forked from jaildesigner-jailgames/jaildoctors_dilemma
Trabajando en el ending
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@@ -171,8 +171,8 @@ void Credits::fillTexture()
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// Rellena la textura de texto
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SDL_SetRenderTarget(renderer, textTexture);
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const color_t c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
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color_t c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderClear(renderer);
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// Escribe el texto en la textura
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@@ -195,7 +195,7 @@ void Credits::fillTexture()
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SDL_SetRenderTarget(renderer, nullptr);
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// Rellena la textura que cubre el texto
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// Rellena la textura que cubre el texto con color transparente
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SDL_SetRenderTarget(renderer, coverTexture);
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
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SDL_RenderClear(renderer);
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@@ -288,8 +288,8 @@ void Credits::render()
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// Dibuja la textura que cubre el texto
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const int offset = std::min(counter / 8, 192 / 2);
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SDL_Rect srcRect = {1, 0, 254, 190 - (offset * 2)};
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SDL_Rect dstRect = {1, offset * 2, 254, 190 - (offset * 2)};
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SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)};
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SDL_Rect dstRect = {0, offset * 2, 256, 192 - (offset * 2)};
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SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
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// Dibuja el sprite con el brillo
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