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https://github.com/k4zmu2a/SpaceCadetPinball.git
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Merge from V2: Fix flipper animation and angle calculation (#150)
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7f3bee15f0
commit
20032b0893
2 changed files with 11 additions and 14 deletions
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@ -137,7 +137,7 @@ void TFlipper::TimerExpired(int timerId, void* caller)
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auto flip = static_cast<TFlipper*>(caller);
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int bmpCountSub1 = flip->ListBitmap->GetCount() - 1;
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auto newBmpIndex = static_cast<int>(floor((pb::time_now - flip->InputTime) / flip->TimerTime));
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auto newBmpIndex = static_cast<int>(floor(flip->FlipperEdge->flipper_angle(pb::time_now) / flip->FlipperEdge->AngleMax * bmpCountSub1 + 0.5));
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if (newBmpIndex > bmpCountSub1)
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newBmpIndex = bmpCountSub1;
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if (newBmpIndex < 0)
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@ -155,7 +155,7 @@ void TFlipper::TimerExpired(int timerId, void* caller)
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}
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if (flip->MessageField == 2)
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{
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flip->BmpIndex = bmpCountSub1 - newBmpIndex;
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flip->BmpIndex = newBmpIndex;
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if (flip->BmpIndex <= 0)
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{
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flip->BmpIndex = 0;
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@ -419,19 +419,17 @@ float TFlipperEdge::flipper_angle(float timeNow)
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{
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if (!FlipperFlag)
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return Angle1;
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float angle = (Angle1 - Angle2) / AngleMax * AngleMult;
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if (angle < 0.0f)
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angle = -angle;
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if (angle >= 0.0000001f)
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angle = (timeNow - InputTime) / angle;
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float currentAngleDuration = fabsf((Angle1 - Angle2) / AngleMax * AngleMult);
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float currentAngleRatio;
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if (currentAngleDuration >= 0.0000001f)
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currentAngleRatio = (timeNow - InputTime) / currentAngleDuration;
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else
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angle = 1.0;
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currentAngleRatio = 1.0;
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angle = min(1, max(angle, 0));
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if (FlipperFlag == 2)
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angle = 1.0f - angle;
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return angle * AngleMax;
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currentAngleRatio = min(1.0f, max(currentAngleRatio, 0.0f));
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return currentAngleRatio * (Angle1 - Angle2) + Angle2;
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}
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int TFlipperEdge::is_ball_inside(float x, float y)
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@ -483,8 +481,7 @@ void TFlipperEdge::SetMotion(int code, float value)
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default: break;
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}
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if (!FlipperFlag)
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InputTime = value;
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InputTime = value;
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FlipperFlag = code;
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AngleStopTime = AngleMult + InputTime;
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}
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