v0.6.5: sped up loading transitions in many cases, reduced falling animation speed
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@ -49,8 +49,15 @@ import java.io.FileNotFoundException;
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import java.io.IOException;
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public class InterlevelScene extends PixelScene {
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private static final float TIME_TO_FADE = 1f;
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//slow fade on entering a new region
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private static final float SLOW_FADE = 1f; //.33 in, 1.33 steady, .33 out, 2 seconds total
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//norm fade when loading, falling, returning, or descending to a new floor
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private static final float NORM_FADE = 0.67f; //.33 in, .67 steady, .33 out, 1.33 seconds total
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//fast fade when ascending, or descending to a floor you've been on
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private static final float FAST_FADE = 0.50f; //.33 in, .33 steady, .33 out, 1 second total
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private static float fadeTime;
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public enum Mode {
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DESCEND, ASCEND, CONTINUE, RESURRECT, RETURN, FALL, RESET, NONE
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@ -83,6 +90,7 @@ public class InterlevelScene extends PixelScene {
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String loadingAsset;
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int loadingDepth;
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final float scrollSpeed;
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fadeTime = NORM_FADE;
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switch (mode){
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default:
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loadingDepth = Dungeon.depth;
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@ -93,15 +101,26 @@ public class InterlevelScene extends PixelScene {
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scrollSpeed = 5;
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break;
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case DESCEND:
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if (Dungeon.hero == null) loadingDepth = 1;
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else loadingDepth = Dungeon.depth+1;
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if (Dungeon.hero == null){
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loadingDepth = 1;
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fadeTime = SLOW_FADE;
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} else {
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loadingDepth = Dungeon.depth+1;
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if (!(Statistics.deepestFloor < loadingDepth)) {
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fadeTime = FAST_FADE;
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} else if (loadingDepth == 6 || loadingDepth == 11
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|| loadingDepth == 16 || loadingDepth == 22) {
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fadeTime = SLOW_FADE;
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}
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}
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scrollSpeed = 5;
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break;
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case FALL:
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loadingDepth = Dungeon.depth+1;
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scrollSpeed = 100;
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scrollSpeed = 50;
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break;
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case ASCEND:
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fadeTime = FAST_FADE;
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loadingDepth = Dungeon.depth-1;
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scrollSpeed = -5;
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break;
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@ -114,7 +133,8 @@ public class InterlevelScene extends PixelScene {
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else if (loadingDepth <= 10) loadingAsset = Assets.LOADING_PRISON;
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else if (loadingDepth <= 15) loadingAsset = Assets.LOADING_CAVES;
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else if (loadingDepth <= 21) loadingAsset = Assets.LOADING_CITY;
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else loadingAsset = Assets.LOADING_HALLS;
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else if (loadingDepth <= 25) loadingAsset = Assets.LOADING_HALLS;
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else loadingAsset = Assets.SHADOW;
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SkinnedBlock bg = new SkinnedBlock(Camera.main.width, Camera.main.height, loadingAsset ){
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@Override
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@ -142,8 +162,8 @@ public class InterlevelScene extends PixelScene {
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@Override
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public void update() {
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super.update();
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if (phase == Phase.FADE_IN) aa = Math.max( 0, timeLeft - 0.6f);
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else if (phase == Phase.FADE_OUT) aa = Math.max( 0, 0.4f - (timeLeft));
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if (phase == Phase.FADE_IN) aa = Math.max( 0, (timeLeft - (fadeTime - 0.333f)));
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else if (phase == Phase.FADE_OUT) aa = Math.max( 0, (0.333f - timeLeft));
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else aa = 0;
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}
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};
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@ -162,7 +182,7 @@ public class InterlevelScene extends PixelScene {
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add( message );
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phase = Phase.FADE_IN;
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timeLeft = TIME_TO_FADE;
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timeLeft = fadeTime;
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if (thread == null) {
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thread = new Thread() {
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@ -207,7 +227,7 @@ public class InterlevelScene extends PixelScene {
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if (phase == Phase.STATIC && error == null) {
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phase = Phase.FADE_OUT;
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timeLeft = TIME_TO_FADE;
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timeLeft = fadeTime;
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}
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}
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};
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@ -222,7 +242,7 @@ public class InterlevelScene extends PixelScene {
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waitingTime += Game.elapsed;
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float p = timeLeft / TIME_TO_FADE;
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float p = timeLeft / fadeTime;
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switch (phase) {
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@ -231,7 +251,7 @@ public class InterlevelScene extends PixelScene {
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if ((timeLeft -= Game.elapsed) <= 0) {
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if (!thread.isAlive() && error == null) {
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phase = Phase.FADE_OUT;
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timeLeft = TIME_TO_FADE;
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timeLeft = fadeTime;
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} else {
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phase = Phase.STATIC;
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}
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