mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Disable more flashing elements if a11y is on
For some reason, the accessibility option that was meant to disable flashes doesn't disable ALL flashes, only screen flashes and screen shaking. This commit disables a lot more, most importantly randomness in colors, the player flashing on death/respawn, and teleporters flashing.
This commit is contained in:
parent
73aee381ad
commit
c6ebf5aeda
6 changed files with 73 additions and 56 deletions
|
@ -623,7 +623,7 @@ void entclass::updatecolour(void)
|
||||||
realcol = graphics.bigchunkygetcol(colour);
|
realcol = graphics.bigchunkygetcol(colour);
|
||||||
break;
|
break;
|
||||||
case 4: // Small pickups
|
case 4: // Small pickups
|
||||||
realcol = graphics.huetilegetcol(colour);
|
realcol = graphics.huetilegetcol();
|
||||||
break;
|
break;
|
||||||
case 11: // The fucking elephant
|
case 11: // The fucking elephant
|
||||||
if (game.noflashingmode)
|
if (game.noflashingmode)
|
||||||
|
|
|
@ -3738,7 +3738,7 @@ void entityclass::animateentities( int _i )
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case 100: //the teleporter!
|
case 100: //the teleporter!
|
||||||
if (entities[_i].tile == 1)
|
if (entities[_i].tile == 1 || game.noflashingmode)
|
||||||
{
|
{
|
||||||
//it's inactive
|
//it's inactive
|
||||||
entities[_i].drawframe = entities[_i].tile;
|
entities[_i].drawframe = entities[_i].tile;
|
||||||
|
@ -3748,10 +3748,10 @@ void entityclass::animateentities( int _i )
|
||||||
entities[_i].drawframe = entities[_i].tile;
|
entities[_i].drawframe = entities[_i].tile;
|
||||||
|
|
||||||
entities[_i].framedelay--;
|
entities[_i].framedelay--;
|
||||||
if(entities[_i].framedelay<=0)
|
if (entities[_i].framedelay <= 0)
|
||||||
{
|
{
|
||||||
entities[_i].framedelay = 1;
|
entities[_i].framedelay = 1;
|
||||||
entities[_i].walkingframe = int(fRandom() * 6);
|
entities[_i].walkingframe = (int) (fRandom() * 6);
|
||||||
if (entities[_i].walkingframe >= 4)
|
if (entities[_i].walkingframe >= 4)
|
||||||
{
|
{
|
||||||
entities[_i].walkingframe = -1;
|
entities[_i].walkingframe = -1;
|
||||||
|
@ -3768,10 +3768,10 @@ void entityclass::animateentities( int _i )
|
||||||
entities[_i].drawframe = entities[_i].tile;
|
entities[_i].drawframe = entities[_i].tile;
|
||||||
|
|
||||||
entities[_i].framedelay--;
|
entities[_i].framedelay--;
|
||||||
if(entities[_i].framedelay<=0)
|
if (entities[_i].framedelay <= 0)
|
||||||
{
|
{
|
||||||
entities[_i].framedelay = 2;
|
entities[_i].framedelay = 2;
|
||||||
entities[_i].walkingframe = int(fRandom() * 6);
|
entities[_i].walkingframe = (int) (fRandom() * 6);
|
||||||
if (entities[_i].walkingframe >= 4)
|
if (entities[_i].walkingframe >= 4)
|
||||||
{
|
{
|
||||||
entities[_i].walkingframe = -5;
|
entities[_i].walkingframe = -5;
|
||||||
|
|
|
@ -400,7 +400,7 @@ void Game::lifesequence(void)
|
||||||
if (lifeseq > 5) gravitycontrol = savegc;
|
if (lifeseq > 5) gravitycontrol = savegc;
|
||||||
|
|
||||||
lifeseq--;
|
lifeseq--;
|
||||||
if (INBOUNDS_VEC(i, obj.entities) && lifeseq <= 0)
|
if (INBOUNDS_VEC(i, obj.entities) && (lifeseq <= 0 || noflashingmode))
|
||||||
{
|
{
|
||||||
obj.entities[i].invis = false;
|
obj.entities[i].invis = false;
|
||||||
}
|
}
|
||||||
|
@ -5009,7 +5009,7 @@ void Game::deathsequence(void)
|
||||||
}
|
}
|
||||||
deathcounts++;
|
deathcounts++;
|
||||||
music.playef(2);
|
music.playef(2);
|
||||||
if (INBOUNDS_VEC(i, obj.entities))
|
if (INBOUNDS_VEC(i, obj.entities) && !noflashingmode)
|
||||||
{
|
{
|
||||||
obj.entities[i].invis = true;
|
obj.entities[i].invis = true;
|
||||||
}
|
}
|
||||||
|
@ -5030,7 +5030,7 @@ void Game::deathsequence(void)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (INBOUNDS_VEC(i, obj.entities))
|
if (INBOUNDS_VEC(i, obj.entities) && !noflashingmode)
|
||||||
{
|
{
|
||||||
if (deathseq == 25) obj.entities[i].invis = true;
|
if (deathseq == 25) obj.entities[i].invis = true;
|
||||||
if (deathseq == 20) obj.entities[i].invis = true;
|
if (deathseq == 20) obj.entities[i].invis = true;
|
||||||
|
|
|
@ -1727,6 +1727,12 @@ void Graphics::drawgravityline( int t )
|
||||||
|
|
||||||
if (obj.entities[t].life == 0)
|
if (obj.entities[t].life == 0)
|
||||||
{
|
{
|
||||||
|
if (game.noflashingmode)
|
||||||
|
{
|
||||||
|
fill_rect(&line_rect, getRGB(200 - 20, 200 - 20, 200 - 20));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
switch(linestate)
|
switch(linestate)
|
||||||
{
|
{
|
||||||
case 0:
|
case 0:
|
||||||
|
@ -2878,6 +2884,7 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
|
||||||
set_render_target(target);
|
set_render_target(target);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#define GETCOL_RANDOM (game.noflashingmode ? 0.5 : fRandom())
|
||||||
SDL_Color Graphics::getcol( int t )
|
SDL_Color Graphics::getcol( int t )
|
||||||
{
|
{
|
||||||
//Setup predefinied colours as per our zany palette
|
//Setup predefinied colours as per our zany palette
|
||||||
|
@ -2885,39 +2892,39 @@ SDL_Color Graphics::getcol( int t )
|
||||||
{
|
{
|
||||||
//Player Normal
|
//Player Normal
|
||||||
case 0:
|
case 0:
|
||||||
return getRGB(160 - help.glow/2 - (fRandom() * 20), 200 - help.glow/2, 220 - help.glow);
|
return getRGB(160 - help.glow/2 - (GETCOL_RANDOM * 20), 200 - help.glow/2, 220 - help.glow);
|
||||||
//Player Hurt
|
//Player Hurt
|
||||||
case 1:
|
case 1:
|
||||||
return getRGB(196 - (fRandom() * 64), 10, 10);
|
return getRGB(196 - (GETCOL_RANDOM * 64), 10, 10);
|
||||||
//Enemies and stuff
|
//Enemies and stuff
|
||||||
case 2:
|
case 2:
|
||||||
return getRGB(225 - (help.glow / 2), 75, 30);
|
return getRGB(225 - (help.glow / 2), 75, 30);
|
||||||
case 3: //Trinket
|
case 3: //Trinket
|
||||||
if (!trinketcolset)
|
if (!trinketcolset)
|
||||||
{
|
{
|
||||||
trinketr = 200 - (fRandom() * 64);
|
trinketr = 200 - (GETCOL_RANDOM * 64);
|
||||||
trinketg = 200 - (fRandom() * 128);
|
trinketg = 200 - (GETCOL_RANDOM * 128);
|
||||||
trinketb = 164 + (fRandom() * 60);
|
trinketb = 164 + (GETCOL_RANDOM * 60);
|
||||||
trinketcolset = true;
|
trinketcolset = true;
|
||||||
}
|
}
|
||||||
return getRGB(trinketr, trinketg, trinketb);
|
return getRGB(trinketr, trinketg, trinketb);
|
||||||
case 4: //Inactive savepoint
|
case 4: //Inactive savepoint
|
||||||
{
|
{
|
||||||
const int temp = (help.glow / 2) + (fRandom() * 8);
|
const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8);
|
||||||
return getRGB(80 + temp, 80 + temp, 80 + temp);
|
return getRGB(80 + temp, 80 + temp, 80 + temp);
|
||||||
}
|
}
|
||||||
case 5: //Active savepoint
|
case 5: //Active savepoint
|
||||||
return getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
|
return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
|
||||||
case 6: //Enemy : Red
|
case 6: //Enemy : Red
|
||||||
return getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
|
return getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
|
||||||
case 7: //Enemy : Green
|
case 7: //Enemy : Green
|
||||||
return getRGB(100 - help.glow/2 - (fRandom() * 30), 250 - help.glow/2, 100 - help.glow/2 - (fRandom() * 30));
|
return getRGB(100 - help.glow/2 - (GETCOL_RANDOM * 30), 250 - help.glow/2, 100 - help.glow/2 - (GETCOL_RANDOM * 30));
|
||||||
case 8: //Enemy : Purple
|
case 8: //Enemy : Purple
|
||||||
return getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (fRandom() * 30));
|
return getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (GETCOL_RANDOM * 30));
|
||||||
case 9: //Enemy : Yellow
|
case 9: //Enemy : Yellow
|
||||||
return getRGB(250 - help.glow/2, 250 - help.glow/2, 20);
|
return getRGB(250 - help.glow/2, 250 - help.glow/2, 20);
|
||||||
case 10: //Warp point (white)
|
case 10: //Warp point (white)
|
||||||
return getRGB(255 - (fRandom() * 64), 255 - (fRandom() * 64), 255 - (fRandom() * 64));
|
return getRGB(255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
|
||||||
case 11: //Enemy : Cyan
|
case 11: //Enemy : Cyan
|
||||||
return getRGB(20, 250 - help.glow/2, 250 - help.glow/2);
|
return getRGB(20, 250 - help.glow/2, 250 - help.glow/2);
|
||||||
case 12: //Enemy : Blue
|
case 12: //Enemy : Blue
|
||||||
|
@ -2925,16 +2932,16 @@ SDL_Color Graphics::getcol( int t )
|
||||||
//Crew Members
|
//Crew Members
|
||||||
//green
|
//green
|
||||||
case 13:
|
case 13:
|
||||||
return getRGB(120 - help.glow/4 - (fRandom() * 20), 220 - help.glow/4, 120 - help.glow/4);
|
return getRGB(120 - help.glow/4 - (GETCOL_RANDOM * 20), 220 - help.glow/4, 120 - help.glow/4);
|
||||||
//Yellow
|
//Yellow
|
||||||
case 14:
|
case 14:
|
||||||
return getRGB(220 - help.glow/4 - (fRandom() * 20), 210 - help.glow/4, 120 - help.glow/4);
|
return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 210 - help.glow/4, 120 - help.glow/4);
|
||||||
//pink
|
//pink
|
||||||
case 15:
|
case 15:
|
||||||
return getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
|
return getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
|
||||||
//Blue
|
//Blue
|
||||||
case 16:
|
case 16:
|
||||||
return getRGB(75, 75, 255 - help.glow/4 - (fRandom() * 20));
|
return getRGB(75, 75, 255 - help.glow/4 - (GETCOL_RANDOM * 20));
|
||||||
|
|
||||||
|
|
||||||
case 17: //Enemy : Orange
|
case 17: //Enemy : Orange
|
||||||
|
@ -2945,14 +2952,14 @@ SDL_Color Graphics::getcol( int t )
|
||||||
return getRGB(60 - help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
|
return getRGB(60 - help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
|
||||||
//Purple
|
//Purple
|
||||||
case 20:
|
case 20:
|
||||||
return getRGB(220 - help.glow/4 - (fRandom() * 20), 120 - help.glow/4, 210 - help.glow/4);
|
return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 120 - help.glow/4, 210 - help.glow/4);
|
||||||
|
|
||||||
case 21: //Enemy : Light Gray
|
case 21: //Enemy : Light Gray
|
||||||
return getRGB(180 - help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
|
return getRGB(180 - help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
|
||||||
case 22: //Enemy : Indicator Gray
|
case 22: //Enemy : Indicator Gray
|
||||||
return getRGB(230 - help.glow/2, 230- help.glow/2, 230 - help.glow/2);
|
return getRGB(230 - help.glow/2, 230- help.glow/2, 230 - help.glow/2);
|
||||||
case 23: //Enemy : Indicator Gray
|
case 23: //Enemy : Indicator Gray
|
||||||
return getRGB(255 - help.glow/2 - (fRandom() * 40) , 255 - help.glow/2 - (fRandom() * 40), 255 - help.glow/2 - (fRandom() * 40));
|
return getRGB(255 - help.glow/2 - (GETCOL_RANDOM * 40) , 255 - help.glow/2 - (GETCOL_RANDOM * 40), 255 - help.glow/2 - (GETCOL_RANDOM * 40));
|
||||||
|
|
||||||
//Trophies
|
//Trophies
|
||||||
//cyan
|
//cyan
|
||||||
|
@ -2979,9 +2986,9 @@ SDL_Color Graphics::getcol( int t )
|
||||||
case 37: //Trinket
|
case 37: //Trinket
|
||||||
if (!trinketcolset)
|
if (!trinketcolset)
|
||||||
{
|
{
|
||||||
trinketr = 200 - (fRandom() * 64);
|
trinketr = 200 - (GETCOL_RANDOM * 64);
|
||||||
trinketg = 200 - (fRandom() * 128);
|
trinketg = 200 - (GETCOL_RANDOM * 128);
|
||||||
trinketb = 164 + (fRandom() * 60);
|
trinketb = 164 + (GETCOL_RANDOM * 60);
|
||||||
trinketcolset = true;
|
trinketcolset = true;
|
||||||
}
|
}
|
||||||
return RGBf(trinketr, trinketg, trinketb);
|
return RGBf(trinketr, trinketg, trinketb);
|
||||||
|
@ -2994,56 +3001,67 @@ SDL_Color Graphics::getcol( int t )
|
||||||
//Awesome
|
//Awesome
|
||||||
case 40: //Teleporter in action!
|
case 40: //Teleporter in action!
|
||||||
{
|
{
|
||||||
const int temp = fRandom() * 150;
|
if (game.noflashingmode)
|
||||||
if(temp<33)
|
|
||||||
{
|
{
|
||||||
return RGBf(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
|
return getRGB(196, 196, 223);
|
||||||
|
}
|
||||||
|
|
||||||
|
const int temp = GETCOL_RANDOM * 150;
|
||||||
|
if (temp < 33)
|
||||||
|
{
|
||||||
|
return RGBf(255 - (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64));
|
||||||
}
|
}
|
||||||
else if (temp < 66)
|
else if (temp < 66)
|
||||||
{
|
{
|
||||||
return RGBf(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
|
return RGBf(64 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64));
|
||||||
}
|
}
|
||||||
else if (temp < 100)
|
else if (temp < 100)
|
||||||
{
|
{
|
||||||
return RGBf(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
|
return RGBf(64 + (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
return RGBf(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
|
return RGBf(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
case 100: //Inactive Teleporter
|
case 100: //Inactive Teleporter
|
||||||
{
|
{
|
||||||
const int temp = (help.glow / 2) + (fRandom() * 8);
|
const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8);
|
||||||
return getRGB(42 + temp, 42 + temp, 42 + temp);
|
return getRGB(42 + temp, 42 + temp, 42 + temp);
|
||||||
}
|
}
|
||||||
case 101: //Active Teleporter
|
case 101: //Active Teleporter
|
||||||
return getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
|
return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
|
||||||
case 102: //Teleporter in action!
|
case 102: //Teleporter in action!
|
||||||
{
|
{
|
||||||
const int temp = fRandom() * 150;
|
if (game.noflashingmode)
|
||||||
|
{
|
||||||
|
return getRGB(196, 196, 223);
|
||||||
|
}
|
||||||
|
|
||||||
|
const int temp = GETCOL_RANDOM * 150;
|
||||||
if (temp < 33)
|
if (temp < 33)
|
||||||
{
|
{
|
||||||
return getRGB(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
|
return getRGB(255 - (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64));
|
||||||
}
|
}
|
||||||
else if (temp < 66)
|
else if (temp < 66)
|
||||||
{
|
{
|
||||||
return getRGB(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
|
return getRGB(64 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64));
|
||||||
}
|
}
|
||||||
else if (temp < 100)
|
else if (temp < 100)
|
||||||
{
|
{
|
||||||
return getRGB(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
|
return getRGB(64 + (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
return getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
|
return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return getRGB(255, 255, 255);
|
return getRGB(255, 255, 255);
|
||||||
}
|
}
|
||||||
|
#undef GETCOL_RANDOM
|
||||||
|
|
||||||
void Graphics::menuoffrender(void)
|
void Graphics::menuoffrender(void)
|
||||||
{
|
{
|
||||||
|
@ -3061,28 +3079,27 @@ void Graphics::menuoffrender(void)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_Color Graphics::huetilegetcol(const int t)
|
SDL_Color Graphics::huetilegetcol()
|
||||||
{
|
{
|
||||||
switch (t)
|
if (game.noflashingmode)
|
||||||
{
|
{
|
||||||
case 0:
|
return getRGB(234, 234, 10);
|
||||||
return getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10);
|
|
||||||
case 1:
|
|
||||||
return getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10);
|
|
||||||
default:
|
|
||||||
return getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return getRGB(250 - int(fRandom() * 32), 250 - int(fRandom() * 32), 10);
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_Color Graphics::bigchunkygetcol(int t)
|
SDL_Color Graphics::bigchunkygetcol(int t)
|
||||||
{
|
{
|
||||||
//A seperate index of colours, for simplicity
|
// A seperate index of colours, for simplicity
|
||||||
|
float random = game.noflashingmode ? 0.5 : fRandom();
|
||||||
|
|
||||||
switch (t)
|
switch (t)
|
||||||
{
|
{
|
||||||
case 1:
|
case 1:
|
||||||
return getRGB((fRandom() * 64), 10, 10);
|
return getRGB(random * 64, 10, 10);
|
||||||
case 2:
|
case 2:
|
||||||
return getRGB(int(160- help.glow/2 - (fRandom()*20)), 200- help.glow/2, 220 - help.glow);
|
return getRGB(160 - help.glow / 2 - random * 20, 200 - help.glow / 2, 220 - help.glow);
|
||||||
}
|
}
|
||||||
const SDL_Color color = {0, 0, 0, 0};
|
const SDL_Color color = {0, 0, 0, 0};
|
||||||
return color;
|
return color;
|
||||||
|
|
|
@ -51,7 +51,7 @@ public:
|
||||||
|
|
||||||
GraphicsResources grphx;
|
GraphicsResources grphx;
|
||||||
|
|
||||||
SDL_Color huetilegetcol(int t);
|
SDL_Color huetilegetcol();
|
||||||
SDL_Color bigchunkygetcol(int t);
|
SDL_Color bigchunkygetcol(int t);
|
||||||
|
|
||||||
void drawgravityline(int t);
|
void drawgravityline(int t);
|
||||||
|
|
|
@ -2460,7 +2460,7 @@ static void rendermapcursor(const bool flashing)
|
||||||
if (!map.custommode && game.roomx == 109)
|
if (!map.custommode && game.roomx == 109)
|
||||||
{
|
{
|
||||||
// Draw the tower specially
|
// Draw the tower specially
|
||||||
if (!flashing)
|
if (!flashing || game.noflashingmode)
|
||||||
{
|
{
|
||||||
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 16, 245 - (help.glow * 2), 245 - (help.glow * 2));
|
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 16, 245 - (help.glow * 2), 245 - (help.glow * 2));
|
||||||
}
|
}
|
||||||
|
@ -2479,11 +2479,11 @@ static void rendermapcursor(const bool flashing)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!flashing || (map.cursorstate == 2 && int(map.cursordelay / 15) % 2 == 0))
|
if (!flashing || ((map.cursorstate == 2 && int(map.cursordelay / 15) % 2 == 0) || game.noflashingmode))
|
||||||
{
|
{
|
||||||
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 16, 245 - (help.glow), 245 - (help.glow));
|
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 16, 245 - (help.glow), 245 - (help.glow));
|
||||||
}
|
}
|
||||||
else if (map.cursorstate == 1 && (int(map.cursordelay / 4) % 2 == 0))
|
else if (map.cursorstate == 1 && int(map.cursordelay / 4) % 2 == 0)
|
||||||
{
|
{
|
||||||
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + data.yoff, 12 * data.zoom, 9 * data.zoom, 255, 255, 255);
|
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + data.yoff, 12 * data.zoom, 9 * data.zoom, 255, 255, 255);
|
||||||
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 255, 255, 255);
|
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 255, 255, 255);
|
||||||
|
@ -3041,7 +3041,7 @@ void teleporterrender(void)
|
||||||
|
|
||||||
// Highlight the currently selected teleporter
|
// Highlight the currently selected teleporter
|
||||||
|
|
||||||
if (game.useteleporter && help.slowsine % 16 > 8)
|
if (game.useteleporter && (help.slowsine % 16 > 8 || game.noflashingmode))
|
||||||
{
|
{
|
||||||
graphics.drawtile(data.legendxoff + data.xoff + (telex * 12 * data.zoom), data.legendyoff + data.yoff + (teley * 9 * data.zoom), 1128 + (graphics.flipmode ? 3 : 0));
|
graphics.drawtile(data.legendxoff + data.xoff + (telex * 12 * data.zoom), data.legendyoff + data.yoff + (teley * 9 * data.zoom), 1128 + (graphics.flipmode ? 3 : 0));
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue