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-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;