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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-10 12:11:27 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-10 12:11:27 -0500
commit31dc0e443efc0aae48e11a0d98e699dbed5c7dcf (patch)
tree17e044698531fc1af82dddcbd144ae93d3ae0252 /src/renderer.cpp
parentfb58cb31804da7e5e40fc861927060a183962441 (diff)
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Added fade out around map change
Also moved script system first in the loop so that the camera can catch up before rendering. Also added a map change from map 2 back to map 1.
Diffstat (limited to 'src/renderer.cpp')
-rw-r--r--src/renderer.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/renderer.cpp b/src/renderer.cpp index e9db413..db5daed 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -234,6 +234,12 @@ void Renderer::render(Game& game) {
234 } 234 }
235 } 235 }
236 236
237 if (game.getFadeoutProgress() > 0.0) {
238 SDL_SetRenderDrawBlendMode(ren_.get(), SDL_BLENDMODE_BLEND);
239 SDL_SetRenderDrawColor(ren_.get(), 0, 0, 0, game.getFadeoutProgress() * 255);
240 SDL_RenderFillRect(ren_.get(), nullptr);
241 }
242
237 SDL_SetRenderTarget(ren_.get(), nullptr); 243 SDL_SetRenderTarget(ren_.get(), nullptr);
238 SDL_RenderCopy(ren_.get(), cameraTex.get(), nullptr, nullptr); 244 SDL_RenderCopy(ren_.get(), cameraTex.get(), nullptr, nullptr);
239 SDL_RenderPresent(ren_.get()); 245 SDL_RenderPresent(ren_.get());