Slimwaffle Posted July 27, 2018 Share Posted July 27, 2018 Was wondering if anyone could help me figure out why my Splash Screen is not printing to screen. The system output is telling me the texture file is loading but nothing displays. But yet my line of code that reads Time:Delay is executing fine. There is just no splash screen displaying. Here is my code below; import("Scripts/Menu.lua") --Initialize Steamworks (optional) Steamworks:Initialize() --Initialize analytics (optional). Create an account at www.gameamalytics.com to get your game keys --[[if DEBUG==false then Analytics:SetKeys("GAME_KEY_xxxxxxxxx", "SECRET_KEY_xxxxxxxxx") Analytics:Enable() end]] --Set the application title title="Outback Survival" --Create a window local windowstyle = 0 local winwidth local winheight local gfxmode = System:GetGraphicsMode(System:CountGraphicsModes()-1) if System:GetProperty("devmode")=="1" then gfxmode.x = math.min(1280,gfxmode.x) gfxmode.y = Math:Round(gfxmode.x * 9 / 16) windowstyle = Window.Titlebar else gfxmode.x = System:GetProperty("screenwidth",gfxmode.x) gfxmode.y = System:GetProperty("screenheight",gfxmode.y) windowstyle = Window.Fullscreen end window=Window:Create(title,0,0,gfxmode.x,gfxmode.y,windowstyle) --Create the graphics context context=Context:Create(window,0) if context==nil then return end -- Code For Splash Screen Splash = {} Splash[1] = Texture:Load("Splash Screen/Leadwerks Splash.tex") trigger = 1 if trigger > 0 then context:SetBlendMode(Blend.Alpha) context:DrawImage(Splash[1], 20, (context:GetHeight() - 60), 30, 30) Time:Delay(5000) trigger = 0 end --Create a world world=World:Create() local gamemenu = BuildMenu(context) --Load a map gamemenu:Show() while window:Closed()==false do if gamemenu:Update()==false then return end --Handle map change if changemapname~=nil then --Pause the clock Time:Pause() --Pause garbage collection System:GCSuspend() --Clear all entities world:Clear() --Send analytics event Analytics:SendProgressEvent("Complete",prevmapname) --Load the next map if Map:Load("Maps/"..changemapname..".map")==false then return end prevmapname = changemapname --Send analytics event Analytics:SendProgressEvent("Start",prevmapname) --Resume garbage collection System:GCResume() --Resume the clock Time:Resume() changemapname = nil end if gamemenu:Hidden() then --Update the app timing Time:Update() --Update the world world:Update() end --Render the world world:Render() --Render statistics context:SetBlendMode(Blend.Alpha) if DEBUG then context:SetColor(1,0,0,1) context:DrawText("Debug Mode",2,2) context:SetColor(1,1,1,1) context:DrawStats(2,22) context:SetBlendMode(Blend.Solid) else --Toggle statistics on and off if (window:KeyHit(Key.F11)) then showstats = not showstats end if showstats then context:SetColor(1,1,1,1) context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2) end end --Refresh the screen if VSyncMode==nil then VSyncMode=true end context:Sync(VSyncMode) end Quote Link to comment Share on other sites More sharing options...
macklebee Posted July 27, 2018 Share Posted July 27, 2018 Use context:Sync() to "flip" the image drawn on a buffer over to the context... or it used to be something like that in the old days when you had gbuffers... but it still appears to work. example: window = Window:Create("Splash",0,0,800,600,Window.Center+Window.Titlebar) context = Context:Create(window) world = World:Create() camera = Camera:Create() camera:SetPosition(0,0,-3) light = DirectionalLight:Create() light:SetRotation(35,35,0) box = Model:Box() splash = Texture:Load("Materials/Developer/leadwerks.tex") context:SetBlendMode(Blend.Alpha) context:DrawImage(splash,0,0,context:GetWidth(),context:GetHeight()) context:Sync(true) Time:Delay(2000) camera:SetClearColor(1,0.5,0) while window:KeyDown(Key.Escape)==false do if window:Closed() then break end box:Turn(Time:GetSpeed()*0.5,Time:GetSpeed()*0.5,0) Time:Update() world:Update() world:Render() context:Sync(true) end 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Slimwaffle Posted July 27, 2018 Author Share Posted July 27, 2018 Thank you soo much mate. This works perfectly now. Can I use this same system if I want an intro video? Quote Link to comment Share on other sites More sharing options...
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