some code reorganization

This commit is contained in:
Alexander Eckart committed 2013-02-22 21:27:34 +01:00
1 parent a29f4fb0d6
commit 521033ed97
41 files changed
+836 -842

No files matched your search

+36 -36
View File
@@ -112,7 +112,7 @@ namespace Vocaluxe.Menu
_Timer = new Stopwatch();
_Age = 0f;
_MaxAge = maxage;
_Rotation = (float)(CBase.Base.Game.GetRandomDouble() * 360.0);
_Rotation = (float)(CBase.Game.GetRandomDouble() * 360.0);
}
public CParticle(int PartyModeID, STexture texture, SColorF color, float x, float y, float size, float maxage, float z, float vx, float vy, float vr, float vsize, EParticleType type)
@@ -135,7 +135,7 @@ namespace Vocaluxe.Menu
_Timer = new Stopwatch();
_Age = 0f;
_MaxAge = maxage;
_Rotation = (float)(CBase.Base.Game.GetRandomDouble() * 360.0);
_Rotation = (float)(CBase.Game.GetRandomDouble() * 360.0);
}
#endregion Constructors
@@ -197,7 +197,7 @@ namespace Vocaluxe.Menu
break;
case EParticleType.Snow:
int maxy = (int)Math.Round(CBase.Base.Settings.GetRenderH() - _Size * 0.4f);
int maxy = (int)Math.Round(CBase.Settings.GetRenderH() - _Size * 0.4f);
if (Math.Round(Y) < maxy)
{
@@ -288,9 +288,9 @@ namespace Vocaluxe.Menu
public void Draw()
{
if (_TextureName != String.Empty)
CBase.Base.Drawing.DrawTexture(CBase.Base.Theme.GetSkinTexture(_TextureName, _PartyModeID), _Rect, new SColorF(_Color.R, _Color.G, _Color.B, _Color.A * Alpha2 * _Alpha));
CBase.Drawing.DrawTexture(CBase.Theme.GetSkinTexture(_TextureName, _PartyModeID), _Rect, new SColorF(_Color.R, _Color.G, _Color.B, _Color.A * Alpha2 * _Alpha));
else
CBase.Base.Drawing.DrawTexture(_Texture, _Rect, new SColorF(_Color.R, _Color.G, _Color.B, _Color.A * Alpha2 * _Alpha));
CBase.Drawing.DrawTexture(_Texture, _Rect, new SColorF(_Color.R, _Color.G, _Color.B, _Color.A * Alpha2 * _Alpha));
}
}
@@ -388,7 +388,7 @@ namespace Vocaluxe.Menu
if (xmlReader.GetValue(item + "/Color", ref _Theme.ColorName, String.Empty))
{
_ThemeLoaded &= CBase.Base.Theme.GetColor(_Theme.ColorName, SkinIndex, ref Color);
_ThemeLoaded &= CBase.Theme.GetColor(_Theme.ColorName, SkinIndex, ref Color);
}
else
{
@@ -472,7 +472,7 @@ namespace Vocaluxe.Menu
while (_Stars.Count < _MaxNumber && DoSpawn)
{
float size = CBase.Base.Game.GetRandom((int)_Size / 2) + _Size / 2;
float size = CBase.Game.GetRandom((int)_Size / 2) + _Size / 2;
float lifetime = 0f;
float vx = 0f;
float vy = 0f;
@@ -483,29 +483,29 @@ namespace Vocaluxe.Menu
switch (_Type)
{
case EParticleType.Twinkle:
size = CBase.Base.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Base.Game.GetRandom(500) / 1000f + 0.5f;
vx = -CBase.Base.Game.GetRandom(10000) / 50f + 100f;
vy = -CBase.Base.Game.GetRandom(10000) / 50f + 100f;
vr = -CBase.Base.Game.GetRandom(500) / 100f + 2.5f;
size = CBase.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Game.GetRandom(500) / 1000f + 0.5f;
vx = -CBase.Game.GetRandom(10000) / 50f + 100f;
vy = -CBase.Game.GetRandom(10000) / 50f + 100f;
vr = -CBase.Game.GetRandom(500) / 100f + 2.5f;
vsize = lifetime * 2f;
break;
case EParticleType.Star:
size = CBase.Base.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Base.Game.GetRandom(1000) / 500f + 0.2f;
vx = -CBase.Base.Game.GetRandom(1000) / 50f + 10f;
vy = -CBase.Base.Game.GetRandom(1000) / 50f + 10f;
vr = -CBase.Base.Game.GetRandom(500) / 100f + 2.5f;
size = CBase.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Game.GetRandom(1000) / 500f + 0.2f;
vx = -CBase.Game.GetRandom(1000) / 50f + 10f;
vy = -CBase.Game.GetRandom(1000) / 50f + 10f;
vr = -CBase.Game.GetRandom(500) / 100f + 2.5f;
vsize = lifetime * 2f;
break;
case EParticleType.Snow:
size = CBase.Base.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Base.Game.GetRandom(5000) / 50f + 10f;
vx = -CBase.Base.Game.GetRandom(1000) / 50f + 10f;
vy = CBase.Base.Game.GetRandom(1000) / 50f + Math.Abs(vx) + 10f;
vr = -CBase.Base.Game.GetRandom(200) / 50f + 2f;
size = CBase.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Game.GetRandom(5000) / 50f + 10f;
vx = -CBase.Game.GetRandom(1000) / 50f + 10f;
vy = CBase.Game.GetRandom(1000) / 50f + Math.Abs(vx) + 10f;
vr = -CBase.Game.GetRandom(200) / 50f + 2f;
vsize = lifetime * 2f;
_NextSpawnTime = lifetime / _MaxNumber;
@@ -513,20 +513,20 @@ namespace Vocaluxe.Menu
break;
case EParticleType.Flare:
size = CBase.Base.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Base.Game.GetRandom(500) / 1000f + 0.1f;
vx = -CBase.Base.Game.GetRandom(2000) / 50f;
vy = -CBase.Base.Game.GetRandom(2000) / 50f + 20f;
vr = -CBase.Base.Game.GetRandom(2000) / 50f + 20f;
size = CBase.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Game.GetRandom(500) / 1000f + 0.1f;
vx = -CBase.Game.GetRandom(2000) / 50f;
vy = -CBase.Game.GetRandom(2000) / 50f + 20f;
vr = -CBase.Game.GetRandom(2000) / 50f + 20f;
vsize = lifetime * 2f;
break;
case EParticleType.PerfNoteStar:
size = CBase.Base.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Base.Game.GetRandom(1000) / 500f + 1.2f;
size = CBase.Game.GetRandom((int)_Size / 2) + _Size / 2;
lifetime = CBase.Game.GetRandom(1000) / 500f + 1.2f;
vx = 0f;
vy = 0f;
vr = CBase.Base.Game.GetRandom(500) / 50f + 10f;
vr = CBase.Game.GetRandom(500) / 50f + 10f;
vsize = lifetime * 2f;
break;
@@ -547,15 +547,15 @@ namespace Vocaluxe.Menu
if (_Theme.TextureName != String.Empty)
{
star = new CParticle(_PartyModeID, _Theme.TextureName, Color,
CBase.Base.Game.GetRandom(w) + Rect.X - size / 4f,
CBase.Base.Game.GetRandom(h) + Rect.Y - size / 4f,
CBase.Game.GetRandom(w) + Rect.X - size / 4f,
CBase.Game.GetRandom(h) + Rect.Y - size / 4f,
size, lifetime, Rect.Z, vx, vy, vr, vsize, _Type);
}
else
{
star = new CParticle(_PartyModeID, Texture, Color,
CBase.Base.Game.GetRandom(w) + Rect.X - size / 4f,
CBase.Base.Game.GetRandom(h) + Rect.Y - size / 4f,
CBase.Game.GetRandom(w) + Rect.X - size / 4f,
CBase.Game.GetRandom(h) + Rect.Y - size / 4f,
size, lifetime, Rect.Z, vx, vy, vr, vsize, _Type);
}
@@ -612,9 +612,9 @@ namespace Vocaluxe.Menu
public void LoadTextures()
{
if (_Theme.ColorName != String.Empty)
Color = CBase.Base.Theme.GetColor(_Theme.ColorName, _PartyModeID);
Color = CBase.Theme.GetColor(_Theme.ColorName, _PartyModeID);
if(_Theme.TextureName != String.Empty)
Texture = CBase.Base.Theme.GetSkinTexture(_Theme.TextureName, _PartyModeID);
Texture = CBase.Theme.GetSkinTexture(_Theme.TextureName, _PartyModeID);
}
public void ReloadTextures()