mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 09:44:02 +00:00
Remove support for unused map bg, bg2, bgRepeat, backdrop and related code
In the map XML file, also <Level ...> attribs of the same name. Some old maps had those, but either the maps were unused, or the respective graphics never visible.
This commit is contained in:
parent
aaed341569
commit
27f7e2f014
2 changed files with 2 additions and 156 deletions
152
Aquaria/Game.cpp
152
Aquaria/Game.cpp
|
@ -1386,12 +1386,6 @@ bool Game::loadSceneXML(std::string scene)
|
||||||
|
|
||||||
dsq->darkLayer.toggle(true);
|
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"))
|
if (level->Attribute("cameraConstrained"))
|
||||||
{
|
{
|
||||||
SimpleIStringStream is(level->Attribute("cameraConstrained"));
|
SimpleIStringStream is(level->Attribute("cameraConstrained"));
|
||||||
|
@ -1408,24 +1402,7 @@ bool Game::loadSceneXML(std::string scene)
|
||||||
os << maxZoom;
|
os << maxZoom;
|
||||||
levelSF->SetAttribute("maxZoom", os.str().c_str());
|
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);
|
gradTop = gradBtm = Vector(0,0,0);
|
||||||
if (level->Attribute("gradient"))
|
if (level->Attribute("gradient"))
|
||||||
{
|
{
|
||||||
|
@ -1493,61 +1470,6 @@ bool Game::loadSceneXML(std::string scene)
|
||||||
levelSF->SetAttribute("parallaxLock", level->Attribute("parallaxLock"));
|
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 = "";
|
musicToPlay = "";
|
||||||
if (level->Attribute("music"))
|
if (level->Attribute("music"))
|
||||||
{
|
{
|
||||||
|
@ -2132,17 +2054,6 @@ void Game::findMaxCameraValues()
|
||||||
cameraMax.y = v.y;
|
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)
|
bool Game::loadScene(std::string scene)
|
||||||
|
@ -2359,10 +2270,6 @@ void Game::createGradient()
|
||||||
grad->toggleCull(false);
|
grad->toggleCull(false);
|
||||||
}
|
}
|
||||||
addRenderObject(grad, LR_BACKDROP);
|
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::shots.clear(); // the shots were deleted elsewhere, drop any remaining pointers
|
||||||
Shot::deleteShots.clear();
|
Shot::deleteShots.clear();
|
||||||
backdropQuad = 0;
|
|
||||||
clearObsRows();
|
clearObsRows();
|
||||||
useWaterLevel = false;
|
useWaterLevel = false;
|
||||||
waterLevel = saveWaterLevel = 0;
|
waterLevel = saveWaterLevel = 0;
|
||||||
|
|
||||||
dsq->getRenderObjectLayer(LR_BLACKGROUND)->update = false;
|
dsq->getRenderObjectLayer(LR_BLACKGROUND)->update = false;
|
||||||
|
|
||||||
backgroundImageRepeat = 1;
|
|
||||||
grad = 0;
|
grad = 0;
|
||||||
maxZoom = -1;
|
maxZoom = -1;
|
||||||
maxLookDistance = 600;
|
maxLookDistance = 600;
|
||||||
|
@ -2791,8 +2696,6 @@ void Game::applyState()
|
||||||
sceneColor = Vector(1,1,1);
|
sceneColor = Vector(1,1,1);
|
||||||
sceneName = "";
|
sceneName = "";
|
||||||
clearGrid();
|
clearGrid();
|
||||||
bg = 0;
|
|
||||||
bg2 = 0;
|
|
||||||
avatar = 0;
|
avatar = 0;
|
||||||
SkeletalSprite::clearCache();
|
SkeletalSprite::clearCache();
|
||||||
StateObject::applyState();
|
StateObject::applyState();
|
||||||
|
@ -2812,32 +2715,6 @@ void Game::applyState()
|
||||||
}
|
}
|
||||||
addRenderObject(damageSprite, LR_DAMAGESPRITE);
|
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);
|
Vector mousePos(400,490);
|
||||||
|
|
||||||
controlHint_bg = new Quad;
|
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);
|
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)
|
void Game::setCameraFollow(Vector *position)
|
||||||
{
|
{
|
||||||
cameraFollow = position;
|
cameraFollow = position;
|
||||||
|
@ -4685,14 +4544,7 @@ void Game::update(float dt)
|
||||||
sceneColor2.update(dt);
|
sceneColor2.update(dt);
|
||||||
sceneColor3.update(dt);
|
sceneColor3.update(dt);
|
||||||
dsq->sceneColorOverlay->color = sceneColor * sceneColor2 * sceneColor3;
|
dsq->sceneColorOverlay->color = sceneColor * sceneColor2 * sceneColor3;
|
||||||
if (bg)
|
|
||||||
{
|
|
||||||
setParallaxTextureCoordinates(bg, 0.3f);
|
|
||||||
}
|
|
||||||
if (bg2)
|
|
||||||
{
|
|
||||||
setParallaxTextureCoordinates(bg2, 0.1f);
|
|
||||||
}
|
|
||||||
themenu->update(dt);
|
themenu->update(dt);
|
||||||
|
|
||||||
sceneEditor.update(dt);
|
sceneEditor.update(dt);
|
||||||
|
|
|
@ -231,8 +231,6 @@ public:
|
||||||
float maxZoom;
|
float maxZoom;
|
||||||
float maxLookDistance;
|
float maxLookDistance;
|
||||||
|
|
||||||
void setParallaxTextureCoordinates(Quad *q, float speed);
|
|
||||||
|
|
||||||
XMLDocument *saveFile;
|
XMLDocument *saveFile;
|
||||||
|
|
||||||
Vector positionToAvatar;
|
Vector positionToAvatar;
|
||||||
|
@ -480,11 +478,9 @@ protected:
|
||||||
|
|
||||||
void createLi();
|
void createLi();
|
||||||
void createPets();
|
void createPets();
|
||||||
Quad *backdropQuad;
|
|
||||||
void findMaxCameraValues();
|
void findMaxCameraValues();
|
||||||
std::vector<ObsRow> obsRows;
|
std::vector<ObsRow> obsRows;
|
||||||
|
|
||||||
float backgroundImageRepeat;
|
|
||||||
|
|
||||||
std::string musicToPlay;
|
std::string musicToPlay;
|
||||||
|
|
||||||
|
@ -507,8 +503,6 @@ protected:
|
||||||
|
|
||||||
void toggleSceneEditor();
|
void toggleSceneEditor();
|
||||||
|
|
||||||
Quad *bg, *bg2;
|
|
||||||
|
|
||||||
void warpCameraTo(Vector position);
|
void warpCameraTo(Vector position);
|
||||||
|
|
||||||
std::vector<int> ignoredActions;
|
std::vector<int> ignoredActions;
|
||||||
|
|
Loading…
Reference in a new issue