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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-11 20:22:01 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-11 20:22:01 +0000
commit943d001a21095f936fdcfc58f11cdbd6d30578a5 (patch)
treec73359cffd44d56bdbc18dffae7273474c6ee47a /Game/Code/Classes/UGraphicClasses.pas
parentd74fd107869347fef713d187dcd925257bfdadfe (diff)
downloadusdx-943d001a21095f936fdcfc58f11cdbd6d30578a5.tar.gz
usdx-943d001a21095f936fdcfc58f11cdbd6d30578a5.tar.xz
usdx-943d001a21095f936fdcfc58f11cdbd6d30578a5.zip
first implementation of perfect line twinkle effect - works correctly for up to 3 players, restructured parts of particle code
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@80 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/UGraphicClasses.pas196
1 files changed, 164 insertions, 32 deletions
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas
index 5fa22575..6f2aa0e4 100644
--- a/Game/Code/Classes/UGraphicClasses.pas
+++ b/Game/Code/Classes/UGraphicClasses.pas
@@ -1,3 +1,4 @@
+// notes:
unit UGraphicClasses;
interface
@@ -13,7 +14,8 @@ type
TParticle = Class
X, Y : Real; //Position
W, H : Cardinal; //dimensions of particle
- Col : TColour3f; // Colour 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
@@ -21,8 +23,10 @@ type
StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle
Alpha : Real; // used for fading...
mX, mY : Real; // movement-vector for PerfectLineTwinkle
+ SurviveSentenceChange : Boolean;
Constructor Create(cX,cY: Real; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
+ Destructor Destroy();
procedure Draw;
procedure LiveOn;
end;
@@ -57,20 +61,23 @@ type
procedure SpawnRec();
procedure Kill(index: Cardinal);
procedure KillAll();
+ procedure SentenceChange();
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, Windows,OpenGl12, UThemes, USkins, UGraphic, UDrawTexture, UTexture, math, dialogs;
+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);
begin
inherited Create;
+ // in this constructor we set all initial values for our particle
X := cX;
Y := cY;
Live := cLive;
@@ -78,24 +85,45 @@ begin
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;
case cStarType of
GoldenNote:
begin
Tex := Tex_Note_Star.TexNum;
W := 20;
H := 20;
- Col.r := 0.99;
- Col.g := 1;
- Col.b := 0.6;
+ 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;
- Col.r := 1;
- Col.g := 1;
- Col.b := 0.95;
+ SetLength(Col,1);
+ Col[0].r := 1;
+ Col[0].g := 1;
+ Col[0].b := 0.95;
end;
NoteHitTwinkle:
begin
@@ -103,21 +131,33 @@ begin
Alpha := (Live/10); // linear fade-out
W := 15;
H := 15;
- Col.r := 1;
- Col.g := 1;
- Col.b := RandomRange(10*Live,100)/80; //0.9;
+ Setlength(Col,1);
+ Col[0].r := 1;
+ Col[0].g := 1;
+ Col[0].b := RandomRange(10*Live,100)/80; //0.9;
end;
PerfectLineTwinkle:
begin
Tex := Tex_Note_Star.TexNum;
W := RandomRange(10,30);
H := W;
- // hier muss entsprechend des players farbe gesetzt werden (sollten wir dann auch übergeben bekommen)
- // case Player of
- // ...
- Col.r := 1;
- Col.g := 0.5;
- Col.b := 0.5;
+ SurviveSentenceChange:=True;
+ // assign colours according to player given
+ SetLength(Scale,2);
+ Scale[1]:=0.3;
+ SetLength(Col,2);
+ 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:=Col[0].r+0.5;
+ Col[1].g:=Col[0].g+0.5;
+ Col[1].b:=Col[0].b+0.5;
mX := RandomRange(-5,5);
mY := RandomRange(-5,5);
end;
@@ -127,13 +167,21 @@ begin
Alpha := 1;
W := 20;
H := 20;
- Col.r := 1;
- Col.g := 1;
- Col.b := 1;
+ 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> ?? die werden doch aber im Manager bei Draw getötet, wenns 0 is
@@ -144,6 +192,7 @@ begin
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
@@ -168,21 +217,26 @@ begin
end;
procedure TParticle.Draw;
+var L: Cardinal;
begin
- glColor4f(Col.r, Col.g, Col.b, Alpha);
+ // 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, Y-H);
- glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W, Y+H);
- glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W, Y+H);
- glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W, Y-H);
- glEnd;
+ 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;
+ end;
end;
glcolor4f(1,1,1,1);
end;
@@ -313,6 +367,25 @@ begin
end;
end;
+procedure TEffectManager.SentenceChange();
+var c: Cardinal;
+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
+ 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
@@ -420,6 +493,65 @@ begin
RandomFrame := RandomRange(0,14);
Spawn(Xkatze, Ykatze, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
end; //for
+
+end;
+
+procedure TEffectManager.SpawnPerfectLineTwinkle();
+var
+ P,I,Life: Cardinal;
+ Left, Right, Top, Bottom: Cardinal;
+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
+ // calculate area where notes of this player are drawn
+ case PlayersPlay of
+ 1: begin
+ Bottom:=Skin_P2_NotesB-10;
+ Top:=Bottom-105;
+ 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;
+ 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;
+ 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);
+ end;
+ end;
end;
end.