Commit Graph

19 Commits

Author SHA1 Message Date
Muzychenko Andrey 2d6f2c14e5 FT collision part1: AABB. 2022-12-28 08:47:44 +03:00
Muzychenko Andrey eed3662592 Fixed HardHit detection in DefaultCollision.
Issue #141.
2022-06-15 09:10:24 +03:00
Muzychenko Andrey 5d7d7c0822 Cleaned up positional sound. 2022-05-30 11:23:47 +03:00
Patrice Levesque a4c6165094
Implement stereo sound. (#138)
* Implement stereo sound.

Original Space Cadet has mono sound.  To achieve stereo, the following
steps were accomplished:

- Add a game option to turn on/off stereo sound.  Default is on.

- TPinballComponent objects were extended with a method called
  get_coordinates() that returns a single 2D point, approximating the
  on-screen position of the object, re-mapped between 0 and 1 vertically
  and horizontally, {0, 0} being at the top-left.

    - For static objects like bumpers and lights, the coordinate refers
      to the geometric center of the corresponding graphic sprite, and
      is precalculated at initialization.

    - For ball objects, the coordinate refers to the geometric center of
      the ball, calculated during play when requested.

- Extend all calls to sound-playing methods so that they include a
  TPinballComponent* argument that refers to the sound source, e.g.
  where the sound comes from.  For instance, when a flipper is
  activated, its method call to emit a sound now includes a reference to
  the flipper object; when a ball goes under a SkillShotGate, its method
  call to emit a sound now includes a reference to the corresponding
  light; and so on.

  For some cases, like light rollovers, the sound source is taken from
  the ball that triggered the light rollover.

  For other cases, like holes, flags and targets, the sound source is
  taken from the object itself.

  For some special cases like ramp activation, sound source is
  taken from the nearest light position that makes sense.

  For all game-progress sounds, like mission completion sounds or ball
  drain sounds, the sound source is undefined (set to nullptr), and the
  Sound::PlaySound() method takes care of positioning them at a default
  location, where speakers on a pinball machine normally are.

- Make the Sound::PlaySound() method accept a new argument, a
  TPinballComponent reference, as described above.

  If the stereo option is turned on, the Sound::PlaySound() method calls
  the get_coordinates() method of the TPinballComponent reference to get
  the sound position.

  This project uses SDL_mixer and there is a function called
  Mix_SetPosition() that allows placing a sound in the stereo field, by
  giving it a distance and an angle.

  We arbitrarily place the player's ears at the bottom of the table; we
  set the ears' height to half a table's length.  Intensity of the
  stereo effect is directly related to this value; the farther the
  player's ears from the table, the narrowest the stereo picture gets,
  and vice-versa.

  From there we have all we need to calculate distance and angle; we do
  just that and position all the sounds.

* Copy-paste typo fix.
2022-05-30 10:35:29 +03:00
Muzychenko Andrey 4183e7f0bf Refactored midi multiple track support.
Cleaned up TCollisionComponent.
Issue #129.
2022-05-23 12:45:18 +03:00
Muzychenko Andrey 97aea20586 Renamed some collision variables. 2022-05-20 11:51:00 +03:00
Muzychenko Andrey 2d0da712e3 Cleaning up maths: part 2.
Renamed vector2.
2022-05-11 16:47:13 +03:00
Muzychenko Andrey 81c2034a16 Replaced objlist_class with std::vector.
Fixed minor bug in TLightGroup.
Cleaned up some warnings.
2021-10-01 18:55:44 +03:00
Muzychenko Andrey 98f234fce3 Replaced GlobalAlloc with malloc.
WaveMix keeps GlobalAlloc for authenticity.
Fixed float to double casts.
Some cleanup.
2021-02-18 12:53:25 +03:00
Muzychenko Andrey 6ff457eb68 Cleaned up objlist_class. 2021-01-30 14:19:25 +03:00
oz 262b098610 Some renames, cleanup partman, loader. 2021-01-28 18:01:26 +03:00
oz 7d15427dd9 midi ready, TCollision cleanup. 2021-01-23 13:33:30 +03:00
oz d19fb0476a TRollover, TOneway, TLightRollover, TTripwire, TEdgeManager ready. 2021-01-08 18:50:12 +03:00
oz 9bd064bf15 TPlunger ready. TEdgeManager v1. 2021-01-07 19:00:38 +03:00
oz 1ea247e185 pb, cheats ready.
Collison v1, mouse fixed.
2021-01-06 17:06:50 +03:00
oz d83c4e2b26 Proj v1, ready.
port_draw in multiple T classes.
pb v1.
proj v1, ready.
WinMain v3.
2020-11-29 18:50:49 +03:00
oz 62a63bbf2e Correct inheritance for TPinballComponent, TCollisionComponent. 2020-11-28 15:59:42 +03:00
oz a1678120f8 vector_type is 3 x float, TCollisionComponent v1. 2020-11-28 14:39:12 +03:00
oz 0258363287 TEdgeSegment v1. 2020-11-21 18:14:40 +03:00