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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:
fgenesis 2023-07-03 18:28:15 +02:00
parent aaed341569
commit 27f7e2f014
2 changed files with 2 additions and 156 deletions

View file

@ -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);

View file

@ -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<ObsRow> obsRows;
float backgroundImageRepeat;
std::string musicToPlay;
@ -507,8 +503,6 @@ protected:
void toggleSceneEditor();
Quad *bg, *bg2;
void warpCameraTo(Vector position);
std::vector<int> ignoredActions;