Follow-up to #209: minor consistency changes.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@ -466,16 +466,16 @@ public class Game extends BasicGameState {
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// letterbox effect (black bars on top/bottom)
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if (beatmap.letterboxInBreaks && breakLength >= 4000) {
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// let it fade in/out
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float a = Color.black.a;
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float a = Colors.BLACK_ALPHA.a;
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if (trackPosition - breakTime > breakLength / 2) {
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Color.black.a = (Math.min(500f, breakTime + breakLength - trackPosition)) / 500f;
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Colors.BLACK_ALPHA.a = (Math.min(500f, breakTime + breakLength - trackPosition)) / 500f;
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} else {
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Color.black.a = Math.min(500, trackPosition - breakTime) / 500f;
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Colors.BLACK_ALPHA.a = Math.min(500, trackPosition - breakTime) / 500f;
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}
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g.setColor(Color.black);
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Color.black.a = a;
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g.setColor(Colors.BLACK_ALPHA);
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g.fillRect(0, 0, width, height * 0.125f);
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g.fillRect(0, height * 0.875f, width, height * 0.125f);
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Colors.BLACK_ALPHA.a = a;
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}
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data.drawGameElements(g, true, objectIndex == 0);
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@ -873,7 +873,8 @@ public class Game extends BasicGameState {
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if (beatmap.breaks != null && breakIndex < beatmap.breaks.size()) {
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int breakValue = beatmap.breaks.get(breakIndex);
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if (breakTime > 0) { // in a break period
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if (trackPosition < breakValue && trackPosition < beatmap.objects[objectIndex].getTime() - approachTime)
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if (trackPosition < breakValue &&
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trackPosition < beatmap.objects[objectIndex].getTime() - approachTime)
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return;
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else {
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// break is over
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