--- a/hedgewars/uWorld.pas Sat Jun 15 13:20:29 2019 +0200
+++ b/hedgewars/uWorld.pas Sat Jun 15 13:30:36 2019 +0200
@@ -78,7 +78,7 @@
timeTexture: PTexture;
FPS: Longword;
CountTicks: Longword;
- prevPoint{, prevTargetPoint}: TPoint;
+ prevPoint: TPoint;
amSel: TAmmoType = amNothing;
missionTex: PTexture;
missionTimer: LongInt;
@@ -107,7 +107,6 @@
AMTypeMaskX = $00000001;
AMTypeMaskY = $00000002;
AMTypeMaskAlpha = $00000004;
- //AMTypeMaskSlide = $00000008;
{$IFDEF MOBILE}
AMSlotSize = 48;
@@ -238,17 +237,13 @@
// target icon for anything else
ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
-//cWaveWidth:= SpritesData[sprWater].Width;
-//cWaveHeight:= SpritesData[sprWater].Height;
cWaveHeight:= 32;
InitCameraBorders();
uCursor.init();
prevPoint.X:= 0;
prevPoint.Y:= cScreenHeight div 2;
-//prevTargetPoint.X:= 0;
-//prevTargetPoint.Y:= 0;
-WorldDx:= -(LongInt(leftX + (playWidth div 2))); // -(LAND_WIDTH div 2);// + cScreenWidth div 2;
+WorldDx:= -(LongInt(leftX + (playWidth div 2)));
WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
//aligns it to the bottom of the screen, minus the border
@@ -927,10 +922,8 @@
procedure RenderWorldEdge;
var
- //VertexBuffer: array [0..3] of TVertex2f;
tmp, w: LongInt;
rect: TSDL_Rect;
- //c1, c2: LongWord; // couple of colours for edges
begin
if (WorldEdge <> weNone) and (WorldEdge <> weSea) then
begin
@@ -962,110 +955,6 @@
DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF);
end;
- (*
- WARNING: the following render code is outdated and does not work with
- current Render.pas ! - don't just uncomment without fixing it first
-
- glDisable(GL_TEXTURE_2D);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- if (WorldEdge = weWrap) or (worldEdge = weBounce) then
- glColor4ub($00, $00, $00, $40)
- else
- begin
- glEnableClientState(GL_COLOR_ARRAY);
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]);
- end;
-
- glPushMatrix;
- glTranslatef(WorldDx, WorldDy, 0);
-
- VertexBuffer[0].X:= leftX-20;
- VertexBuffer[0].Y:= -3500;
- VertexBuffer[1].X:= leftX-20;
- VertexBuffer[1].Y:= cWaterLine+cVisibleWater;
- VertexBuffer[2].X:= leftX+30;
- VertexBuffer[2].Y:= cWaterLine+cVisibleWater;
- VertexBuffer[3].X:= leftX+30;
- VertexBuffer[3].Y:= -3500;
-
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
-
- VertexBuffer[0].X:= rightX+20;
- VertexBuffer[1].X:= rightX+20;
- VertexBuffer[2].X:= rightX-30;
- VertexBuffer[3].X:= rightX-30;
-
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
-
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]);
-
- VertexBuffer[0].X:= -5000;
- VertexBuffer[1].X:= -5000;
- VertexBuffer[2].X:= leftX-20;
- VertexBuffer[3].X:= leftX-20;
-
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
-
- VertexBuffer[0].X:= rightX+5000;
- VertexBuffer[1].X:= rightX+5000;
- VertexBuffer[2].X:= rightX+20;
- VertexBuffer[3].X:= rightX+20;
-
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
-
- glPopMatrix;
- glDisableClientState(GL_COLOR_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
- glEnable(GL_TEXTURE_2D);
-
- // I'd still like to have things happen to the border when a wrap or bounce just occurred, based on a timer
- if WorldEdge = weBounce then
- begin
- // could maybe alternate order of these on a bounce, or maybe drop the outer ones.
- if LeftImpactTimer mod 2 = 0 then
- begin
- c1:= $5454FFFF; c2:= $FFFFFFFF;
- end
- else begin
- c1:= $FFFFFFFF; c2:= $5454FFFF;
- end;
- DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 7.0, c1);
- DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, c2);
- DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0, c1);
- DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 1.0, c2);
- if RightImpactTimer mod 2 = 0 then
- begin
- c1:= $5454FFFF; c2:= $FFFFFFFF;
- end
- else begin
- c1:= $FFFFFFFF; c2:= $5454FFFF;
- end;
- DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 7.0, c1);
- DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, c2);
- DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, c1);
- DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 1.0, c2)
- end
- else if WorldEdge = weWrap then
- begin
- DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-LeftImpactTimer));
- DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);
- DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-RightImpactTimer));
- DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);
- end
- else
- begin
- DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $2E8B5780);
- DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $2E8B5780)
- end;
- if LeftImpactTimer > Lag then dec(LeftImpactTimer,Lag) else LeftImpactTimer:= 0;
- if RightImpactTimer > Lag then dec(RightImpactTimer,Lag) else RightImpactTimer:= 0
- *)
end;
end;
@@ -2204,8 +2093,6 @@
amount:= Max(1, round(amount*zoom/2));
WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
-//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
-//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
end;