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fixed drum fret rendering problems
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mdsitton committed Sep 27, 2011
1 parent c480d8a commit 5774c45
Showing 1 changed file with 20 additions and 25 deletions.
45 changes: 20 additions & 25 deletions src/Drum.py
Expand Up @@ -207,7 +207,7 @@ def loadFrets(self):
if self.twoDkeys == True: #death_au
if engine.loadImgDrawing(self, "fretButtons", os.path.join("themes",themename, "frets", "drum", "fretbuttons.png")):
self.drumFretButtons = True
elif engine.loadImgDrawing(self, "fretButtons", get("fretbuttons.png")):
elif engine.loadImgDrawing(self, "fretButtons", os.path.join("themes",themename, "frets", "fretbuttons.png")):
self.drumFretButtons = None

else:
Expand Down Expand Up @@ -394,33 +394,28 @@ def renderFrets(self, visibility, song, controls):
texY = (0.0,1.0/3.0)
if pressed:
texY = (1.0/3.0,2.0/3.0)
if self.hit[n]:
if self.hit[n]: #Currently broken
texY = (2.0/3.0,1.0)

elif self.battleStatus[3] and self.battleFrets != None and self.battleBreakString == n:
texSize = (n/5.0+.042,n/5.0+0.158)
size = (.30, .40)
fretPos = 8 - round((self.battleBreakNow/self.battleBreakLimit) * 8)
texY = (fretPos/8.0,(fretPos + 1.0)/8)

else:
if n == 4:
if pressed: #drums bass fret press
texY = (3.0 / self.fretImgColNumber, 4.0 / self.fretImgColNumber)
else: #fret normal bass drum
texY = (1.0 / self.fretImgColNumber, 2.0 / self.fretImgColNumber)
else: #fret normal
texY = (0.0, 1.0 / self.fretImgColNumber)

if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]) or pressed:#fret press
texY = (2.0 / self.fretImgColNumber, 3.0 / self.fretImgColNumber)

elif n == 4 and self.hit[0]:#drum bass hit fret
texY = (5.0 / self.fretImgColNumber, 1.0)

elif self.hit[n] or (self.battleStatus[3] and self.battleBreakString == n):#frets on note hit
texY = (4.0 / self.fretImgColNumber, 5.0 / self.fretImgColNumber)

if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]) or pressed: #pressed
if n == 4: #bass drum
texY = (3.0 / self.fretImgColNumber, 4.0 / self.fretImgColNumber)
else:
texY = (2.0 / self.fretImgColNumber, 3.0 / self.fretImgColNumber)

elif self.hit[n]: #being hit - Currently broken
if n == 4: #bass drum
texY = (5.0 / self.fretImgColNumber, 1.0)
else:
texY = (4.0 / self.fretImgColNumber, 5.0 / self.fretImgColNumber)

else: #nothing being pressed or hit
if n == 4: #bass drum
texY = (1.0 / self.fretImgColNumber, 2.0 / self.fretImgColNumber)
else:
texY = (0.0, 1.0 / self.fretImgColNumber)

self.engine.draw3Dtex(self.fretButtons, vertex = (size[0],size[1],-size[0],-size[1]), texcoord = (texSize[0], texY[0], texSize[1], texY[1]),
coord = (x,v,0), multiples = True,color = fretColor, depth = True)

Expand Down

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