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-rw-r--r--Game/Code/Classes/UDraw.pas5
-rw-r--r--Game/Code/Classes/UGraphic.pas2
-rw-r--r--Game/Code/Classes/UGraphicClasses.pas41
3 files changed, 44 insertions, 4 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index e0e8e941..7447b6bf 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -425,6 +425,11 @@ 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);
end; // if
end;
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index 73bb1706..9f3e6667 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -191,7 +191,7 @@ begin
end;
Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), 'JPG', 'Font Black', 0);
- Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')), 'JPG', 'Font Black', 0);
+ Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , 'JPG', 'Alpha Black Colored', $FFFFFF);
Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas
index d5eb44ab..66264334 100644
--- a/Game/Code/Classes/UGraphicClasses.pas
+++ b/Game/Code/Classes/UGraphicClasses.pas
@@ -30,6 +30,7 @@ type
LastTime : Cardinal;
RecArray : Array of RectanglePositions;
PerfNoteArray : Array of PerfectNotePositions;
+ DelayAfterKillall : Integer;
constructor Create;
procedure Draw;
@@ -39,6 +40,7 @@ type
procedure KillAll();
procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
procedure SavePerfectNotePos(Xtop, Ytop: Real);
+ procedure GoldenNoteTwinkle(Top,Bottom,Right: Real);
end;
var GoldenRec : TEffectManager;
@@ -64,27 +66,36 @@ var
W, H: real;
Alpha : real;
begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); //Fade Eyecandy
+ //Fade Eyecandy
Case StarType of
1:
begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1);
W := 20;
H := 20;
glColor4f(0.99, 1, 0.6, Alpha);
end;
2:
begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1);
W := 30;
H := 30;
glColor4f(1, 1, 0.95, Alpha);
end;
+ 3:
+ begin
+ Alpha := (Live/3);
+ W := 15;
+ H := 15;
+ glColor4f(1, 1, 0.9, Alpha);
+ end;
end;
+ glBindTexture(GL_TEXTURE_2D, Tex);
glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex);
+ glEnable(GL_BLEND);
begin
glBegin(GL_QUADS);
@@ -211,6 +222,30 @@ begin
SetLength(PerfNoteArray,0);
end;
+procedure TeffectManager.GoldenNoteTwinkle(Top,Bottom,Right: Real);
+//Twinkle stars while golden note hit
+var
+ C, P, XKatze, YKatze: Integer;
+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
+ begin
+ for C := 1 to 8 do
+ begin
+ Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
+ XKatze := RandomRange(-7,3);
+ Spawn(Ceil(Right)+XKatze, YKatze, Tex_Note_Star.TexNum, 3, 0, -1, 3);
+ end;
+ exit; // found a GoldenRec, did spawning stuff... done
+ end;
+ end;
+end;
+
procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
var
P : Integer; // P like used in Positions