some missed files

This commit is contained in:
Magnus Auvinen 2008-01-19 16:44:11 +00:00
parent 38aacd5dbb
commit bf2ddd701a
2 changed files with 1 additions and 190 deletions

View file

@ -223,26 +223,6 @@ images {
filename "data/game.png"
}
sun {
filename "data/sun.png"
}
moon {
filename "data/moon.png"
}
stars {
filename "data/stars.png"
}
snow {
filename "data/snow.png"
}
backdrop {
filename "data/mountain_paralax.png"
}
cursor {
filename "data/gui_cursor.png"
}
@ -250,10 +230,6 @@ images {
banner {
filename "data/gui_logo.png"
}
clouds {
filename "data/cloudmap.png"
}
emoticons {
filename "data/emoticons.png"

View file

@ -642,7 +642,7 @@ void anim_eval_add(animstate *state, animation *anim, float time, float amount)
anim_add(state, &add, amount);
}
void draw_circle(float x, float y, float r, int segments)
static void draw_circle(float x, float y, float r, int segments)
{
float f_segments = (float)segments;
for(int i = 0; i < segments; i+=2)
@ -665,171 +665,6 @@ void draw_circle(float x, float y, float r, int segments)
}
}
void render_moon(float x, float y)
{
gfx_texture_set(data->images[IMAGE_MOON].id);
gfx_quads_begin();
gfx_quads_draw(x, y, 512, 512);
gfx_quads_end();
}
void render_stars()
{
struct star
{
vec2 p;
float tingle;
float rot;
float size;
};
static const int NUM_STARS = 20;
static star stars[NUM_STARS];
static bool init = true;
if(init)
{
for(int i = 0; i < NUM_STARS; i++)
{
stars[i].p.x = (frandom()-0.5f)*800*3;
stars[i].p.y = (frandom()-0.5f)*300*3;
stars[i].tingle = frandom();
stars[i].rot = frandom()*pi;
stars[i].size = 30.0f+frandom()*20.0f;
}
init = false;
}
int64 now = time_get();
int64 freq = time_freq()*5;
float t = (now%freq)/(float)freq;
gfx_texture_set(data->images[IMAGE_STARS].id);
gfx_quads_begin();
gfx_quads_setsubset(0,0,0.5f,1);
for(int i = 0; i < NUM_STARS; i++)
{
float a = fmod(t+stars[i].tingle, 1.0f);
gfx_quads_setrotation(stars[i].rot);
gfx_setcolor(1,1,1,0.25f+sinf(a*pi)*0.75f);
gfx_quads_draw(stars[i].p.x, stars[i].p.y, stars[i].size, stars[i].size);
}
gfx_quads_end();
}
void render_snow()
{
vec2 tl, br;
gfx_getscreen(&tl.x, &tl.y, &br.x, &br.y);
tl.x += 1000; // this is here to fix positions below 0,0
tl.y += 1000;
br.x += 1000;
br.y += 1000;
struct flake
{
vec2 p;
float tingle;
float rot;
float size;
float yspeed;
float xspeed;
};
static const int NUM_FLAKES = 100;
static flake flakes[NUM_FLAKES];
static bool init = true;
float w = 400*6;
float h = 300*6;
if(init)
{
for(int i = 0; i < NUM_FLAKES; i++)
{
flakes[i].p.x = frandom()*w;
flakes[i].p.y = frandom()*h;
flakes[i].tingle = frandom();
flakes[i].rot = frandom()*pi;
flakes[i].size = 50.0f+frandom()*10.0f;
flakes[i].yspeed = 50+frandom()*20.0f;
flakes[i].xspeed = flakes[i].yspeed * (0.4+frandom()*0.4f);
}
init = false;
}
int basex = (int)(tl.x/w);
float splitx = tl.x-basex*w;
int basey = (int)(tl.y/h);
float splity = tl.y-basey*h;
float f = client_frametime();
gfx_texture_set(data->images[IMAGE_SNOW].id);
gfx_quads_begin();
for(int i = 0; i < NUM_FLAKES; i++)
{
flakes[i].p.x -= f*flakes[i].xspeed;
flakes[i].p.y += f*flakes[i].yspeed;
if(flakes[i].p.x < 0)
flakes[i].p.x += w;
if(flakes[i].p.y > h)
flakes[i].p.y -= h;
float x = flakes[i].p.x + basex*w;
float y = flakes[i].p.y + basey*h;
if(flakes[i].p.x < splitx)
x += w;
if(flakes[i].p.y < splity)
y += h;
x -= 1000;
y -= 1000;
gfx_quads_setrotation(flakes[i].rot);
gfx_quads_draw(x, y, flakes[i].size, flakes[i].size);
}
gfx_quads_end();
}
void render_sun(float x, float y)
{
vec2 pos(x, y);
gfx_texture_set(-1);
gfx_blend_additive();
gfx_quads_begin();
const int rays = 10;
gfx_setcolor(1.0f,1.0f,1.0f,0.025f);
for(int r = 0; r < rays; r++)
{
float a = r/(float)rays + client_localtime()*0.025f;
float size = (1.0f/(float)rays)*0.25f;
vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
gfx_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
gfx_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
gfx_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
gfx_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
const float range = 1000.0f;
gfx_quads_draw_freeform(
pos.x+dir0.x, pos.y+dir0.y,
pos.x+dir1.x, pos.y+dir1.y,
pos.x+dir0.x*range, pos.y+dir0.y*range,
pos.x+dir1.x*range, pos.y+dir1.y*range);
}
gfx_quads_end();
gfx_blend_normal();
gfx_texture_set(data->images[IMAGE_SUN].id);
gfx_quads_begin();
gfx_quads_draw(pos.x, pos.y, 256, 256);
gfx_quads_end();
}
static vec2 emoticon_selector_mouse;
void emoticon_selector_reset()