removed debug code
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3248d72416
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cee9693119
@ -872,8 +872,6 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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Renderer->PushMatrix();
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Renderer->LoadIdentity();
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CheckGlError();
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if (LevelState == CONST_LEVELSTATE_LOADING)
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{
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@ -960,16 +958,11 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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}
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// :::::::::::
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// *SE::Console << BkgTexture;
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// *SE::Console << std::to_string(ResourceManager->TexList[BkgTexture]);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
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//Renderer->DrawRect(Vector2f(xlOffset, ylOffset), Vector2f(xlOffset+tSW, ylOffset+tSH),Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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Renderer->DrawRect(Vector2f(bkgSWO, bkgSHO), Vector2f(bkgSWO + bkgSW, bkgSHO + bkgSH), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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//Renderer->DrawRect(Vector2f(0,0), Vector2f(100,100), Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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CheckGlError();
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std::list<TBall>::iterator iBall;
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@ -994,25 +987,17 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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Renderer->PushShader("BrickShader");
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GetConsole() << "PUSHED BRICK SHADER";
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CheckGlError();
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for (int i = 0; i < CONST_BRICKMATRIX_WIDTH; i++)
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{
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for (int j = 0; j < CONST_BRICKMATRIX_HEIGHT; j++)
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{
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BlockMatrix[i][j].TryDrawAppear(i, j, screenWidth); //Draws only appearing/disappearing blocks
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CheckGlError();
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}
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}
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RenderUniform1f("Transparency", 1.f);
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CheckGlError();
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//Vector2f outlineShift = Vector2f(((screenWidth - Application->GetGameLevelScreenWidth())*0.5f), 0.f);
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Renderer->PushMatrix();
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Renderer->TranslateMatrix(Vector3f(offset[0], offset[1], 0));
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@ -1031,22 +1016,13 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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color(2) = c;
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}
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RenderUniform4fv("BrickColor", color.data());
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CheckGlError();
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
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CheckGlError();
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Renderer->DrawTriangleList(colorBlockIterator->second);
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CheckGlError();
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}
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DrawBallInstancingList(blackAndWhite);
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CheckGlError();
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Renderer->PopMatrix();
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@ -1055,14 +1031,10 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
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{
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iBonus->Draw();
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CheckGlError();
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}
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Application->EffectsDraw();
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CheckGlError();
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Renderer->PopShader();
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//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
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@ -1075,29 +1047,21 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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Renderer->DrawRect(Vector2f(-xRW * 0.5f, -yRH * 0.5f) + matrixSize + offset,
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Vector2f(xRW*0.5f, yRH*0.5f) + matrixSize + offset, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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CheckGlError();
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const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW);
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const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
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Renderer->DrawRect(wallUpPos1, wallUpPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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CheckGlError();
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const Vector2f wallLeftPos1(xlOffset, lrFBO+ylOffset);
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const Vector2f wallLeftPos2(lWTW + xlOffset, tSH-ylOffset-(uWTW*0.68f));
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
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Renderer->DrawRect(wallLeftPos1, wallLeftPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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CheckGlError();
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const Vector2f wallRightPos1(tSW+xlOffset-rWTW, lrFBO+ylOffset);
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const Vector2f wallRightPos2(tSW + xlOffset, tSH-ylOffset-(uWTW*0.68f));
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
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Renderer->DrawRect(wallRightPos1, wallRightPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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CheckGlError();
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if (BonusFloorTimer>0.f)
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{
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@ -1111,8 +1075,6 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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Renderer->DrawRect(wallBonusPos1, wallBonusPos2, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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}
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CheckGlError();
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if (!pause && LevelState != CONST_LEVELSTATE_SNAPSHOTTING)
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@ -1127,8 +1089,6 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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drawOutline(screenWidth, screenHeight);
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CheckGlError();
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if (pause && !renderBufferReady)
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{
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@ -469,8 +469,6 @@ void TMyApplication::LoadResources()
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ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
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ResourceManager->FontManager.PushFont("droid_sans14");
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GetConsole() << "LOAD GAME";
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}
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void TMyApplication::TryLoadSavedGame()
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@ -540,12 +538,8 @@ void TMyApplication::InnerUpdate(size_t dt)
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return;
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}
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GetConsole() << "INNER UPDATE";
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LoadUserProgress();
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GetConsole() << "LOAD SHADERS";
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ResourceManager->ShaderManager.AddShader("HoverableButtonShader", "shaders/gui_transparent.vertex", "shaders/hoverable-button.fragment");
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ResourceManager->ShaderManager.AddShader("BlackAndWhiteShader", "shaders/gui_transparent_blackandwhite.vertex", "shaders/gui_transparent_blackandwhite.fragment");
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ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
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@ -553,27 +547,19 @@ void TMyApplication::InnerUpdate(size_t dt)
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ResourceManager->ShaderManager.AddShader("BrickShader", "shaders/brickshader_vertex.txt", "shaders/brickshader_fragment.txt");
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ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
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GetConsole() << "ADD FRAMEBUFFER";
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 256, 256);
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//OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
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Inited = true;
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Application->SetGameLevelScreenScale();
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//GameLevel.SetLevelScale();
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GetConsole() << "INIT EFFECTS";
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EffectsInit();
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// ------- UI -------
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GetConsole() << "LOAD JSON UI";
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gamePauseMenuUi = SE::ReadJsonFile(ST::PathToResources + "gui_game_pause_menu.json");
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galaxyMenuUi = SE::ReadJsonFile(ST::PathToResources + "gui_main_menu.json");
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GetConsole() << "INIT MENU";
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// TESTS of menu
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if (Menu.GalaxMenu.InitGalaxyMenu("levels/galaxy_ptree.json")) {
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std::cout << "ok" << std::endl;
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@ -582,16 +568,10 @@ void TMyApplication::InnerUpdate(size_t dt)
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std::cout << "menu error" << std::endl;
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}
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GetConsole() << "RENDER SNAPSHOTS";
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RenderLevelSnapshots();
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GetConsole() << "LOAD RESOURCES";
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LoadResources();
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GameState = CONST_GAMESTATE_LOADING;
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GetConsole() << "PRELOADING END";
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}
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else if (GameState == CONST_GAMESTATE_LOADING)
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{
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@ -601,8 +581,6 @@ void TMyApplication::InnerUpdate(size_t dt)
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StateTimer -= 1.f;
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}
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GetConsole() << "BEFORE LOADING TEXTURES";
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if (TextureNamesToLoad.size() != 0)
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{
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ResourceManager->TexList.AddTexture(TextureNamesToLoad.begin()->first, TextureNamesToLoad.begin()->second);
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@ -707,7 +685,6 @@ void TMyApplication::InnerUpdate(size_t dt)
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});
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pauseBackground->onMoveSignal.connect([this](Vector2f, Vector2f shift, int) {
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SE::GetConsole() << std::to_string(shift.norm());
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if (shift.norm() > 15)
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{
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GameLevel->TryGoToMenu();
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@ -10,9 +10,7 @@ import android.content.pm.PackageManager;
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import android.content.pm.PackageManager.NameNotFoundException;
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import android.os.Bundle;
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import android.util.Log;
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import android.view.GestureDetector;
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import android.view.KeyEvent;
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import android.view.GestureDetector.SimpleOnGestureListener;
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import android.view.MotionEvent;
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//Deprecated
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@ -29,8 +27,6 @@ public class GL2JNIActivity extends Activity
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@Override
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protected void onCreate(Bundle icicle)
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{
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Log.d("DEBUG", "START ACTIVITY");
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super.onCreate(icicle);
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instance = this;
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