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Fix off-by-one in activity zone prompt fading interpolation

Otherwise it would appear to cut off too early when fading away. This is
only noticeable in slowmode, if even that.
This commit is contained in:
Misa 2020-05-01 16:50:55 -07:00 committed by Ethan Lee
parent a884bb1dc1
commit c3df1bcc3f

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@ -1611,7 +1611,7 @@ void gamerender()
graphics.drawtextbox(16, 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha); graphics.drawtextbox(16, 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha);
graphics.Print(5, 12, game.activity_lastprompt, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha, true); graphics.Print(5, 12, game.activity_lastprompt, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha, true);
} }
else if(game.act_fade>5) else if(game.act_fade>5 || game.prev_act_fade>5)
{ {
graphics.drawtextbox(16, 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha); graphics.drawtextbox(16, 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha);
graphics.Print(5, 12, game.activity_lastprompt, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha, true); graphics.Print(5, 12, game.activity_lastprompt, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha, true);