ref: 1ff15ba8ad78cde3f709520a1bb329c34d8c2410
parent: 0df586e23a2ca8ec7d7371c593284ed44a7ed000
author: Simon Tatham <anakin@pobox.com>
date: Wed Jul 20 07:05:35 EDT 2005
The Untangle completion flash was weedy and anaemic; beef it up a bit. In particular, it now flashes between _two_ specially picked colours (white and mid-grey), meaning that it should be visible even if your default background colour is white; and it also flashes twice rather than once. [originally from svn r6121]
--- a/untangle.c
+++ b/untangle.c
@@ -31,7 +31,7 @@
#define DRAG_THRESHOLD (CIRCLE_RADIUS * 2)
#define PREFERRED_TILESIZE 64
-#define FLASH_TIME 0.13F
+#define FLASH_TIME 0.30F
#define ANIM_TIME 0.13F
#define SOLVEANIM_TIME 0.50F
@@ -42,6 +42,8 @@
COL_POINT,
COL_DRAGPOINT,
COL_NEIGHBOUR,
+ COL_FLASH1,
+ COL_FLASH2,
NCOLOURS
};
@@ -955,6 +957,14 @@
ret[COL_NEIGHBOUR * 3 + 1] = 0.0F;
ret[COL_NEIGHBOUR * 3 + 2] = 0.0F;
+ ret[COL_FLASH1 * 3 + 0] = 0.5F;
+ ret[COL_FLASH1 * 3 + 1] = 0.5F;
+ ret[COL_FLASH1 * 3 + 2] = 0.5F;
+
+ ret[COL_FLASH2 * 3 + 0] = 1.0F;
+ ret[COL_FLASH2 * 3 + 1] = 1.0F;
+ ret[COL_FLASH2 * 3 + 2] = 1.0F;
+
*ncolours = NCOLOURS;
return ret;
}
@@ -999,7 +1009,13 @@
* whole thing every time.
*/
- bg = (flashtime != 0 ? COL_DRAGPOINT : COL_BACKGROUND);
+ if (flashtime == 0)
+ bg = COL_BACKGROUND;
+ else if ((int)(flashtime * 4 / FLASH_TIME) % 2 == 0)
+ bg = COL_FLASH1;
+ else
+ bg = COL_FLASH2;
+
game_compute_size(&state->params, ds->tilesize, &w, &h);
draw_rect(fe, 0, 0, w, h, bg);