Implement #446 (Diagonal/Vertical rolls)
Remaining are the cool looking SENotes
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@ -393,8 +393,12 @@ namespace TJAPlayer3
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int rollOrigin = (TJAPlayer3.Skin.Game_Notes_Size[0] * 5);
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var theta = 0;// -Math.Atan2(chip.dbSCROLL_Y, chip.dbSCROLL);
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var dist = Math.Sqrt(Math.Pow(x末端 - x, 2) + Math.Pow(y末端 - y, 2));
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var theta = -Math.Atan2(chip.dbSCROLL_Y, chip.dbSCROLL);
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// Temporary patch for odd math bug, to fix later
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if (theta == 0)
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theta = 0.00000000001;
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var dist = Math.Sqrt(Math.Pow(x末端 - x, 2) + Math.Pow(y末端 - y, 2)) + 1;
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var div = dist / image_size;
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var odiv = (index - _adjust + _adjust + 1) / TJAPlayer3.Skin.Game_Notes_Size[0];
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@ -406,21 +410,30 @@ namespace TJAPlayer3
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// Body
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TJAPlayer3.Tx.Notes[(int)_gt].vc拡大縮小倍率.X = (float)div;
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TJAPlayer3.Tx.Notes[(int)_gt].fZ軸中心回転 = (float)theta;
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var _x0 = x + _adjust;
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var _y0 = y + 0f;
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//var _x0 = x + _adjust;
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//var _y0 = y + 0f;
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//var _center_x = x + image_size;
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//var _center_y = _adjust + (y + y末端) / 2;
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TJAPlayer3.Tx.Notes[(int)_gt].t2D描画(TJAPlayer3.app.Device, _x0, _y0, new Rectangle(rollOrigin + TJAPlayer3.Skin.Game_Notes_Size[0] + _offset, 0, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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//TJAPlayer3.Tx.Notes[(int)_gt].t2D中心基準描画(TJAPlayer3.app.Device, (int)_center_x, (int)_center_y, new Rectangle(rollOrigin + TJAPlayer3.Skin.Game_Notes_Size[0] + _offset, 0, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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var _center_x = (x + x末端 + image_size) / 2;
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var _center_y = _adjust + (y + y末端) / 2;
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//TJAPlayer3.Tx.Notes[(int)_gt].t2D描画(TJAPlayer3.app.Device, _x0, _y0, new Rectangle(rollOrigin + TJAPlayer3.Skin.Game_Notes_Size[0] + _offset, 0, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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TJAPlayer3.Tx.Notes[(int)_gt].t2D中心基準描画(TJAPlayer3.app.Device, (int)_center_x, (int)_center_y, new Rectangle(rollOrigin + TJAPlayer3.Skin.Game_Notes_Size[0] + _offset, 0, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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//t2D拡大率考慮中央基準描画 t2D中心基準描画
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// Tail
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TJAPlayer3.Tx.Notes[(int)_gt].vc拡大縮小倍率.X = 1.0f;
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_x0 = x末端 + _adjust;
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_y0 = y末端 + 0f;
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TJAPlayer3.Tx.Notes[(int)_gt].t2D描画(TJAPlayer3.app.Device, (int)_x0, (int)_y0, 0, new Rectangle(rollOrigin + (TJAPlayer3.Skin.Game_Notes_Size[0] * 2) + _offset, frame, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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//var _x0 = x末端 + _adjust;
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//var _y0 = y末端 + 0f;
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var _d = _adjust;
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var x1 = x + _adjust;
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var y1 = y + _adjust;
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var x2 = x末端 + _adjust;
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var y2 = y末端 + _adjust;
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var _xc = x2 + (x2 - x1) * _d / dist;
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var _yc = y2 + (y2 - y1) * _d / dist;
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//TJAPlayer3.Tx.Notes[(int)_gt].t2D描画(TJAPlayer3.app.Device, (int)_x0, (int)_y0, 0, new Rectangle(rollOrigin + (TJAPlayer3.Skin.Game_Notes_Size[0] * 2) + _offset, frame, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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TJAPlayer3.Tx.Notes[(int)_gt].t2D中心基準描画(TJAPlayer3.app.Device, (int)_xc, (int)_yc, 0, new Rectangle(rollOrigin + (TJAPlayer3.Skin.Game_Notes_Size[0] * 2) + _offset, frame, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
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TJAPlayer3.Tx.Notes[(int)_gt].fZ軸中心回転 = 0;
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