v2.5.0: slightly tweaked focus points on loading scene

This commit is contained in:
Evan Debenham
2024-09-09 12:52:13 -04:00
parent 52eb5704eb
commit d7b2f461e8
@@ -165,7 +165,6 @@ public class InterlevelScene extends PixelScene {
int loadingCenter = 400; int loadingCenter = 400;
//for portrait users, each run the splashes change what details they focus on //for portrait users, each run the splashes change what details they focus on
//TOD should these be uniform, or should some be more common?
Random.pushGenerator(seed+lastRegion); Random.pushGenerator(seed+lastRegion);
switch (lastRegion){ switch (lastRegion){
case 1: case 1:
@@ -173,7 +172,6 @@ public class InterlevelScene extends PixelScene {
switch (Random.Int(2)){ switch (Random.Int(2)){
case 0: loadingCenter = 180; break; //focus on rats and left side case 0: loadingCenter = 180; break; //focus on rats and left side
case 1: loadingCenter = 485; break; //focus on center pipe and door case 1: loadingCenter = 485; break; //focus on center pipe and door
//case 2: loadingCenter = 700; break; //focus on right pipe
} }
break; break;
case 2: case 2:
@@ -181,13 +179,11 @@ public class InterlevelScene extends PixelScene {
switch (Random.Int(3)){ switch (Random.Int(3)){
case 0: loadingCenter = 190; break; //focus on left skeleton case 0: loadingCenter = 190; break; //focus on left skeleton
case 1: loadingCenter = 402; break; //focus on center arch case 1: loadingCenter = 402; break; //focus on center arch
//case 2: loadingCenter = 650; break; //focus on right stairs
} }
break; break;
case 3: case 3:
loadingAsset = Assets.Splashes.CAVES; loadingAsset = Assets.Splashes.CAVES;
switch (Random.Int(3)){ switch (Random.Int(3)){
//case 0: loadingCenter = 120; break; //focus on far-left mining machinery
case 0: loadingCenter = 340; break; //focus on center gnoll groups case 0: loadingCenter = 340; break; //focus on center gnoll groups
case 1: loadingCenter = 625; break; //focus on right gnoll case 1: loadingCenter = 625; break; //focus on right gnoll
} }
@@ -196,8 +192,7 @@ public class InterlevelScene extends PixelScene {
loadingAsset = Assets.Splashes.CITY; loadingAsset = Assets.Splashes.CITY;
switch (Random.Int(3)){ switch (Random.Int(3)){
case 0: loadingCenter = 275; break; //focus on left bookcases case 0: loadingCenter = 275; break; //focus on left bookcases
case 1: loadingCenter = 460; break; //focus on center pathway case 1: loadingCenter = 485; break; //focus on center pathway
//case 2: loadingCenter = 625; break; //focus on right bookcases
} }
break; break;
case 5: default: case 5: default:
@@ -205,7 +200,6 @@ public class InterlevelScene extends PixelScene {
switch (Random.Int(3)){ switch (Random.Int(3)){
case 0: loadingCenter = 145; break; //focus on left arches case 0: loadingCenter = 145; break; //focus on left arches
case 1: loadingCenter = 400; break; //focus on ripper demon case 1: loadingCenter = 400; break; //focus on ripper demon
//case 2: loadingCenter = 615; break; //focus on right arches
} }
break; break;
} }
@@ -531,7 +525,7 @@ public class InterlevelScene extends PixelScene {
//slowly pan the background side to side in portait mode, if story text is displayed //slowly pan the background side to side in portait mode, if story text is displayed
if (btnContinue != null && !textFadingIn && !landscape()){ if (btnContinue != null && !textFadingIn && !landscape()){
if (background.speed.isZero() && background.acc.isZero()){ if (background.speed.isZero() && background.acc.isZero()){
background.acc.x = background.center().x > Camera.main.width ? -1f : 1f; background.acc.x = background.center().x >= Camera.main.width ? -1f : 1f;
} else { } else {
background.speed.x = GameMath.gate(-10, background.speed.x, 10); background.speed.x = GameMath.gate(-10, background.speed.x, 10);
if (background.acc.x > 0 && background.x >= -25){ if (background.acc.x > 0 && background.x >= -25){