forked from jaildesigner-jailgames/jaildoctors_dilemma
i per fi ja comença a tornar tot a la normalitat
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@@ -43,7 +43,7 @@ Ending::Ending()
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Screen::get()->setBorderColor(stringToColor("black"));
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// Crea la textura para cubrir el texto
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cover_surface_ = std::make_shared<Surface>(Screen::get()->getRendererSurface(), options.game.width, options.game.height + 8);
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cover_surface_ = std::make_shared<Surface>(options.game.width, options.game.height + 8);
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// Rellena la textura para la cortinilla
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fillCoverTexture();
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@@ -172,7 +172,7 @@ void Ending::iniTexts()
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EndingSurface st;
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// Crea la textura
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st.image_surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), WIDTH, HEIGHT);
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st.image_surface = std::make_shared<Surface>(WIDTH, HEIGHT);
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Screen::get()->setRendererSurface(st.image_surface);
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text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, color, 2, color);
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@@ -181,11 +181,11 @@ void Ending::iniTexts()
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st.image_sprite->setPosition((options.game.width - st.image_surface->getWidth()) / 2, txt.pos);
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// Crea la cover_surface
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st.cover_surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), WIDTH, HEIGHT + 8);
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st.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
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Screen::get()->setRendererSurface(st.cover_surface);
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// Rellena la cover_surface con color transparente
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Screen::get()->clearSurface(stringToColor("transparent"));
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st.cover_surface->clear(stringToColor("transparent"));
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// Crea una malla de 8 pixels de alto
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auto surface = Screen::get()->getRendererSurface();
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@@ -248,11 +248,11 @@ void Ending::iniPics()
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sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
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// Crea la cover_surface
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sp.cover_surface = std::make_shared<Surface>(Screen::get()->getRendererSurface(), WIDTH, HEIGHT + 8);
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sp.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
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Screen::get()->setRendererSurface(sp.cover_surface);
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// Rellena la cover_surface con color transparente
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Screen::get()->clearSurface(stringToColor("transparent"));
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sp.cover_surface->clear(stringToColor("transparent"));
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// Crea una malla en los primeros 8 pixels
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auto surface = Screen::get()->getRendererSurface();
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@@ -473,7 +473,7 @@ void Ending::fillCoverTexture()
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{
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// Rellena la textura que cubre el texto con color transparente
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Screen::get()->setRendererSurface(cover_surface_);
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Screen::get()->clearSurface(stringToColor("transparent"));
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cover_surface_->clear(stringToColor("transparent"));
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// Los primeros 8 pixels crea una malla
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const Uint8 color = stringToColor("black");
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