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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-14 16:53:30 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-14 16:53:30 +0700
commit9505ee252e2670aa40a2c3db7e9101940099f2b2 (patch)
tree795044b57bbced1c9baa4086c93013a22272d5a9 /src
parent6d4ca13591d78d302e961b781302d0eec85cd717 (diff)
downloadblackshades-9505ee252e2670aa40a2c3db7e9101940099f2b2.tar.gz
Remove loading screen2.2.2
The game loads almost instantaneous on modern machines anyway.
Diffstat (limited to 'src')
-rw-r--r--src/Game.h1
-rw-r--r--src/GameInitDispose.cpp132
2 files changed, 0 insertions, 133 deletions
diff --git a/src/Game.h b/src/Game.h
index 363cfcc..5e6520b 100644
--- a/src/Game.h
+++ b/src/Game.h
@@ -172,7 +172,6 @@ public:
// GL functions
GLvoid ReSizeGLScene(float fov, float near);
void DrawGLScene();
- void LoadingScreen(float percent);
// Game functions
void Tick();
diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp
index 40b6c58..d94f6f6 100644
--- a/src/GameInitDispose.cpp
+++ b/src/GameInitDispose.cpp
@@ -302,118 +302,8 @@ void LoadSounds(bool musictoggle)
alSourcef(gSourceID[shootsong], AL_MIN_GAIN, 1);
}
-void Game::LoadingScreen(float percent)
-{
- if (initialized)
- return;
-
- glLoadIdentity();
-
- //Clear to black
- glClearColor(0,0,0,1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- //Background
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
-
- for(int i=19;i>=0;i--){
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(120-i*1,190-i*1,0);
- glScalef(400+i*2,30+i*2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- if(i)glColor4f(1-(float)i/20-percent/100,1-(float)i/20-percent/100,1-(float)i/20-percent/100,1);
- if(!i)glColor4f(0,0,0,1);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(1, 0, 0.0f);
- glVertex3f(1, 1, 0.0f);
- glVertex3f(0, 1, 0.0f);
- glEnd();
- }
-
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glDisable(GL_BLEND);
- glDepthMask(1);
-
- //Progress
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
-
- for(int i=19;i>=0;i--){
-
- glLoadIdentity(); // Reset The Modelview Matrix
-
- glTranslatef(120,190,0);
-
- if(4*percent+i*2<400)glScalef(4*percent+i*2,30,1);
-
- if(4*percent+i*2>=400)glScalef(400,30,1);
-
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-
- glEnable(GL_BLEND);
-
- glColor4f(1, 0, 0, 0.1f);
-
- glBegin(GL_QUADS);
-
- glVertex3f(0, 0, 0.0f);
-
- glVertex3f(1, 0, 0.0f);
-
- glVertex3f(1, 1, 0.0f);
-
- glVertex3f(0, 1, 0.0f);
-
- glEnd();
-
- }
-
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glDisable(GL_BLEND);
- glDepthMask(1);
-
- //Text
- glEnable(GL_TEXTURE_2D);
- glColor4f(.6-.6*percent/100,0,0,1);
- static char string[256]="";
- sprintf (string, "LOADING...");
- text.glPrint(280,195,string,1,1,640,480);
- glfwSwapBuffers(glfwGetCurrentContext());
-}
-
void initGame(Game* game)
{
- // Setup loading screen
- float loadingscreenamount = 0.0f;
- game->LoadingScreen(loadingscreenamount);
-
//Set up rain and snow
precipitationhorz=60;
precipitationvert=40;
@@ -423,7 +313,6 @@ void initGame(Game* game)
camera.position = {block_spacing * (num_blocks + 1) / 2.0f,
30.0f, block_spacing * (num_blocks + 1) / 2.0f};
camera.oldposition = camera.position;
- game->LoadingScreen(loadingscreenamount += 2.5f);
// Bodyguard stats
auto& bodyguard = game->person[0];
@@ -709,7 +598,6 @@ void initGame(Game* game)
alSourcef(sound_source, AL_MAX_GAIN, 1);
}
- game->LoadingScreen(loadingscreenamount += 2.5f);
// Setup random seed
srand(time(NULL));
@@ -738,7 +626,6 @@ void initGame(Game* game)
}
block.boundingsphereradius = sqrt(radiusqr);
}
- game->LoadingScreen(loadingscreenamount += 2.5f);
game->sidewalkcollide.load((char*) ":Data:Models:Lowheightcollide.solid");
game->sidewalkcollide.Rotate(90, 0, 0);
@@ -754,7 +641,6 @@ void initGame(Game* game)
blockwall.Scale(0.8f, 0.75f, 0.8f);
blockwall.CalculateNormals();
}
- game->LoadingScreen(loadingscreenamount += 2.5f);
game->blockroofs[0].load((char*) ":Data:Models:Highblock1collide.solid");
game->blockroofs[1].load((char*) ":Data:Models:Highblock2collide.solid");
@@ -775,7 +661,6 @@ void initGame(Game* game)
blockcollide.Scale(0.8f, 0.8f, 0.8f);
blockcollide.CalculateNormals();
}
- game->LoadingScreen(loadingscreenamount += 2.5f);
game->blocksimplecollide[0].load((char*) ":Data:Models:lowsimplecollide1.solid");
game->blocksimplecollide[1].load((char*) ":Data:Models:lowsimplecollide2.solid");
@@ -786,7 +671,6 @@ void initGame(Game* game)
blocksimplecollide.Scale(0.8f, 0.8f, 0.8f);
blocksimplecollide.CalculateNormals();
}
- game->LoadingScreen(loadingscreenamount += 2.5f);
game->blockocclude.load((char*) ":Data:Models:blockocclude.solid");
game->blockocclude.Rotate(90, 0, 0);
@@ -805,7 +689,6 @@ void initGame(Game* game)
game->Bigstreet = game->street;
game->Bigstreet.Scale(10000.0f, 10000.0f, 10000.0f);
- game->LoadingScreen(loadingscreenamount += 2.5f);
game->path.load((char*) ":Data:Models:path.solid");
game->path.Rotate(90,0,0);
@@ -957,7 +840,6 @@ void initGame(Game* game)
skeletonmodels[9].Scale(.02,.02,.02);
skeletonmodels[9].CalculateNormals();
- game->LoadingScreen(loadingscreenamount += 2.5f);
//Load gun models
@@ -988,7 +870,6 @@ void initGame(Game* game)
gunmodels[handgunbasemodel].CalculateNormals();
gunmodels[handgunbasemodel].MultColor(.6);
- game->LoadingScreen(loadingscreenamount += 2.5f);
gunmodels[handgunslidemodel].load((char*) ":Data:Models:Handgunslide.solid");
@@ -1025,7 +906,6 @@ void initGame(Game* game)
gunmodels[handgun2slidemodel].CalculateNormals();
gunmodels[handgun2slidemodel].MultColor(.6);
- game->LoadingScreen(loadingscreenamount += 2.5f);
gunmodels[grenadebasemodel].load((char*) ":Data:Models:grenadebase.solid");
@@ -1078,7 +958,6 @@ void initGame(Game* game)
gunmodels[shotgunmodel].MultColor(.6);
}
- game->LoadingScreen(loadingscreenamount += 2.5f);
//Setup costumes
float headcolor[3];
@@ -1632,7 +1511,6 @@ void initGame(Game* game)
costume[bodyguardcostume].footcolor[1]=footcolor[1];
costume[bodyguardcostume].footcolor[2]=footcolor[2];
- game->LoadingScreen(loadingscreenamount += 2.5f);
//Load animations
testskeleton.Load((char *)":Data:Skeleton:Basic Figure");
@@ -1642,7 +1520,6 @@ void initGame(Game* game)
animation[joganim].Load((char *)":Data:Animations:Run");
animation[pistolaimanim].Load((char *)":Data:Animations:PistolAim");
- game->LoadingScreen(loadingscreenamount += 2.5f);
animation[walkanim].Load((char *)":Data:Animations:Walk");
@@ -1653,7 +1530,6 @@ void initGame(Game* game)
animation[assaultrifleaimanim].Load((char *)":Data:Animations:AssaultRifleaim");
animation[crouchanim].Load((char *)":Data:Animations:Crouch");
- game->LoadingScreen(loadingscreenamount += 2.5f);
animation[headpainanim].Load((char *)":Data:Animations:Headshot");
@@ -1664,7 +1540,6 @@ void initGame(Game* game)
animation[rightarmpainanim].Load((char *)":Data:Animations:Rightarmshot");
animation[leftarmpainanim].Load((char *)":Data:Animations:Leftarmshot");
- game->LoadingScreen(loadingscreenamount += 2.5f);
animation[rightlegpainanim].Load((char *)":Data:Animations:Rightlegshot");
@@ -1675,7 +1550,6 @@ void initGame(Game* game)
animation[grenadeaimanim].Load((char *)":Data:Animations:grenadeaim");
animation[grenadechargeanim].Load((char *)":Data:Animations:grenadecharge");
- game->LoadingScreen(loadingscreenamount += 2.5f);
animation[grenadethrowanim].Load((char *)":Data:Animations:grenadethrow");
@@ -1684,7 +1558,6 @@ void initGame(Game* game)
animation[zombiejoganim].Load((char *)":Data:Animations:ZombieRun");
animation[zombiewalkanim].Load((char *)":Data:Animations:Zombiewalk");
- game->LoadingScreen(loadingscreenamount += 2.5f);
animation[getupfrontanim].Load((char *)":Data:Animations:Getupfromfront");
@@ -1715,9 +1588,6 @@ void initGame(Game* game)
// Load skeleton structure
if (!game->initialized)
person.skeleton.Load((char*) ":Data:Skeleton:Basic Figure");
-
- if (i % 5 == 4)
- game->LoadingScreen(loadingscreenamount += 2.5f);
}
bodyguard.attackframe = -1;
@@ -1734,7 +1604,6 @@ void initGame(Game* game)
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
glEnable(GL_LIGHT0);
- game->LoadingScreen(loadingscreenamount += 2.5f);
// Load some textures
if (!game->initialized) {
@@ -1771,7 +1640,6 @@ void initGame(Game* game)
game->eqn[2] = 0;
game->eqn[3] = 0;
glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
- game->LoadingScreen(loadingscreenamount += 2.5f);
// Draw city one frame to fix evil menu bug
if (!game->initialized) {