PressStartScreen fix
Fixed the issue where when you press a key to go to the main menu while the splash/logo screen was fading in, it would freeze halfway through the fade and you'd have a main menu with a darker background than it should be. Now when you press a key, it just skips the fade before switching the screen to the mainmenu
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@ -151,6 +151,7 @@ Public Class PressStartScreen
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If IsCurrentScreen() Then
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If KeyBoardHandler.KeyPressed(KeyBindings.EnterKey1) Or KeyBoardHandler.KeyPressed(KeyBindings.EnterKey2) Or ControllerHandler.ButtonPressed(Buttons.A) Or MouseHandler.ButtonPressed(MouseHandler.MouseButtons.LeftButton) Then
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_fadeInMain = 0.0F
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SetScreen(New NewMainMenuScreen(Me))
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End If
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End If
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@ -483,13 +484,13 @@ Public Class NewMainMenuScreen
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End If
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Select Case _menuIndex
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Case 0
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_selectedProfile = _selectedProfile.Clamp(0, _MainProfiles.Count - 1)
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Case 1
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_selectedProfile = _selectedProfile.Clamp(0, _GameJoltProfiles.Count - 1)
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Case 2, 3
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_selectedProfile = _selectedProfile.Clamp(0, _OptionsProfiles.Count - 1)
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End Select
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Case 0
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_selectedProfile = _selectedProfile.Clamp(0, _MainProfiles.Count - 1)
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Case 1
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_selectedProfile = _selectedProfile.Clamp(0, _GameJoltProfiles.Count - 1)
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Case 2, 3
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_selectedProfile = _selectedProfile.Clamp(0, _OptionsProfiles.Count - 1)
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End Select
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If _fadeInMain = 1.0F Then
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If Controls.Accept(False, True, True) Then
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@ -1248,19 +1249,19 @@ Public Class NewMainMenuScreen
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End If
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End If
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Dim text As String = "Log in"
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If _isLoading Then
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text = "Loading..."
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End If
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If _isLoading Then
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text = "Loading..."
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End If
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SpriteBatch.Draw(_sprite, New Rectangle(CInt(offset.X + 46), CInt(offset.Y + 36 + Math.Sin(_logoBounce) * 8.0F), 68, 72), New Color(255, 255, 255, alpha))
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SpriteBatch.Draw(_sprite, New Rectangle(CInt(offset.X + 46), CInt(offset.Y + 36 + Math.Sin(_logoBounce) * 8.0F), 68, 72), New Color(255, 255, 255, alpha))
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If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
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FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
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Else
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SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
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End If
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If alpha >= 250 And CurrentScreen.Identification = Identifications.MainMenuScreen Then
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FontRenderer.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
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Else
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SpriteBatch.DrawString(FontManager.InGameFont, text, New Vector2(CInt(offset.X + 80 - (FontManager.InGameFont.MeasureString(text).X * _fontSize) / 2), CInt(offset.Y + 120)), New Color(255, 255, 255, alpha), 0F, Vector2.Zero, New Vector2(_fontSize), SpriteEffects.None, 0F)
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End If
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End If
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End If
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End Sub
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Public Sub LoadGameJolt()
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@ -1346,12 +1347,12 @@ Public Class NewMainMenuScreen
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messageBox.Show("The required GameMode does not exist." & Environment.NewLine & "Reaquire the GameMode to play on this profile.")
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Else
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_menuIndex = 2
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_selectedProfileTemp = _selectedProfile
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_selectedProfile = 0
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'SetScreen(New NewOptionScreen(CurrentScreen))
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_selectedProfileTemp = _selectedProfile
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_selectedProfile = 0
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'SetScreen(New NewOptionScreen(CurrentScreen))
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End If
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End If
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End If
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End If
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Case 2, 3
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SetScreen(New NewOptionScreen(CurrentScreen, _OptionsMenuIndex + 1))
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End Select
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