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author | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-04-07 12:58:11 +0000 |
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committer | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-04-07 12:58:11 +0000 |
commit | 4ce8b89fdaf829546449c0d1acab14df80c49d95 (patch) | |
tree | ac187e48275ea9b1e8e546171aa76d051755f567 /Game/Code/Classes | |
parent | dd97441dc46eb52b124edf4e0a2ba6a650867e8e (diff) | |
download | usdx-4ce8b89fdaf829546449c0d1acab14df80c49d95.tar.gz usdx-4ce8b89fdaf829546449c0d1acab14df80c49d95.tar.xz usdx-4ce8b89fdaf829546449c0d1acab14df80c49d95.zip |
Fixed some Bugs in Effect Engine:
Perfect Note Stars was drawn 2 Times
Golden Note Extra twinkling stops and is redrawn until next Sentece or Note at the End of the Golden Note.
Redrawing of Golden Note Twinkles at the next Sentence
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@71 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/UDraw.pas | 11 | ||||
-rw-r--r-- | Game/Code/Classes/UGraphicClasses.pas | 99 |
2 files changed, 74 insertions, 36 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas index 7447b6bf..952bad07 100644 --- a/Game/Code/Classes/UDraw.pas +++ b/Game/Code/Classes/UDraw.pas @@ -425,11 +425,12 @@ var end; // with
end; // for
-// eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit
-// singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_
- with Player[NrGracza].Nuta[N] do
- if not (Start+Dlugosc-1 = Czas.AktBeatD) then
- GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right);
+ // eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit
+ // singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_
+
+ // passing on NrGracza... hope this is really something like the player-number, not only
+ // some kind of weird index into a colour-table
+ GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
end; // if
end;
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas index 66264334..34a964b2 100644 --- a/Game/Code/Classes/UGraphicClasses.pas +++ b/Game/Code/Classes/UGraphicClasses.pas @@ -29,8 +29,9 @@ type Particle : array of TParticle;
LastTime : Cardinal;
RecArray : Array of RectanglePositions;
+ TwinkleArray : Array[0..5] of PerfectNotePositions; // store position of last twinkle for every player
PerfNoteArray : Array of PerfectNotePositions;
- DelayAfterKillall : Integer;
+ KillallTime : Cardinal; // Timestamp set when Killall is called
constructor Create;
procedure Draw;
@@ -40,7 +41,7 @@ type procedure KillAll();
procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
procedure SavePerfectNotePos(Xtop, Ytop: Real);
- procedure GoldenNoteTwinkle(Top,Bottom,Right: Real);
+ procedure GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer);
end;
var GoldenRec : TEffectManager;
@@ -48,6 +49,10 @@ var GoldenRec : TEffectManager; implementation
uses sysutils, Windows,OpenGl12, UThemes, USkins, UGraphic, UDrawTexture, UTexture, math, dialogs;
+const
+ KillallDelay: Integer = 100;
+
+
//TParticle
Constructor TParticle.Create(cX,cY: Real; cTex: Cardinal; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : Integer);
begin
@@ -111,8 +116,15 @@ end; constructor TEffectManager.Create;
+var c: Cardinal;
begin
LastTime := GetTickCount;
+ KillallTime := LastTime;
+ for c:=0 to 5 do
+ begin
+ TwinkleArray[c].xPos := 0;
+ TwinkleArray[c].yPos := 0;
+ end;
end;
@@ -214,27 +226,41 @@ if not(LastParticleIndex = -1) then end;
procedure TEffectManager.KillAll();
+var c: Cardinal;
begin
//It's the kill all kennies rotuine
while Length(Particle) > 0 do
Kill(0);
SetLength(RecArray,0);
SetLength(PerfNoteArray,0);
+ for c:=0 to 5 do
+ begin
+ TwinkleArray[c].xPos:=0;
+ TwinkleArray[c].yPos:=0;
+ end;
end;
-procedure TeffectManager.GoldenNoteTwinkle(Top,Bottom,Right: Real);
+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: Integer;
+ CurrentTime: Cardinal;
begin
- DelayAfterKillall:=10; // To be used later, for the screen change issue
- For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
- begin
- if ((RecArray[P].xBottom >= Right) and
- (RecArray[P].xTop <= Right) and
- (RecArray[P].yTop <= (Top+Bottom)/2) and
- (RecArray[P].yBottom >= (Top+Bottom)/2)) then
+ CurrentTime := GetTickCount;
+ //delay after Killall
+ if (CurrentTime > (KillallTime + KillallDelay)) then
+ // make sure we spawn only one time at one position
+ if (TwinkleArray[Player].xPos < Right) then
+ For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
+ begin
+ if ((RecArray[P].xBottom >= Right) and
+ (RecArray[P].xTop <= Right) and
+ (RecArray[P].yTop <= (Top+Bottom)/2) and
+ (RecArray[P].yBottom >= (Top+Bottom)/2)) then
begin
+ TwinkleArray[Player].xPos:=Right;
+
for C := 1 to 8 do
begin
Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
@@ -243,21 +269,26 @@ begin end;
exit; // found a GoldenRec, did spawning stuff... done
end;
- end;
+ end;
end;
procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
var
P : Integer; // P like used in Positions
NewIndex : Integer;
+ CurrentTime: Cardinal;
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
- exit; // it's already in the array, so we don't have to create a new one
- end;
+ CurrentTime := GetTickCount;
+ //delay after Killall
+ if (CurrentTime > (KillallTime + KillallDelay)) then
+ 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
+ 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
+ // we got a new position, add the new positions to our array
NewIndex := Length(RecArray);
SetLength(RecArray, NewIndex + 1);
RecArray[NewIndex].xTop := Xtop;
@@ -266,6 +297,7 @@ begin RecArray[NewIndex].yBottom := Ybottom;
RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3;
RecArray[NewIndex].CurrentStarCount := 0;
+ end;
end;
procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: Real);
@@ -275,27 +307,32 @@ var RandomFrame : Integer;
Xkatze, Ykatze : Integer;
+ CurrentTime: Cardinal;
begin
- For P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
- begin
- if ((ceil(PerfNoteArray[P].xPos) = ceil(Xtop)) and (ceil(PerfNoteArray[P].yPos) = ceil(Ytop))) then
- exit; // it's already in the array, so we don't have to create a new one
- end;
+ CurrentTime := GetTickCount;
+ //delay after Killall
+ if (CurrentTime > (KillallTime + KillallDelay)) then
+ begin
+ For P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
+ begin
+ if ((ceil(PerfNoteArray[P].xPos) = ceil(Xtop)) and (ceil(PerfNoteArray[P].yPos) = ceil(Ytop))) 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
+ // 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;
- 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, Tex_Note_Perfect_Star.TexNum, 16 - RandomFrame, RandomFrame, -1, 2);
- end;
-
+ 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, Tex_Note_Perfect_Star.TexNum, 16 - RandomFrame, RandomFrame, -1, 2);
+ end;
+ end;
end;
end.
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