--- a/hedgewars/uStore.pas Sun May 02 18:25:13 2010 +0000
+++ b/hedgewars/uStore.pas Sun May 02 18:42:19 2010 +0000
@@ -608,7 +608,7 @@
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
-DrawRotatedTex(SpritesData[Sprite].Texture,
+ DrawRotatedTex(SpritesData[Sprite].Texture,
SpritesData[Sprite].Width,
SpritesData[Sprite].Height,
X, Y, Dir, Angle)
@@ -711,11 +711,11 @@
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
var r: TSDL_Rect;
begin
-r.x:= FrameX * SpritesData[Sprite].Width;
-r.w:= SpritesData[Sprite].Width;
-r.y:= FrameY * SpritesData[Sprite].Height;
-r.h:= SpritesData[Sprite].Height;
-DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
+ r.x:= FrameX * SpritesData[Sprite].Width;
+ r.w:= SpritesData[Sprite].Width;
+ r.y:= FrameY * SpritesData[Sprite].Height;
+ r.h:= SpritesData[Sprite].Height;
+ DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
@@ -803,14 +803,15 @@
procedure StoreRelease;
var ii: TSprite;
begin
-for ii:= Low(TSprite) to High(TSprite) do
+ for ii:= Low(TSprite) to High(TSprite) do
begin
- FreeTexture(SpritesData[ii].Texture);
- if SpritesData[ii].Surface <> nil then SDL_FreeSurface(SpritesData[ii].Surface)
+ FreeTexture(SpritesData[ii].Texture);
+ if SpritesData[ii].Surface <> nil then
+ SDL_FreeSurface(SpritesData[ii].Surface)
end;
-SDL_FreeSurface(MissionIcons);
-FreeTexture(ropeIconTex);
-FreeTexture(HHTexture)
+ SDL_FreeSurface(MissionIcons);
+ FreeTexture(ropeIconTex);
+ FreeTexture(HHTexture);
end;
@@ -1134,12 +1135,32 @@
procedure SetupOpenGL;
var vendor: shortstring;
+{$IFDEF DARWIN}
+ one: LongInt;
+{$ENDIF}
begin
+ // initialized here because when initModule is called cScreenWidth/Height are not yet set
+ if (uStore.wScreen = 0) and (uStore.hScreen = 0) then
+ begin
+ uStore.wScreen:= cScreenWidth;
+ uStore.hScreen:= cScreenHeight;
+ end;
+
{$IFDEF IPHONEOS}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0); // no double buffering
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
{$ELSE}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+{$IFNDEF SDL13}
+// this attribute is default in 1.3 and must be enabled in MacOSX
+ if cVSyncInUse then
+ SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
+{$IFDEF DARWIN}
+// fixes vsync in Snow Leopard
+ one := 1;
+ CGLSetParameter(CGLGetCurrentContext(), 222, @one);
+{$ENDIF}
+{$ENDIF}
{$ENDIF}
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); // no depth buffer
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
@@ -1149,14 +1170,6 @@
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 16); // buffer has to be 16 bit only
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // try to prefer hardware rendering
-{$IFNDEF SDL13}
-// this attribute is default in 1.3 and must be enabled in MacOSX
-{$IFNDEF DARWIN}
- if cVSyncInUse then
-{$ENDIF}
- SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
-{$ENDIF}
-
glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);
vendor:= LowerCase(shortstring(pchar(glGetString(GL_VENDOR))));
@@ -1276,7 +1289,7 @@
r.w:= squaresize;
r.h:= squaresize;
- DrawFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);
+ DrawFromRect( -squaresize div 2, (hScreen - squaresize) shr 1, @r, ProgrTex);
SDL_GL_SwapBuffers();
{$IFDEF SDL13}
@@ -1554,8 +1567,10 @@
{$ELSE}
cGPUVendor:= gvUnknown;
{$ENDIF}
- uStore.wScreen:= cScreenWidth;
- uStore.hScreen:= cScreenHeight;
+ // really initalized in storeLoad
+ uStore.wScreen:= 0;
+ uStore.hScreen:= 0;
+
cScaleFactor:= 2.0;
SupportNPOTT:= false;
Step:= 0;
--- a/hedgewars/uWorld.pas Sun May 02 18:25:13 2010 +0000
+++ b/hedgewars/uWorld.pas Sun May 02 18:42:19 2010 +0000
@@ -37,7 +37,9 @@
{$IFDEF COUNTTICKS}
cntTicks: LongWord;
{$ENDIF}
-
+ wScreen: LongInt;
+ hScreen: LongInt;
+
procedure initModule;
procedure freeModule;
@@ -94,7 +96,13 @@
AddGoal:= s;
end;
begin
-missionTimer:= 0;
+ missionTimer:= 0;
+ // initialized here because when initModule is called cScreenWidth/Height are not yet set
+ if (uWorld.wScreen = 0) and (uWorld.hScreen = 0) then
+ begin
+ uWorld.wScreen:= cScreenWidth;
+ uWorld.hScreen:= cScreenHeight;
+ end;
if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit
begin
@@ -170,6 +178,7 @@
HorizontOffset:= 0;
end;
+
procedure ShowAmmoMenu;
const MENUSPEED = 15;
{$IFDEF IPHONEOS}
@@ -181,141 +190,151 @@
Slot, Pos: LongInt;
Ammo: PHHAmmo;
begin
-if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then bShowAmmoMenu:= false;
-if bShowAmmoMenu then
- begin
- FollowGear:= nil;
- if AMxShift = MENUWIDTH then prevPoint.X:= 0;
- if cReducedQuality then
- AMxShift:= 0
- else
- if AMxShift > 0 then dec(AMxShift, MENUSPEED);
- end else
- begin
- if AMxShift = 0 then
- begin
- CursorPoint.X:= cScreenWidth shr 1;
- CursorPoint.Y:= cScreenHeight shr 1;
- prevPoint:= CursorPoint;
- SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y)
- end;
- if cReducedQuality then
- AMxShift:= MENUWIDTH
- else
- if AMxShift < MENUWIDTH then inc(AMxShift, MENUSPEED);
- end;
-Ammo:= nil;
-if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
- Ammo:= CurrentHedgehog^.Ammo
-else if (LocalAmmo <> -1) then
- Ammo:= GetAmmoByNum(LocalAmmo);
-Slot:= 0;
-Pos:= -1;
-if Ammo = nil then
+ if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or
+ ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
+ bShowAmmoMenu:= false;
+ if bShowAmmoMenu then
+ begin
+ FollowGear:= nil;
+ if AMxShift = MENUWIDTH then
+ prevPoint.X:= 0;
+ if cReducedQuality then
+ AMxShift:= 0
+ else
+ if AMxShift > 0 then
+ dec(AMxShift, MENUSPEED);
+ end
+ else
begin
- bShowAmmoMenu:= false;
- exit
+ if AMxShift = 0 then
+ begin
+ CursorPoint.X:= cScreenWidth shr 1;
+ CursorPoint.Y:= cScreenHeight shr 1;
+ prevPoint:= CursorPoint;
+ SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y)
+ end;
+ if cReducedQuality then
+ AMxShift:= MENUWIDTH
+ else
+ if AMxShift < MENUWIDTH then
+ inc(AMxShift, MENUSPEED);
end;
-SlotsNum:= 0;
-x:= (cScreenWidth shr 1) - MENUWIDTH + AMxShift;
-y:= cScreenHeight - 40;
+
+ Ammo:= nil;
+ if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and
+ (CurrentHedgehog^.BotLevel = 0) then
+ Ammo:= CurrentHedgehog^.Ammo
+ else
+ if (LocalAmmo <> -1) then
+ Ammo:= GetAmmoByNum(LocalAmmo);
+ Slot:= 0;
+ Pos:= -1;
+ if Ammo = nil then
+ begin
+ bShowAmmoMenu:= false;
+ exit
+ end;
+ SlotsNum:= 0;
+ x:= (cScreenWidth shr 1) - MENUWIDTH + AMxShift;
+ y:= cScreenHeight - 40;
{$IFDEF IPHONEOS}
-dec(y);
-DrawSprite(sprAMBordersIPhone, x, y, 0);
-dec(y);
-DrawSprite(sprAMBordersIPhone, x, y, 1);
-dec(y, 33);
-DrawSprite(sprAMSlotNameIPhone, x, y, 0);
+ dec(y);
+ DrawSprite(sprAMBordersIPhone, x, y, 0);
+ dec(y);
+ DrawSprite(sprAMBordersIPhone, x, y, 1);
+ dec(y, 33);
+ DrawSprite(sprAMSlotNameIPhone, x, y, 0);
{$ELSE}
-dec(y);
-DrawSprite(sprAMBorders, x, y, 0);
-dec(y);
-DrawSprite(sprAMBorders, x, y, 1);
-dec(y, 33);
-DrawSprite(sprAMSlotName, x, y, 0);
+ dec(y);
+ DrawSprite(sprAMBorders, x, y, 0);
+ dec(y);
+ DrawSprite(sprAMBorders, x, y, 1);
+ dec(y, 33);
+ DrawSprite(sprAMSlotName, x, y, 0);
{$ENDIF}
-for i:= cMaxSlotIndex downto 0 do
- if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
- begin
- if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i;
- dec(y, 33);
- inc(SlotsNum);
- {$IFDEF IPHONEOS}
- DrawSprite(sprAMSlotIPhone, x, y, 0);
- {$ELSE}
- DrawSprite(sprAMSlot, x, y, 0);
- DrawSprite(sprAMSlotKeys, x + 2, y + 1, i);
- {$ENDIF}
- t:= 0;
- {$IFDEF IPHONEOS}
- g:= -1;
- {$ELSE}
- g:= 0;
- {$ENDIF}
- while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
+ for i:= cMaxSlotIndex downto 0 do
+ if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
begin
- if (Ammo^[i, t].AmmoType <> amNothing) then
+ if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then
+ Slot:= i;
+ dec(y, 33);
+ inc(SlotsNum);
+{$IFDEF IPHONEOS}
+ DrawSprite(sprAMSlotIPhone, x, y, 0);
+ g:= -1;
+{$ELSE}
+ DrawSprite(sprAMSlot, x, y, 0);
+ DrawSprite(sprAMSlotKeys, x + 2, y + 1, i);
+ g:= 0;
+{$ENDIF}
+ t:= 0;
+
+ while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
begin
- l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
+ if (Ammo^[i, t].AmmoType <> amNothing) then
+ begin
+ l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
- if l >= 0 then
- begin
- DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
- if l < 100 then DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l);
- end else
- DrawSprite(sprAMAmmos, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
- if (Slot = i)
- and (CursorPoint.X >= x + g * 33 + 35)
- and (CursorPoint.X < x + g * 33 + 68) then
- begin
- if (l < 0) then DrawSprite(sprAMSelection, x + g * 33 + 35, y + 1, 0);
- Pos:= t;
+ if l >= 0 then
+ begin
+ DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
+ if l < 100 then
+ DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l);
+ end
+ else
+ DrawSprite(sprAMAmmos, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
+ if (Slot = i) and (CursorPoint.X >= x + g * 33 + 35) and (CursorPoint.X < x + g * 33 + 68) then
+ begin
+ if (l < 0) then
+ DrawSprite(sprAMSelection, x + g * 33 + 35, y + 1, 0);
+ Pos:= t;
+ end;
+ inc(g);
end;
- inc(g)
+ inc(t);
end;
- inc(t)
- end
- end;
-dec(y, 1);
+ end;
+ dec(y, 1);
{$IFDEF IPHONEOS}
-DrawSprite(sprAMBordersIPhone, x, y, 0);
+ DrawSprite(sprAMBordersIPhone, x, y, 0);
{$ELSE}
-DrawSprite(sprAMBorders, x, y, 0);
+ DrawSprite(sprAMBorders, x, y, 0);
{$ENDIF}
-if (Pos >= 0) then
+ if (Pos >= 0) then
begin
- if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
- if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
+ if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
+ if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
begin
- amSel:= Ammo^[Slot, Pos].AmmoType;
- RenderWeaponTooltip(amSel)
+ amSel:= Ammo^[Slot, Pos].AmmoType;
+ RenderWeaponTooltip(amSel)
end;
- DrawTexture(cScreenWidth div 2 - (MENUWIDTH - 10) + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
+ DrawTexture(cScreenWidth div 2 - (MENUWIDTH - 10) + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
- if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
- DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]);
+ if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
+ DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]);
- if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
+ if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
begin
- bShowAmmoMenu:= false;
- SetWeapon(Ammo^[Slot, Pos].AmmoType);
- bSelected:= false;
- FreeWeaponTooltip;
- exit
+ bShowAmmoMenu:= false;
+ SetWeapon(Ammo^[Slot, Pos].AmmoType);
+ bSelected:= false;
+ FreeWeaponTooltip;
+ exit();
end;
end
-else
- FreeWeaponTooltip;
+ else
+ FreeWeaponTooltip;
-if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
- ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, min(y, cScreenHeight - WeaponTooltipTex^.h - 40));
+ if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
+ ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, min(y, cScreenHeight - WeaponTooltipTex^.h - 40));
-bSelected:= false;
-if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
+ bSelected:= false;
+ if AMxShift = 0 then
+ DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
end;
procedure MoveCamera; forward;
@@ -325,57 +344,58 @@
r: TSDL_Rect;
lw, lh: GLfloat;
begin
-WaterColorArray[0].a := Alpha;
-WaterColorArray[1].a := Alpha;
-WaterColorArray[2].a := Alpha;
-WaterColorArray[3].a := Alpha;
+ WaterColorArray[0].a := Alpha;
+ WaterColorArray[1].a := Alpha;
+ WaterColorArray[2].a := Alpha;
+ WaterColorArray[3].a := Alpha;
-lw:= cScreenWidth / cScaleFactor;
-lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
-// Water
-r.y:= OffsetY + WorldDy + cWaterLine;
-if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
+ lw:= wScreen / cScaleFactor;
+ lh:= trunc(hScreen / cScaleFactor) + hScreen div 2 + 16;
+
+ // Water
+ r.y:= OffsetY + WorldDy + cWaterLine;
+ if WorldDy < trunc(hScreen / cScaleFactor) + hScreen div 2 - cWaterLine then
begin
- if r.y < 0 then r.y:= 0;
+ if r.y < 0 then
+ r.y:= 0;
- glDisable(GL_TEXTURE_2D);
- VertexBuffer[0].X:= -lw;
- VertexBuffer[0].Y:= r.y;
- VertexBuffer[1].X:= lw;
- VertexBuffer[1].Y:= r.y;
- VertexBuffer[2].X:= lw;
- VertexBuffer[2].Y:= lh;
- VertexBuffer[3].X:= -lw;
- VertexBuffer[3].Y:= lh;
+ glDisable(GL_TEXTURE_2D);
+ VertexBuffer[0].X:= -lw;
+ VertexBuffer[0].Y:= r.y;
+ VertexBuffer[1].X:= lw;
+ VertexBuffer[1].Y:= r.y;
+ VertexBuffer[2].X:= lw;
+ VertexBuffer[2].Y:= lh;
+ VertexBuffer[3].X:= -lw;
+ VertexBuffer[3].Y:= lh;
- glEnableClientState (GL_COLOR_ARRAY);
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
+ glEnableClientState (GL_COLOR_ARRAY);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
+ glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
- glColor4ub($FF, $FF, $FF, $FF); // disable coloring
- glEnable(GL_TEXTURE_2D)
- end
+ Tint($FF, $FF, $FF, $FF); // disable coloring
+ glEnable(GL_TEXTURE_2D);
+ end;
end;
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
lw, waves, shift: GLfloat;
begin
-lw:= cScreenWidth / cScaleFactor;
+lw:= wScreen / cScaleFactor;
waves:= lw * 2 / cWaveWidth;
-Tint(
- (tnt * WaterColorArray[2].r div 255) + (255-tnt)
- , (tnt * WaterColorArray[2].g div 255) + (255-tnt)
- , (tnt * WaterColorArray[2].b div 255) + (255-tnt)
- , 255
+Tint((tnt * WaterColorArray[2].r div 255) + (255-tnt),
+ (tnt * WaterColorArray[2].g div 255) + (255-tnt),
+ (tnt * WaterColorArray[2].b div 255) + (255-tnt),
+ 255
);
glBindTexture(GL_TEXTURE_2D, SpritesData[sprWater].Texture^.id);
@@ -420,37 +440,36 @@
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
var i, w, sw: LongInt;
begin
-sw:= round(cScreenWidth / cScaleFactor);
-if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then
+ sw:= round(cScreenWidth / cScaleFactor);
+ if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then
begin
- w:= SpritesData[spr].Width;
- i:= Shift mod w;
- if i > 0 then dec(i, w);
- dec(i, w * (sw div w + 1));
- repeat
- DrawSprite(spr, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[spr].Height, 0);
- inc(i, w)
- until i > sw
- end else
+ w:= SpritesData[spr].Width;
+ i:= Shift mod w;
+ if i > 0 then dec(i, w);
+ dec(i, w * (sw div w + 1));
+ repeat
+ 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 + OffsetY - SpritesData[spr].Height, 0);
-
- sw:= round(cScreenWidth / cScaleFactor);
+ w:= SpritesData[spr].Width;
+ dec(Shift, w div 2);
+ DrawSprite(spr, Shift, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[spr].Height, 0);
- i:= Shift - SpritesData[sprL].Width;
- while i >= -sw - SpritesData[sprL].Width do
+ i:= Shift - SpritesData[sprL].Width;
+ while i >= -sw - SpritesData[sprL].Width do
begin
- DrawSprite(sprL, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[sprL].Height, 0);
- dec(i, SpritesData[sprL].Width);
+ DrawSprite(sprL, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[sprL].Height, 0);
+ dec(i, SpritesData[sprL].Width);
end;
- i:= Shift + w;
- while i <= sw do
+ i:= Shift + w;
+ while i <= sw do
begin
- DrawSprite(sprR, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[sprR].Height, 0);
- inc(i, SpritesData[sprR].Width)
+ DrawSprite(sprR, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[sprR].Height, 0);
+ inc(i, SpritesData[sprR].Width)
end
end
end;
@@ -727,33 +746,34 @@
// Wind bar
{$IFDEF IPHONEOS}
-offsetX:= cScreenHeight - 13;
-offsetY:= (cScreenWidth shr 1) + 74;
+ offsetX:= cScreenHeight - 13;
+ offsetY:= (cScreenWidth shr 1) + 74;
{$ELSE}
-offsetX:= 30;
-offsetY:= 180;
+ offsetX:= 30;
+ offsetY:= 180;
{$ENDIF}
-DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
-if WindBarWidth > 0 then
- begin
- {$WARNINGS OFF}
- r.x:= 8 - (RealTicks shr 6) mod 8;
- {$WARNINGS ON}
- r.y:= 0;
- r.w:= WindBarWidth;
- r.h:= 13;
- DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
- end else
- if WindBarWidth < 0 then
- begin
- {$WARNINGS OFF}
- r.x:= (WindBarWidth + RealTicks shr 6) mod 8;
- {$WARNINGS ON}
- r.y:= 0;
- r.w:= - WindBarWidth;
- r.h:= 13;
- DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
- end;
+ DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
+ if WindBarWidth > 0 then
+ begin
+ {$WARNINGS OFF}
+ r.x:= 8 - (RealTicks shr 6) mod 8;
+ {$WARNINGS ON}
+ r.y:= 0;
+ r.w:= WindBarWidth;
+ r.h:= 13;
+ DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
+ end
+ else
+ if WindBarWidth < 0 then
+ begin
+ {$WARNINGS OFF}
+ r.x:= (WindBarWidth + RealTicks shr 6) mod 8;
+ {$WARNINGS ON}
+ r.y:= 0;
+ r.w:= - WindBarWidth;
+ r.h:= 13;
+ DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
+ end;
// AmmoMenu
if (AMxShift < 210) or bShowAmmoMenu then ShowAmmoMenu;
@@ -1051,6 +1071,10 @@
WorldDx:= -512;
WorldDy:= -256;
+ // really initalized in initWorld
+ uWorld.wScreen:= 0;
+ uWorld.hScreen:= 0;
+
FPS:= 0;
CountTicks:= 0;
SoundTimerTicks:= 0;