Also applied fade when choosing a slot.
SVN-Revision: 1350
void draw_intro()
{
-shrink_fade(Point((screen->w/2),(screen->h/2)), 2000);
display_text_file("intro.txt", "/images/background/arctis.jpg", SCROLL_SPEED_MESSAGE);
}
float left_cor = 0, right_cor = 0, up_cor = 0, down_cor = 0;
-while(left_cor < screen->w - point.x && right_cor < screen->w - point.x &&
- up_cor < screen->h - point.y && down_cor < screen->h - point.y)
+while(left_cor < point.x && right_cor < screen->w - point.x &&
+ up_cor < point.y && down_cor < screen->h - point.y)
{
left_cor += left_inc;
right_cor += right_inc;
draw_intro();
}
+ shrink_fade(Point((screen->w/2),(screen->h/2)), 2000);
fadeout();
WorldMapNS::WorldMap worldmap;
std::cout << "Enter the current level: " << level->name << std::endl;
// do a shriking fade to the level
- shrink_fade(Point((level->x*32 + 16 + offset.x),(level->y*32 + 16 + offset.y)), 3000);
+ shrink_fade(Point((level->x*32 + 16 + offset.x),(level->y*32 + 16 + offset.y)), 2000);
GameSession session(datadir + "/levels/" + level->name,
1, ST_GL_LOAD_LEVEL_FILE);