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Interpolate spikeleveltop and spikelevelbottom

This doesn't have much effect, except for when the spikes quickly move,
because the spikes only usually move at 1 pixel per frame anyway.
This commit is contained in:
Misa 2020-04-30 12:58:08 -07:00 committed by Ethan Lee
parent 5ff4a09acc
commit 2e17e872e4
4 changed files with 11 additions and 2 deletions

View file

@ -2332,10 +2332,12 @@ void Graphics::drawtowermap_nobackground()
void Graphics::drawtowerspikes()
{
int spikeleveltop = lerp(map.oldspikeleveltop, map.spikeleveltop);
int spikelevelbottom = lerp(map.oldspikelevelbottom, map.spikelevelbottom);
for (int i = 0; i < 40; i++)
{
drawtile3(i * 8, -8+map.spikeleveltop, 9, map.colstate);
drawtile3(i * 8, 230-map.spikelevelbottom, 8, map.colstate);
drawtile3(i * 8, -8+spikeleveltop, 9, map.colstate);
drawtile3(i * 8, 230-spikelevelbottom, 8, map.colstate);
}
}

View file

@ -261,6 +261,8 @@ void gamelogic()
if (map.towermode)
{
map.oldypos = map.ypos;
map.oldspikeleveltop = map.spikeleveltop;
map.oldspikelevelbottom = map.spikelevelbottom;
if(!game.completestop)
{
if (map.cameramode == 0)

View file

@ -13,6 +13,8 @@ mapclass::mapclass()
colsuperstate = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
oldspikeleveltop = 0;
oldspikelevelbottom = 0;
warpx = false;
warpy = false;
extrarow = 0;
@ -1152,6 +1154,8 @@ void mapclass::loadlevel(int rx, int ry)
extrarow = 0;
spikeleveltop = 0;
spikelevelbottom = 0;
oldspikeleveltop = 0;
oldspikelevelbottom = 0;
//Custom stuff for warplines
obj.customwarpmode=false;

View file

@ -113,6 +113,7 @@ public:
int colstate, colstatedelay;
int colsuperstate;
int spikeleveltop, spikelevelbottom;
int oldspikeleveltop, oldspikelevelbottom;
bool tdrawback;
int bscroll;
//final level navigation