- Added SkyOffset, HorizontOffset as global vars
authorpalewolf
Fri, 02 Apr 2010 08:46:57 +0000
changeset 3248 8d4c61f6f30c
parent 3247 045a76b9f32f
child 3249 74a506c9d71b
- Added SkyOffset, HorizontOffset as global vars - Move Sky, Clouds and Flakes with camera too
hedgewars/uVisualGears.pas
hedgewars/uWorld.pas
--- 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);