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Fix being able to mismatch summary and menu color

You were able to mismatch the color of the quicksave/telesave summary
and the text/background by pressing Esc when in the "continue" menu,
then pressing ACTION on "no, return".

This commit fixes that bug by putting the map.settowercolour(3) inside
the Menu::continuemenu creation code itself. However, since the
Menu::youwannaquit code does map.nexttowercolour() right after it does
the game.createmenu(), we also need to put the map.nexttowercolour()
before the game.createmenu() beforehand so it doesn't mess up the cyan
color that Menu::continuemenu sets.

Additionally, I removed the map.settowercolour() from the input handling
of Menu::play, as it's superfluous.
This commit is contained in:
Misa 2020-04-16 19:52:39 -07:00 committed by Ethan Lee
parent 250be2dbb7
commit 224585d774
2 changed files with 2 additions and 2 deletions

View file

@ -7028,6 +7028,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
menuyoff = 10; menuyoff = 10;
break; break;
case Menu::continuemenu: case Menu::continuemenu:
map.settowercolour(3);
option("continue from teleporter"); option("continue from teleporter");
option("continue from quicksave"); option("continue from quicksave");
option("return to play menu"); option("return to play menu");

View file

@ -363,8 +363,8 @@ void menuactionpress()
break; break;
default: default:
music.playef(11); music.playef(11);
map.nexttowercolour(); //This goes first, otherwise mismatching continuemenu color is possible
game.createmenu(game.previousmenuname); game.createmenu(game.previousmenuname);
map.nexttowercolour();
} }
break; break;
case Menu::setinvincibility: case Menu::setinvincibility:
@ -871,7 +871,6 @@ void menuactionpress()
music.playef(11); music.playef(11);
game.loadsummary(); //Prepare save slots to display game.loadsummary(); //Prepare save slots to display
game.createmenu(Menu::continuemenu); game.createmenu(Menu::continuemenu);
map.settowercolour(3);
} }
} }
else if (game.currentmenuoption == 1 && game.unlock[8]) else if (game.currentmenuoption == 1 && game.unlock[8])