better movement over x axis in intro view

This commit is contained in:
Sebastian Krzyszkowiak 2012-02-18 04:48:43 +01:00
parent 70d2697315
commit 93d4d87b9d

View file

@ -7,7 +7,7 @@ void Intro_Draw(struct Game *game) {
al_clear_to_color(al_map_rgb(0,0,0));
//printf("%f\n", ((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display)));
if (game->intro.in_animation)
al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display) + cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415/2))*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
else
al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
al_draw_text(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/2, ALLEGRO_ALIGN_CENTRE, "Not implemented yet!");
@ -82,7 +82,7 @@ void Intro_Unload(struct Game *game) {
for(int fadeloop=255; fadeloop>=0; fadeloop-=10){
al_wait_for_event(game->event_queue, &ev);
if (game->intro.in_animation)
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*al_get_display_width(game->display) + cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415/2))*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
else
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);