From 27f7e2f0147e3de8ad349c92c7006857d66df6df Mon Sep 17 00:00:00 2001 From: fgenesis Date: Mon, 3 Jul 2023 18:28:15 +0200 Subject: [PATCH] Remove support for unused map bg, bg2, bgRepeat, backdrop and related code In the map XML file, also attribs of the same name. Some old maps had those, but either the maps were unused, or the respective graphics never visible. --- Aquaria/Game.cpp | 152 +---------------------------------------------- Aquaria/Game.h | 6 -- 2 files changed, 2 insertions(+), 156 deletions(-) diff --git a/Aquaria/Game.cpp b/Aquaria/Game.cpp index 811b977..dba3639 100644 --- a/Aquaria/Game.cpp +++ b/Aquaria/Game.cpp @@ -1386,12 +1386,6 @@ bool Game::loadSceneXML(std::string scene) dsq->darkLayer.toggle(true); - if (level->Attribute("bgRepeat")) - { - SimpleIStringStream is(level->Attribute("bgRepeat")); - is >> backgroundImageRepeat; - levelSF->SetAttribute("bgRepeat", level->Attribute("bgRepeat")); - } if (level->Attribute("cameraConstrained")) { SimpleIStringStream is(level->Attribute("cameraConstrained")); @@ -1408,24 +1402,7 @@ bool Game::loadSceneXML(std::string scene) os << maxZoom; levelSF->SetAttribute("maxZoom", os.str().c_str()); } - if (level->Attribute("bg")) - { - std::string tex = std::string(level->Attribute("bg")); - if (!tex.empty()) - { - bg->setTexture(tex); - bg->setWidthHeight(900,600); - levelSF->SetAttribute("bg", tex.c_str()); - } - else - { - bg->alpha = 0; - } - } - else - { - bg->alpha = 0; - } + gradTop = gradBtm = Vector(0,0,0); if (level->Attribute("gradient")) { @@ -1493,61 +1470,6 @@ bool Game::loadSceneXML(std::string scene) levelSF->SetAttribute("parallaxLock", level->Attribute("parallaxLock")); } - if (level->Attribute("bg2")) - { - - std::string tex = std::string(level->Attribute("bg2")); - if (!tex.empty()) - { - bg2->setTexture(tex); - bg2->setWidthHeight(900,600); - levelSF->SetAttribute("bg2", tex.c_str()); - - } - else - bg2->alpha = 0; - - bg2->alpha = 0; - bg->alpha = 0; - } - else - { - bg2->alpha = 0; - } - - if (level->Attribute("backdrop")) - { - std::string backdrop = level->Attribute("backdrop"); - backdropQuad = new Quad; - backdropQuad->setTexture(backdrop); - backdropQuad->setBlendType(BLEND_DISABLED); - - if (level->Attribute("bd-x") && level->Attribute("bd-y")) - { - int x = atoi(level->Attribute("bd-x")); - int y = atoi(level->Attribute("bd-y")); - backdropQuad->position = Vector(x,y); - levelSF->SetAttribute("bd-x", x); - levelSF->SetAttribute("bd-y", y); - } - if (level->Attribute("bd-w") && level->Attribute("bd-h")) - { - int w = atoi(level->Attribute("bd-w")); - int h = atoi(level->Attribute("bd-h")); - backdropQuad->setWidthHeight(w, h); - levelSF->SetAttribute("bd-w", w); - levelSF->SetAttribute("bd-h", h); - } - backdropQuad->toggleCull(false); - addRenderObject(backdropQuad, LR_SCENEBACKGROUNDIMAGE); - - // upper left justify - backdropQuad->offset = - Vector((backdropQuad->getWidth()*backdropQuad->scale.x)/2.0f, - (backdropQuad->getHeight()*backdropQuad->scale.y)/2.0f); - // save - levelSF->SetAttribute("backdrop", backdrop.c_str()); - } musicToPlay = ""; if (level->Attribute("music")) { @@ -2132,17 +2054,6 @@ void Game::findMaxCameraValues() cameraMax.y = v.y; } } - if (backdropQuad) - { - if (backdropQuad->getWidth() > cameraMax.x) - { - cameraMax.x = backdropQuad->getWidth(); - } - if (backdropQuad->getHeight() > cameraMax.y) - { - cameraMax.y = backdropQuad->getHeight(); - } - } } bool Game::loadScene(std::string scene) @@ -2359,10 +2270,6 @@ void Game::createGradient() grad->toggleCull(false); } addRenderObject(grad, LR_BACKDROP); - if (bg) - bg->setBlendType(BLEND_DEFAULT); - if (bg2) - bg2->setBlendType(BLEND_DEFAULT); } } @@ -2772,14 +2679,12 @@ void Game::applyState() } Shot::shots.clear(); // the shots were deleted elsewhere, drop any remaining pointers Shot::deleteShots.clear(); - backdropQuad = 0; clearObsRows(); useWaterLevel = false; waterLevel = saveWaterLevel = 0; dsq->getRenderObjectLayer(LR_BLACKGROUND)->update = false; - backgroundImageRepeat = 1; grad = 0; maxZoom = -1; maxLookDistance = 600; @@ -2791,8 +2696,6 @@ void Game::applyState() sceneColor = Vector(1,1,1); sceneName = ""; clearGrid(); - bg = 0; - bg2 = 0; avatar = 0; SkeletalSprite::clearCache(); StateObject::applyState(); @@ -2812,32 +2715,6 @@ void Game::applyState() } addRenderObject(damageSprite, LR_DAMAGESPRITE); - bg2 = new Quad; - { - bg2->position = Vector(400, 300, -3/*-0.09f*/); - //bg2->color = Vector(0.9, 0.9, 0.9); - bg2->setTexture("missingImage"); - bg2->setWidthHeight(900,600); - //bg2->blendEnabled = false; - bg2->followCamera =1; - bg2->alpha = 0.8f; - } - addRenderObject(bg2, LR_BACKGROUND); - - bg = new Quad; - { - bg->setBlendType(BLEND_DISABLED); - bg->position = Vector(400, 300, -2/*-0.09f*/); - //bg->color = Vector(0.9, 0.9, 0.9); - bg->setTexture("missingImage"); - bg->setWidthHeight(900,600); - //bg->blendEnabled = true; - bg->followCamera =1; - bg->alpha = 1; - } - addRenderObject(bg, LR_BACKGROUND); - - Vector mousePos(400,490); controlHint_bg = new Quad; @@ -4277,24 +4154,6 @@ Vector Game::getCameraPositionFor(const Vector &pos) return Vector(pos.x - 400 * core->invGlobalScale, pos.y - 300 * core->invGlobalScale, 0); } -void Game::setParallaxTextureCoordinates(Quad *q, float speed) -{ - //int backgroundImageRepeat = 1.2; - q->followCamera = 1; - q->repeatTexture = true; - - float camx = (core->cameraPos.x/800.0f)*speed; - float camy = -(core->cameraPos.y/600.0f)*speed; - - float camx1 = camx - float(backgroundImageRepeat)/2.0f; - float camx2 = camx + float(backgroundImageRepeat)/2.0f; - float camy1 = camy - float(backgroundImageRepeat)/2.0f; - float camy2 = camy + float(backgroundImageRepeat)/2.0f; - - q->upperLeftTextureCoordinates = Vector(camx1*backgroundImageRepeat, camy1*backgroundImageRepeat); - q->lowerRightTextureCoordinates = Vector(camx2*backgroundImageRepeat, camy2*backgroundImageRepeat); -} - void Game::setCameraFollow(Vector *position) { cameraFollow = position; @@ -4685,14 +4544,7 @@ void Game::update(float dt) sceneColor2.update(dt); sceneColor3.update(dt); dsq->sceneColorOverlay->color = sceneColor * sceneColor2 * sceneColor3; - if (bg) - { - setParallaxTextureCoordinates(bg, 0.3f); - } - if (bg2) - { - setParallaxTextureCoordinates(bg2, 0.1f); - } + themenu->update(dt); sceneEditor.update(dt); diff --git a/Aquaria/Game.h b/Aquaria/Game.h index 425194b..7762f0f 100644 --- a/Aquaria/Game.h +++ b/Aquaria/Game.h @@ -231,8 +231,6 @@ public: float maxZoom; float maxLookDistance; - void setParallaxTextureCoordinates(Quad *q, float speed); - XMLDocument *saveFile; Vector positionToAvatar; @@ -480,11 +478,9 @@ protected: void createLi(); void createPets(); - Quad *backdropQuad; void findMaxCameraValues(); std::vector obsRows; - float backgroundImageRepeat; std::string musicToPlay; @@ -507,8 +503,6 @@ protected: void toggleSceneEditor(); - Quad *bg, *bg2; - void warpCameraTo(Vector position); std::vector ignoredActions;