diff --git a/source/core/defaults/title.hpp b/source/core/defaults/title.hpp index f7c48c6..c590e99 100644 --- a/source/core/defaults/title.hpp +++ b/source/core/defaults/title.hpp @@ -105,7 +105,7 @@ namespace Defaults::Title { namespace Layout { // Posicions verticals (anclatges des del TOP de pantalla lógica, 0.0-1.0) constexpr float LOGO_POS = 0.20F; // Logo "ORNI" - constexpr float PRESS_START_POS = 0.75F; // "PRESS START TO PLAY" + constexpr float PRESS_START_POS = 0.72F; // "PRESS START TO PLAY" (una mica més amunt) constexpr float COPYRIGHT1_POS = 0.90F; // Primera línia copyright // Separacions relatives (proporció respecte Game::HEIGHT = 480px) @@ -116,6 +116,7 @@ namespace Defaults::Title { constexpr float LOGO_SCALE = 0.6F; // Escala "ORNI ATTACK!" constexpr float PRESS_START_SCALE = 1.0F; // Escala "PRESS START TO PLAY" constexpr float COPYRIGHT_SCALE = 0.5F; // Escala copyright + constexpr float JAILGAMES_BRIGHTNESS = 0.8F; // Logo JAILGAMES una mica menys brillant constexpr float COPYRIGHT_BRIGHTNESS = 0.55F; // Mateix cian que JAILGAMES, però menys brillant constexpr float JAILGAMES_SCALE = 0.25F; // Escala del logo JAILGAMES pequeño sobre el copyright @@ -158,11 +159,11 @@ namespace Defaults::Title { // alpha = 255 (sentinela "color vàlid") fa que el pipeline ignori // el color global de l'oscil·lador per a aquesta crida. namespace Colors { - constexpr SDL_Color LOGO_MAIN = {.r = 80, .g = 240, .b = 255, .a = 255}; // Cian elèctric - constexpr SDL_Color LOGO_SHADOW = {.r = 255, .g = 60, .b = 180, .a = 255}; // Magenta neon (offset) - constexpr SDL_Color SHIP_P1 = {.r = 255, .g = 100, .b = 200, .a = 255}; // Rosa hot - constexpr SDL_Color SHIP_P2 = {.r = 160, .g = 120, .b = 255, .a = 255}; // Violeta elèctric constexpr SDL_Color STARFIELD = {.r = 200, .g = 220, .b = 255, .a = 255}; // Blanc-blau gel + constexpr SDL_Color LOGO_MAIN = {.r = 0, .g = 255, .b = 255, .a = 255}; // Cian pur + constexpr SDL_Color LOGO_SHADOW = STARFIELD; // Color de l'starfield (offset) + constexpr SDL_Color SHIP_P1 = {.r = 255, .g = 255, .b = 255, .a = 255}; // Blanc + constexpr SDL_Color SHIP_P2 = {.r = 255, .g = 255, .b = 255, .a = 255}; // Blanc constexpr SDL_Color PRESS_START = {.r = 255, .g = 255, .b = 255, .a = 255}; // Blanc constexpr SDL_Color JAILGAMES_LOGO = {.r = 0, .g = 255, .b = 255, .a = 255}; // Cian pur constexpr SDL_Color COPYRIGHT = {.r = 0, .g = 255, .b = 255, .a = 255}; // Mateix cian (el brillo es baixa al render: COPYRIGHT_BRIGHTNESS) diff --git a/source/game/scenes/title_scene.cpp b/source/game/scenes/title_scene.cpp index 2dbc719..0755ab2 100644 --- a/source/game/scenes/title_scene.cpp +++ b/source/game/scenes/title_scene.cpp @@ -287,7 +287,7 @@ void TitleScene::dibuixarPeuTitol(float spacing) const { .x = SCREEN_CENTRE_X + (JAILGAMES_S * (letter.position.x - SCREEN_CENTRE_X)), .y = SCREEN_CENTRE_Y + (JAILGAMES_S * (letter.position.y - SCREEN_CENTRE_Y)), }; - Rendering::renderShape(sdl_.getRenderer(), letter.shape, POS, 0.0F, JAILGAMES_RENDER_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::JAILGAMES_LOGO); + Rendering::renderShape(sdl_.getRenderer(), letter.shape, POS, 0.0F, JAILGAMES_RENDER_SCALE, 1.0F, Defaults::Title::Layout::JAILGAMES_BRIGHTNESS, Defaults::Title::Colors::JAILGAMES_LOGO); } std::string copyright = Project::COPYRIGHT; for (char& c : copyright) {