reset menu state on each load

This commit is contained in:
Sebastian Krzyszkowiak 2012-02-29 23:29:40 +01:00
parent 5895e206dc
commit 7de296ae93
2 changed files with 7 additions and 6 deletions

View file

@ -81,6 +81,7 @@ void Loading_Load(struct Game *game) {
} else GenerateLoadingBitmap(); } else GenerateLoadingBitmap();
// Scale "Loading" bitmap // Scale "Loading" bitmap
al_set_target_bitmap(game->loading.loading_bitmap);
//al_draw_scaled_bitmap(game->loading.image,0, 0, al_get_bitmap_width(game->loading.image), al_get_bitmap_height(game->loading.image), 0, 0, al_get_display_width(game->display), al_get_display_height(game->display),0); //al_draw_scaled_bitmap(game->loading.image,0, 0, al_get_bitmap_width(game->loading.image), al_get_bitmap_height(game->loading.image), 0, 0, al_get_display_width(game->display), al_get_display_height(game->display),0);
al_draw_text_with_shadow(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.0234, al_get_display_height(game->display)*0.85, ALLEGRO_ALIGN_LEFT, "Loading..."); al_draw_text_with_shadow(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.0234, al_get_display_height(game->display)*0.85, ALLEGRO_ALIGN_LEFT, "Loading...");
al_set_target_bitmap(al_get_backbuffer(game->display)); al_set_target_bitmap(al_get_backbuffer(game->display));

View file

@ -69,10 +69,6 @@ void Menu_Draw(struct Game *game) {
void Menu_Preload(struct Game *game) { void Menu_Preload(struct Game *game) {
game->menu.loaded = true; game->menu.loaded = true;
game->menu.draw_while_fading = atoi(GetConfigOptionDefault("[MuffinAttack]", "menu_draw_while_fading", "1"));
game->menu.cloud_position = 100;
game->menu.cloud2_position = 100;
game->menu.options = false;
//game->menu.image = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)); //game->menu.image = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display));
//al_destroy_bitmap(game->menu.image); // ugh... //al_destroy_bitmap(game->menu.image); // ugh...
al_set_new_bitmap_flags(ALLEGRO_MAG_LINEAR | ALLEGRO_MEMORY_BITMAP); al_set_new_bitmap_flags(ALLEGRO_MAG_LINEAR | ALLEGRO_MEMORY_BITMAP);
@ -157,8 +153,6 @@ void Menu_Preload(struct Game *game) {
al_clear_to_color(al_map_rgba(0,0,0,0)); al_clear_to_color(al_map_rgba(0,0,0,0));
al_draw_scaled_bitmap(game->menu.rain,0, 0, al_get_bitmap_width(game->menu.rain), al_get_bitmap_height(game->menu.rain), 0, 0, al_get_bitmap_width(game->menu.rain_bitmap), al_get_bitmap_height(game->menu.rain_bitmap),0); al_draw_scaled_bitmap(game->menu.rain,0, 0, al_get_bitmap_width(game->menu.rain), al_get_bitmap_height(game->menu.rain), 0, 0, al_get_bitmap_width(game->menu.rain_bitmap), al_get_bitmap_height(game->menu.rain_bitmap),0);
al_destroy_bitmap(game->menu.rain); al_destroy_bitmap(game->menu.rain);
game->menu.selected = 0;
} }
void Menu_Stop(struct Game* game) { void Menu_Stop(struct Game* game) {
@ -207,6 +201,12 @@ void play_samples(struct Game *game) {
} }
void Menu_Load(struct Game *game) { void Menu_Load(struct Game *game) {
game->menu.draw_while_fading = atoi(GetConfigOptionDefault("[MuffinAttack]", "menu_draw_while_fading", "1"));
game->menu.cloud_position = 100;
game->menu.cloud2_position = 100;
game->menu.options = false;
game->menu.selected = 0;
play_samples(game); play_samples(game);
game->menu.menu_fade_bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)); game->menu.menu_fade_bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display));