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VVVVVV/desktop_version/src/preloader.cpp
Misa 0e082551b1 De-duplicate screen effects timer decrementing
The code to decrement the timers for flashing and shaking is now handled
outside the game-gamestate case-switch, instead of having to be
duplicated inside each render function.

As a bonus, I made it so the timer decrements even if screen effects are
disabled. This is to prevent any theoretical situation where the timer
can "pile up" due to disabled screen effects not letting it tick down.
2020-04-27 15:07:58 -04:00

112 lines
3.3 KiB
C++

#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()
{
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 = graphics.RGBflip(0xBF,0x59,0x6F);
pre_darkcol = graphics.RGBflip(0x88,0x3E,0x53);
break;
case 1:
pre_lightcol = graphics.RGBflip(0x6C,0xBC,0x5C);
pre_darkcol = graphics.RGBflip(0x50,0x86,0x40);
break;
case 2:
pre_lightcol = graphics.RGBflip(0x5D,0x57,0xAA);
pre_darkcol = graphics.RGBflip(0x2F,0x2F,0x6C);
break;
case 3:
pre_lightcol = graphics.RGBflip(0xB7,0xBA,0x5E);
pre_darkcol = graphics.RGBflip(0x84,0x83,0x42);
break;
case 4:
pre_lightcol = graphics.RGBflip(0x57,0x90,0xAA);
pre_darkcol = graphics.RGBflip(0x2F,0x5B,0x6C);
break;
case 5:
pre_lightcol = graphics.RGBflip(0x90,0x61,0xB1);
pre_darkcol = graphics.RGBflip(0x58,0x3D,0x71);
break;
default:
pre_lightcol = graphics.RGBflip(0x00,0x00,0x00);
pre_darkcol = graphics.RGBflip(0x08,0x00,0x00);
break;
}
for (int i = 0; i < 18; i++) {
pre_temprecty = (i * 16)- pre_offset;
if (i % 2 == 0)
{
FillRect(graphics.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, pre_lightcol);
}
else
{
FillRect(graphics.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, pre_darkcol);
}
}
FillRect(graphics.backBuffer, pre_frontrectx, pre_frontrecty, pre_frontrectw,pre_frontrecth, graphics.getBGR(0x3E,0x31,0xA2));
if(pre_fakepercent==100){
graphics.Print(282-(15*8), 204, "LOADING... " + help.String(int(pre_fakepercent))+"%", 124, 112, 218, false);
}else{
graphics.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(graphics.backBuffer, 0, 0, 320,240, graphics.getBGR(0,0,0));
}else if (pre_transition < 20) {
pre_temprecty = 0;
pre_temprecth = 240;
FillRect(graphics.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, 0x000000);
FillRect(graphics.backBuffer, pre_frontrectx, pre_frontrecty, pre_frontrectw,pre_frontrecth, graphics.getBGR(0x3E,0x31,0xA2));
graphics.Print(282-(15*8), 204, "LOADING... 100%", 124, 112, 218, false);
}
graphics.drawfade();
if (game.flashlight > 0 && !game.noflashingmode)
{
graphics.flashlight();
}
if (game.screenshake > 0 && !game.noflashingmode)
{
graphics.screenshake();
}
else
{
graphics.render();
}
}