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Correct orientation of Game Saved clock in Flip Mode
The clock on the Game Saved quicksave screen has always been upside-down in Flip Mode. And technically, the trinket was too, but this was unnoticeable because the default trinket sprite is symmetrical. To fix this, draw flipsprites.png if these sprites are being drawn in Flip Mode instead of sprites.png.
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parent
4ea26617b8
commit
414b0647aa
3 changed files with 17 additions and 2 deletions
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@ -632,6 +632,11 @@ void Graphics::draw_sprite(const int x, const int y, const int t, const SDL_Colo
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draw_grid_tile(grphx.im_sprites, t, x, y, sprites_rect.w, sprites_rect.h, color);
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draw_grid_tile(grphx.im_sprites, t, x, y, sprites_rect.w, sprites_rect.h, color);
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}
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}
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void Graphics::draw_flipsprite(const int x, const int y, const int t, const SDL_Color color)
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{
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draw_grid_tile(grphx.im_flipsprites, t, x, y, sprites_rect.w, sprites_rect.h, color);
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}
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void Graphics::scroll_texture(SDL_Texture* texture, SDL_Texture* temp, const int x, const int y)
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void Graphics::scroll_texture(SDL_Texture* texture, SDL_Texture* temp, const int x, const int y)
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{
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{
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SDL_Texture* target = SDL_GetRenderTarget(gameScreen.m_renderer);
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SDL_Texture* target = SDL_GetRenderTarget(gameScreen.m_renderer);
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@ -164,6 +164,8 @@ public:
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void draw_sprite(int x, int y, int t, int r, int g, int b);
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void draw_sprite(int x, int y, int t, int r, int g, int b);
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void draw_sprite(int x, int y, int t, SDL_Color color);
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void draw_sprite(int x, int y, int t, SDL_Color color);
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void draw_flipsprite(int x, int y, int t, SDL_Color color);
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void scroll_texture(SDL_Texture* texture, SDL_Texture* temp, int x, int y);
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void scroll_texture(SDL_Texture* texture, SDL_Texture* temp, int x, int y);
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void printcrewname(int x, int y, int t);
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void printcrewname(int x, int y, int t);
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@ -2935,8 +2935,16 @@ void maprender(void)
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);
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);
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font::print(PR_RIGHT, 262, FLIP(132, 8), buffer, 255 - help.glow/2, 255 - help.glow/2, 255 - help.glow/2);
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font::print(PR_RIGHT, 262, FLIP(132, 8), buffer, 255 - help.glow/2, 255 - help.glow/2, 255 - help.glow/2);
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if (graphics.flipmode)
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{
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graphics.draw_flipsprite(34, FLIP(126, 17), 50, graphics.col_clock);
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graphics.draw_flipsprite(270, FLIP(126, 17), 22, graphics.col_trinket);
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}
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else
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{
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graphics.draw_sprite(34, FLIP(126, 17), 50, graphics.col_clock);
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graphics.draw_sprite(34, FLIP(126, 17), 50, graphics.col_clock);
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graphics.draw_sprite(270, FLIP(126, 17), 22, graphics.col_trinket);
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graphics.draw_sprite(270, FLIP(126, 17), 22, graphics.col_trinket);
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}
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break;
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break;
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}
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}
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case 10:
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case 10:
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