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Don't draw activity zone or trophy text when cutscene is running
This fixes a possible graphical issue where the "Press ENTER to activate terminal" prompt gets drawn on top of the "- Press ACTION to advance text -" prompt, which looks bad. Trophy text gets drawn on top, too, so there's a check there as well. I've also made it so the activity prompt doesn't get drawn if the player doesn't have control. After all, what use is it to say "press ENTER" if the player isn't allowed to?
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1 changed files with 3 additions and 3 deletions
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@ -1675,7 +1675,7 @@ void gamerender()
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}
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float act_alpha = graphics.lerp(game.prev_act_fade, game.act_fade) / 10.0f;
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if (game.activeactivity > -1)
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if (game.activeactivity > -1 && game.hascontrol && !script.running)
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{
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game.activity_lastprompt = obj.blocks[game.activeactivity].prompt;
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game.activity_r = obj.blocks[game.activeactivity].r;
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@ -1684,13 +1684,13 @@ void gamerender()
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graphics.drawtextbox(16, 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha);
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graphics.Print(5, 12, game.activity_lastprompt, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha, true);
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}
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else if(game.act_fade>5 || game.prev_act_fade>5)
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else if((game.act_fade>5 || game.prev_act_fade>5) && game.hascontrol && !script.running)
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{
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graphics.drawtextbox(16, 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha);
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graphics.Print(5, 12, game.activity_lastprompt, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha, true);
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}
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if (obj.trophytext > 0 || obj.oldtrophytext > 0)
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if ((obj.trophytext > 0 || obj.oldtrophytext > 0) && !script.running)
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{
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graphics.drawtrophytext();
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}
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