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

@@ -210,7 +210,7 @@ int main(int argc, char *argv[])
game.mainmenu = 0;
map.ypos = (700-29) * 8;
map.bypos = map.ypos / 2;
graphics.towerbg.bypos = map.ypos / 2;
//Moved screensetting init here from main menu V2.1
int width = 320;
@@ -256,11 +256,11 @@ int main(int argc, char *argv[])
graphics.menubuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
graphics.towerbuffer = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
graphics.towerbg.buffer = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(graphics.towerbg.buffer, SDL_BLENDMODE_NONE);
graphics.towerbuffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(graphics.towerbuffer_lerp, SDL_BLENDMODE_NONE);
graphics.towerbg.buffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
SDL_SetSurfaceBlendMode(graphics.towerbg.buffer_lerp, SDL_BLENDMODE_NONE);
graphics.tempBuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);