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author | chirs241097@gmail.com <chirs241097@gmail.com@c17bf020-1265-9734-9302-a83f62007ddb> | 2014-06-28 13:52:21 +0000 |
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committer | chirs241097@gmail.com <chirs241097@gmail.com@c17bf020-1265-9734-9302-a83f62007ddb> | 2014-06-28 13:52:21 +0000 |
commit | e2623a2ba1b5789ae299c29804697d004a8cd886 (patch) | |
tree | 079b1ecf7a892af9f31b6c3828789d714b4805f2 /main.cpp | |
parent | 7495d8ca26cdb25056667ae8a8d860005ee2a68f (diff) | |
download | bullet-lab-remix-e2623a2ba1b5789ae299c29804697d004a8cd886.tar.xz |
Mod, mod, mod...!
Assessment mode is mostly frozen now.
I'll make a pre-release at r99 and that revision will be set to
0.9.9-0.
Write the document... That's really tiring.
~~0.9.1-4 (r94)~~
Ooooooooops... I've forgotten to commit this one!
So this is merged to the revision above, actually.
=================================================================================
Modify a couple of levels. (Making them easier...)
Fix about scene text rendering out of the window.
(Probably) fixed Level3Part3 by making them temporarily invulnerable...
Are we bug-free now?
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
@@ -535,8 +535,8 @@ bool ProcessCurCred() Credits->Render(creditfly,330); Credits->SetTextureRect(9,290,140,47); Credits->Render(creditfly,400); - vdig->printf(creditfly,240,HGETEXT_LEFT,"%s",BLRVERSION); - bdig->printf(creditfly,310,HGETEXT_LEFT,"%s",BuiltDate); + vdig->printf(creditfly-20,240,HGETEXT_LEFT,"%s",BLRVERSION); + bdig->printf(creditfly-20,310,HGETEXT_LEFT,"%s",BuiltDate); } if (credstop)credbrk+=hge->Timer_GetDelta(); if (credbrk>=4.5&&!creddone)creddone=true,credstop=false,creditacc=0,credbrk=0; @@ -978,7 +978,7 @@ bool FrameFunc() { fnt->SetColor(0xFFFFFFFF); fnt->printf(795, 0, HGETEXT_RIGHT, "Allocated bullets %d",bulcnt); - fnt->printf(795, 25, HGETEXT_RIGHT, "%d in use",bulinuse); + fnt->printf(795, 25, HGETEXT_RIGHT, bulcnt?"%d in use (%.2f%%)":"%d in use (?%)",bulinuse,(double)bulinuse/bulcnt); fnt->printf(795, 50, HGETEXT_RIGHT, "Player pos (%.2f,%.2f)",playerpos.x,playerpos.y); } fnt->SetColor(SETA(0xFFFFFF,infofade)); |