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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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@@ -3194,9 +3194,9 @@ void editorrender()
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FillRect(graphics.backBuffer, 0, 0, 320, 240, 0x00000000);
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}
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int tr = map.r - (help.glow / 4) - int(fRandom() * 4);
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int tg = map.g - (help.glow / 4) - int(fRandom() * 4);
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int tb = map.b - (help.glow / 4) - int(fRandom() * 4);
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int tr = graphics.titlebg.r - (help.glow / 4) - int(fRandom() * 4);
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int tg = graphics.titlebg.g - (help.glow / 4) - int(fRandom() * 4);
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int tb = graphics.titlebg.b - (help.glow / 4) - int(fRandom() * 4);
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if (tr < 0) tr = 0;
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if(tr>255) tr=255;
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if (tg < 0) tg = 0;
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