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VVVVVV/desktop_version/src/preloader.cpp

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2020-01-01 21:29:24 +01:00
#include "preloader.h"
#include "Enums.h"
int pre_fakepercent=0, pre_transition=30;
bool pre_startgame=false;
int pre_darkcol=0, pre_lightcol=0, pre_curcol=0, pre_coltimer=0, pre_offset=0;
int pre_frontrectx=30, pre_frontrecty=20, pre_frontrectw=260, pre_frontrecth=200;
int pre_temprectx=0, pre_temprecty=0, pre_temprectw=320, pre_temprecth=240;
void preloaderrender(Graphics& dwgfx, Game& game, UtilityClass& help)
{
//TODO
//dwgfx.backbuffer.lock();
//Draw grid
//pre_transition = -10; pre_fakepercent = 100;
if (pre_transition < 30) pre_transition--;
if(pre_transition>=30){
pre_fakepercent++;
if (pre_fakepercent >= 100) {
pre_fakepercent = 100;
pre_startgame = true;
}
pre_offset = (pre_offset + 4 + int(fRandom() * 5.0f))%32;
pre_coltimer--;
if (pre_coltimer <= 0) {
pre_curcol = (pre_curcol + int(fRandom() * 5.0f)) % 6;
pre_coltimer = 8;
}
switch(pre_curcol) {
case 0:
pre_lightcol = dwgfx.RGBflip(0xBF,0x59,0x6F);
pre_darkcol = dwgfx.RGBflip(0x88,0x3E,0x53);
break;
case 1:
pre_lightcol = dwgfx.RGBflip(0x6C,0xBC,0x5C);
pre_darkcol = dwgfx.RGBflip(0x50,0x86,0x40);
break;
case 2:
pre_lightcol = dwgfx.RGBflip(0x5D,0x57,0xAA);
pre_darkcol = dwgfx.RGBflip(0x2F,0x2F,0x6C);
break;
case 3:
pre_lightcol = dwgfx.RGBflip(0xB7,0xBA,0x5E);
pre_darkcol = dwgfx.RGBflip(0x84,0x83,0x42);
break;
case 4:
pre_lightcol = dwgfx.RGBflip(0x57,0x90,0xAA);
pre_darkcol = dwgfx.RGBflip(0x2F,0x5B,0x6C);
break;
case 5:
pre_lightcol = dwgfx.RGBflip(0x90,0x61,0xB1);
pre_darkcol = dwgfx.RGBflip(0x58,0x3D,0x71);
break;
default:
pre_lightcol = dwgfx.RGBflip(0x00,0x00,0x00);
pre_darkcol = dwgfx.RGBflip(0x08,0x00,0x00);
break;
}
for (int i = 0; i < 18; i++) {
pre_temprecty = (i * 16)- pre_offset;
if (i % 2 == 0)
{
FillRect(dwgfx.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, pre_lightcol);
}
else
{
FillRect(dwgfx.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, pre_darkcol);
}
}
FillRect(dwgfx.backBuffer, pre_frontrectx, pre_frontrecty, pre_frontrectw,pre_frontrecth, dwgfx.getBGR(0x3E,0x31,0xA2));
if(pre_fakepercent==100){
dwgfx.Print(282-(15*8), 204, "LOADING... " + help.String(int(pre_fakepercent))+"%", 124, 112, 218, false);
}else{
dwgfx.Print(282-(14*8), 204, "LOADING... " + help.String(int(pre_fakepercent))+"%", 124, 112, 218, false);
}
//Render
if (pre_startgame) {
pre_transition = 29;
}
}else if (pre_transition <= -10) {
game.gamestate=TITLEMODE;
}else if (pre_transition < 5) {
FillRect(dwgfx.backBuffer, 0, 0, 320,240, dwgfx.getBGR(0,0,0));
}else if (pre_transition < 20) {
pre_temprecty = 0;
pre_temprecth = 240;
FillRect(dwgfx.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, 0x000000);
FillRect(dwgfx.backBuffer, pre_frontrectx, pre_frontrecty, pre_frontrectw,pre_frontrecth, dwgfx.getBGR(0x3E,0x31,0xA2));
dwgfx.Print(282-(15*8), 204, "LOADING... 100%", 124, 112, 218, false);
}
if (game.test)
{
dwgfx.Print(5, 5, game.teststring, 196, 196, 255 - help.glow, false);
}
dwgfx.drawfade();
if (game.flashlight > 0 && !game.noflashingmode)
{
game.flashlight--;
dwgfx.flashlight();
}
if (game.screenshake > 0 && !game.noflashingmode)
{
game.screenshake--;
dwgfx.screenshake();
}
else
{
dwgfx.render();
}
//dwgfx.backbuffer.unlock();
}