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Move mapclass r/g/b variables off onto TowerBG
This fixes a bug where if you entered a tower before watching the credits sequence, the credits sequence would have mismatched text and background colors. This bug happened because entering a tower modified the r/g/b attributes of mapclass, and updated graphics.towerbg, without updating graphics.titlebg too. Then gamecompleterender() uses the r/g/b attributes of mapclass. The solution is to put the r/g/b attributes on TowerBG instead. That way, entering a tower will only modify the r/g/b attributes used to render towers, and won't affect the r/g/b attributes used to render the credits sequence. Additionally, I also de-duplicated the case-switch that updated the r/g/b attributes based off of the current colstate, because it got copy-pasted twice, leading to three instances of one piece of code.
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@@ -46,7 +46,9 @@ public:
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void changefinalcol(int t);
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void setcol(const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c);
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void setcol(TowerBG& bg_obj, const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c);
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void updatebgobj(TowerBG& bg_obj);
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void updatetowerglow(TowerBG& bg_obj);
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@@ -109,8 +111,6 @@ public:
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int resumedelay;
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bool minitowermode;
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//This is the old colour cycle
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int r, g,b;
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int colstatedelay;
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int colsuperstate;
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int spikeleveltop, spikelevelbottom;
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