don't move y axis in intro screen

This commit is contained in:
Sebastian Krzyszkowiak 2012-02-18 05:10:42 +01:00
parent 93d4d87b9d
commit e670d9d084

21
intro.c
View file

@ -7,14 +7,14 @@ void Intro_Draw(struct Game *game) {
al_clear_to_color(al_map_rgb(0,0,0));
//printf("%f\n", ((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display)));
if (game->intro.in_animation)
al_draw_bitmap(game->intro.table, -1*(game->intro.page)*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, al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
al_draw_bitmap(game->intro.table, -1*(game->intro.page)*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_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
else
al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display), 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
al_draw_text(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/2, ALLEGRO_ALIGN_CENTRE, "Not implemented yet!");
//PrintConsole(game, "drawing");
if (game->intro.in_animation) {
//PrintConsole(game, "animating");
game->intro.position -= 5;
game->intro.position -= 10;
if (game->intro.position%al_get_display_width(game->display)==0) {
game->intro.in_animation = false;
PrintConsole(game, "Animation finished.");
@ -56,7 +56,7 @@ void Intro_Preload(struct Game *game) {
game->intro.page = 0;
game->intro.in_animation = false;
game->intro.table_bitmap = al_load_bitmap( "table.png" );
game->intro.table = al_create_bitmap(al_get_display_width(game->display)*4, al_get_display_height(game->display)*2);
game->intro.table = al_create_bitmap(al_get_display_width(game->display)*4, al_get_display_height(game->display));
al_set_target_bitmap(game->intro.table);
al_draw_bitmap(game->intro.table_bitmap, 0, 0, 0);
//game->intro.table_bitmap = al_load_bitmap( "loading.png" );
@ -66,15 +66,6 @@ void Intro_Preload(struct Game *game) {
//game->intro.table_bitmap = al_load_bitmap( "table.png" );
al_draw_bitmap(game->intro.table_bitmap, al_get_display_width(game->display)*3, 0, ALLEGRO_FLIP_HORIZONTAL);
//game->intro.table_bitmap = al_load_bitmap( "loading.png" );
al_draw_bitmap(game->intro.table_bitmap, 0, al_get_display_height(game->display), ALLEGRO_FLIP_VERTICAL);
//game->intro.table_bitmap = al_load_bitmap( "loading.png" );
al_draw_bitmap(game->intro.table_bitmap, al_get_display_width(game->display), al_get_display_height(game->display), ALLEGRO_FLIP_VERTICAL | ALLEGRO_FLIP_HORIZONTAL);
//game->intro.table_bitmap = al_load_bitmap( "table.png" );
al_draw_bitmap(game->intro.table_bitmap, al_get_display_width(game->display)*2, al_get_display_height(game->display), ALLEGRO_FLIP_VERTICAL);
//game->intro.table_bitmap = al_load_bitmap( "menu.png" );
al_draw_bitmap(game->intro.table_bitmap, al_get_display_width(game->display)*3, al_get_display_height(game->display), ALLEGRO_FLIP_VERTICAL | ALLEGRO_FLIP_HORIZONTAL);
al_set_target_bitmap(al_get_backbuffer(game->display));
}
void Intro_Unload(struct Game *game) {
@ -82,9 +73,9 @@ void Intro_Unload(struct Game *game) {
for(int fadeloop=255; fadeloop>=0; fadeloop-=10){
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*(game->intro.page)*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, al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*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_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
else
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*al_get_display_width(game->display), 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
//al_draw_tinted_bitmap(game->intro.table_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),-1*(game->intro.page)*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)),0);
DrawConsole(game);