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

@@ -3292,7 +3292,7 @@ void editorrender()
{
if(!game.colourblindmode)
{
graphics.drawtowerbackground();
graphics.drawtowerbackground(graphics.towerbg);
}
else
{
@@ -3679,8 +3679,8 @@ void editorlogic()
game.shouldreturntoeditor = false;
}
map.bypos -= 2;
map.bscroll = -2;
graphics.towerbg.bypos -= 2;
graphics.towerbg.bscroll = -2;
ed.entframedelay--;
if(ed.entframedelay<=0)
@@ -3740,14 +3740,14 @@ void editorlogic()
}
else if (!game.colourblindmode)
{
graphics.updatetowerbackground();
graphics.updatetowerbackground(graphics.towerbg);
}
if (graphics.fademode == 1)
{
//Return to game
map.nexttowercolour();
map.colstate = 10;
graphics.towerbg.colstate = 10;
game.gamestate = TITLEMODE;
script.hardreset();
graphics.fademode = 4;