feat: Enhance weapon switching logic and add tests for animation pacing and menu behavior
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -2094,7 +2094,7 @@ class AsciiRenderer extends CliRendererBackend<dynamic> {
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@override
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dynamic finalizeFrame() {
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if (engine.difficulty != null) {
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if (engine.difficulty != null && !engine.isMenuOpen) {
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if (engine.player.damageFlash > 0.0) {
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if (_usesTerminalLayout) {
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_applyDamageFlashToScene();
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@@ -1336,7 +1336,7 @@ class SixelRenderer extends CliRendererBackend<String> {
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sb.write('\x1bPq');
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sb.write('"1;1;$_outputWidth;$_outputHeight');
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final bool gameplayActive = engine.difficulty != null;
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final bool gameplayActive = engine.difficulty != null && !engine.isMenuOpen;
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final double damageIntensity = gameplayActive
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? engine.player.damageFlash
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: 0.0;
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@@ -1401,7 +1401,7 @@ class SoftwareRenderer extends RendererBackend<FrameBuffer> {
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@override
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FrameBuffer finalizeFrame() {
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if (engine.difficulty != null) {
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if (engine.difficulty != null && !engine.isMenuOpen) {
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if (engine.player.damageFlash > 0) {
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_applyDamageFlash();
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} else if (engine.player.bonusFlash > 0) {
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