Refactor tower background to use a separate object instead

Previously, the tower background was controlled by a disparate set of
attributes on Graphics and mapclass, and wasn't really encapsulated. (If
that's what that word means, I don't particularly care about
object-oriented lingo.) But now, all relevant things that a tower
background has has been put into a TowerBG struct, so it will be easy to
make multiple copies without having to duplicate the code that handles
it.
This commit is contained in:
Misa
2020-11-02 15:05:24 -08:00
committed by Ethan Lee
parent 20207e2098
commit 72c048d71e
12 changed files with 198 additions and 185 deletions

View File

@@ -1182,7 +1182,7 @@ void titlerender()
}
else
{
if(!game.colourblindmode) graphics.drawtowerbackground();
if(!game.colourblindmode) graphics.drawtowerbackground(graphics.towerbg);
tr = graphics.col_tr;
tg = graphics.col_tg;
@@ -1211,7 +1211,7 @@ void gamecompleterender()
{
FillRect(graphics.backBuffer, 0x000000);
if(!game.colourblindmode) graphics.drawtowerbackground();
if(!game.colourblindmode) graphics.drawtowerbackground(graphics.towerbg);
tr = graphics.col_tr;
tg = graphics.col_tg;
@@ -1397,7 +1397,7 @@ void gamerender()
{
if (!game.colourblindmode)
{
graphics.drawtowerbackground();
graphics.drawtowerbackground(graphics.towerbg);
}
else
{