Interpolate activity zone prompt fading in and out

To make it real smooth, just in case it was noticeable that it only
updated at 1000/34 FPS before (well, except in slowmode, it's really
noticeable THERE).

Also this removes the re-typing out of (game.act_fade/10.0f) for every
single R, G, and B in gamerender().
This commit is contained in:
Misa
2020-04-28 21:58:19 -07:00
committed by Ethan Lee
parent c56df48d75
commit f53ed222d3
4 changed files with 8 additions and 4 deletions

View File

@@ -1629,21 +1629,22 @@ void gamerender()
}
}
float act_alpha = graphics.lerp(game.prev_act_fade, game.act_fade) / 10.0f;
if (game.activeactivity > -1)
{
game.activity_lastprompt = obj.blocks[game.activeactivity].prompt;
game.activity_r = obj.blocks[game.activeactivity].r;
game.activity_g = obj.blocks[game.activeactivity].g;
game.activity_b = obj.blocks[game.activeactivity].b;
graphics.drawtextbox(16, 4, 36, 3, game.activity_r*(game.act_fade/10.0f), game.activity_g*(game.act_fade/10.0f), game.activity_b*(game.act_fade/10.0f));
graphics.Print(5, 12, game.activity_lastprompt, game.activity_r*(game.act_fade/10.0f), game.activity_g*(game.act_fade/10.0f), game.activity_b*(game.act_fade/10.0f), true);
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);
}
else
{
if(game.act_fade>5)
{
graphics.drawtextbox(16, 4, 36, 3, game.activity_r*(game.act_fade/10.0f), game.activity_g*(game.act_fade/10.0f), game.activity_b*(game.act_fade/10.0f));
graphics.Print(5, 12, game.activity_lastprompt, game.activity_r*(game.act_fade/10.0f), game.activity_g*(game.act_fade/10.0f), game.activity_b*(game.act_fade/10.0f), true);
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);
}
}