Because of how blackout works, screen shaking must clear the gameplay buffer. blackout simply pauses rendering, so if the gameplay buffer gets cleared, then the screen will just be black, otherwise it'll look like the game is "frozen". VVVVVV only uses blackout during screen shaking, so it works as intended. However, when reimplementing this behavior in the move to using the SDL_Renderer system, I failed to notice that since my implementation always clears the gameplay buffer when shaking, if you open the menu during a shake, instead of seeing gameplay during the transition animation, you only see black. This has been fixed with a simple game.blackout check before clearing the gameplay buffer.
Legal Stuff:
By submitting this pull request, I confirm that...
[x] My changes may be used in a future commercial release of VVVVVV
[x] I will be credited in a CONTRIBUTORS file and the "GitHub Friends"
section of the credits for all of said releases, but will NOT be compensated
for these changes
Changes:
Because of how
blackout
works, screen shaking must clear the gameplay buffer.blackout
simply pauses rendering, so if the gameplay buffer gets cleared, then the screen will just be black, otherwise it'll look like the game is "frozen". VVVVVV only usesblackout
during screen shaking, so it works as intended. However, when reimplementing this behavior in the move to using the SDL_Renderer system, I failed to notice that since my implementation always clears the gameplay buffer when shaking, if you open the menu during a shake, instead of seeing gameplay during the transition animation, you only see black. This has been fixed with a simplegame.blackout
check before clearing the gameplay buffer.Legal Stuff:
By submitting this pull request, I confirm that...
CONTRIBUTORS
file and the "GitHub Friends" section of the credits for all of said releases, but will NOT be compensated for these changes