diff options
-rw-r--r-- | src/Game.h | 1 | ||||
-rw-r--r-- | src/GameInitDispose.cpp | 132 |
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) { |