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Move finalstretch animation code to gamelogic()

Otherwise, the tile animations will go too fast. However, the overall
color cycling hasn't been going fast, since it was never in gamerender()
in the first place.
This commit is contained in:
Misa 2020-04-30 12:32:53 -07:00 committed by Ethan Lee
parent 0e54aa2f51
commit 92c0f93a6f
2 changed files with 17 additions and 15 deletions

View file

@ -2279,21 +2279,6 @@ void Graphics::drawmap()
void Graphics::drawfinalmap()
{
//Update colour cycling for final level
if (map.final_colormode) {
map.final_aniframedelay--;
if(map.final_aniframedelay==0)
{
foregrounddrawn=false;
}
if (map.final_aniframedelay <= 0) {
map.final_aniframedelay = 2;
map.final_aniframe++;
if (map.final_aniframe >= 4)
map.final_aniframe = 0;
}
}
if (!foregrounddrawn) {
FillRect(foregroundBuffer, 0x00000000);
if(map.tileset==0){

View file

@ -1306,6 +1306,23 @@ void gamelogic()
}
}
}
//Update colour cycling for final level
if (map.finalmode && map.final_colormode)
{
map.final_aniframedelay--;
if(map.final_aniframedelay==0)
{
graphics.foregrounddrawn=false;
}
if (map.final_aniframedelay <= 0) {
map.final_aniframedelay = 2;
map.final_aniframe++;
if (map.final_aniframe >= 4)
map.final_aniframe = 0;
}
}
int j;
if (game.roomchange)
{