DrawLevel();
DrawAllPlayers();
- FadeToFront();
/* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
redraw_mask |= REDRAW_FROM_BACKBUFFER;
+ FadeToFront();
/* copy default game door content to main double buffer */
BlitBitmap(new_graphic_info[IMG_MENU_DOOR].bitmap, drawto,
else
{
DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+ int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3, FONT_OPAQUE);
BlitBitmap(drawto, drawto,
DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
FONT5_XSIZE * 3, FONT5_YSIZE - 1,