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-rw-r--r--src/base/UGraphicClasses.pas392
1 files changed, 207 insertions, 185 deletions
diff --git a/src/base/UGraphicClasses.pas b/src/base/UGraphicClasses.pas
index b7174991..0e620cac 100644
--- a/src/base/UGraphicClasses.pas
+++ b/src/base/UGraphicClasses.pas
@@ -1,4 +1,3 @@
-// notes:
unit UGraphicClasses;
interface
@@ -9,106 +8,124 @@ interface
{$I switches.inc}
-uses UTexture,SDL;
+uses
+ UTexture,
+ SDL;
+
+const
+ DelayBetweenFrames : cardinal = 60;
-const DelayBetweenFrames : Cardinal = 60;
type
- TParticleType=(GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare);
+ TParticleType = (GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare);
- TColour3f = Record
- r, g, b: Real;
- end;
+ TColour3f = record
+ r, g, b: real;
+ end;
- TParticle = Class
- X, Y : Real; //Position
- Screen : Integer;
- W, H : Cardinal; //dimensions of particle
+ 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
- Frame : Byte; //act. Frame
- Tex : Cardinal; //Tex num from Textur Manager
- Live : Byte; //How many Cycles before Kill
- RecIndex : Integer; //To which rectangle this particle belongs (only GoldenNote)
+ 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
+ RecIndex : integer; //To which rectangle this particle belongs (only GoldenNote)
StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle
- Alpha : Real; // used for fading...
- mX, mY : Real; // movement-vector for PerfectLineTwinkle
- SizeMod : Real; // experimental size modifier
+ Alpha : real; // used for fading...
+ mX, mY : real; // movement-vector for PerfectLineTwinkle
+ SizeMod : real; // experimental size modifier
SurviveSentenceChange : Boolean;
- Constructor Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
- Destructor Destroy(); override;
+ constructor Create(cX, cY : real;
+ cScreen : integer;
+ cLive : byte;
+ cFrame : integer;
+ cRecArrayIndex : integer;
+ cStarType : TParticleType;
+ Player : cardinal);
+ destructor Destroy(); override;
procedure Draw;
procedure LiveOn;
end;
- RectanglePositions = Record
- xTop, yTop, xBottom, yBottom : Real;
- TotalStarCount : Integer;
- CurrentStarCount : Integer;
- Screen : Integer;
+ RectanglePositions = record
+ xTop, yTop, xBottom, yBottom : real;
+ TotalStarCount : integer;
+ CurrentStarCount : integer;
+ Screen : integer;
end;
- PerfectNotePositions = Record
- xPos, yPos : Real;
- Screen : Integer;
+ PerfectNotePositions = record
+ xPos, yPos : real;
+ Screen : integer;
end;
- TEffectManager = Class
+ TEffectManager = class
Particle : array of TParticle;
- LastTime : Cardinal;
- RecArray : Array of RectanglePositions;
- TwinkleArray : Array[0..5] of Real; // store x-position of last twinkle for every player
- PerfNoteArray : Array of PerfectNotePositions;
+ LastTime : cardinal;
+ RecArray : array of RectanglePositions;
+ TwinkleArray : array[0..5] of real; // store x-position of last twinkle for every player
+ PerfNoteArray : array of PerfectNotePositions;
FlareTex: TTexture;
constructor Create;
destructor Destroy; override;
procedure Draw;
- function Spawn(X, Y: Real;
- Screen: Integer;
- Live: Byte;
- StartFrame: Integer;
- RecArrayIndex: Integer; // this is only used with GoldenNotes
+ function Spawn(X, Y: real;
+ Screen: integer;
+ Live: byte;
+ StartFrame: integer;
+ RecArrayIndex: integer; // this is only used with GoldenNotes
StarType: TParticleType;
- Player: Cardinal // for PerfectLineTwinkle
- ): Cardinal;
+ Player: cardinal // for PerfectLineTwinkle
+ ): cardinal;
procedure SpawnRec();
- procedure Kill(index: Cardinal);
+ 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 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;
+var
+ GoldenRec : TEffectManager;
implementation
-uses sysutils,
- gl,
- UIni,
- UMain,
- UThemes,
- USkins,
- UGraphic,
- UDrawTexture,
- UCommon,
- math;
+uses
+ sysutils,
+ gl,
+ UIni,
+ UMain,
+ UThemes,
+ USkins,
+ UGraphic,
+ UDrawTexture,
+ UCommon,
+ math;
//TParticle
-Constructor TParticle.Create(cX,cY: Real; cScreen: Integer; 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;
+ Live := cLive;
+ Frame := cFrame;
RecIndex := cRecArrayIndex;
StarType := cStarType;
Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
@@ -123,9 +140,9 @@ begin
W := 20;
H := 20;
SetLength(Scale,4);
- Scale[1]:=0.8;
- Scale[2]:=0.4;
- Scale[3]:=0.3;
+ Scale[1] := 0.8;
+ Scale[2] := 0.4;
+ Scale[3] := 0.3;
SetLength(Col,4);
Col[0].r := 1;
Col[0].g := 0.7;
@@ -170,11 +187,11 @@ begin
W := RandomRange(10,20);
H := W;
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- SurviveSentenceChange:=True;
+ SurviveSentenceChange := True;
// assign colours according to player given
SetLength(Scale,3);
- Scale[1]:=0.3;
- Scale[2]:=0.2;
+ Scale[1] := 0.3;
+ Scale[2] := 0.2;
SetLength(Col,3);
case Player of
0: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
@@ -188,9 +205,9 @@ begin
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;
+ 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;
@@ -200,7 +217,7 @@ begin
W := RandomRange(10,20);
H := W;
SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- SurviveSentenceChange:=True;
+ SurviveSentenceChange := True;
// assign colours according to player given
SetLength(Scale,1);
SetLength(Col,1);
@@ -219,9 +236,9 @@ begin
mX := RandomRange(-5,5);
mY := RandomRange(-5,5);
SetLength(Scale,4);
- Scale[1]:=0.8;
- Scale[2]:=0.4;
- Scale[3]:=0.3;
+ Scale[1] := 0.8;
+ Scale[2] := 0.4;
+ Scale[3] := 0.3;
SetLength(Col,4);
Col[0].r := 1;
Col[0].g := 0.7;
@@ -254,7 +271,7 @@ begin
end;
end;
-Destructor TParticle.Destroy();
+destructor TParticle.Destroy();
begin
SetLength(Scale,0);
SetLength(Col,0);
@@ -304,18 +321,19 @@ begin
// move around
X := X + mX;
Y := Y + mY;
- mY:=mY+1.8;
-// mX:=mX/2;
+ mY := mY+1.8;
+// mX := mX/2;
end;
end;
end;
procedure TParticle.Draw;
-var L: Cardinal;
+var
+ L: cardinal;
begin
if ScreenAct = Screen then
// this draws (multiple) texture(s) of our particle
- for L:=0 to High(Col) do
+ for L := 0 to High(Col) do
begin
glColor4f(Col[L].r, Col[L].g, Col[L].b, Alpha);
@@ -324,14 +342,12 @@ begin
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]*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;
+ 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;
glcolor4f(1,1,1,1);
end;
@@ -340,11 +356,12 @@ end;
// TEffectManager
constructor TEffectManager.Create;
-var c: Cardinal;
+var
+ c: cardinal;
begin
inherited;
LastTime := SDL_GetTicks();
- for c:=0 to 5 do
+ for c := 0 to 5 do
begin
TwinkleArray[c] := 0;
end;
@@ -359,44 +376,44 @@ end;
procedure TEffectManager.Draw;
var
- I: Integer;
- CurrentTime: Cardinal;
+ I: integer;
+ CurrentTime: cardinal;
//const
-// DelayBetweenFrames : Cardinal = 100;
+// DelayBetweenFrames : cardinal = 100;
begin
CurrentTime := SDL_GetTicks();
//Manage particle life
if (CurrentTime - LastTime) > DelayBetweenFrames then
- begin
- LastTime := CurrentTime;
- for I := 0 to high(Particle) do
- Particle[I].LiveOn;
- end;
+ begin
+ LastTime := CurrentTime;
+ for I := 0 to high(Particle) do
+ Particle[I].LiveOn;
+ end;
I := 0;
//Kill dead particles
while (I <= High(Particle)) do
+ begin
+ if (Particle[I].Live <= 0) then
begin
- if (Particle[I].Live <= 0) then
- begin
- kill(I);
- end
- else
- begin
- inc(I);
- end;
+ kill(I);
+ end
+ else
+ begin
+ inc(I);
end;
+ end;
//Draw
- for I := 0 to high(Particle) do
- begin
- Particle[I].Draw;
- end;
+ for I := 0 to high(Particle) do
+ begin
+ Particle[I].Draw;
+ end;
end;
// this method creates just one particle
-function TEffectManager.Spawn(X, Y: Real; Screen: Integer; 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));
@@ -405,32 +422,32 @@ end;
// manage Sparkling of GoldenNote Bars
procedure TEffectManager.SpawnRec();
-Var
- Xkatze, Ykatze : Real;
- RandomFrame : Integer;
- P : Integer; // P as seen on TV as Positionman
+var
+ Xkatze, Ykatze : real;
+ RandomFrame : integer;
+ P : integer; // P as seen on TV as Positionman
begin
//Spawn a random amount of stars within the given coordinates
//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame
-for P:= 0 to high(RecArray) do
+ for P := 0 to high(RecArray) do
begin
while (RecArray[P].TotalStarCount > RecArray[P].CurrentStarCount) do
- begin
- Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom));
- Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
- RandomFrame := RandomRange(0,14);
- // Spawn a GoldenNote Particle
- Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
- inc(RecArray[P].CurrentStarCount);
- end;
+ begin
+ Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom));
+ Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
+ RandomFrame := RandomRange(0,14);
+ // Spawn a GoldenNote Particle
+ Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
+ inc(RecArray[P].CurrentStarCount);
end;
+ end;
draw;
end;
// kill one particle (with given index in our particle array)
-procedure TEffectManager.Kill(Index: Cardinal);
+procedure TEffectManager.Kill(Index: cardinal);
var
- LastParticleIndex : Integer;
+ LastParticleIndex : integer;
begin
// delete particle indexed by Index,
// overwrite it's place in our particle-array with the particle stored at the last array index,
@@ -449,23 +466,25 @@ end;
// clean up all particles and management structures
procedure TEffectManager.KillAll();
-var c: Cardinal;
+var
+ c: cardinal;
begin
//It's the kill all kennies rotuine
while Length(Particle) > 0 do // kill all existing particles
Kill(0);
SetLength(RecArray,0); // remove GoldenRec positions
SetLength(PerfNoteArray,0); // remove PerfectNote positions
- for c:=0 to 5 do
+ for c := 0 to 5 do
begin
TwinkleArray[c] := 0; // reset GoldenNoteHit memory
end;
end;
procedure TEffectManager.SentenceChange();
-var c: Cardinal;
+var
+ c: cardinal;
begin
- c:=0;
+ c := 0;
while c <= High(Particle) do
begin
if Particle[c].SurviveSentenceChange then
@@ -475,22 +494,22 @@ begin
end;
SetLength(RecArray,0); // remove GoldenRec positions
SetLength(PerfNoteArray,0); // remove PerfectNote positions
- for c:=0 to 5 do
+ for c := 0 to 5 do
begin
TwinkleArray[c] := 0; // reset GoldenNoteHit memory
end;
end;
-procedure TeffectManager.GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer);
+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, LKatze: Integer;
- H: Real;
+ C, P, XKatze, YKatze, LKatze: integer;
+ H: real;
begin
// make sure we spawn only one time at one position
if (TwinkleArray[Player] < Right) then
- For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
+ for P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
begin
H := (Top+Bottom)/2; // helper...
with RecArray[P] do
@@ -540,12 +559,12 @@ begin
end;
end;
-procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
+procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: real);
var
- P : Integer; // P like used in Positions
- NewIndex : Integer;
+ P : integer; // P like used in Positions
+ NewIndex : integer;
begin
- For P := 0 to high(RecArray) do // Do we already have that "new" position?
+ 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)) and
@@ -565,105 +584,108 @@ begin
RecArray[NewIndex].Screen := ScreenAct;
end;
-procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: Real);
+procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: real);
var
- P : Integer; // P like used in Positions
- NewIndex : Integer;
- RandomFrame : Integer;
- Xkatze, Ykatze : Integer;
+ P : integer; // P like used in Positions
+ NewIndex : integer;
+ RandomFrame : integer;
+ Xkatze, Ykatze : integer;
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)) and
- (Screen = ScreenAct) then
- exit; // it's already in the array, so we don't have to create a new one
- end; //for
+ 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)) and
+ (Screen = ScreenAct) then
+ exit; // it's already in the array, so we don't have to create a new one
+ end; //for
// 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;
- PerfNoteArray[NewIndex].Screen := ScreenAct;
+ NewIndex := Length(PerfNoteArray);
+ 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, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
- end; //for
+ 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, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
+ end; //for
end;
procedure TEffectManager.SpawnPerfectLineTwinkle();
var
- P,I,Life: Cardinal;
- Left, Right, Top, Bottom: Cardinal;
- cScreen: Integer;
+ 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
// coordinates may still be a bit weird and need adjustment
- if Ini.SingWindow = 0 then begin
+ if Ini.SingWindow = 0 then
+ begin
Left := 130;
- end else begin
+ end
+ else
+ begin
Left := 30;
end;
Right := 770;
// spawn effect for every player with a perfect line
- for P:=0 to PlayersPlay-1 do
+ 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;
- cScreen:=1;
+ Bottom := Skin_P2_NotesB+10;
+ Top := Bottom-105;
+ cScreen := 1;
end;
2,4: begin
case P of
0,2: begin
- Bottom:=Skin_P1_NotesB+10;
- Top:=Bottom-105;
+ Bottom := Skin_P1_NotesB+10;
+ Top := Bottom-105;
end;
else begin
- Bottom:=Skin_P2_NotesB+10;
- Top:=Bottom-105;
+ Bottom := Skin_P2_NotesB+10;
+ Top := Bottom-105;
end;
end;
case P of
- 0,1: cScreen:=1;
- else cScreen:=2;
+ 0,1: cScreen := 1;
+ else cScreen := 2;
end;
end;
3,6: begin
case P of
0,3: begin
- Top:=130;
- Bottom:=Top+85;
+ Top := 130;
+ Bottom := Top+85;
end;
1,4: begin
- Top:=255;
- Bottom:=Top+85;
+ Top := 255;
+ Bottom := Top+85;
end;
2,5: begin
- Top:=380;
- Bottom:=Top+85;
+ Top := 380;
+ Bottom := Top+85;
end;
end;
case P of
- 0,1,2: cScreen:=1;
- else cScreen:=2;
+ 0,1,2: cScreen := 1;
+ else cScreen := 2;
end;
end;
end;
// spawn Sparkling Stars inside calculated coordinates
- for I:= 0 to 80 do
+ for I := 0 to 80 do
begin
- Life:=RandomRange(8,16);
+ Life := RandomRange(8,16);
Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P);
end;
end;