1
0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-28 23:48:30 +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 else
{ {
//just update the bottom // just update the bottom
scroll_texture(bg_obj.texture, tempScrollingTexture, 0, -bg_obj.bscroll); scroll_texture(bg_obj.texture, tempScrollingTexture, 0, -bg_obj.bscroll);
if (bg_obj.scrolldir == 0) if (bg_obj.scrolldir == 0)
{ {
@ -2962,19 +2962,19 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
#define GETCOL_RANDOM (game.noflashingmode ? 0.5 : fRandom()) #define GETCOL_RANDOM (game.noflashingmode ? 0.5 : fRandom())
SDL_Color Graphics::getcol( int t ) SDL_Color Graphics::getcol( int t )
{ {
//Setup predefinied colours as per our zany palette // Setup predefinied colours as per our zany palette
switch(t) switch(t)
{ {
//Player Normal // Player Normal
case 0: case 0:
return getRGB(160 - help.glow/2 - (GETCOL_RANDOM * 20), 200 - help.glow/2, 220 - help.glow); return getRGB(160 - help.glow/2 - (int) (GETCOL_RANDOM * 20), 200 - help.glow/2, 220 - help.glow);
//Player Hurt // Player Hurt
case 1: case 1:
return getRGB(196 - (GETCOL_RANDOM * 64), 10, 10); return getRGB(196 - (GETCOL_RANDOM * 64), 10, 10);
//Enemies and stuff // Enemies and stuff
case 2: case 2:
return getRGB(225 - (help.glow / 2), 75, 30); return getRGB(225 - (help.glow / 2), 75, 30);
case 3: //Trinket case 3: // Trinket
if (!trinketcolset) if (!trinketcolset)
{ {
trinketr = 200 - (GETCOL_RANDOM * 64); trinketr = 200 - (GETCOL_RANDOM * 64);
@ -2983,82 +2983,81 @@ SDL_Color Graphics::getcol( int t )
trinketcolset = true; trinketcolset = true;
} }
return getRGB(trinketr, trinketg, trinketb); 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); 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)); return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
case 6: //Enemy : Red case 6: // Enemy : Red
return getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2); return getRGB(250 - help.glow / 2, 60 - help.glow / 2, 60 - help.glow / 2);
case 7: //Enemy : Green case 7: // Enemy : Green
return getRGB(100 - help.glow/2 - (GETCOL_RANDOM * 30), 250 - help.glow/2, 100 - help.glow/2 - (GETCOL_RANDOM * 30)); 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 case 8: // Enemy : Purple
return getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (GETCOL_RANDOM * 30)); return getRGB(250 - help.glow / 2, 20, 128 - help.glow / 2 + (int) (GETCOL_RANDOM * 30));
case 9: //Enemy : Yellow case 9: // Enemy : Yellow
return getRGB(250 - help.glow/2, 250 - help.glow/2, 20); return getRGB(250 - help.glow / 2, 250 - help.glow / 2, 20);
case 10: //Warp point (white) case 10: // Warp point (white)
return getRGB(255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64)); return getRGB(255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
case 11: //Enemy : Cyan case 11: // Enemy : Cyan
return getRGB(20, 250 - help.glow/2, 250 - help.glow/2); return getRGB(20, 250 - help.glow / 2, 250 - help.glow / 2);
case 12: //Enemy : Blue case 12: // Enemy : Blue
return getRGB(90 - help.glow/2, 90 - help.glow/2, 250 - help.glow/2); return getRGB(90 - help.glow / 2, 90 - help.glow / 2, 250 - help.glow / 2);
//Crew Members // Crew Members
//green // green
case 13: case 13:
return getRGB(120 - help.glow/4 - (GETCOL_RANDOM * 20), 220 - help.glow/4, 120 - help.glow/4); return getRGB(120 - help.glow / 4 - (int) (GETCOL_RANDOM * 20), 220 - help.glow / 4, 120 - help.glow / 4);
//Yellow // Yellow
case 14: case 14:
return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 210 - help.glow/4, 120 - help.glow/4); return getRGB(220 - help.glow / 4 - (int) (GETCOL_RANDOM * 20), 210 - help.glow / 4, 120 - help.glow / 4);
//pink // pink
case 15: case 15:
return getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4); return getRGB(255 - help.glow / 8, 70 - help.glow / 4, 70 - help.glow / 4);
//Blue // Blue
case 16: 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
case 17: //Enemy : Orange return getRGB(250 - help.glow / 2, 130 - help.glow / 2, 20);
return getRGB(250 - help.glow/2, 130 - help.glow/2, 20); case 18: // Enemy : Gray
case 18: //Enemy : Gray return getRGB(130 - help.glow / 2, 130 - help.glow / 2, 130 - help.glow / 2);
return getRGB(130 - help.glow/2, 130 - help.glow/2, 130 - help.glow/2); case 19: // Enemy : Dark gray
case 19: //Enemy : Dark gray return getRGB(60 - help.glow / 8, 60 - help.glow / 8, 60 - help.glow / 8);
return getRGB(60 - help.glow/8, 60 - help.glow/8, 60 - help.glow/8); // Purple
//Purple
case 20: 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); return getRGB(180 - help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
case 22: //Enemy : Indicator Gray case 22: // Enemy : Indicator Gray
return getRGB(230 - help.glow/2, 230- help.glow/2, 230 - help.glow/2); return getRGB(230 - help.glow/2, 230 - help.glow/2, 230 - help.glow/2);
case 23: //Enemy : Indicator Gray 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)); 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 // Trophies
//cyan // cyan
case 30: case 30:
return RGBf(160, 200, 220); return RGBf(160, 200, 220);
//Purple // Purple
case 31: case 31:
return RGBf(220, 120, 210); return RGBf(220, 120, 210);
//Yellow // Yellow
case 32: case 32:
return RGBf(220, 210, 120); return RGBf(220, 210, 120);
//red // red
case 33: case 33:
return RGBf(255, 70, 70); return RGBf(255, 70, 70);
//green // green
case 34: case 34:
return RGBf(120, 220, 120); return RGBf(120, 220, 120);
//Blue // Blue
case 35: case 35:
return RGBf(75, 75, 255); return RGBf(75, 75, 255);
//Gold // Gold
case 36: case 36:
return getRGB(180, 120, 20); return getRGB(180, 120, 20);
case 37: //Trinket case 37: // Trinket
if (!trinketcolset) if (!trinketcolset)
{ {
trinketr = 200 - (GETCOL_RANDOM * 64); trinketr = 200 - (GETCOL_RANDOM * 64);
@ -3067,14 +3066,14 @@ SDL_Color Graphics::getcol( int t )
trinketcolset = true; trinketcolset = true;
} }
return RGBf(trinketr, trinketg, trinketb); return RGBf(trinketr, trinketg, trinketb);
//Silver // Silver
case 38: case 38:
return RGBf(196, 196, 196); return RGBf(196, 196, 196);
//Bronze // Bronze
case 39: case 39:
return RGBf(128, 64, 10); return RGBf(128, 64, 10);
//Awesome // Awesome
case 40: //Teleporter in action! case 40: // Teleporter in action!
{ {
if (game.noflashingmode) 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); const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8);
return getRGB(42 + temp, 42 + temp, 42 + temp); 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)); 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) if (game.noflashingmode)
{ {
@ -3161,7 +3160,7 @@ SDL_Color Graphics::huetilegetcol()
return getRGB(234, 234, 10); 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) SDL_Color Graphics::bigchunkygetcol(int t)
@ -3174,7 +3173,7 @@ SDL_Color Graphics::bigchunkygetcol(int t)
case 1: case 1:
return getRGB(random * 64, 10, 10); return getRGB(random * 64, 10, 10);
case 2: 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}; const SDL_Color color = {0, 0, 0, 0};
return color; return color;
@ -3244,7 +3243,7 @@ int Graphics::textboxwrap(int pad)
std::string wrapped = font::string_wordwrap_balanced( std::string wrapped = font::string_wordwrap_balanced(
textboxes[m].print_flags, textboxes[m].print_flags,
textboxes[m].lines[0], textboxes[m].lines[0],
36*8 - pad*8 36 * 8 - pad * 8
); );
textboxes[m].lines.clear(); textboxes[m].lines.clear();
@ -3255,7 +3254,7 @@ int Graphics::textboxwrap(int pad)
size_t pos_p = wrapped.find('|', startline); size_t pos_p = wrapped.find('|', startline);
newline = SDL_min(pos_n, pos_p); newline = SDL_min(pos_n, pos_p);
addline(wrapped.substr(startline, newline-startline)); addline(wrapped.substr(startline, newline-startline));
startline = newline+1; startline = newline + 1;
} while (newline != std::string::npos); } while (newline != std::string::npos);
return textboxes[m].h; return textboxes[m].h;
@ -3319,7 +3318,7 @@ void Graphics::textboxbuttons(void)
void Graphics::textboxcommsrelay(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)) if (!INBOUNDS_VEC(m, textboxes))
{ {
vlog_error("textboxcommsrelay() out-of-bounds!"); vlog_error("textboxcommsrelay() out-of-bounds!");
@ -3332,14 +3331,24 @@ void Graphics::textboxcommsrelay(void)
int Graphics::crewcolour(const int t) int Graphics::crewcolour(const int t)
{ {
//given crewmate t, return colour in setcol // Given crewmate t, return colour
if (t == 0) return CYAN; switch (t)
if (t == 1) return PURPLE; {
if (t == 2) return YELLOW; case 0:
if (t == 3) return RED; return CYAN;
if (t == 4) return GREEN; case 1:
if (t == 5) return BLUE; return PURPLE;
return 0; case 2:
return YELLOW;
case 3:
return RED;
case 4:
return GREEN;
case 5:
return BLUE;
default:
return 0;
}
} }
void Graphics::flashlight(void) void Graphics::flashlight(void)