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VVVVVV/desktop_version/src/preloader.cpp
Misa 94edfcf87e Only render screen effects on the title screen and in-game
In-game because that's where screen effects are used the most. But on
the title screen, screen effects are used when you press ACTION to start
the game, and when you enable screen effects, too.

Otherwise, we don't need screen effects for any other game-gamestate.
2020-04-27 15:07:58 -04:00

99 lines
3.1 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();
graphics.render();
}