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https://github.com/TerryCavanagh/VVVVVV.git
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It looks like this may have been used earlier in development, judging from the name, obviously, but right now it seems like it's used as an error message if a main game level is asked for an invalid room (well, only two of them - the Lab and Warp Zone). It should probably be formalized into an error system, if we want to keep teststring, and also people would never see it anyway because I don't think there's a reliable and consistent way to trigger loading a non-existent room. I have seen someone manage to load a non-existent Warp Zone room only one time, but even then this teststring didn't pop up. So this teststring doesn't even trigger in the right circumstances. Also, when it does pop up, as far as I can tell it will stay onscreen, which is kinda annoying. So I'm just removing this ancient relic from the code.
122 lines
3.5 KiB
C++
122 lines
3.5 KiB
C++
#include "preloader.h"
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#include "Enums.h"
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int pre_fakepercent=0, pre_transition=30;
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bool pre_startgame=false;
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int pre_darkcol=0, pre_lightcol=0, pre_curcol=0, pre_coltimer=0, pre_offset=0;
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int pre_frontrectx=30, pre_frontrecty=20, pre_frontrectw=260, pre_frontrecth=200;
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int pre_temprectx=0, pre_temprecty=0, pre_temprectw=320, pre_temprecth=240;
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void preloaderrender()
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{
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//TODO
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//graphics.backbuffer.lock();
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//Draw grid
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//pre_transition = -10; pre_fakepercent = 100;
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if (pre_transition < 30) pre_transition--;
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if(pre_transition>=30){
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pre_fakepercent++;
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if (pre_fakepercent >= 100) {
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pre_fakepercent = 100;
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pre_startgame = true;
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}
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pre_offset = (pre_offset + 4 + int(fRandom() * 5.0f))%32;
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pre_coltimer--;
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if (pre_coltimer <= 0) {
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pre_curcol = (pre_curcol + int(fRandom() * 5.0f)) % 6;
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pre_coltimer = 8;
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}
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switch(pre_curcol) {
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case 0:
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pre_lightcol = graphics.RGBflip(0xBF,0x59,0x6F);
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pre_darkcol = graphics.RGBflip(0x88,0x3E,0x53);
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break;
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case 1:
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pre_lightcol = graphics.RGBflip(0x6C,0xBC,0x5C);
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pre_darkcol = graphics.RGBflip(0x50,0x86,0x40);
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break;
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case 2:
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pre_lightcol = graphics.RGBflip(0x5D,0x57,0xAA);
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pre_darkcol = graphics.RGBflip(0x2F,0x2F,0x6C);
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break;
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case 3:
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pre_lightcol = graphics.RGBflip(0xB7,0xBA,0x5E);
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pre_darkcol = graphics.RGBflip(0x84,0x83,0x42);
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break;
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case 4:
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pre_lightcol = graphics.RGBflip(0x57,0x90,0xAA);
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pre_darkcol = graphics.RGBflip(0x2F,0x5B,0x6C);
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break;
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case 5:
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pre_lightcol = graphics.RGBflip(0x90,0x61,0xB1);
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pre_darkcol = graphics.RGBflip(0x58,0x3D,0x71);
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break;
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default:
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pre_lightcol = graphics.RGBflip(0x00,0x00,0x00);
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pre_darkcol = graphics.RGBflip(0x08,0x00,0x00);
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break;
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}
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for (int i = 0; i < 18; i++) {
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pre_temprecty = (i * 16)- pre_offset;
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if (i % 2 == 0)
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{
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FillRect(graphics.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, pre_lightcol);
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}
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else
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{
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FillRect(graphics.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, pre_darkcol);
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}
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}
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FillRect(graphics.backBuffer, pre_frontrectx, pre_frontrecty, pre_frontrectw,pre_frontrecth, graphics.getBGR(0x3E,0x31,0xA2));
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if(pre_fakepercent==100){
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graphics.Print(282-(15*8), 204, "LOADING... " + help.String(int(pre_fakepercent))+"%", 124, 112, 218, false);
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}else{
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graphics.Print(282-(14*8), 204, "LOADING... " + help.String(int(pre_fakepercent))+"%", 124, 112, 218, false);
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}
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//Render
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if (pre_startgame) {
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pre_transition = 29;
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}
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}else if (pre_transition <= -10) {
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game.gamestate=TITLEMODE;
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}else if (pre_transition < 5) {
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FillRect(graphics.backBuffer, 0, 0, 320,240, graphics.getBGR(0,0,0));
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}else if (pre_transition < 20) {
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pre_temprecty = 0;
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pre_temprecth = 240;
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FillRect(graphics.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, 0x000000);
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FillRect(graphics.backBuffer, pre_frontrectx, pre_frontrecty, pre_frontrectw,pre_frontrecth, graphics.getBGR(0x3E,0x31,0xA2));
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graphics.Print(282-(15*8), 204, "LOADING... 100%", 124, 112, 218, false);
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}
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graphics.drawfade();
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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{
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graphics.render();
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}
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//graphics.backbuffer.unlock();
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}
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