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Revert text image fading

This reverts the following commits:

- 29f05c41b1
- f1bf1f683c
- a7b22919ae
- 2ed1aac67d

Recently, text images were changed to fade in with textboxes, where
before they previously appeared after the fade. This created a charming
effect where the images would appear to "load in" once the textbox
finishes fading in. This behavior really complements the retro
aesthetic the game is going for. Changing it to a fade is a needless
change in direction, as it was not a bug in the first place and looked
good already.

Additionally, custom levels have used text images (levelcomplete and
gamecomplete) in creative ways by replacing them with something else
to show as 'foreground' or as a cutscene image. Changing text images
to fade has unintended consequences for levels that have utilized
them in this fashion.
This commit is contained in:
mothbeanie 2024-01-10 16:41:29 -08:00 committed by Misa Elizabeth Kai
parent 5e1a1f80ac
commit 7ff2e818cd

View file

@ -920,7 +920,6 @@ void Graphics::drawgui(void)
}
const bool transparent = (textboxes[i].r | textboxes[i].g | textboxes[i].b) == 0;
float opacity;
if (transparent)
{
@ -947,8 +946,6 @@ void Graphics::drawgui(void)
196, 196, 255 - help.glow
);
}
opacity = 1.0f;
}
else
{
@ -969,11 +966,16 @@ void Graphics::drawgui(void)
textboxes[i].r, textboxes[i].g, textboxes[i].b
);
}
opacity = tl_lerp;
}
const int alpha = opacity * 255;
const bool opaque = textboxes[i].tl >= 1.0;
const bool draw_overlays = opaque || transparent;
if (!draw_overlays)
{
continue;
}
if (textboxes[i].image == TEXTIMAGE_LEVELCOMPLETE)
{
// Level complete
@ -997,21 +999,17 @@ void Graphics::drawgui(void)
y = 240 - y - 8 * sc;
}
SDL_Color color = TEXT_COLOUR("cyan");
font::print(
(sc == 2 ? PR_2X : PR_1X) | PR_CEN | PR_BRIGHTNESS(alpha),
-1, y, translation, color.r, color.g, color.b
);
font::print((sc == 2 ? PR_2X : PR_1X) | PR_CEN, -1, y, translation, color.r, color.g, color.b);
}
else
{
const SDL_Color color = {(Uint8) alpha, (Uint8) alpha, (Uint8) alpha, 255};
if (flipmode)
{
drawimagecol(IMAGE_FLIPLEVELCOMPLETE, 0, 180, color, true);
drawimage(IMAGE_FLIPLEVELCOMPLETE, 0, 180, true);
}
else
{
drawimagecol(IMAGE_LEVELCOMPLETE, 0, 12, color, true);
drawimage(IMAGE_LEVELCOMPLETE, 0, 12, true);
}
}
}
@ -1037,22 +1035,17 @@ void Graphics::drawgui(void)
{
y = 240 - y - 8 * sc;
}
const int alpha = opacity * 255;
font::print(
(sc == 2 ? PR_2X : PR_1X) | PR_CEN | PR_BRIGHTNESS(alpha),
-1, y, translation, 196, 196, 243
);
font::print((sc == 2 ? PR_2X : PR_1X) | PR_CEN, -1, y, translation, 196, 196, 243);
}
else
{
const SDL_Color color = {255, 255, 255, (Uint8) (opacity * 255)};
if (flipmode)
{
drawimagecol(IMAGE_FLIPGAMECOMPLETE, 0, 180, color, true);
drawimage(IMAGE_FLIPGAMECOMPLETE, 0, 180, true);
}
else
{
drawimagecol(IMAGE_GAMECOMPLETE, 0, 12, color, true);
drawimage(IMAGE_GAMECOMPLETE, 0, 12, true);
}
}
}
@ -1061,10 +1054,6 @@ void Graphics::drawgui(void)
{
TextboxSprite* sprite = &textboxes[i].sprites[index];
int y = sprite->y + yp;
SDL_Color color = getcol(sprite->col);
color.r *= opacity;
color.g *= opacity;
color.b *= opacity;
if (flipmode)
{
@ -1078,7 +1067,7 @@ void Graphics::drawgui(void)
y,
sprites_rect.w,
sprites_rect.h,
color,
getcol(sprite->col),
1,
(flipmode ? -1 : 1)
);