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Fix oversight with unfocus pause screen in Flip Mode
Flip Mode flips all the unfocus pause screen text upside-down, to make it read in reverse order. This looks kind of strange to me, and I don't think it was intended. So I'm flipping the text again so it's the right way up in Flip Mode.
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1 changed files with 6 additions and 4 deletions
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@ -730,10 +730,12 @@ static void unfocused_run(void)
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if (!game.blackout)
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if (!game.blackout)
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{
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{
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ClearSurface(graphics.backBuffer);
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ClearSurface(graphics.backBuffer);
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graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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#define FLIP(YPOS) graphics.flipmode ? 232 - YPOS : YPOS
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graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, FLIP(110), "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, FLIP(120), "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, FLIP(220), "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, FLIP(230), "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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#undef FLIP
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}
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}
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graphics.render();
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graphics.render();
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gameScreen.FlipScreen();
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gameScreen.FlipScreen();
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