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Move tower background update code to logic functions

Otherwise it'll go really really quickly, which is not good.
This commit is contained in:
Misa 2020-04-29 15:25:01 -07:00 committed by Ethan Lee
parent 7810e99507
commit 118401f17e
4 changed files with 28 additions and 5 deletions

View file

@ -2348,6 +2348,11 @@ void Graphics::drawtowerspikes()
}
void Graphics::drawtowerbackground()
{
SDL_BlitSurface(towerbuffer,NULL, backBuffer,NULL);
}
void Graphics::updatetowerbackground()
{
int temp;
@ -2366,8 +2371,6 @@ void Graphics::drawtowerbackground()
}
}
SDL_BlitSurface(towerbuffer,NULL, backBuffer,NULL);
map.tdrawback = false;
}
else
@ -2394,8 +2397,6 @@ void Graphics::drawtowerbackground()
drawtowertile3(i * 8, 31*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate);
}
}
SDL_BlitSurface(towerbuffer,NULL, backBuffer,NULL);
}
}

View file

@ -197,6 +197,7 @@ public:
void menuoffrender();
void drawtowerbackground();
void updatetowerbackground();
void setcol(int t);
void drawfinalmap();

View file

@ -12,6 +12,11 @@ void titlelogic()
map.bypos -= 2;
map.bscroll = -2;
if (!game.colourblindmode)
{
graphics.updatetowerbackground();
}
if (game.menucountdown > 0)
{
game.menucountdown--;
@ -96,6 +101,11 @@ void gamecompletelogic()
map.bscroll = +1;
}
if (!game.colourblindmode)
{
graphics.updatetowerbackground();
}
if (graphics.fademode == 1)
{
//Fix some graphical things
@ -1542,7 +1552,14 @@ void gamelogic()
if (!game.colourblindmode)
{
graphics.updatebackground(map.background);
if (map.towermode)
{
graphics.updatetowerbackground();
}
else
{
graphics.updatebackground(map.background);
}
}
if (!game.blackout)

View file

@ -3622,6 +3622,10 @@ void editorlogic()
break;
}
}
else if (!game.colourblindmode)
{
graphics.updatetowerbackground();
}
if (graphics.fademode == 1)
{