Canviades les paletes dels .gif
Ara es poden carregar paletes desde fitxers .pal Reajustada la pleta general fix: la pantalla de càrrega deixava un pixel per pintar, desde sempre Ajustat el color del borde en el Logo i el Title per a ser igual al fondo amb les paletes de 16 colors (la del Spectrum es de 15)
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@@ -17,8 +17,7 @@
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#include "s_sprite.h" // for SSprite
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#include "text.h" // for Text, TEXT_STROKE
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#include "surface.h" // for Surface
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#include "utils.h" // for Color, stringToColor, Palette
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#include "utils.h" // for Color, static_cast<Uint8>,PaletteColor::PALETTE
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// Constructor
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Ending::Ending()
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: counter_(-1),
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@@ -40,7 +39,7 @@ Ending::Ending()
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iniScenes();
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// Cambia el color del borde
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Screen::get()->setBorderColor(stringToColor("black"));
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Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
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// Crea la textura para cubrir el texto
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cover_surface_ = std::make_shared<Surface>(options.game.width, options.game.height + 8);
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@@ -84,7 +83,7 @@ void Ending::render()
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clearSurface(stringToColor("black"));
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Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
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// Dibuja las imagenes de la escena
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sprite_pics_.at(current_scene_).image_sprite->render();
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@@ -167,8 +166,8 @@ void Ending::iniTexts()
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const int WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
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const int HEIGHT = text->getCharacterSize() + 2 + 2;
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auto text_color = stringToColor("white");
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auto shadow_color = stringToColor("black");
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auto text_color = static_cast<Uint8>(PaletteColor::WHITE);
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auto shadow_color = static_cast<Uint8>(PaletteColor::BLACK);
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EndingSurface st;
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@@ -187,11 +186,11 @@ void Ending::iniTexts()
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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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st.cover_surface->clear(stringToColor("transparent"));
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st.cover_surface->clear(static_cast<Uint8>(PaletteColor::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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auto color = stringToColor("black");
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auto color = static_cast<Uint8>(PaletteColor::BLACK);
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for (int i = 0; i < WIDTH; i += 2)
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{
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surface->putPixel(i, 0, color);
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@@ -255,11 +254,11 @@ void Ending::iniPics()
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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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sp.cover_surface->clear(stringToColor("transparent"));
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sp.cover_surface->clear(static_cast<Uint8>(PaletteColor::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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auto color = stringToColor("black");
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auto color = static_cast<Uint8>(PaletteColor::BLACK);
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for (int i = 0; i < WIDTH; i += 2)
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{
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surface->putPixel(i, 0, color);
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@@ -477,10 +476,10 @@ void Ending::fillCoverTexture()
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// Rellena la textura que cubre el texto con color transparente
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(cover_surface_);
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cover_surface_->clear(stringToColor("transparent"));
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cover_surface_->clear(static_cast<Uint8>(PaletteColor::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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const Uint8 color = static_cast<Uint8>(PaletteColor::BLACK);
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auto surface = Screen::get()->getRendererSurface();
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for (int i = 0; i < 256; i += 2)
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{
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