Example #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();

	}
Example #2
0
void StreamDisplay::DrawPrimitives()
{
	DrawMask( m_fTrailingPercent );		// this is the "right endcap" to the life
	
	const float fChamberWidthInPercent = 1.0f/m_iNumChambers;
	float fStripWidthInPercent = 1.0f/m_iNumStrips;
	float fPercentBetweenStrips = 1.0f/m_iNumStrips;

	// round down so that the chamber overflows align
	if( m_iNumChambers > 10 )
		fPercentBetweenStrips = Quantize( fPercentBetweenStrips-fChamberWidthInPercent/2, fChamberWidthInPercent );
	
	
	if( m_iNumChambers > 3 )
		fPercentBetweenStrips -= 2*fChamberWidthInPercent;

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

	// "+fPercentBetweenStrips" so that the whole area is overdrawn 2x
	for( float f=fPercentOffset+1+fPercentBetweenStrips; f>=0; f-=fPercentBetweenStrips )
	{
		DrawMask( f );
		DrawStrip( f, fStripWidthInPercent );
	}

	// Don't leave the Zbuffer in a messy state for arrows and dancing characters
	DISPLAY->ClearZBuffer();
}