DrawAllPlayers();
FadeToFront();
-
-#if 1
-
if (setup.soft_scrolling)
XCopyArea(display, fieldbuffer, backbuffer, gc,
FX, FY, SXSIZE, SYSIZE, SX, SY);
redraw_mask |= REDRAW_FROM_BACKBUFFER;
-#endif
-
-
/* copy default game door content to main double buffer */
XCopyArea(display, pix[PIX_DOOR], drawto, gc,
DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
DrawText(DX + XX_LEVEL, DY + YY_LEVEL,
int2str(level_nr, 2), FS_SMALL, FC_YELLOW);
else
- DrawText(DX + XX_LEVEL - 1, DY + YY_LEVEL + 1,
- int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+ {
+ DrawTextExt(drawto, gc, DX + XX_EMERALDS, DY + YY_EMERALDS,
+ int2str(level_nr, 3), FS_SMALL, FC_SPECIAL3);
+ XCopyArea(display, drawto, drawto, gc,
+ DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
+ FONT5_XSIZE * 3, FONT5_YSIZE - 1,
+ DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
+ }
DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
- int2str(local_player->gems_still_needed,3), FS_SMALL, FC_YELLOW);
+ int2str(local_player->gems_still_needed, 3), FS_SMALL, FC_YELLOW);
DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
int2str(local_player->dynamite, 3), FS_SMALL, FC_YELLOW);
DrawText(DX + XX_SCORE, DY + YY_SCORE,