v2.5.0: slightly tweaked focus points on loading scene
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+2
-8
@@ -165,7 +165,6 @@ public class InterlevelScene extends PixelScene {
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int loadingCenter = 400;
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int loadingCenter = 400;
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//for portrait users, each run the splashes change what details they focus on
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//for portrait users, each run the splashes change what details they focus on
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//TOD should these be uniform, or should some be more common?
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Random.pushGenerator(seed+lastRegion);
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Random.pushGenerator(seed+lastRegion);
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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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@@ -173,7 +172,6 @@ public class InterlevelScene extends PixelScene {
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switch (Random.Int(2)){
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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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}
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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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@@ -181,13 +179,11 @@ 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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}
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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 = 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 1: 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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@@ -196,8 +192,7 @@ public class InterlevelScene extends PixelScene {
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loadingAsset = Assets.Splashes.CITY;
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loadingAsset = Assets.Splashes.CITY;
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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 = 485; break; //focus on center pathway
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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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@@ -205,7 +200,6 @@ 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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}
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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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@@ -531,7 +525,7 @@ public class InterlevelScene extends PixelScene {
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//slowly pan the background side to side in portait mode, if story text is displayed
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//slowly pan the background side to side in portait mode, if story text is displayed
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if (btnContinue != null && !textFadingIn && !landscape()){
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if (btnContinue != null && !textFadingIn && !landscape()){
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if (background.speed.isZero() && background.acc.isZero()){
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if (background.speed.isZero() && background.acc.isZero()){
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background.acc.x = background.center().x > Camera.main.width ? -1f : 1f;
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background.acc.x = background.center().x >= Camera.main.width ? -1f : 1f;
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} else {
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} else {
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background.speed.x = GameMath.gate(-10, background.speed.x, 10);
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background.speed.x = GameMath.gate(-10, background.speed.x, 10);
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if (background.acc.x > 0 && background.x >= -25){
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if (background.acc.x > 0 && background.x >= -25){
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