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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 06:28:30 +02:00

More misc cleanup

This commit is contained in:
AllyTally 2023-05-22 16:18:07 -03:00 committed by Misa Elizabeth Kai
parent 8b1dcecd5a
commit b533731108

View File

@ -2929,7 +2929,7 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
}
else
{
//just update the bottom
// just update the bottom
scroll_texture(bg_obj.texture, tempScrollingTexture, 0, -bg_obj.bscroll);
if (bg_obj.scrolldir == 0)
{
@ -2962,19 +2962,19 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
#define GETCOL_RANDOM (game.noflashingmode ? 0.5 : fRandom())
SDL_Color Graphics::getcol( int t )
{
//Setup predefinied colours as per our zany palette
// Setup predefinied colours as per our zany palette
switch(t)
{
//Player Normal
// Player Normal
case 0:
return getRGB(160 - help.glow/2 - (GETCOL_RANDOM * 20), 200 - help.glow/2, 220 - help.glow);
//Player Hurt
return getRGB(160 - help.glow/2 - (int) (GETCOL_RANDOM * 20), 200 - help.glow/2, 220 - help.glow);
// Player Hurt
case 1:
return getRGB(196 - (GETCOL_RANDOM * 64), 10, 10);
//Enemies and stuff
// Enemies and stuff
case 2:
return getRGB(225 - (help.glow / 2), 75, 30);
case 3: //Trinket
case 3: // Trinket
if (!trinketcolset)
{
trinketr = 200 - (GETCOL_RANDOM * 64);
@ -2983,82 +2983,81 @@ SDL_Color Graphics::getcol( int t )
trinketcolset = true;
}
return getRGB(trinketr, trinketg, trinketb);
case 4: //Inactive savepoint
case 4: // Inactive savepoint
{
const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8);
const int temp = (help.glow / 2) + (int) (GETCOL_RANDOM * 8);
return getRGB(80 + temp, 80 + temp, 80 + temp);
}
case 5: //Active savepoint
case 5: // Active savepoint
return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
case 6: //Enemy : Red
return getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
case 7: //Enemy : Green
return getRGB(100 - help.glow/2 - (GETCOL_RANDOM * 30), 250 - help.glow/2, 100 - help.glow/2 - (GETCOL_RANDOM * 30));
case 8: //Enemy : Purple
return getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (GETCOL_RANDOM * 30));
case 9: //Enemy : Yellow
return getRGB(250 - help.glow/2, 250 - help.glow/2, 20);
case 10: //Warp point (white)
case 6: // Enemy : Red
return getRGB(250 - help.glow / 2, 60 - help.glow / 2, 60 - help.glow / 2);
case 7: // Enemy : Green
return getRGB(100 - help.glow / 2 - (int) (GETCOL_RANDOM * 30), 250 - help.glow / 2, 100 - help.glow / 2 - (int) (GETCOL_RANDOM * 30));
case 8: // Enemy : Purple
return getRGB(250 - help.glow / 2, 20, 128 - help.glow / 2 + (int) (GETCOL_RANDOM * 30));
case 9: // Enemy : Yellow
return getRGB(250 - help.glow / 2, 250 - help.glow / 2, 20);
case 10: // Warp point (white)
return getRGB(255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
case 11: //Enemy : Cyan
return getRGB(20, 250 - help.glow/2, 250 - help.glow/2);
case 12: //Enemy : Blue
return getRGB(90 - help.glow/2, 90 - help.glow/2, 250 - help.glow/2);
//Crew Members
//green
case 11: // Enemy : Cyan
return getRGB(20, 250 - help.glow / 2, 250 - help.glow / 2);
case 12: // Enemy : Blue
return getRGB(90 - help.glow / 2, 90 - help.glow / 2, 250 - help.glow / 2);
// Crew Members
// green
case 13:
return getRGB(120 - help.glow/4 - (GETCOL_RANDOM * 20), 220 - help.glow/4, 120 - help.glow/4);
//Yellow
return getRGB(120 - help.glow / 4 - (int) (GETCOL_RANDOM * 20), 220 - help.glow / 4, 120 - help.glow / 4);
// Yellow
case 14:
return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 210 - help.glow/4, 120 - help.glow/4);
//pink
return getRGB(220 - help.glow / 4 - (int) (GETCOL_RANDOM * 20), 210 - help.glow / 4, 120 - help.glow / 4);
// pink
case 15:
return getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
//Blue
return getRGB(255 - help.glow / 8, 70 - help.glow / 4, 70 - help.glow / 4);
// Blue
case 16:
return getRGB(75, 75, 255 - help.glow/4 - (GETCOL_RANDOM * 20));
return getRGB(75, 75, 255 - help.glow / 4 - (int) (GETCOL_RANDOM * 20));
case 17: //Enemy : Orange
return getRGB(250 - help.glow/2, 130 - help.glow/2, 20);
case 18: //Enemy : Gray
return getRGB(130 - help.glow/2, 130 - help.glow/2, 130 - help.glow/2);
case 19: //Enemy : Dark gray
return getRGB(60 - help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
//Purple
case 17: // Enemy : Orange
return getRGB(250 - help.glow / 2, 130 - help.glow / 2, 20);
case 18: // Enemy : Gray
return getRGB(130 - help.glow / 2, 130 - help.glow / 2, 130 - help.glow / 2);
case 19: // Enemy : Dark gray
return getRGB(60 - help.glow / 8, 60 - help.glow / 8, 60 - help.glow / 8);
// Purple
case 20:
return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 120 - help.glow/4, 210 - help.glow/4);
return getRGB(220 - help.glow / 4 - (int) (GETCOL_RANDOM * 20), 120 - help.glow/4, 210 - help.glow/4);
case 21: //Enemy : Light Gray
case 21: // Enemy : Light Gray
return getRGB(180 - help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
case 22: //Enemy : Indicator Gray
return getRGB(230 - help.glow/2, 230- help.glow/2, 230 - help.glow/2);
case 23: //Enemy : Indicator Gray
return getRGB(255 - help.glow/2 - (GETCOL_RANDOM * 40) , 255 - help.glow/2 - (GETCOL_RANDOM * 40), 255 - help.glow/2 - (GETCOL_RANDOM * 40));
case 22: // Enemy : Indicator Gray
return getRGB(230 - help.glow/2, 230 - help.glow/2, 230 - help.glow/2);
case 23: // Enemy : Indicator Gray
return getRGB(255 - help.glow / 2 - (int) (GETCOL_RANDOM * 40), 255 - help.glow/2 - (int) (GETCOL_RANDOM * 40), 255 - help.glow/2 - (int) (GETCOL_RANDOM * 40));
//Trophies
//cyan
// Trophies
// cyan
case 30:
return RGBf(160, 200, 220);
//Purple
// Purple
case 31:
return RGBf(220, 120, 210);
//Yellow
// Yellow
case 32:
return RGBf(220, 210, 120);
//red
// red
case 33:
return RGBf(255, 70, 70);
//green
// green
case 34:
return RGBf(120, 220, 120);
//Blue
// Blue
case 35:
return RGBf(75, 75, 255);
//Gold
// Gold
case 36:
return getRGB(180, 120, 20);
case 37: //Trinket
case 37: // Trinket
if (!trinketcolset)
{
trinketr = 200 - (GETCOL_RANDOM * 64);
@ -3067,14 +3066,14 @@ SDL_Color Graphics::getcol( int t )
trinketcolset = true;
}
return RGBf(trinketr, trinketg, trinketb);
//Silver
// Silver
case 38:
return RGBf(196, 196, 196);
//Bronze
// Bronze
case 39:
return RGBf(128, 64, 10);
//Awesome
case 40: //Teleporter in action!
// Awesome
case 40: // Teleporter in action!
{
if (game.noflashingmode)
{
@ -3100,14 +3099,14 @@ SDL_Color Graphics::getcol( int t )
}
}
case 100: //Inactive Teleporter
case 100: // Inactive Teleporter
{
const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8);
return getRGB(42 + temp, 42 + temp, 42 + temp);
}
case 101: //Active Teleporter
case 101: // Active Teleporter
return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
case 102: //Teleporter in action!
case 102: // Teleporter in action!
{
if (game.noflashingmode)
{
@ -3161,7 +3160,7 @@ SDL_Color Graphics::huetilegetcol()
return getRGB(234, 234, 10);
}
return getRGB(250 - int(fRandom() * 32), 250 - int(fRandom() * 32), 10);
return getRGB(250 - (int) (fRandom() * 32), 250 - (int) (fRandom() * 32), 10);
}
SDL_Color Graphics::bigchunkygetcol(int t)
@ -3174,7 +3173,7 @@ SDL_Color Graphics::bigchunkygetcol(int t)
case 1:
return getRGB(random * 64, 10, 10);
case 2:
return getRGB(160 - help.glow / 2 - random * 20, 200 - help.glow / 2, 220 - help.glow);
return getRGB(160 - help.glow / 2 - (int) (random * 20), 200 - help.glow / 2, 220 - help.glow);
}
const SDL_Color color = {0, 0, 0, 0};
return color;
@ -3244,7 +3243,7 @@ int Graphics::textboxwrap(int pad)
std::string wrapped = font::string_wordwrap_balanced(
textboxes[m].print_flags,
textboxes[m].lines[0],
36*8 - pad*8
36 * 8 - pad * 8
);
textboxes[m].lines.clear();
@ -3255,7 +3254,7 @@ int Graphics::textboxwrap(int pad)
size_t pos_p = wrapped.find('|', startline);
newline = SDL_min(pos_n, pos_p);
addline(wrapped.substr(startline, newline-startline));
startline = newline+1;
startline = newline + 1;
} while (newline != std::string::npos);
return textboxes[m].h;
@ -3319,7 +3318,7 @@ void Graphics::textboxbuttons(void)
void Graphics::textboxcommsrelay(void)
{
/* Special treatment for the gamestate textboxes in Comms Relay */
// Special treatment for the gamestate textboxes in Comms Relay
if (!INBOUNDS_VEC(m, textboxes))
{
vlog_error("textboxcommsrelay() out-of-bounds!");
@ -3332,14 +3331,24 @@ void Graphics::textboxcommsrelay(void)
int Graphics::crewcolour(const int t)
{
//given crewmate t, return colour in setcol
if (t == 0) return CYAN;
if (t == 1) return PURPLE;
if (t == 2) return YELLOW;
if (t == 3) return RED;
if (t == 4) return GREEN;
if (t == 5) return BLUE;
return 0;
// Given crewmate t, return colour
switch (t)
{
case 0:
return CYAN;
case 1:
return PURPLE;
case 2:
return YELLOW;
case 3:
return RED;
case 4:
return GREEN;
case 5:
return BLUE;
default:
return 0;
}
}
void Graphics::flashlight(void)