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There used to be two ways of fading in/out text in VVVVVV: - Local code that modifies the R, G and B values of the text - Keeping the RGB values the same and using the alpha channel The latter approach is only used once, for [Press ENTER to return to editor]. The former approach causes problems with colored (button) glyphs: there's no way for the print function to tell from the RGB values whether a color is "full Viridian-cyan" or "Viridian-cyan faded out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the print function that the color brightness is reduced to match the brightness of colored glyphs to the brightness of the rest of the text. However, there were already plans to make the single use of alpha consistent with the rest of the game and the style, so PR_ALPHA(value) could be removed, as well as the bit signifying whether the brightness or alpha value is used. For the editor text, I simply copied the "Press {button} to teleport" behavior of hiding the text completely if it becomes darker than 100/255. Another simplification is to make the print function handle not just the brightness of the color glyphs while local code handled the brightness of the normal text color, but to make the print function handle both. That way, the callsite can simply pass in the full colors and the brightness flag, and the flag name can be made a lot simpler as well: PR_BRIGHTNESS(value). |
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README-programmers.txt | ||
README-translators.txt |