Añadidos colores al fondo
This commit is contained in:
22
main.cpp
22
main.cpp
@@ -59,7 +59,11 @@ int main(int argc, char *argv[])
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if (window != nullptr)
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if (window != nullptr)
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{
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{
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (renderer == nullptr)
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if (renderer != nullptr)
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{
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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}
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else
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{
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{
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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}
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}
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@@ -98,7 +102,7 @@ int main(int argc, char *argv[])
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sprite->setVelY(2);
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sprite->setVelY(2);
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// Bucle principal
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// Bucle principal
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//JA_PlayMusic(music, true);
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// JA_PlayMusic(music, true);
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bool should_exit = false;
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bool should_exit = false;
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while (!should_exit)
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while (!should_exit)
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{
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{
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@@ -203,8 +207,6 @@ int main(int argc, char *argv[])
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// Dibuja en pantalla
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// Dibuja en pantalla
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screen->start();
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screen->start();
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screen->clean();
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screen->clean();
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// SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
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// SDL_RenderClear(renderer);
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// Dibuja un degradado de fondo
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// Dibuja un degradado de fondo
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const int gradFirstLine = options->screen.nativeHeight / 3;
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const int gradFirstLine = options->screen.nativeHeight / 3;
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@@ -220,9 +222,18 @@ int main(int argc, char *argv[])
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SDL_RenderDrawLine(renderer, 0, i, options->screen.nativeWidth, i);
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SDL_RenderDrawLine(renderer, 0, i, options->screen.nativeWidth, i);
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}
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}
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for (int i = gradLastLine; i > gradFirstLine; --i)
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{
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float step = ((float)(i - gradFirstLine) / gradNumLines);
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int alpha = 0 + ((255 - 0) * step);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, alpha);
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SDL_RenderDrawLine(renderer, 0, gradLastLine - i, options->screen.nativeWidth, gradLastLine - i);
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}
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// Escribe el texto
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// Escribe el texto
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text->setZoom(2);
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text->setZoom(2);
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text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize(), "Jail Engine DEMO");
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// text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize(), "Jail Engine DEMO");
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text->writeDX(TXT_CENTER | TXT_SHADOW, options->screen.nativeWidth / 2, text->getCharacterSize(), "Jail Engine DEMO", 1, {255, 255, 255}, 1, {48, 48, 48});
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text->disableZoom();
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text->disableZoom();
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text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize() * 7, "Pulsa 'N' para mostrar");
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text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize() * 7, "Pulsa 'N' para mostrar");
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text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize() * 8, "una notificacion");
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text->writeCentered(options->screen.nativeWidth / 2, text->getCharacterSize() * 8, "una notificacion");
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@@ -232,7 +243,6 @@ int main(int argc, char *argv[])
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// Vuelca el buffer en pantalla
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// Vuelca el buffer en pantalla
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screen->blit();
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screen->blit();
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// SDL_RenderPresent(renderer);
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}
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}
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// Finaliza el sprite
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// Finaliza el sprite
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@@ -29,6 +29,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options)
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std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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}
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}
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SDL_SetTextureBlendMode(gameCanvas, SDL_BLENDMODE_BLEND);
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// Establece el modo de video
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// Establece el modo de video
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setVideoMode(options->screen.mode);
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setVideoMode(options->screen.mode);
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