--- a/hedgewars/uVisualGears.pas Fri Apr 02 08:35:34 2010 +0000
+++ b/hedgewars/uVisualGears.pas Fri Apr 02 08:46:57 2010 +0000
@@ -740,10 +740,10 @@
begin
case Gear^.Kind of
vgtFlake: if vobVelocity = 0 then
- DrawSprite(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame)
+ DrawSprite(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
else
- DrawRotatedF(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
- vgtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame);
+ DrawRotatedF(sprFlake, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);
+ vgtCloud: DrawSprite(sprCloud, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
end;
Gear:= Gear^.NextGear
end;
--- a/hedgewars/uWorld.pas Fri Apr 02 08:35:34 2010 +0000
+++ b/hedgewars/uWorld.pas Fri Apr 02 08:46:57 2010 +0000
@@ -32,6 +32,8 @@
WaterColor, DeepWaterColor: TSDL_Color;
WorldDx: LongInt;
WorldDy: LongInt;
+ SkyOffset: LongInt;
+ HorizontOffset: LongInt;
{$IFDEF COUNTTICKS}
cntTicks: LongWord;
{$ENDIF}
@@ -164,6 +166,8 @@
WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2;
WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
AMxShift:= 210;
+SkyOffset:= (10 * min(0, -145 - (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine))) div 35;
+HorizontOffset:= (10 * min(0, -145 - (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine))) div 55;
end;
procedure ShowAmmoMenu;
@@ -397,28 +401,28 @@
if i > 0 then dec(i, w);
dec(i, w * (sw div w + 1));
repeat
- DrawSprite(spr, i, WorldDy + LAND_HEIGHT - SpritesData[spr].Height - OffsetY, 0);
+ DrawSprite(spr, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[spr].Height, 0);
inc(i, w)
until i > sw
end else
begin
w:= SpritesData[spr].Width;
dec(Shift, w div 2);
- DrawSprite(spr, Shift, WorldDy + LAND_HEIGHT - SpritesData[spr].Height - OffsetY, 0);
+ DrawSprite(spr, Shift, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[spr].Height, 0);
sw:= round(cScreenWidth / cScaleFactor);
i:= Shift - SpritesData[sprL].Width;
while i >= -sw - SpritesData[sprL].Width do
begin
- DrawSprite(sprL, i, WorldDy + LAND_HEIGHT - SpritesData[sprL].Height - OffsetY, 0);
+ DrawSprite(sprL, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[sprL].Height, 0);
dec(i, SpritesData[sprL].Width);
end;
i:= Shift + w;
while i <= sw do
begin
- DrawSprite(sprR, i, WorldDy + LAND_HEIGHT - SpritesData[sprR].Height - OffsetY, 0);
+ DrawSprite(sprR, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[sprR].Height, 0);
inc(i, SpritesData[sprR].Width)
end
end
@@ -432,7 +436,7 @@
grp: TCapGroup;
s: string[15];
highlight: Boolean;
- offset, offsetX, offsetY, screenBottom: LongInt;
+ offset, offsetX, offsetY: LongInt;
scale: GLfloat;
VertexBuffer: array [0..3] of TVertex2f;
begin
@@ -447,7 +451,10 @@
if ZoomValue < zoom then zoom:= ZoomValue
end;
-screenBottom:= WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine;
+offsetY:= 10 * min(0, -145 - (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine));
+
+SkyOffset:= offsetY div 35;
+HorizontOffset:= offsetY div 55;
// Sky
glClear(GL_COLOR_BUFFER_BIT);
@@ -461,15 +468,14 @@
if not cReducedQuality then
begin
// background
- DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, 0);
- DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, - cWaveHeight - screenBottom div 10);
+ DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
+ DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
DrawVisualGears(0);
end;
// Waves
-offsetY:= 10 * min(0, -145 - screenBottom);
-DrawWater(255, offsetY div 35);
+DrawWater(255, SkyOffset);
DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 0.25);
DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 0.19);
DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 0.14);