コード例 #1
0
float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
{
	float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);

	if( fPercentFadeToFail != -1 )
		fPercentVisible = 1 - fPercentFadeToFail;

	return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
コード例 #2
0
ファイル: ArrowEffects.cpp プロジェクト: Fighter19/PSPMania
float ArrowGetAlpha( PlayerNumber pn, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
{
	float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYOffset,fYReverseOffsetPixels);

	if( fPercentFadeToFail != -1 )
		fPercentVisible = 1 - fPercentFadeToFail;

	return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
コード例 #3
0
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
{
	float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);

	if( fPercentFadeToFail != -1 )
		fPercentVisible = 1 - fPercentFadeToFail;

	const float fDistFromHalf = fabsf( fPercentVisible - 0.5f );
	return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 );
}
コード例 #4
0
float ArrowEffects::GetGlow(int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar)
{
	// Get the YPos without reverse (that is, factor in EFFECT_TIPSY).
	float fYPosWithoutReverse = ArrowEffects::GetYPos(iCol, fYOffset, fYReverseOffsetPixels, false );

	float fPercentVisible = ArrowGetPercentVisible(fYPosWithoutReverse );

	if( fPercentFadeToFail != -1 )
		fPercentVisible = 1 - fPercentFadeToFail;

	const float fDistFromHalf = fabsf( fPercentVisible - 0.5f );
	return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 );
}
コード例 #5
0
float ArrowEffects::GetAlpha(int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar)
{
	// Get the YPos without reverse (that is, factor in EFFECT_TIPSY).
	float fYPosWithoutReverse = ArrowEffects::GetYPos(iCol, fYOffset, fYReverseOffsetPixels, false );

	float fPercentVisible = ArrowGetPercentVisible(fYPosWithoutReverse);

	if( fPercentFadeToFail != -1 )
		fPercentVisible = 1 - fPercentFadeToFail;


	float fFullAlphaY = fDrawDistanceBeforeTargetsPixels*(1-fFadeInPercentOfDrawFar);
	if( fYPosWithoutReverse > fFullAlphaY )
	{
		float f = SCALE( fYPosWithoutReverse, fFullAlphaY, fDrawDistanceBeforeTargetsPixels, 1.0f, 0.0f );
		return f;
	}
	return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}