Xtop)) and
(ceil(RecArray[P].yTop) = ceil(Ytop)) and
(ScreenAct = RecArray[p].Screen) then
exit; // it's already in the array, so we don't have to create a new one
end;
// we got a new position, add the new positions to our array
NewIndex := Length(RecArray);
SetLength(RecArray, NewIndex + 1);
RecArray[NewIndex].xTop := Xtop;
RecArray[NewIndex].yTop := Ytop;
RecArray[NewIndex].xBottom := Xbottom;
RecArray[NewIndex].yBottom := Ybottom;
RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3;
RecArray[NewIndex].CurrentStarCount := 0;
RecArray[NewIndex].Screen := ScreenAct;
end;
procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: real);
var
P : integer; // P like used in Positions
NewIndex : integer;
RandomFrame : integer;
Xkatze, Ykatze : integer;
begin
for P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
begin
with PerfNoteArray[P] do
if (ceil(xPos) = ceil(Xtop)) and (ceil(yPos) = ceil(Ytop)) and
(Screen = ScreenAct) then
exit; // it's already in the array, so we don't have to create a new one
end; //for
// we got a new position, add the new positions to our array
NewIndex := Length(PerfNoteArray);
SetLength(PerfNoteArray, NewIndex + 1);
PerfNoteArray[NewIndex].xPos := Xtop;
PerfNoteArray[NewIndex].yPos := Ytop;
PerfNoteArray[NewIndex].Screen := ScreenAct;
for P := 0 to 2 do
begin
Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10);
Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10);
RandomFrame := RandomRange(0,14);
Spawn(Xkatze, Ykatze, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
end; //for
end;
procedure TEffectManager.SpawnPerfectLineTwinkle();
var
P, I, Life: cardinal;
Left, Right, Top, Bottom: cardinal;
cScreen, Nstars: integer;
begin
// calculation of coordinates done with hardcoded values like in UDraw.pas
// might need to be adjusted if drawing of SingScreen is modified
// coordinates may still be a bit weird and need adjustment
if Ini.SingWindow = 0 then
begin
Left := 130;
end
else
begin
Left := 30;
end;
Right := 770;
// spawn effect for every player with a perfect line
for P := 0 to PlayersPlay-1 do
if Player[P].LastSentencePerfect then
begin
// 3 and 6 players in 1 screen
if (Ini.Screens = 0) then
begin
if (PlayersPlay = 4) then
begin
if (P <= 1) then
begin
Left := 30;
Right := 385;
end
else
begin
Left := 415;
Right := 770;
end;
end;
if (PlayersPlay = 6) then
begin
if (P <= 2) then
begin
Left := 30;
Right := 385;
end
else
begin
Left := 415;
Right := 770;
end;
end;
end;
// calculate area where notes of this player are drawn
case PlayersPlay of
1: begin
Bottom := Skin_P2_NotesB+10;
Top := Bottom-105;
cScreen := 1;
end;
2,4: begin
case P of
0,2: begin
Bottom := Skin_P1_NotesB+10;
Top := Bottom-105;
end;
else begin
Bottom := Skin_P2_NotesB+10;
Top := Bottom-105;
end;
end;
case P of
0,1: cScreen := 1;
else
begin
if (Ini.Screens = 1) then
cScreen := 2
else
cScreen := 1;
end;
end;
end;
3,6: begin
case P of
0,3: begin
Top := 130;
Bottom := Top+85;
end;
1,4: begin
Top := 255;
Bottom := Top+85;
end;
2,5: begin
Top := 380;
Bottom := Top+85;
end;
end;
case P of
0,1,2: cScreen := 1;
else
begin
if (Ini.Screens = 1) then
cScreen := 2
else
cScreen := 1;
end;
end;
end;
end;
// spawn Sparkling Stars inside calculated coordinates
Nstars := 80;
if (Ini.Screens = 0) and (PlayersPlay > 3) then
Nstars := 40;
for I := 0 to Nstars do
begin
Life := RandomRange(8,16);
Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P);
//spawn also on second screen if the amount of players is <=3
if (Screens = 2) and (PlayersPlay <= 3) then
Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), 2, Life, 16-Life, -1, PerfectLineTwinkle, P);
end;
end;
end;
end.