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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-12 11:00:12 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-12 11:00:12 +0000
commitc3e4fa819306ebe07686ce448283cd9a18c262a9 (patch)
tree184eb2f3789c4a912cfbb0d4b74730f94cf811b3
parent943d001a21095f936fdcfc58f11cdbd6d30578a5 (diff)
downloadusdx-c3e4fa819306ebe07686ce448283cd9a18c262a9.tar.gz
usdx-c3e4fa819306ebe07686ce448283cd9a18c262a9.tar.xz
usdx-c3e4fa819306ebe07686ce448283cd9a18c262a9.zip
fixed bug in particle system that caused effects to be drawn on both screens when playing in dual screen mode, fixed position and particle counts of some effects, changed look of particles
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@81 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/UGraphicClasses.pas180
1 files changed, 107 insertions, 73 deletions
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas
index 6f2aa0e4..acc26e96 100644
--- a/Game/Code/Classes/UGraphicClasses.pas
+++ b/Game/Code/Classes/UGraphicClasses.pas
@@ -2,7 +2,7 @@
unit UGraphicClasses;
interface
-const DelayBetweenFrames : Cardinal = 100;
+const DelayBetweenFrames : Cardinal = 60;
type
TParticleType=(GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle);
@@ -13,6 +13,7 @@ type
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
@@ -23,9 +24,10 @@ type
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; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
+ Constructor Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
Destructor Destroy();
procedure Draw;
procedure LiveOn;
@@ -35,10 +37,12 @@ type
xTop, yTop, xBottom, yBottom : Real;
TotalStarCount : Integer;
CurrentStarCount : Integer;
+ Screen : Integer;
end;
PerfectNotePositions = Record
xPos, yPos : Real;
+ Screen : Integer;
end;
TEffectManager = Class
@@ -52,6 +56,7 @@ type
destructor Destroy; override;
procedure Draw;
function Spawn(X, Y: Real;
+ Screen: Integer;
Live: Byte;
StartFrame: Integer;
RecArrayIndex: Integer; // this is only used with GoldenNotes
@@ -74,20 +79,22 @@ implementation
uses sysutils, Windows,OpenGl12, UIni, UMain, UThemes, USkins, UGraphic, UDrawTexture, UTexture, math, dialogs;
//TParticle
-Constructor TParticle.Create(cX,cY: Real; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
+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;
+ Scale[0] := 1;
+ SurviveSentenceChange := False;
+ SizeMod := 1;
case cStarType of
GoldenNote:
begin
@@ -128,24 +135,26 @@ begin
NoteHitTwinkle:
begin
Tex := Tex_Note_Star.TexNum;
- Alpha := (Live/10); // linear fade-out
+ 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)/80; //0.9;
+ Col[0].b := RandomRange(10*Live,100)/90; //0.9;
end;
PerfectLineTwinkle:
begin
Tex := Tex_Note_Star.TexNum;
- W := RandomRange(10,30);
+ 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,2);
+ SetLength(Scale,3);
Scale[1]:=0.3;
- SetLength(Col,2);
+ 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');
@@ -155,9 +164,12 @@ begin
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:=Col[0].r+0.5;
- Col[1].g:=Col[0].g+0.5;
- Col[1].b:=Col[0].b+0.5;
+ 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;
@@ -209,6 +221,7 @@ begin
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;
@@ -219,25 +232,26 @@ end;
procedure TParticle.Draw;
var L: Cardinal;
begin
- // 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);
+ if ScreenAct = Screen then
+ // 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);
- glBindTexture(GL_TEXTURE_2D, Tex);
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
+ glBindTexture(GL_TEXTURE_2D, Tex);
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
- begin
- glBegin(GL_QUADS);
- glTexCoord2f((1/16) * Frame, 0); glVertex2f(X-W*Scale[L], Y-H*Scale[L]);
- glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W*Scale[L], Y+H*Scale[L]);
- glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W*Scale[L], Y+H*Scale[L]);
- glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W*Scale[L], Y-H*Scale[L]);
- glEnd;
+ begin
+ 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;
end;
- end;
glcolor4f(1,1,1,1);
end;
// end of TParticle
@@ -301,11 +315,11 @@ begin
end;
// this method creates just one particle
-function TEffectManager.Spawn(X, Y: Real; Live: Byte; StartFrame : Integer; RecArrayIndex : Integer; StarType : TParticleType; Player: Cardinal): Cardinal;
+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, Live, StartFrame, RecArrayIndex, StarType, Player);
+ Particle[Result] := TParticle.Create(X, Y, Screen, Live, StartFrame, RecArrayIndex, StarType, Player);
end;
// manage Sparkling of GoldenNote Bars
@@ -325,7 +339,7 @@ for P:= 0 to high(RecArray) do
Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
RandomFrame := RandomRange(0,14);
// Spawn a GoldenNote Particle
- Spawn(Xkatze, Ykatze, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
+ Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
inc(RecArray[P].CurrentStarCount);
end;
end;
@@ -400,43 +414,44 @@ begin
H := (Top+Bottom)/2; // helper...
with RecArray[P] do
if ((xBottom >= Right) and (xTop <= Right) and
- (yTop <= H) and (yBottom >= H)) then
+ (yTop <= H) and (yBottom >= H))
+ and (Screen = ScreenAct) then
begin
TwinkleArray[Player] := Right; // remember twinkle position for this player
- for C := 1 to 20 do
+ for C := 1 to 10 do
begin
Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
XKatze := RandomRange(-7,3);
- LKatze := RandomRange(4,10);
- Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ LKatze := RandomRange(7,13);
+ Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
- for C := 1 to 5 do
+ for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Top)-6 , ceil(Top));
XKatze := RandomRange(-5,1);
- LKatze := RandomRange(2,3);
- Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ LKatze := RandomRange(4,7);
+ Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
end;
- for C := 1 to 5 do
+ for C := 1 to 3 do
begin
Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6);
XKatze := RandomRange(-5,1);
- LKatze := RandomRange(2,3);
- Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ 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(1,2);
- Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ 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(1,2);
- Spawn(Ceil(Right)+XKatze, YKatze, LKatze, 0, -1, NoteHitTwinkle, 0);
+ 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
@@ -451,7 +466,9 @@ var
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))) then
+ 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;
@@ -464,6 +481,7 @@ begin
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);
@@ -476,7 +494,8 @@ 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))) then
+ 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
@@ -485,13 +504,14 @@ begin
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, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
+ Spawn(Xkatze, Ykatze, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
end; //for
end;
@@ -500,6 +520,7 @@ procedure TEffectManager.SpawnPerfectLineTwinkle();
var
P,I,Life: Cardinal;
Left, Right, Top, Bottom: Cardinal;
+ cScreen: Integer;
begin
// calculation of coordinates done with hardcoded values like in UDraw.pas
// might need to be adjusted if drawing of SingScreen is modified
@@ -517,39 +538,52 @@ begin
// calculate area where notes of this player are drawn
case PlayersPlay of
1: begin
- Bottom:=Skin_P2_NotesB-10;
+ Bottom:=Skin_P2_NotesB;
Top:=Bottom-105;
+ cScreen:=1;
end;
- 2,4: 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;
+ 2,4: begin
+ case P of
+ 0,2: begin
+ Bottom:=Skin_P1_NotesB;
+ Top:=Bottom-105;
+ end;
+ else begin
+ Bottom:=Skin_P2_NotesB;
+ Top:=Bottom-105;
+ end;
+ end;
+ case P of
+ 0,1: cScreen:=1;
+ else cScreen:=2;
+ end;
end;
- 3,6: 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;
+ 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 cScreen:=2;
+ end;
end;
end;
// spawn Sparkling Stars inside calculated coordinates
for I:= 0 to 80 do
begin
Life:=RandomRange(8,16);
- Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), Life, 16-Life, -1, PerfectLineTwinkle, P);
+ Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P);
end;
end;
end;