disabled wood & gold texture, backdrop size 480x272

blending of wood and/or gold texture on some resolutions(mobile,
tablets, etc) draws line which can be distracting. The backdrop is now
full size of PSP resolution (480x272, 2x res can be loaded like 960x544)
This commit is contained in:
Anthony Calosa
2015-10-11 14:29:36 +08:00
parent 6376596e49
commit 4c86cae7fe
15 changed files with 24 additions and 24 deletions

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@@ -1220,11 +1220,11 @@ void ActionStack::Render()
JRenderer * renderer = JRenderer::GetInstance();
//stack shadow
renderer->FillRoundRect(x0 - 7, y0+2, width + 17, height + 2, 9.0f, ARGB(128,0,0,0));
//renderer->FillRoundRect(x0 - 7, y0+2, width + 17, height + 2, 9.0f, ARGB(128,0,0,0));
//stack fill
renderer->FillRoundRect(x0 - 7, y0+2, width + 17, height + 2, 9.0f, ARGB(200,10,10,10));
renderer->FillRect(x0 - 7, y0+2, width + 17, height + 2, ARGB(245,10,10,10));
//stack border
renderer->DrawRoundRect(x0 - 7, y0+2, width + 17, height + 2, 9.0f, ARGB(160,240,240,240));
renderer->DrawRect(x0 - 7, y0+2, width + 17, height + 2, ARGB(160,240,240,240));
std::ostringstream stream;
// WALDORF - changed "interrupt ?" to "Interrupt?". Don't display count down

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@@ -31,7 +31,7 @@ void GuiBackground::Render()
if (quad.get())
{
quad->mWidth = 480.f;
quad->mHeight = 255.f;
renderer->RenderQuad(quad.get(), 0, 18);
quad->mHeight = 272.f;
renderer->RenderQuad(quad.get(), 0, 0);
}
}

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@@ -6,9 +6,9 @@
GuiFrame::GuiFrame(GameObserver* observer)
: GuiLayer(observer)
{
if (observer->getResourceManager())
{
if (observer->getResourceManager()->GetTexture("wood.png"))
//if (observer->getResourceManager())
//{
/*if (observer->getResourceManager()->GetTexture("wood.png"))
{
wood = observer->getResourceManager()->RetrieveQuad("wood.png", 0, 0, 0, 0);
wood->mHeight = 32.f;
@@ -17,9 +17,9 @@ GuiFrame::GuiFrame(GameObserver* observer)
else
{
GameApp::systemError += "Can't load wood texture : " __FILE__ "\n";
}
}*/
if (observer->getResourceManager()->GetTexture("gold.png"))
/*if (observer->getResourceManager()->GetTexture("gold.png"))
{
gold1 = observer->getResourceManager()->RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1");
gold2 = observer->getResourceManager()->RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2");
@@ -30,9 +30,9 @@ GuiFrame::GuiFrame(GameObserver* observer)
gold2->SetColor(ARGB(127, 255, 255, 255));
gold2->SetHFlip(true);
}
}
}
step = 0.0;
}*/
//}
//step = 0.0;
}
@@ -42,12 +42,12 @@ GuiFrame::~GuiFrame()
void GuiFrame::Render()
{
JRenderer* renderer = JRenderer::GetInstance();
/*JRenderer* renderer = JRenderer::GetInstance();
float sized = step / 4;
if (sized > SCREEN_WIDTH)
sized -= SCREEN_WIDTH;
renderer->RenderQuad(wood.get(), 0, 0);
if (gold1.get())
renderer->RenderQuad(wood.get(), 0, 0);*/
/*if (gold1.get())
{
renderer->RenderQuad(gold1.get(), -sized, 16);
renderer->RenderQuad(gold1.get(), -sized + 479, 16);
@@ -64,12 +64,12 @@ void GuiFrame::Render()
renderer->RenderQuad(gold2.get(), step / 2, 16);
renderer->RenderQuad(gold2.get(), step / 2 - 479, 16);
}
}
}*/
}
void GuiFrame::Update(float dt)
{
step += dt * 5;
/*step += dt * 5;
if (step > 2 * SCREEN_WIDTH)
step -= 2 * SCREEN_WIDTH;
step -= 2 * SCREEN_WIDTH;*/
}

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@@ -24,7 +24,7 @@
};
*/
const float GuiPhaseBar::zoom_big = (float)(1.5 * 1.4);
const float GuiPhaseBar::zoom_big = (float)(1.5 * 1.2);
const float GuiPhaseBar::zoom_small = 1.5;
const float GuiPhaseBar::step = M_PI/6.0f;

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@@ -160,10 +160,10 @@ void GuiPlay::BattleField::Update(float dt)
void GuiPlay::BattleField::Render()
{
if (height > 3)
JRenderer::GetInstance()->FillRect(0, SCREEN_HEIGHT / 2 + 10 - height / 2, 480, height, ARGB(127, red, 0, 0));
//JQuadPtr fillblack = WResourceManager::Instance()->RetrieveTempQuad("fillblack.png", TEXTURE_SUB_5551);
//if (fillblack.get() && height > 3)//mask
//JRenderer::GetInstance()->RenderQuad(fillblack.get(), 0, 70.f, 0, 0.5f, 0.5f);
{
JRenderer::GetInstance()->FillRect(0, SCREEN_HEIGHT / 2 + 8.5f - height / 2, 480, height, ARGB(127, red, 0, 0));
JRenderer::GetInstance()->DrawRect(0, SCREEN_HEIGHT / 2 + 8.5f - height / 2, 480, height, ARGB(255, 255, 165, 0));
}
}
GuiPlay::GuiPlay(DuelLayers* view) :