performance fixes for intro gamestate

This commit is contained in:
Sebastian Krzyszkowiak 2012-05-04 01:12:19 +02:00
parent a4756eaeb0
commit bbf0198669
3 changed files with 32 additions and 20 deletions

View file

@ -23,14 +23,13 @@
#include "intro.h"
#include "map.h"
void AnimPage(struct Game *game, int page) {
al_set_target_bitmap(game->intro.animation);
al_clear_to_color(al_map_rgba(0,0,0,0));
void AnimPage(struct Game *game, int page, ALLEGRO_COLOR tint) {
int offset = 0;
if (game->intro.in_animation) offset = -1*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(ALLEGRO_PI))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0;
if (page<6) al_draw_bitmap_region(game->intro.animsprites[page-1],al_get_display_width(game->display)*0.3125*(int)fmod(game->intro.anim,3),al_get_display_height(game->display)*0.63*(((int)(game->intro.anim/3))%3),al_get_display_width(game->display)*0.3125, al_get_display_height(game->display)*0.63,al_get_display_width(game->display)*0.08, al_get_display_height(game->display)*0.18,0);
if (page<5) al_draw_bitmap_region(game->intro.animsprites[page],al_get_display_width(game->display)*0.3125*(int)fmod(game->intro.anim,3),al_get_display_height(game->display)*0.63*(((int)(game->intro.anim/3))%3),al_get_display_width(game->display)*0.3125, al_get_display_height(game->display)*0.63,al_get_display_width(game->display)*1.08, al_get_display_height(game->display)*0.18,0);
al_set_target_bitmap(al_get_backbuffer(game->display));
if (page<6) al_draw_tinted_bitmap_region(game->intro.animsprites[page-1],tint,al_get_display_width(game->display)*0.3125*(int)fmod(game->intro.anim,3),al_get_display_height(game->display)*0.63*(((int)(game->intro.anim/3))%3),al_get_display_width(game->display)*0.3125, al_get_display_height(game->display)*0.63,offset+al_get_display_width(game->display)*0.08, al_get_display_height(game->display)*0.18,0);
if (page<5) al_draw_tinted_bitmap_region(game->intro.animsprites[page],tint,al_get_display_width(game->display)*0.3125*(int)fmod(game->intro.anim,3),al_get_display_height(game->display)*0.63*(((int)(game->intro.anim/3))%3),al_get_display_width(game->display)*0.3125, al_get_display_height(game->display)*0.63,offset+al_get_display_width(game->display)*1.08, al_get_display_height(game->display)*0.18,0);
game->intro.anim += tps(game, 2);
}
@ -56,31 +55,44 @@ void FillPage(struct Game *game, int page) {
void DrawPage(int p) {
switch (p) {
case 1:
al_hold_bitmap_drawing(true);
al_draw_bitmap(game->intro.table_bitmap, 0, 0, 0);
al_hold_bitmap_drawing(true);
draw_text(1, "Ever since Twilight Sparkle and her");
draw_text(1, "friends imprisoned Discord in stone,");
draw_text(1, "Equestria had been peaceful for");
draw_text(1, "a long time.");
al_hold_bitmap_drawing(false);
break;
case 2:
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0);
al_hold_bitmap_drawing(false);
al_hold_bitmap_drawing(true);
draw_text(2, "Until one day a reckless pony caused");
draw_text(2, "a tiny bit of chaos near Discords");
draw_text(2, "statue.");
al_hold_bitmap_drawing(false);
break;
case 3:
al_hold_bitmap_drawing(true);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0);
al_hold_bitmap_drawing(false);
al_hold_bitmap_drawing(true);
draw_text(3, "This small amount of chaos was not");
draw_text(3, "enough to free Discord, but enough");
draw_text(3, "to turn discarded muffins into");
draw_text(3, "vicious muffinzombies, with aim to");
draw_text(3, "destroy all harmony in Equestria.");
al_hold_bitmap_drawing(false);
break;
case 4:
al_hold_bitmap_drawing(true);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0);
al_hold_bitmap_drawing(false);
al_hold_bitmap_drawing(true);
draw_text(4, "Discord, learning from his last failure,");
draw_text(4, "turned his muffinzombies against Twilight");
draw_text(4, "and her friends, trapping them in their");
@ -88,15 +100,20 @@ void FillPage(struct Game *game, int page) {
draw_text(4, "Elements out of the way, he now waits until");
draw_text(4, "chaos takes hold of the world, so he can");
draw_text(4, "rule Equestria once again.");
al_hold_bitmap_drawing(false);
break;
case 5:
al_hold_bitmap_drawing(true);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0);
al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0);
al_hold_bitmap_drawing(false);
al_hold_bitmap_drawing(true);
draw_text(5, "Who can defeat Discord without");
draw_text(5, "the Elements of Harmony?");
draw_text(5, "");
draw_text(5, "Well... There is somepony who knows");
draw_text(5, "all about muffins...");
al_hold_bitmap_drawing(false);
break;
}
}
@ -114,14 +131,12 @@ void FillPage(struct Game *game, int page) {
void Intro_Draw(struct Game *game) {
al_clear_to_color(al_map_rgb(0,0,0));
if (game->intro.in_animation) {
AnimPage(game, game->intro.page);
al_draw_bitmap(game->intro.table, -1*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(ALLEGRO_PI))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0);
al_draw_bitmap(game->intro.animation, -1*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(ALLEGRO_PI))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0);
AnimPage(game, game->intro.page, al_map_rgba_f(1,1,1,1));
}
else {
AnimPage(game, game->intro.page+1);
al_draw_bitmap(game->intro.table, 0, 0, 0);
al_draw_bitmap(game->intro.animation, 0, 0, 0);
AnimPage(game, game->intro.page+1, al_map_rgba_f(1,1,1,1));
}
al_draw_text_with_shadow(game->intro.font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)*0.90, ALLEGRO_ALIGN_CENTRE, "Press any key to continue or escape to skip...");
al_draw_bitmap(game->intro.frame, 0, 0, 0);
@ -156,7 +171,7 @@ void Intro_Load(struct Game *game) {
for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->intro.table,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
al_draw_tinted_bitmap(game->intro.animation,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
AnimPage(game, game->intro.page+1, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1));
al_draw_tinted_bitmap(game->intro.frame,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
DrawConsole(game);
al_flip_display();
@ -213,12 +228,10 @@ void Intro_Preload(struct Game *game) {
exit(-1);
}
game->intro.table = al_create_bitmap(al_get_display_width(game->display)*2, al_get_display_height(game->display));
game->intro.animation = al_create_bitmap(al_get_display_width(game->display)*2, al_get_display_height(game->display));
game->intro.font = al_load_ttf_font("data/ShadowsIntoLight.ttf",al_get_display_height(game->display)*0.04,0 );
FillPage(game, 1);
AnimPage(game, 1);
al_set_target_bitmap(al_get_backbuffer(game->display));
PrintConsole(game, "Chainpreloading GAMESTATE_MAP...");
Map_Preload(game);
@ -235,11 +248,11 @@ void Intro_Unload(struct Game *game) {
al_wait_for_event(game->event_queue, &ev);
if (game->intro.in_animation) {
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0);
al_draw_tinted_bitmap(game->intro.animation, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0);
AnimPage(game, game->intro.page, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1));
}
else {
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
al_draw_tinted_bitmap(game->intro.animation, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
AnimPage(game, game->intro.page+1, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1));
}
al_draw_tinted_bitmap(game->intro.frame,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
DrawConsole(game);
@ -247,7 +260,6 @@ void Intro_Unload(struct Game *game) {
}
al_destroy_bitmap(game->intro.frame);
al_destroy_bitmap(game->intro.table);
al_destroy_bitmap(game->intro.animation);
int i;
for (i=0; i<5; i++) {
al_destroy_bitmap(game->intro.animsprites[i]);

View file

@ -226,7 +226,7 @@ void Level_Draw(struct Game *game) {
al_draw_bitmap(game->level.background, (1+(-game->level.bg_pos))*al_get_bitmap_width(game->level.background), 0, 0);
al_draw_bitmap(game->level.stage, (-game->level.st_pos)*al_get_bitmap_width(game->level.stage), 0 ,0);
al_draw_bitmap(game->level.stage, (1+(-game->level.st_pos))*al_get_bitmap_width(game->level.stage), 0 ,0);
int derpyx = game->level.derpy_x*al_get_display_width(game->display);
int derpyy = game->level.derpy_y*al_get_display_height(game->display);
int derpyw = al_get_bitmap_width(game->level.derpy);
@ -276,9 +276,10 @@ void Level_Draw(struct Game *game) {
al_set_target_bitmap(al_get_backbuffer(game->display));
al_draw_tinted_bitmap(game->level.derpy, al_map_rgba_f(255,255-colision*255,255-colision*255,1), derpyx, derpyy, 0);
al_draw_bitmap(game->level.foreground, (-game->level.fg_pos)*al_get_bitmap_width(game->level.foreground), 0 ,0);
al_draw_bitmap(game->level.foreground, (1+(-game->level.fg_pos))*al_get_bitmap_width(game->level.foreground), 0 ,0);
if (game->level.speed > 0) {
game->level.cl_pos += game->level.speed * 0.2;
game->level.bg_pos += game->level.speed * 0.6;

View file

@ -191,7 +191,6 @@ struct Intro {
ALLEGRO_BITMAP *table;
ALLEGRO_BITMAP *table_bitmap;
ALLEGRO_BITMAP *frame;
ALLEGRO_BITMAP *animation;
ALLEGRO_BITMAP *animsprites[5];
ALLEGRO_FONT *font;
ALLEGRO_SAMPLE *sample;