X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fanim.c;h=6d761f43b296ce0783c5889aa24472d1844d81e6;hb=9d401c32427061d43bfc14d72fe4a9df90490b7d;hp=5967bb735525e288e93621c3379ff248c2af75d1;hpb=a9e8a4cac51cb2856f339d84bab5e07e8be75037;p=rocksndiamonds.git diff --git a/src/anim.c b/src/anim.c index 5967bb73..6d761f43 100644 --- a/src/anim.c +++ b/src/anim.c @@ -137,6 +137,9 @@ struct GlobalAnimPartControlInfo int anim_delay_counter; int post_delay_counter; + int fade_delay_counter; + int fade_alpha; + boolean init_event_state; boolean anim_event_state; @@ -735,6 +738,7 @@ static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part, Bitmap *fade_bitmap = (drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source : drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL); + int alpha = (c->fade_mode & FADE_MODE_FADE ? part->fade_alpha : g->alpha); int x, y; for (y = 0; y < c->stacked_yfactor; y++) @@ -781,7 +785,7 @@ static void BlitGlobalAnimation(struct GlobalAnimPartControlInfo *part, dst_x += part->viewport_x; dst_y += part->viewport_y; - SetBitmapAlphaNextBlit(src_bitmap, g->alpha); + SetBitmapAlphaNextBlit(src_bitmap, alpha); if (drawing_target == DRAW_TO_SCREEN) blit_screen(src_bitmap, src_x, src_y, width, height, @@ -1537,6 +1541,7 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, struct GraphicInfo *g = &part->graphic_info; struct GraphicInfo *c = &part->control_info; boolean viewport_changed = SetGlobalAnimPart_Viewport(part); + int alpha = (g->alpha != -1 ? g->alpha : SDL_ALPHA_OPAQUE); // if game is paused, also pause playfield and door animations if (isPausedOnPlayfieldOrDoor(part)) @@ -1573,6 +1578,18 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, if (part->anim_random_frame == -1) part->anim_random_frame = GetSimpleRandom(g->anim_frames); + if (c->fade_mode & FADE_MODE_FADE) + { + // when fading in screen, first frame is 100 % transparent or opaque + part->fade_delay_counter = c->fade_delay + 1; + part->fade_alpha = (c->fade_mode == FADE_MODE_FADE_IN ? 0 : alpha); + } + else + { + part->fade_delay_counter = 0; + part->fade_alpha = -1; + } + if (c->direction & MV_HORIZONTAL) { int pos_bottom = part->viewport_height - g->height; @@ -1786,6 +1803,14 @@ static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, return ANIM_STATE_WAITING; } + if (part->fade_delay_counter > 0) + { + part->fade_delay_counter--; + part->fade_alpha = alpha * (c->fade_mode == FADE_MODE_FADE_IN ? + c->fade_delay - part->fade_delay_counter : + part->fade_delay_counter) / c->fade_delay; + } + // special case to prevent expiring loop sounds when playing PlayGlobalAnimSoundIfLoop(part);