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Fix flickering on bottom/right of screen with H/V warp BGs

To fix this, I draw another row/column of incoming textures. But of
course, I have to extend the size of the towerbuffer, otherwise the
incoming textures will just be gone.
This commit is contained in:
Misa 2020-05-02 13:11:36 -07:00 committed by Ethan Lee
parent 45fecf71b2
commit 1e81aef58a
2 changed files with 24 additions and 16 deletions

View file

@ -2174,6 +2174,8 @@ void Graphics::updatebackground(int t)
}
break;
case 3: //Warp zone (horizontal)
{
int temp = 680 + (rcol * 3);
backoffset+=3;
if (backoffset >= 16) backoffset -= 16;
@ -2182,11 +2184,13 @@ void Graphics::updatebackground(int t)
ScrollSurface(towerbuffer, -3, 0 );
for (int j = 0; j < 15; j++)
{
int temp = 680 + (rcol * 3);
drawtowertile(317 - backoffset, (j * 16), temp+40); //20*16 = 320
drawtowertile(317 - backoffset + 8, (j * 16), temp + 41);
drawtowertile(317 - backoffset, (j * 16) + 8, temp + 80);
drawtowertile(317 - backoffset + 8, (j * 16) + 8, temp + 81);
for (int i = 0; i < 2; i++)
{
drawtowertile(317 - backoffset + (i * 16), (j * 16), temp+40); //20*16 = 320
drawtowertile(317 - backoffset + (i * 16) + 8, (j * 16), temp + 41);
drawtowertile(317 - backoffset + (i * 16), (j * 16) + 8, temp + 80);
drawtowertile(317 - backoffset + (i * 16) + 8, (j * 16) + 8, temp + 81);
}
}
}
else
@ -2198,7 +2202,6 @@ void Graphics::updatebackground(int t)
{
for (int i = 0; i < 21; i++)
{
int temp = 680 + (rcol * 3);
drawtowertile((i * 16) - backoffset - 3, (j * 16), temp+40);
drawtowertile((i * 16) - backoffset + 8 - 3, (j * 16), temp + 41);
drawtowertile((i * 16) - backoffset - 3, (j * 16) + 8, temp + 80);
@ -2208,20 +2211,25 @@ void Graphics::updatebackground(int t)
backgrounddrawn = true;
}
break;
}
case 4: //Warp zone (vertical)
{
int temp = 760 + (rcol * 3);
backoffset+=3;
if (backoffset >= 16) backoffset -= 16;
if (backgrounddrawn)
{
ScrollSurface(towerbuffer,0,-3);
for (int i = 0; i < 21; i++)
for (int j = 0; j < 2; j++)
{
int temp = 760 + (rcol * 3);
drawtowertile((i * 16), 237 - backoffset, temp + 40); //14*17=240 - 3
drawtowertile((i * 16) + 8, 237 - backoffset, temp + 41);
drawtowertile((i * 16), 237 - backoffset + 8, temp + 80);
drawtowertile((i * 16) + 8, 237 - backoffset + 8, temp + 81);
for (int i = 0; i < 21; i++)
{
drawtowertile((i * 16), 237 - backoffset + (j * 16), temp + 40); //14*17=240 - 3
drawtowertile((i * 16) + 8, 237 - backoffset + (j * 16), temp + 41);
drawtowertile((i * 16), 237 - backoffset + (j * 16) + 8, temp + 80);
drawtowertile((i * 16) + 8, 237 - backoffset + (j * 16) + 8, temp + 81);
}
}
}
else
@ -2229,11 +2237,10 @@ void Graphics::updatebackground(int t)
//draw the whole thing for the first time!
backoffset = 0;
FillRect(towerbuffer,0x000000 );
for (int j = 0; j < 15; j++)
for (int j = 0; j < 16; j++)
{
for (int i = 0; i < 21; i++)
{
int temp = 760 + (rcol * 3);
drawtowertile((i * 16), (j * 16)- backoffset - 3, temp+40);
drawtowertile((i * 16)+ 8, (j * 16)- backoffset - 3, temp + 41);
drawtowertile((i * 16), (j * 16)- backoffset + 8 - 3, temp + 80);
@ -2243,6 +2250,7 @@ void Graphics::updatebackground(int t)
backgrounddrawn = true;
}
break;
}
case 5:
//Warp zone, central

View file

@ -191,9 +191,9 @@ int main(int argc, char *argv[])
graphics.menubuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
graphics.towerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
graphics.towerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320+16 ,240+16 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
graphics.towerbuffer_lerp = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
graphics.towerbuffer_lerp = SDL_CreateRGBSurface(SDL_SWSURFACE, 320+16, 240+16, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
graphics.tempBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );