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https://github.com/TerryCavanagh/VVVVVV.git
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351a022ebd
colourTransform is a struct with only one member, a Uint32. The issue with `Uint32`s is that it requires a bunch of bit shifting logic to edit the colors. The issue with bit shifting logic is that people have a tendency to hardcode the shift amounts instead of using the shift amount variables of the SDL_PixelFormat, which makes it annoying to change the color masks of surfaces. This commit fixes both issues by unhardcoding the bit shift amounts in DrawPixel and ReadPixel, and by axing the `Uint32`s in favor of using SDL_Color. According to the SDL_PixelFormat documentation ( https://wiki.libsdl.org/SDL2/SDL_PixelFormat ), the logic to read and draw to pixels from colors below 32-bit was just wrong. Specifically, for 8-bit, there's a color palette used instead of some intrinsic color information stored in the pixel itself. But we shouldn't need that logic anyways because we don't use colors below 32-bit. So I axed that too.
60 lines
1.1 KiB
C++
60 lines
1.1 KiB
C++
#ifndef ENT_H
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#define ENT_H
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#include <SDL.h>
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#define rn( rx, ry) ((rx) + ((ry) * 100))
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class entclass
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{
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public:
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entclass(void);
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void clear(void);
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bool outside(void);
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void setenemy(int t);
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void setenemyroom(int rx, int ry);
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void settreadmillcolour(int rx, int ry);
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void updatecolour(void);
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bool ishumanoid(void);
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public:
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//Fundamentals
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bool invis;
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int type, size, tile, rule;
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int state, statedelay;
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int behave, animate;
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float para;
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int life, colour;
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//Position and velocity
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int oldxp, oldyp;
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float ax, ay, vx, vy;
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int cx, cy, w, h;
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float newxp, newyp;
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bool isplatform;
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int x1,y1,x2,y2;
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//Collision Rules
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int onentity;
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bool harmful;
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int onwall, onxwall, onywall;
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//Platforming specific
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bool gravity;
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int onground, onroof;
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//Animation
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int framedelay, drawframe, walkingframe, dir, actionframe;
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int collisionframedelay, collisiondrawframe, collisionwalkingframe;
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int visualonground, visualonroof;
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int yp;int xp;
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SDL_Color realcol;
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int lerpoldxp, lerpoldyp;
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};
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#endif /* ENT_H */
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