diff --git a/src/resources.cpp b/src/resources.cpp index deb644b..1d63464 100644 --- a/src/resources.cpp +++ b/src/resources.cpp @@ -80,7 +80,7 @@ void loadGameGraphics() if (shipShape[i - SHIP_HIT_INDEX] == NULL) continue; shipShape[i] = createSurface(shipShape[i - SHIP_HIT_INDEX]->w, - shipShape[i- SHIP_HIT_INDEX]->h); + shipShape[i - SHIP_HIT_INDEX]->h); blit(shipShape[i - SHIP_HIT_INDEX], 0, 0, shipShape[i]); switch (shipShape[i]->format->BitsPerPixel) @@ -88,34 +88,34 @@ void loadGameGraphics() case 32: SDL_LockSurface(shipShape[i]); p32 = (Uint32 *)shipShape[i]->pixels; - SDL_UnlockSurface(shipShape[i]); for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) { if (p32[j]) p32[j] |= shipShape[i]->format->Rmask; } + SDL_UnlockSurface(shipShape[i]); break; case 16: SDL_LockSurface(shipShape[i]); p16 = (Uint16 *)shipShape[i]->pixels; - SDL_UnlockSurface(shipShape[i]); for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) { if (p16[j]) p16[j] |= shipShape[i]->format->Rmask; } + SDL_UnlockSurface(shipShape[i]); break; case 8: SDL_LockSurface(shipShape[i]); p8 = (Uint8 *)shipShape[i]->pixels; - SDL_UnlockSurface(shipShape[i]); for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++) { if (p8[j]) p8[j] = SDL_MapRGB(shipShape[i]->format, 255, 0, 0); } + SDL_UnlockSurface(shipShape[i]); break; }