fix sound in moonwalk

This commit is contained in:
Sebastian Krzyszkowiak 2012-04-09 15:35:06 +02:00
parent 7ac12920bb
commit 73edf91b6d
2 changed files with 5 additions and 4 deletions

View file

@ -123,10 +123,10 @@ void Level_Draw(struct Game *game) {
game->level.bg_pos += game->level.speed * 0.6;
game->level.st_pos += game->level.speed * 1;
game->level.fg_pos += game->level.speed * 1.75;
if (game->level.cl_pos >= 1) game->level.cl_pos=1-game->level.cl_pos;
if (game->level.bg_pos >= 1) game->level.bg_pos=1-game->level.bg_pos;
if (game->level.st_pos >= 1) game->level.st_pos=1-game->level.st_pos;
if (game->level.fg_pos >= 1) game->level.fg_pos=1-game->level.fg_pos;
if (game->level.cl_pos >= 1) game->level.cl_pos=0; //1-game->level.cl_pos;
if (game->level.bg_pos >= 1) game->level.bg_pos=0; //1-game->level.bg_pos;
if (game->level.st_pos >= 1) game->level.st_pos=0; //1-game->level.st_pos;
if (game->level.fg_pos >= 1) game->level.fg_pos=0; //1-game->level.fg_pos;
}
game->level.cl_pos += tps(game, 60*0.0001);
TM_Process();

View file

@ -62,6 +62,7 @@ void Moonwalk_Load(struct Game *game) {
game->level.moonwalk.derpy_frame = 0;
game->level.moonwalk.derpy_frame_tmp = 0;
game->level.moonwalk.derpy_pos = -0.2;
al_play_sample_instance(game->level.music);
ALLEGRO_EVENT ev;
int fadeloop;
for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){