fixed gameplay
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@ -221,11 +221,15 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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bool exitPopup = ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup;
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bool countdown = (ctx.gameplayCountdownActive && *ctx.gameplayCountdownActive) ||
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(ctx.menuPlayCountdownArmed && *ctx.menuPlayCountdownArmed);
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bool challengeClearFx = ctx.challengeClearFxActive && *ctx.challengeClearFxActive;
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const std::vector<int>* challengeClearOrder = ctx.challengeClearFxOrder;
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double challengeClearElapsed = ctx.challengeClearFxElapsedMs ? *ctx.challengeClearFxElapsedMs : 0.0;
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double challengeClearDuration = ctx.challengeClearFxDurationMs ? *ctx.challengeClearFxDurationMs : 0.0;
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// Only blur if paused AND NOT in countdown (and not exit popup, though exit popup implies paused)
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// Actually, exit popup should probably still blur/dim.
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// But countdown should definitely NOT show the "PAUSED" overlay.
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bool shouldBlur = paused && !countdown;
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bool shouldBlur = paused && !countdown && !challengeClearFx;
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if (shouldBlur && m_renderTarget) {
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// Render game to texture
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@ -260,8 +264,12 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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1200.0f, // LOGICAL_W
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1000.0f, // LOGICAL_H
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logicalScale,
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(float)winW,
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(float)winH
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(float)winW,
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(float)winH,
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challengeClearFx,
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challengeClearOrder,
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challengeClearElapsed,
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challengeClearDuration
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);
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// Reset to screen
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@ -351,7 +359,11 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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1000.0f,
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logicalScale,
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(float)winW,
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(float)winH
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(float)winH,
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challengeClearFx,
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challengeClearOrder,
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challengeClearElapsed,
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challengeClearDuration
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);
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}
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}
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