Remove cruft

This commit is contained in:
Paul Chote
2010-01-10 15:06:21 +13:00
parent f11ac190e6
commit 5bb9625c90
2 changed files with 43 additions and 80 deletions

View File

@@ -16,18 +16,18 @@ namespace OpenRa.Game
readonly Renderer renderer;
readonly LineRenderer lineRenderer;
readonly SpriteRenderer rgbaRenderer;
readonly Sprite[] specialBinSprites;
readonly SpriteRenderer shpRenderer;
// Money indicator
readonly Sprite moneyBinSprite;
readonly Sprite tooltipSprite;
readonly Sprite powerIndicatorSprite;
readonly Sprite powerLevelTopSprite;
readonly Sprite powerLevelBottomSprite;
readonly Animation repairButton;
readonly Animation sellButton;
readonly Animation pwrdownButton;
readonly Animation optionsButton;
readonly List<Sprite> digitSprites;
// Special power bin
readonly Sprite[] specialBinSprites;
readonly Dictionary<string, Sprite> spsprites;
// Options menu (to be refactored)
bool optionsPressed = false;
readonly Sprite optionsTop;
readonly Sprite optionsBottom;
readonly Sprite optionsLeft;
@@ -37,47 +37,45 @@ namespace OpenRa.Game
readonly Sprite optionsBottomLeft;
readonly Sprite optionsBottomRight;
readonly Sprite optionsBackground;
readonly SpriteRenderer shpRenderer;
// Buttons
readonly Animation repairButton;
readonly Animation sellButton;
readonly Animation pwrdownButton;
readonly Animation optionsButton;
// Build Palette
const int paletteColumns = 3;
const int paletteRows = 5;
static int2 paletteOrigin = new int2(Game.viewport.Width - paletteColumns * 64 - 9, 260);
readonly List<Pair<Rectangle, Action<bool>>> buttons = new List<Pair<Rectangle, Action<bool>>>();
readonly Animation cantBuild;
readonly Animation ready;
readonly Animation clock;
readonly List<Pair<Rectangle, Action<bool>>> buttons = new List<Pair<Rectangle, Action<bool>>>();
readonly List<Sprite> digitSprites;
readonly Dictionary<string, string[]> tabSprites;
readonly Dictionary<string, Sprite> spsprites;
const int NumClockFrames = 54;
readonly Sprite blank;
// Build palette positioning
const int paletteColumns = 3;
const int paletteRows = 5;
static int2 paletteOrigin= new int2(Game.viewport.Width - paletteColumns * 64 - 9, 260);
readonly Sprite tooltipSprite;
// Build Palette tabs
string currentTab = "Building";
static string[] groups = new string[] { "Building", "Defense", "Infantry", "Vehicle", "Plane", "Ship" };
readonly Dictionary<string, string[]> tabImageNames;
readonly Dictionary<string, Sprite> tabSprites;
// Radar
static float2 radarOpenOrigin = new float2(Game.viewport.Width - 215, 29);
static float2 radarClosedOrigin = new float2(Game.viewport.Width - 215, -166);
float2 radarOrigin;
static float2 radarOrigin = radarClosedOrigin;
float radarMinimapHeight;
const int radarSlideAnimationLength = 15;
const int radarActivateAnimationLength = 5;
int radarAnimationFrame = 0;
bool radarAnimating = false;
// Power bar positioning (relative to Radar)
static float2 powerOrigin = new float2(42, 205);
static Size powerSize = new Size(138,5);
bool hasRadar = false;
bool optionsPressed = false;
string currentTab = "Building";
static string[] groups = new string[] { "Building", "Defense", "Infantry", "Vehicle", "Plane", "Ship" };
readonly Dictionary<string, Sprite> sprites;
const int NumClockFrames = 54;
// Power bar
static float2 powerOrigin = new float2(42, 205); // Relative to radarOrigin
static Size powerSize = new Size(138,5);
public Chrome(Renderer r)
{
@@ -98,19 +96,7 @@ namespace OpenRa.Game
// Radar
radarOrigin = radarClosedOrigin;
var powerIndicator = new Animation("power");
powerIndicator.PlayRepeating("power-level-indicator");
powerIndicatorSprite = powerIndicator.Image;
var powerTop = new Animation("powerbar");
powerTop.PlayRepeating("powerbar-top");
powerLevelTopSprite = powerTop.Image;
var powerBottom = new Animation("powerbar");
powerBottom.PlayRepeating("powerbar-bottom");
powerLevelBottomSprite = powerBottom.Image;
repairButton = new Animation("repair");
repairButton.PlayRepeating("normal");
@@ -135,7 +121,7 @@ namespace OpenRa.Game
blank = SheetBuilder.Add(new Size(64, 48), 16);
sprites = groups
tabSprites = groups
.SelectMany(g => Rules.Categories[g])
.Where(u => Rules.UnitInfo[u].TechLevel != -1)
.ToDictionary(
@@ -147,7 +133,7 @@ namespace OpenRa.Game
u => u.Key,
u => SpriteSheetBuilder.LoadAllSprites(u.Value.Image)[0]);
tabSprites = groups.Select(
tabImageNames = groups.Select(
(g, i) => Pair.New(g,
OpenRa.Game.Graphics.Util.MakeArray(3,
n => i.ToString())))
@@ -185,7 +171,7 @@ namespace OpenRa.Game
Sound.Play("radaron2.aud");
// Play radar-on sound at the start of the activate anim (close)
if (radarAnimationFrame == radarSlideAnimationLength + radarActivateAnimationLength && !hasRadar)
if (radarAnimationFrame == radarSlideAnimationLength + radarActivateAnimationLength -1 && !hasRadar)
Sound.Play("radardn1.aud");
// Minimap height
@@ -272,7 +258,7 @@ namespace OpenRa.Game
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
foreach (var q in tabSprites)
foreach (var q in tabImageNames)
{
var groupName = q.Key;
if (!Rules.TechTree.BuildableItems(Game.LocalPlayer, groupName).Any())
@@ -303,7 +289,7 @@ namespace OpenRa.Game
void ChooseAvailableTab()
{
currentTab = tabSprites.Select(q => q.Key).FirstOrDefault(
currentTab = tabImageNames.Select(q => q.Key).FirstOrDefault(
t => Rules.TechTree.BuildableItems(Game.LocalPlayer, t).Any());
}
@@ -529,7 +515,7 @@ namespace OpenRa.Game
var drawPos = Game.viewport.Location + new float2(rect.Location);
var isBuildingSomething = queue.CurrentItem(queueName) != null;
shpRenderer.DrawSprite(sprites[item], drawPos, PaletteType.Chrome);
shpRenderer.DrawSprite(tabSprites[item], drawPos, PaletteType.Chrome);
var firstOfThis = queue.AllItems(queueName).FirstOrDefault(a => a.Item == item);