Fix preloading issues again

This commit is contained in:
Andrei Alexeyev 2018-08-14 03:56:16 +03:00
parent c43f4d8032
commit 5553e38b1a
No known key found for this signature in database
GPG key ID: 363707CD4C7FE8A4
21 changed files with 85 additions and 19 deletions

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@ -1 +0,0 @@
glsl_objects = marisa_hakkero.vert marisa_hakkero.frag

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@ -15,8 +15,6 @@ glsl_files = files(
'graph.frag.glsl',
'ingame_menu.frag.glsl',
'laser_generic.vert.glsl',
'marisa_hakkero.frag.glsl',
'marisa_hakkero.vert.glsl',
'marisa_laser.frag.glsl',
'maristar_bombbg.frag.glsl',
'masterspark.frag.glsl',
@ -36,6 +34,8 @@ glsl_files = files(
'sprite_default.vert.glsl',
'sprite_filled_circle.frag.glsl',
'sprite_filled_circle.vert.glsl',
'sprite_hakkero.frag.glsl',
'sprite_hakkero.vert.glsl',
'sprite_negative.frag.glsl',
'sprite_silhouette.frag.glsl',
'sprite_silhouette.vert.glsl',

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@ -0,0 +1 @@
glsl_objects = sprite_hakkero.vert sprite_hakkero.frag

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@ -964,6 +964,7 @@ Attack* boss_add_attack_from_info(Boss *boss, AttackInfo *info, char move) {
void boss_preload(void) {
preload_resources(RES_SFX, RESF_OPTIONAL,
"charge_generic",
"charge_extra",
"spellend",
"spellclear",
"timeout1",

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@ -1060,6 +1060,8 @@ void player_preload(void) {
"full_power",
"extra_life",
"extra_bomb",
"hit0",
"hit1",
NULL);
}

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@ -76,7 +76,7 @@ void marisa_common_slave_visual(Enemy *e, int t, bool render) {
r_draw_sprite(&(SpriteParams) {
.sprite = "hakkero",
.shader = "marisa_hakkero",
.shader = "sprite_hakkero",
.pos = { creal(e->pos), cimag(e->pos) },
.rotation.angle = t * 0.05,
.color = RGB(0.2, 0.4, 0.5),

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@ -154,7 +154,7 @@ static void marisa_laser_slave_visual(Enemy *e, int t, bool render) {
r_draw_sprite(&(SpriteParams) {
.sprite = "hakkero",
.shader = "marisa_hakkero",
.shader = "sprite_hakkero",
.pos = { creal(e->pos), cimag(e->pos) },
.rotation.angle = t * 0.05,
.color = color_lerp(RGB(0.2, 0.4, 0.5), RGB(1.0, 1.0, 1.0), 0.25 * pow(psin(t / 6.0), 2) * laser_renderer->args[1]),
@ -600,6 +600,7 @@ static void marisa_laser_preload(void) {
preload_resources(RES_SPRITE, flags,
"proj/marisa",
"part/maristar_orbit",
"hakkero",
NULL);
preload_resources(RES_TEXTURE, flags,
@ -612,6 +613,11 @@ static void marisa_laser_preload(void) {
"marisa_laser",
"masterspark",
"max_to_alpha",
"sprite_hakkero",
NULL);
preload_resources(RES_ANIM, flags,
"fire",
NULL);
preload_resources(RES_SFX, flags | RESF_OPTIONAL,

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@ -324,24 +324,22 @@ static void marisa_star_preload(void) {
"proj/marisa",
"proj/maristar",
"part/maristar_orbit",
NULL
);
"hakkero",
NULL);
preload_resources(RES_TEXTURE, flags,
"marisa_bombbg",
NULL
);
NULL);
preload_resources(RES_SHADER_PROGRAM, flags,
"masterspark",
"maristar_bombbg",
NULL
);
"sprite_hakkero",
NULL);
preload_resources(RES_SFX, flags | RESF_OPTIONAL,
"bomb_marisa_b",
NULL
);
NULL);
}
PlayerMode plrmode_marisa_b = {

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@ -26,15 +26,26 @@ static void reimu_spirit_preload(void) {
"yinyang",
"proj/ofuda",
"proj/needle",
"proj/glowball",
"proj/hakurei_seal",
"part/ofuda_glow",
"part/fantasyseal_impact",
NULL);
preload_resources(RES_TEXTURE, flags,
"runes",
NULL);
preload_resources(RES_SHADER_PROGRAM, flags,
"sprite_yinyang",
"reimu_bomb_bg",
NULL);
//preload_resources(RES_SFX, flags | RESF_OPTIONAL,
//NULL);
preload_resources(RES_SFX, flags | RESF_OPTIONAL,
"boom",
"bomb_reimu_a",
"bomb_marisa_b",
NULL);
}
static int reimu_spirit_needle(Projectile *p, int t) {

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@ -261,8 +261,30 @@ static int reimu_dream_gap_renderer(Enemy *e, int t) {
static void reimu_dream_preload(void) {
const int flags = RESF_DEFAULT;
preload_resources(RES_SPRITE, flags,
"yinyang",
"proj/ofuda",
"proj/needle2",
"proj/glowball",
"part/myon",
"part/stardust",
NULL);
preload_resources(RES_TEXTURE, flags,
"runes",
"gaplight",
NULL);
preload_resources(RES_SHADER_PROGRAM, flags,
"sprite_yinyang",
"reimu_gap",
"reimu_gap_light",
"reimu_bomb_bg",
NULL);
preload_resources(RES_SFX, flags | RESF_OPTIONAL,
"bomb_marisa_a",
"boon",
NULL);
}

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@ -841,6 +841,7 @@ void projectiles_preload(void) {
preload_resources(RES_SFX, RESF_PERMANENT,
"shot1",
"shot2",
"shot3",
"shot1_loop",
"shot_special1",
"redirect",

View file

@ -228,6 +228,9 @@ static void stage1_preload(void) {
preload_resources(RES_ANIM, RESF_DEFAULT,
"boss/cirno",
NULL);
preload_resources(RES_SFX, RESF_OPTIONAL,
"laser1",
NULL);
}
static void stage1_end(void) {

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@ -210,6 +210,9 @@ static void stage2_preload(void) {
"boss/hina",
"fire",
NULL);
preload_resources(RES_SFX, RESF_OPTIONAL,
"laser1",
NULL);
}
static void stage2_end(void) {

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@ -182,6 +182,9 @@ static void stage3_preload(void) {
"boss/scuttle",
"boss/wriggleex",
NULL);
preload_resources(RES_SFX, RESF_OPTIONAL,
"laser1",
NULL);
}
static void stage3_end(void) {

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@ -273,6 +273,17 @@ static void stage4_preload(void) {
"mansion",
"lake",
NULL);
preload_resources(RES_TEXTURE, RESF_OPTIONAL,
"part/sinewave",
NULL);
preload_resources(RES_SFX, RESF_OPTIONAL,
"laser1",
"boom",
NULL);
// XXX: Special case for spell practice of the god damn extra spell, because it always needs a special case.
// TODO: Maybe add spell-specific preloads instead of putting everything into the stage one?
enemies_preload();
}
static void stage4_end(void) {

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@ -1005,9 +1005,7 @@ int kurumi_extra_dead_shield(Enemy *e, int time) {
);
}
// FIXME: needs a more powerful 'explosion' sound
play_sound("shot_special1");
play_sound("enemy_death");
play_sound("boom");
}
return 1;

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@ -186,6 +186,11 @@ static void stage5_preload(void) {
preload_resources(RES_MODEL, RESF_DEFAULT,
"tower",
NULL);
preload_resources(RES_SFX, RESF_OPTIONAL,
"boom",
"laser1",
"enemydeath",
NULL);
}
static void stage5_end(void) {

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@ -966,7 +966,7 @@ void iku_extra_fire_trigger_bullet(void) {
});
play_sound("shot_special1");
play_sound("enemy_death");
play_sound("enemydeath");
play_sound("shot2");
}

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@ -302,6 +302,8 @@ static void stage6_preload(void) {
preload_resources(RES_SFX, RESF_DEFAULT | RESF_OPTIONAL,
"warp",
"noise1",
"boom",
"laser1",
NULL);
}