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Frets are done and working from what I've been able to test
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erodozer committed Jun 12, 2011
1 parent 4ddbc9e commit fbd658b
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Showing 3 changed files with 22 additions and 23 deletions.
19 changes: 10 additions & 9 deletions src/Drum.py
Expand Up @@ -222,7 +222,6 @@ def renderFrets(self, visibility, song, controls):
c = list(self.fretColors[0])
elif not n == 4:
c = list(self.fretColors[n + 1])
c.append(v)

if n == 4:
y = v + f / 6
Expand Down Expand Up @@ -275,7 +274,7 @@ def renderFrets(self, visibility, song, controls):
else: #fret normal
texY = (0.0, 1.0 / self.fretImgColNumber)

if controls.getState(self.keys[n]) or controls.getState(self.keys[n+5]) or (self.isDrum and pressed):#fret press
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
Expand All @@ -291,7 +290,9 @@ def renderFrets(self, visibility, song, controls):
self.keypos = self.engine.theme.drumkeypos
self.keyrot = self.engine.theme.drumkeyrot

if self.keytex == True:
texture = None
model = self.keyMesh
if self.keytex:
model = self.keyMesh
if n == 0:
texture = self.keytexb.texture
Expand All @@ -301,13 +302,13 @@ def renderFrets(self, visibility, song, controls):
texture = self.keytexd.texture
elif n == 3:
texture = self.keytexa.texture
elif n == 4:
elif n == 4 and self.keytexopen:
texture = self.keytexopen.texture
model = self.keyMeshOpen
else:
texture = None
model = self.keyMesh


if n == 4:
model = self.keyMeshOpen
c = [.1 + .8 * c[0] + f, .1 + .8 * c[1] + f, .1 + .8 * c[2] + f, v]
self.render3DKey(texture, model, x, y, c, n)

glDisable(GL_DEPTH_TEST)
Expand Down
8 changes: 3 additions & 5 deletions src/Guitar.py
Expand Up @@ -101,7 +101,6 @@ def __init__(self, engine, playerObj, editorMode = False, player = 0, bass = Fal

self.neck = Neck(self.engine, self, playerObj)


def renderFrets(self, visibility, song, controls):
w = self.boardWidth / self.strings
size = (.22, .22)
Expand All @@ -115,12 +114,10 @@ def renderFrets(self, visibility, song, controls):
f = self.fretWeight[keyNumb]
c = list(self.fretColors[keyNumb])

c.append(v)

y = v / 6
x = (self.strings / 2 - n) * w

if self.twoDkeys == True:
if self.twoDkeys == True or not self.keyMesh:
fretColor = (1,1,1,1)
size = (self.boardWidth / self.strings / 2, self.boardWidth / self.strings / 2.4)
texSize = (n / self.lanenumber, n / self.lanenumber + 1 / self.lanenumber)
Expand Down Expand Up @@ -152,7 +149,8 @@ def renderFrets(self, visibility, song, controls):
else:
texture = None

self.draw3DKey(texture,self.keyMesh, x, y, n)
c = [.1 + .8 * c[0] + f, .1 + .8 * c[1] + f, .1 + .8 * c[2] + f, v]
self.draw3DKey(texture,self.keyMesh, x, y, c, n)

glDisable(GL_DEPTH_TEST)

Expand Down
18 changes: 9 additions & 9 deletions src/Instrument.py
Expand Up @@ -1519,15 +1519,15 @@ def render3DKey(self, texture, model, x, y, color, fretNum):
glRotatef(-90, 1, 0, 0)
glRotatef(-90, 0, 0, 1)

if n == 0: #green fret button
if fretNum == 0: #green fret button
glRotate(self.keyrot[0], 0, 1, 0), glTranslatef(0, 0, self.keypos[0])
elif n == 1: #red fret button
elif fretNum == 1: #red fret button
glRotate(self.keyrot[1], 0, 1, 0), glTranslatef(0, 0, self.keypos[1])
elif n == 2: #yellow fret button
elif fretNum == 2: #yellow fret button
glRotate(self.keyrot[2], 0, 1, 0), glTranslatef(0, 0, self.keypos[2])
elif n == 3: #blue fret button
elif fretNum == 3: #blue fret button
glRotate(self.keyrot[3], 0, 1, 0), glTranslatef(0, 0, self.keypos[3])
elif n == 4: #orange fret button
elif fretNum == 4: #orange fret button
glRotate(self.keyrot[4], 0, 1, 0), glTranslatef(0, 0, self.keypos[4])

if self.battleStatus[4]:
Expand All @@ -1554,23 +1554,23 @@ def render3DKey(self, texture, model, x, y, color, fretNum):
glMatrixMode(GL_MODELVIEW)
glDisable(GL_TEXTURE_2D)
else:
glColor4f(.1 + .8 * color[0] + f, .1 + .8 * color[1] + f, .1 + .8 * color[2] + f, color[3])
glColor4f(color[0], color[1], color[2], color[3]+1.0)

#Mesh - Main fret
#Key_001 - Top of fret (key_color)
#Key_002 - Bottom of fret (key2_color)
#Glow_001 - Only rendered when a note is hit along with the glow.svg

if(model.find("Glow_001")):
model.render("Mesh")
model.render("Glow_001")
if(model.find("Key_001")):
glColor3f(self.keyColor[0], self.keyColor[1], self.keyColor[2])
model.render("Key_001")
if(key.find("Key_002")):
if(model.find("Key_002")):
glColor3f(self.key2Color[0], self.key2Color[1], self.key2Color[2])
model.render("Key_002")
else:
model.render()
model.render("Mesh")

glDisable(GL_LIGHTING)
glDisable(GL_LIGHT0)
Expand Down

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