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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:
parent
5e1a1f80ac
commit
7ff2e818cd
1 changed files with 15 additions and 26 deletions
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@ -920,7 +920,6 @@ void Graphics::drawgui(void)
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}
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}
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const bool transparent = (textboxes[i].r | textboxes[i].g | textboxes[i].b) == 0;
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const bool transparent = (textboxes[i].r | textboxes[i].g | textboxes[i].b) == 0;
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float opacity;
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if (transparent)
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if (transparent)
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{
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{
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@ -947,8 +946,6 @@ void Graphics::drawgui(void)
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196, 196, 255 - help.glow
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196, 196, 255 - help.glow
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);
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);
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}
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}
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opacity = 1.0f;
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}
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}
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else
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else
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{
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{
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@ -969,11 +966,16 @@ void Graphics::drawgui(void)
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textboxes[i].r, textboxes[i].g, textboxes[i].b
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textboxes[i].r, textboxes[i].g, textboxes[i].b
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);
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);
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}
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}
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opacity = tl_lerp;
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}
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}
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const int alpha = opacity * 255;
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const bool opaque = textboxes[i].tl >= 1.0;
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const bool draw_overlays = opaque || transparent;
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if (!draw_overlays)
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{
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continue;
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}
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if (textboxes[i].image == TEXTIMAGE_LEVELCOMPLETE)
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if (textboxes[i].image == TEXTIMAGE_LEVELCOMPLETE)
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{
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{
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// Level complete
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// Level complete
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@ -997,21 +999,17 @@ void Graphics::drawgui(void)
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y = 240 - y - 8 * sc;
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y = 240 - y - 8 * sc;
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}
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}
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SDL_Color color = TEXT_COLOUR("cyan");
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SDL_Color color = TEXT_COLOUR("cyan");
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font::print(
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font::print((sc == 2 ? PR_2X : PR_1X) | PR_CEN, -1, y, translation, color.r, color.g, color.b);
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(sc == 2 ? PR_2X : PR_1X) | PR_CEN | PR_BRIGHTNESS(alpha),
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-1, y, translation, color.r, color.g, color.b
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);
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}
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}
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else
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else
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{
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{
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const SDL_Color color = {(Uint8) alpha, (Uint8) alpha, (Uint8) alpha, 255};
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if (flipmode)
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if (flipmode)
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{
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{
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drawimagecol(IMAGE_FLIPLEVELCOMPLETE, 0, 180, color, true);
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drawimage(IMAGE_FLIPLEVELCOMPLETE, 0, 180, true);
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}
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}
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else
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else
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{
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{
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drawimagecol(IMAGE_LEVELCOMPLETE, 0, 12, color, true);
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drawimage(IMAGE_LEVELCOMPLETE, 0, 12, true);
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}
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}
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}
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}
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}
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}
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@ -1037,22 +1035,17 @@ void Graphics::drawgui(void)
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{
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{
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y = 240 - y - 8 * sc;
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y = 240 - y - 8 * sc;
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}
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}
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const int alpha = opacity * 255;
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font::print((sc == 2 ? PR_2X : PR_1X) | PR_CEN, -1, y, translation, 196, 196, 243);
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font::print(
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(sc == 2 ? PR_2X : PR_1X) | PR_CEN | PR_BRIGHTNESS(alpha),
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-1, y, translation, 196, 196, 243
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);
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}
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}
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else
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else
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{
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{
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const SDL_Color color = {255, 255, 255, (Uint8) (opacity * 255)};
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if (flipmode)
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if (flipmode)
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{
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{
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drawimagecol(IMAGE_FLIPGAMECOMPLETE, 0, 180, color, true);
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drawimage(IMAGE_FLIPGAMECOMPLETE, 0, 180, true);
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}
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}
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else
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else
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{
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{
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drawimagecol(IMAGE_GAMECOMPLETE, 0, 12, color, true);
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drawimage(IMAGE_GAMECOMPLETE, 0, 12, true);
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}
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}
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}
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}
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}
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}
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@ -1061,10 +1054,6 @@ void Graphics::drawgui(void)
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{
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{
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TextboxSprite* sprite = &textboxes[i].sprites[index];
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TextboxSprite* sprite = &textboxes[i].sprites[index];
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int y = sprite->y + yp;
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int y = sprite->y + yp;
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SDL_Color color = getcol(sprite->col);
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color.r *= opacity;
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color.g *= opacity;
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color.b *= opacity;
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if (flipmode)
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if (flipmode)
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{
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{
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@ -1078,7 +1067,7 @@ void Graphics::drawgui(void)
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y,
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y,
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sprites_rect.w,
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sprites_rect.w,
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sprites_rect.h,
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sprites_rect.h,
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color,
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getcol(sprite->col),
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1,
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1,
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(flipmode ? -1 : 1)
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(flipmode ? -1 : 1)
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);
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);
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