To fade global animations in or out, use the attribute ".fade_mode"
with value "fade_in" or "fade_out" and the attribute ".fade_delay"
with the number of video frames to use for fading in or out. (Note
that this attribute expects frames when used with global animations,
while it expects milliseconds when used with screens and menus.)
int anim_delay_counter;
int post_delay_counter;
int anim_delay_counter;
int post_delay_counter;
+ int fade_delay_counter;
+ int fade_alpha;
+
boolean init_event_state;
boolean anim_event_state;
boolean init_event_state;
boolean anim_event_state;
Bitmap *fade_bitmap =
(drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
drawing_target == DRAW_TO_FADE_TARGET ? gfx.fade_bitmap_target : NULL);
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++)
int x, y;
for (y = 0; y < c->stacked_yfactor; y++)
dst_x += part->viewport_x;
dst_y += part->viewport_y;
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,
if (drawing_target == DRAW_TO_SCREEN)
blit_screen(src_bitmap, src_x, src_y, width, height,
struct GraphicInfo *g = &part->graphic_info;
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(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))
// if game is paused, also pause playfield and door animations
if (isPausedOnPlayfieldOrDoor(part))
if (part->anim_random_frame == -1)
part->anim_random_frame = GetSimpleRandom(g->anim_frames);
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;
if (c->direction & MV_HORIZONTAL)
{
int pos_bottom = part->viewport_height - g->height;
return ANIM_STATE_WAITING;
}
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);
// special case to prevent expiring loop sounds when playing
PlayGlobalAnimSoundIfLoop(part);
{
result = (string_has_parameter(value, "none") ? FADE_MODE_NONE :
string_has_parameter(value, "fade") ? FADE_MODE_FADE :
{
result = (string_has_parameter(value, "none") ? FADE_MODE_NONE :
string_has_parameter(value, "fade") ? FADE_MODE_FADE :
+ string_has_parameter(value, "fade_in") ? FADE_MODE_FADE_IN :
+ string_has_parameter(value, "fade_out") ? FADE_MODE_FADE_OUT :
string_has_parameter(value, "crossfade") ? FADE_MODE_CROSSFADE :
string_has_parameter(value, "melt") ? FADE_MODE_MELT :
string_has_parameter(value, "curtain") ? FADE_MODE_CURTAIN :
string_has_parameter(value, "crossfade") ? FADE_MODE_CROSSFADE :
string_has_parameter(value, "melt") ? FADE_MODE_MELT :
string_has_parameter(value, "curtain") ? FADE_MODE_CURTAIN :