v2.5.0: improved visuals in the inter level scene
This commit is contained in:
@@ -163,10 +163,10 @@ public class InterlevelScene extends PixelScene {
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switch (lastRegion){
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switch (lastRegion){
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case 1:
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case 1:
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loadingAsset = Assets.Splashes.SEWERS;
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loadingAsset = Assets.Splashes.SEWERS;
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switch (Random.Int(3)){
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switch (Random.Int(2)){
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case 0: loadingCenter = 180; break; //focus on rats and left side
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case 0: loadingCenter = 180; break; //focus on rats and left side
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case 1: loadingCenter = 485; break; //focus on center pipe and door
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case 1: loadingCenter = 485; break; //focus on center pipe and door
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case 2: loadingCenter = 700; break; //focus on right pipe
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//case 2: loadingCenter = 700; break; //focus on right pipe
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}
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}
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break;
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break;
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case 2:
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case 2:
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@@ -174,15 +174,15 @@ public class InterlevelScene extends PixelScene {
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switch (Random.Int(3)){
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switch (Random.Int(3)){
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case 0: loadingCenter = 190; break; //focus on left skeleton
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case 0: loadingCenter = 190; break; //focus on left skeleton
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case 1: loadingCenter = 402; break; //focus on center arch
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case 1: loadingCenter = 402; break; //focus on center arch
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case 2: loadingCenter = 650; break; //focus on right stairs
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//case 2: loadingCenter = 650; break; //focus on right stairs
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}
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}
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break;
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break;
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case 3:
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case 3:
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loadingAsset = Assets.Splashes.CAVES;
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loadingAsset = Assets.Splashes.CAVES;
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switch (Random.Int(3)){
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switch (Random.Int(3)){
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case 0: loadingCenter = 120; break; //focus on far-left mining machinery
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//case 0: loadingCenter = 120; break; //focus on far-left mining machinery
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case 1: loadingCenter = 340; break; //focus on center gnoll groups
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case 0: loadingCenter = 340; break; //focus on center gnoll groups
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case 2: loadingCenter = 625; break; //focus on right gnoll
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case 1: loadingCenter = 625; break; //focus on right gnoll
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}
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}
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break;
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break;
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case 4:
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case 4:
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@@ -190,7 +190,7 @@ public class InterlevelScene extends PixelScene {
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switch (Random.Int(3)){
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switch (Random.Int(3)){
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case 0: loadingCenter = 275; break; //focus on left bookcases
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case 0: loadingCenter = 275; break; //focus on left bookcases
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case 1: loadingCenter = 460; break; //focus on center pathway
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case 1: loadingCenter = 460; break; //focus on center pathway
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case 2: loadingCenter = 625; break; //focus on right bookcases
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//case 2: loadingCenter = 625; break; //focus on right bookcases
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}
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}
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break;
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break;
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case 5: default:
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case 5: default:
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@@ -198,7 +198,7 @@ public class InterlevelScene extends PixelScene {
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switch (Random.Int(3)){
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switch (Random.Int(3)){
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case 0: loadingCenter = 145; break; //focus on left arches
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case 0: loadingCenter = 145; break; //focus on left arches
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case 1: loadingCenter = 400; break; //focus on ripper demon
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case 1: loadingCenter = 400; break; //focus on ripper demon
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case 2: loadingCenter = 615; break; //focus on right arches
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//case 2: loadingCenter = 615; break; //focus on right arches
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}
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}
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break;
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break;
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}
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}
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@@ -261,7 +261,6 @@ public class InterlevelScene extends PixelScene {
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align(loadingText);
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align(loadingText);
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add(loadingText);
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add(loadingText);
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//TODo this is functional and doesn't look awful, but there's still improving to be done here
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if (mode == Mode.DESCEND){
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if (mode == Mode.DESCEND){
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if (Dungeon.hero == null || (loadingDepth > Statistics.deepestFloor && loadingDepth % 5 == 1)){
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if (Dungeon.hero == null || (loadingDepth > Statistics.deepestFloor && loadingDepth % 5 == 1)){
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storyMessage = PixelScene.renderTextBlock(Document.INTROS.pageBody(region), 6);
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storyMessage = PixelScene.renderTextBlock(Document.INTROS.pageBody(region), 6);
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@@ -289,6 +288,10 @@ public class InterlevelScene extends PixelScene {
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btnContinue.setPos((Camera.main.width - btnContinue.width())/2f, storyMessage.bottom()+10);
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btnContinue.setPos((Camera.main.width - btnContinue.width())/2f, storyMessage.bottom()+10);
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add(btnContinue);
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add(btnContinue);
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btnContinue.alpha(0);
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storyBG.alpha(0);
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storyMessage.alpha(0);
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}
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}
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}
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}
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@@ -352,7 +355,9 @@ public class InterlevelScene extends PixelScene {
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public void update() {
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public void update() {
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super.update();
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super.update();
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waitingTime += Game.elapsed;
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if (btnContinue == null || !btnContinue.isActive()) {
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waitingTime += Game.elapsed;
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}
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if (mode != Mode.FALL && dots != Math.ceil(waitingTime / ((2*fadeTime)/3f))) {
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if (mode != Mode.FALL && dots != Math.ceil(waitingTime / ((2*fadeTime)/3f))) {
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String text = Messages.get(Mode.class, mode.name());
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String text = Messages.get(Mode.class, mode.name());
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@@ -387,6 +392,12 @@ public class InterlevelScene extends PixelScene {
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case FADE_OUT:
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case FADE_OUT:
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loadingText.alpha( Math.min(1, timeLeft+0.333f) );
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loadingText.alpha( Math.min(1, timeLeft+0.333f) );
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if (btnContinue != null){
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btnContinue.alpha(timeLeft/fadeTime);
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storyMessage.alpha(btnContinue.alpha());
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storyBG.alpha(btnContinue.alpha()*0.75f);
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}
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if ((timeLeft -= Game.elapsed) <= 0) {
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if ((timeLeft -= Game.elapsed) <= 0) {
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Game.switchScene( GameScene.class );
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Game.switchScene( GameScene.class );
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@@ -396,6 +407,13 @@ public class InterlevelScene extends PixelScene {
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break;
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break;
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case STATIC:
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case STATIC:
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if (btnContinue != null) {
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btnContinue.alpha(Math.min(1, btnContinue.alpha() + Game.elapsed));
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storyMessage.alpha(btnContinue.alpha());
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storyBG.alpha(btnContinue.alpha()*0.75f);
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}
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if (error != null) {
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if (error != null) {
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String errorMsg;
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String errorMsg;
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if (error instanceof FileNotFoundException) errorMsg = Messages.get(this, "file_not_found");
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if (error instanceof FileNotFoundException) errorMsg = Messages.get(this, "file_not_found");
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@@ -444,6 +462,8 @@ public class InterlevelScene extends PixelScene {
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private void afterLoading(){
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private void afterLoading(){
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if (btnContinue != null){
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if (btnContinue != null){
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btnContinue.enable(true);
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btnContinue.enable(true);
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btnContinue.alpha(0);
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phase = Phase.STATIC;
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} else {
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} else {
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phase = Phase.FADE_OUT;
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phase = Phase.FADE_OUT;
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timeLeft = fadeTime;
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timeLeft = fadeTime;
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@@ -145,9 +145,14 @@ public class StyledButton extends Button {
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}
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}
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public void alpha(float value){
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public void alpha(float value){
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if (icon != null) icon.alpha(value);
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if (icon != null) icon.alpha(value);
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if (bg != null) bg.alpha(value);
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if (bg != null) bg.alpha(value);
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if (text != null) text.alpha(value);
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if (text != null) text.alpha(value);
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}
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public float alpha(){
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if (icon != null) return icon.alpha();
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else return bg.alpha();
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}
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}
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public float reqWidth() {
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public float reqWidth() {
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