From 943d001a21095f936fdcfc58f11cdbd6d30578a5 Mon Sep 17 00:00:00 2001 From: b1indy Date: Wed, 11 Apr 2007 20:22:01 +0000 Subject: 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 --- Game/Code/Classes/UGraphicClasses.pas | 196 ++++++++++++++++++++++++++++------ 1 file changed, 164 insertions(+), 32 deletions(-) (limited to 'Game/Code/Classes/UGraphicClasses.pas') 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 ?? 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. -- cgit v1.2.3