This commit is contained in:
Glenn Maynard
2002-09-04 00:59:04 +00:00
parent af2426ba18
commit 6ba291a058
+5 -24
View File
@@ -7,36 +7,17 @@ low-pri to bother bringing up on the list.
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For the gameplay screen, we transition to the "Stage" display, sit
around for a long time, fade out the Stage display, then load the
gameplay screen and tween it in.
It'd be nice if we could go straight from one screen to another, tweening
one off and the other on simultaneously (with a delay so it doesn't
look like a jumble, but in parallel).
Here's the idea:
First, allow "buffering" a screen. This loads the screen in the
ScreenManager, but doesn't actually display it, so we have control
over when it starts tweening in. Screens will need to be adjusted
to only load actors in the ctor, and receive a startup message to
do the rest.
This alone will let us load the gameplay screen while the stage
screen is still displayed. Currently, we wait four seconds, fade
out, then spend another second or two loading; we should load then
sleep for the remainder, so we always get four seconds (and less
if we get rushed along by the start button).
Once that's done, we can go a step further: render the prepped screen
after it's loaded, set up crossfades (instead of two successive plain
fades) which look as good but don't take as much time; and tween in
parallel.
(Once *that's* done, we can figure out if we want to use this for
tweening menus, too. For example, old screen shows its keepalive,
preps the new menu, hides its keepalive, then both tween.)
Old menu displays its keepalive, and preps the new screen. Then, add
the new screen to the top of the screen stack, the old menu hides its
keepalive, then the old screen tweens out while the new screen tweens
in. (This will need some tuning; they shouldn't both start at once, since
there'll be too much onscreen and it'll just look like a jumble.)
********
We have different kinds of things we want to trace, and different