diff --git a/source/core/defaults/title.hpp b/source/core/defaults/title.hpp index 4546bba..3661422 100644 --- a/source/core/defaults/title.hpp +++ b/source/core/defaults/title.hpp @@ -164,12 +164,16 @@ 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 { + // Ambre neon: el mateix to dels missatges d'inici/fi de fase + // (STAGE_MESSAGE_COLOR a game_scene.cpp) per unificar el feel. + constexpr SDL_Color AMBER = {.r = 255, .g = 200, .b = 70, .a = 255}; + 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 PRESS_START = AMBER; // Ambre (com les frases de fase) 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) } // namespace Colors diff --git a/source/game/scenes/title_scene.hpp b/source/game/scenes/title_scene.hpp index 6118e93..0d66068 100644 --- a/source/game/scenes/title_scene.hpp +++ b/source/game/scenes/title_scene.hpp @@ -134,7 +134,7 @@ class TitleScene final : public Scene { static constexpr float ORBIT_PHASE_OFFSET = 1.57F; static constexpr float SHADOW_DELAY = 0.5F; - static constexpr float SHADOW_BRIGHTNESS = 0.4F; + static constexpr float SHADOW_BRIGHTNESS = 0.55F; static constexpr float SHADOW_OFFSET_X = 2.0F; static constexpr float SHADOW_OFFSET_Y = 2.0F;