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mirror of https://github.com/k4zmu2a/SpaceCadetPinball.git synced 2024-09-03 12:29:38 +02:00
Commit Graph

256 Commits

Author SHA1 Message Date
Muzychenko Andrey
eed3662592 Fixed HardHit detection in DefaultCollision.
Issue #141.
2022-06-15 09:10:24 +03:00
Muzychenko Andrey
5e42f37fba Fixed sound duration for missing sounds.
Issue #140.
2022-06-14 11:46:11 +03:00
Muzychenko Andrey
8017734de4 Switched positional audio to collision coordinate system.
Refactored positional audio.
2022-06-01 16:19:27 +03:00
Muzychenko Andrey
c93e11ee6b Added sprite positions to debug overlay. 2022-05-31 11:34:04 +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
cfe2691892 Optimized SDL_RenderDrawCircle.
Change mouse warping strategy in hidden test cheat.
2022-05-27 13:54:36 +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
e283a643b3 Added support for multiple music tracks in FT mode.
Note that taba3 is not currently played as it needs multiball support.
Issue #129.
2022-05-20 19:32:09 +03:00
Muzychenko Andrey
97aea20586 Renamed some collision variables. 2022-05-20 11:51:00 +03:00
Muzychenko Andrey
5461483bb5 Added debug overlay v1.
It features various collision info perspective projected and overlayed on the table.
2022-05-19 14:17:31 +03:00
Muzychenko Andrey
0cb75ecf7f Cleaned up Bresenham line in TLine and TEdgeManager. 2022-05-17 12:36:46 +03:00
Muzychenko Andrey
2d2ca0ab2a Cleaning up maths: part 4.
More by ref args, cleaned up distance_to_flipper, ramp init.
2022-05-16 09:28:35 +03:00
Muzychenko Andrey
fdf1f6c9f1 Cleaning up maths: part 3.
Demangled methods, vectors args by ref, added comments, more accurate ray_intersect_line.
2022-05-13 11:15:30 +03:00
Muzychenko Andrey
2d0da712e3 Cleaning up maths: part 2.
Renamed vector2.
2022-05-11 16:47:13 +03:00
Muzychenko Andrey
d23444b983 Cleaning up maths: part 1.
Vector3 inherited from vector2.
2022-05-11 16:42:45 +03:00
guijan
3f7526ba12
fix X11 include leak (#136)
This fixes the build on OpenBSD.
2022-05-06 07:58:53 +03:00
guijan
cdf0216136
cmake: use ${CMAKE_SOURCE_DIR} in install() (#137) 2022-05-04 08:48:42 +03:00
Muzychenko Andrey
cc06d35bc7 Fixed high score insertion for multiple players.
Refactored high_score.
Issue #131.
2022-04-11 10:28:20 +03:00
Stefan
0f88e43ba2
AmigaOS 4 port (#132) 2022-03-31 12:44:03 +03:00
Muzychenko Andrey
b20e13ee97 control: reduced component indirection.
cheats: hidden test with tab, FT style.
2022-02-10 16:29:31 +03:00
Muzychenko Andrey
a626572da3 Fixed wormhole lights reset on mission abort.
Issue #124.
2022-02-07 16:57:04 +03:00
Stefan
29c84c37c8
MorphOS port (#128) 2022-01-26 08:15:41 +03:00
林博仁(Buo-ren, Lin)
6039f843a7
Fix typo in CONTRIBUTING.md (guarantee) (#123)
Signed-off-by: 林博仁(Buo-ren, Lin) <Buo.Ren.Lin@gmail.com>
2022-01-17 09:14:43 +03:00
Muzychenko Andrey
8f34829b1e High score: rank starts from 1, table borders. 2022-01-12 17:26:31 +03:00
Muzychenko Andrey
0a2d6847ba Added sound and music volume control.
Issue #120.
2022-01-12 17:17:38 +03:00
Muzychenko Andrey
43af97127b Simplified game mode, pause. 2022-01-05 11:38:50 +03:00
Nicola Smaniotto
d8ee1b9bfe
fix install directories (#115) 2021-12-29 14:28:03 +03:00
Kowalski Dragon
583262d221
Update SpaceCadetPinball.metainfo.xml (#116) 2021-12-29 14:26:49 +03:00
Muzychenko Andrey
9acd3dbc9b Bumped version to 2.0.1.
Added Flathub link.
2021-12-29 09:46:09 +03:00
Nicola Smaniotto
5ffbab8208
Simplify icon installation (#114)
Uses a foreach loop to iterate over the possible sizes. Should help in the future if more are added.
2021-12-26 13:43:47 +03:00
Muzychenko Andrey
a6e2a433c4 Added secondary clear hack.
Issue #88
2021-12-26 13:25:25 +03:00
Kowalski Dragon
ad4a17c2f2
Add assets (#113)
* Add 128x128 icon needed for Flathub submission

* Add screenshot

* Align metainfo to use screenshot in the upstream repository

* Edit CMake to install 128x128 icon in correct folder

* Add jpg screenshots
2021-12-26 13:06:31 +03:00
Kowalski Dragon
4db4e5fbcb
Improve linux building (#111)
* Improve Linux platform by adding metadata and improve description

* Improve readme

* Improve metainfo

* Fix wrong desktop file

* Improve readme

* Improve readme

* Appstream doesn't like h1

* Add CMake and Ninja to .gitignore

* Fix issues




3


4

* Revert readme keeping only Linux part

* Change comment on desktop file

* Align metainfo

* Decouple Readme from Linux building instructions
2021-12-24 09:09:40 +03:00
Muzychenko Andrey
0dc6006937 Added explicit bin install directory for old CMake.
Issue #110.
2021-12-20 09:06:32 +03:00
Lucy M
e81c6c9d37
spaces in .desktop name (#106) 2021-12-14 12:42:06 +03:00
Nicola Smaniotto
b25cf3f0d0
Add Linux installation info (#103)
* Add Linux installation info

Add a repology badge and mention the possibility to install via the package manager.

I believe this is a better approach than explicitly mentioning a repository, because it uses repology's database (and the list will remain updated).

* use tiny badge

The big badge is too big and could overflow in the following section. The tiny one will keep the same size as new packages are added.
2021-12-14 12:40:44 +03:00
Muzychenko Andrey
3400ea4576 Added WD and Linux-specific /usr/* to game data search paths.
Improved data not found error message.
Ref #100.
2021-12-08 15:55:49 +03:00
Martin Ligabue
389122182e
typo (#102)
pause/ resume to pause/resume
2021-12-03 15:35:23 +03:00
Nicola Smaniotto
de13d4e326
Add linux desktop file and install (#100)
* extract png icons from the ico

* add desktop file

* add linux install option to cmake

* use 32bit icons
2021-12-02 08:07:27 +03:00
Muzychenko Andrey
4e8dbd0b86 TKickout: fixed z reset with demo data. 2021-11-24 17:37:37 +03:00
Muzychenko Andrey
919b537e28 Added FT demo data support.
Tested with .006 ,.020 RC2, there might be more versions out there.
Fixed mds2midi.
Ref #22.
2021-11-24 17:25:23 +03:00
Muzychenko Andrey
95007c9253 partman: improved bad zMap skip. 2021-11-23 15:23:11 +03:00
Muzychenko Andrey
37198f1b99 Added integer scaling option.
Useful for getting exact upscale in combination with nearest neighbor.
Ref issue #97.
2021-11-22 09:32:17 +03:00
Muzychenko Andrey
64c3f2031b Added “Prefer 3DPB game data” option.
Useful for quickly switching between the two datasets.
3DPB and FT data can be stored in one folder without collisions.
2021-11-21 15:40:56 +03:00
Muzychenko Andrey
3b7dc0dae2 Added centered text in textboxes in FT mode. 2021-11-20 19:03:22 +03:00
Muzychenko Andrey
2229f9b70e Added hybrid sleep/spin wait mode. 2021-11-18 17:58:53 +03:00
Muzychenko Andrey
545af17b3b Merge from classic: better frame time tool, negative sleep remainder. 2021-11-18 12:11:25 +03:00
Muzychenko Andrey
200a7dbf79 Enabled ImGui navigation with keyboard and game controller.
Ref issue #92.
2021-11-15 17:32:18 +03:00
Muzychenko Andrey
8ab50ea7b7 ColorRgba: replaced union with bit shifts.
Fixed bad clamping in frame time tool.
2021-11-13 09:00:58 +03:00