add book frame to intro story

This commit is contained in:
Sebastian Krzyszkowiak 2012-05-01 16:55:39 +02:00
parent 01b293073b
commit a5e0be5434
2 changed files with 7 additions and 1 deletions

View file

@ -124,6 +124,7 @@ void Intro_Draw(struct Game *game) {
al_draw_bitmap(game->intro.animation, 0, 0, 0); al_draw_bitmap(game->intro.animation, 0, 0, 0);
} }
al_draw_text_with_shadow(game->intro.font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)*0.90, ALLEGRO_ALIGN_CENTRE, "Press any key to continue or escape to skip..."); al_draw_text_with_shadow(game->intro.font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)*0.90, ALLEGRO_ALIGN_CENTRE, "Press any key to continue or escape to skip...");
al_draw_bitmap(game->intro.frame, 0, 0, 0);
/*PrintConsole(game, "drawing");*/ /*PrintConsole(game, "drawing");*/
if (game->intro.in_animation) { if (game->intro.in_animation) {
/*PrintConsole(game, "animating");*/ /*PrintConsole(game, "animating");*/
@ -156,6 +157,7 @@ void Intro_Load(struct Game *game) {
al_wait_for_event(game->event_queue, &ev); al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->intro.table,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0); al_draw_tinted_bitmap(game->intro.table,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
al_draw_tinted_bitmap(game->intro.animation,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0); al_draw_tinted_bitmap(game->intro.animation,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
al_draw_tinted_bitmap(game->intro.frame,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
DrawConsole(game); DrawConsole(game);
al_flip_display(); al_flip_display();
} }
@ -197,6 +199,7 @@ void Intro_Preload(struct Game *game) {
game->intro.animsprites[4] = LoadScaledBitmap("about/letter.png", al_get_display_width(game->display)*0.3125*3, al_get_display_height(game->display)*0.63*3); game->intro.animsprites[4] = LoadScaledBitmap("about/letter.png", al_get_display_width(game->display)*0.3125*3, al_get_display_height(game->display)*0.63*3);
game->intro.table_bitmap =LoadScaledBitmap("intro/paper.png", al_get_display_width(game->display), al_get_display_height(game->display)); game->intro.table_bitmap =LoadScaledBitmap("intro/paper.png", al_get_display_width(game->display), al_get_display_height(game->display));
game->intro.frame =LoadScaledBitmap("intro/frame.png", al_get_display_width(game->display), al_get_display_height(game->display));
game->intro.sample = al_load_sample( "data/intro/intro.flac" ); game->intro.sample = al_load_sample( "data/intro/intro.flac" );
@ -238,9 +241,11 @@ void Intro_Unload(struct Game *game) {
al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0); al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
al_draw_tinted_bitmap(game->intro.animation, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0); al_draw_tinted_bitmap(game->intro.animation, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
} }
al_draw_tinted_bitmap(game->intro.frame,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
DrawConsole(game); DrawConsole(game);
al_flip_display(); al_flip_display();
} }
al_destroy_bitmap(game->intro.frame);
al_destroy_bitmap(game->intro.table); al_destroy_bitmap(game->intro.table);
al_destroy_bitmap(game->intro.animation); al_destroy_bitmap(game->intro.animation);
int i; int i;

View file

@ -174,6 +174,7 @@ struct Intro {
float anim; float anim;
ALLEGRO_BITMAP *table; ALLEGRO_BITMAP *table;
ALLEGRO_BITMAP *table_bitmap; ALLEGRO_BITMAP *table_bitmap;
ALLEGRO_BITMAP *frame;
ALLEGRO_BITMAP *animation; ALLEGRO_BITMAP *animation;
ALLEGRO_BITMAP *animsprites[5]; ALLEGRO_BITMAP *animsprites[5];
ALLEGRO_FONT *font; ALLEGRO_FONT *font;