Ejemplo n.º 1
0
	void DrawPrimitives()
	{
		if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) )
		{
			DrawMask( m_fPercent );		// this is the "right endcap" to the life
			
			const float fChamberWidthInPercent = 1.0f/NUM_CHAMBERS;
			float fPercentBetweenStrips = 1.0f/NUM_STRIPS;
			// round this so that the chamber overflows align
			if( NUM_CHAMBERS > 10 )
				fPercentBetweenStrips = froundf( fPercentBetweenStrips, fChamberWidthInPercent );

			float fPercentOffset = fmodf( GAMESTATE->m_fSongBeat/4+1000, fPercentBetweenStrips );
			ASSERT( fPercentOffset >= 0  &&  fPercentOffset <= fPercentBetweenStrips );

			for( float f=fPercentOffset+1; f>=0; f-=fPercentBetweenStrips )
			{
				DrawMask( f );
				DrawStrip( f );
			}

		}

		m_sprFrame.Draw();

	}
Ejemplo n.º 2
0
// used by ArrowGetAlpha and ArrowGetGlow below
static float ArrowGetPercentVisible( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels )
{
	/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
	float fYPos = ArrowGetYPos( pn, iCol, fYOffset, fYReverseOffsetPixels, false );

	const float fDistFromCenterLine = fYPos - GetCenterLine( pn );

	if( fYPos < 0 )	// past Gray Arrows
		return 1;	// totally visible

	const float* fAppearances = GAMESTATE->m_CurrentPlayerOptions[pn].m_fAppearances;

	float fVisibleAdjust = 0;

	if( fAppearances[PlayerOptions::APPEARANCE_HIDDEN] > 0 )
	{
		float fHiddenVisibleAdjust = SCALE( fYPos, GetHiddenStartLine(pn), GetHiddenEndLine(pn), 0, -1 );
		CLAMP( fHiddenVisibleAdjust, -1, 0 );
		fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_HIDDEN] * fHiddenVisibleAdjust;
	}
	if( fAppearances[PlayerOptions::APPEARANCE_SUDDEN] > 0 )
	{
		float fSuddenVisibleAdjust = SCALE( fYPos, GetSuddenStartLine(pn), GetSuddenEndLine(pn), -1, 0 );
		CLAMP( fSuddenVisibleAdjust, -1, 0 );
		fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_SUDDEN] * fSuddenVisibleAdjust;
	}

	if( fAppearances[PlayerOptions::APPEARANCE_STEALTH] > 0 )
		fVisibleAdjust -= fAppearances[PlayerOptions::APPEARANCE_STEALTH];
	if( fAppearances[PlayerOptions::APPEARANCE_BLINK] > 0 )
	{
		float f = sinf(RageTimer::GetTimeSinceStart()*10);
        f = froundf( f, 0.3333f );
		fVisibleAdjust += SCALE( f, 0, 1, -1, 0 );
	}
	if( fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] > 0)
	{
		const float fRealFadeDist = 80;
		fVisibleAdjust += SCALE( fabsf(fDistFromCenterLine), fRealFadeDist, 2*fRealFadeDist, -1, 0 )
			* fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH];
	}

	return clamp( 1+fVisibleAdjust, 0, 1 );
}