v2.5.0: fixed incorrect use of the shadowbox asset in interlevelscene

This commit is contained in:
Evan Debenham
2024-07-03 21:38:14 -04:00
parent 4071a47a56
commit 37ec66254b
@@ -39,7 +39,6 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.SpecialRoom
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.ui.GameLog;
import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextBlock;
import com.watabou.utils.BArray;
import com.shatteredpixel.shatteredpixeldungeon.windows.WndError;
import com.watabou.gltextures.TextureCache;
import com.watabou.glwrap.Blending;
@@ -49,6 +48,7 @@ import com.watabou.noosa.Image;
import com.watabou.noosa.NoosaScript;
import com.watabou.noosa.NoosaScriptNoLighting;
import com.watabou.noosa.SkinnedBlock;
import com.watabou.utils.BArray;
import com.watabou.utils.DeviceCompat;
import java.io.FileNotFoundException;
@@ -156,8 +156,7 @@ public class InterlevelScene extends PixelScene {
else if (lastRegion == 2) loadingAsset = Assets.Interfaces.LOADING_PRISON;
else if (lastRegion == 3) loadingAsset = Assets.Interfaces.LOADING_CAVES;
else if (lastRegion == 4) loadingAsset = Assets.Interfaces.LOADING_CITY;
else if (lastRegion == 5) loadingAsset = Assets.Interfaces.LOADING_HALLS;
else loadingAsset = Assets.Interfaces.SHADOW;
else loadingAsset = Assets.Interfaces.LOADING_HALLS;
if (DeviceCompat.isDebug()){
fadeTime = 0f;
@@ -168,7 +167,7 @@ public class InterlevelScene extends PixelScene {
protected NoosaScript script() {
return NoosaScriptNoLighting.get();
}
@Override
public void draw() {
Blending.disable();
@@ -185,12 +184,13 @@ public class InterlevelScene extends PixelScene {
bg.scale(4, 4);
bg.autoAdjust = true;
add(bg);
Image im = new Image(TextureCache.createGradient(0xAA000000, 0xBB000000, 0xCC000000, 0xDD000000, 0xFF000000)){
@Override
public void update() {
super.update();
if (phase == Phase.FADE_IN) aa = Math.max( 0, (timeLeft - (fadeTime - 0.333f)));
if (lastRegion == 6) aa = 1;
else if (phase == Phase.FADE_IN) aa = Math.max( 0, (timeLeft - (fadeTime - 0.333f)));
else if (phase == Phase.FADE_OUT) aa = Math.max( 0, (0.333f - timeLeft));
else aa = 0;
}