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)
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Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 46 KiB |
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Before Width: | Height: | Size: 124 KiB After Width: | Height: | Size: 125 KiB |
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Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 28 KiB |
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Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 46 KiB |
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Before Width: | Height: | Size: 69 KiB After Width: | Height: | Size: 76 KiB |
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Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 51 KiB |
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Before Width: | Height: | Size: 54 KiB After Width: | Height: | Size: 54 KiB |
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Before Width: | Height: | Size: 47 KiB After Width: | Height: | Size: 49 KiB |
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Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 36 KiB |
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Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 24 KiB |
@@ -1220,11 +1220,11 @@ void ActionStack::Render()
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JRenderer * renderer = JRenderer::GetInstance();
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//stack shadow
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renderer->FillRoundRect(x0 - 7, y0+2, width + 17, height + 2, 9.0f, ARGB(128,0,0,0));
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//renderer->FillRoundRect(x0 - 7, y0+2, width + 17, height + 2, 9.0f, ARGB(128,0,0,0));
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//stack fill
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renderer->FillRoundRect(x0 - 7, y0+2, width + 17, height + 2, 9.0f, ARGB(200,10,10,10));
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renderer->FillRect(x0 - 7, y0+2, width + 17, height + 2, ARGB(245,10,10,10));
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//stack border
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renderer->DrawRoundRect(x0 - 7, y0+2, width + 17, height + 2, 9.0f, ARGB(160,240,240,240));
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renderer->DrawRect(x0 - 7, y0+2, width + 17, height + 2, ARGB(160,240,240,240));
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std::ostringstream stream;
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// WALDORF - changed "interrupt ?" to "Interrupt?". Don't display count down
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@@ -31,7 +31,7 @@ void GuiBackground::Render()
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if (quad.get())
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{
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quad->mWidth = 480.f;
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quad->mHeight = 255.f;
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renderer->RenderQuad(quad.get(), 0, 18);
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quad->mHeight = 272.f;
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renderer->RenderQuad(quad.get(), 0, 0);
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}
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}
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@@ -6,9 +6,9 @@
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GuiFrame::GuiFrame(GameObserver* observer)
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: GuiLayer(observer)
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{
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if (observer->getResourceManager())
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{
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if (observer->getResourceManager()->GetTexture("wood.png"))
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//if (observer->getResourceManager())
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//{
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/*if (observer->getResourceManager()->GetTexture("wood.png"))
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{
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wood = observer->getResourceManager()->RetrieveQuad("wood.png", 0, 0, 0, 0);
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wood->mHeight = 32.f;
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@@ -17,9 +17,9 @@ GuiFrame::GuiFrame(GameObserver* observer)
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else
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{
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GameApp::systemError += "Can't load wood texture : " __FILE__ "\n";
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}
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}*/
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if (observer->getResourceManager()->GetTexture("gold.png"))
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/*if (observer->getResourceManager()->GetTexture("gold.png"))
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{
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gold1 = observer->getResourceManager()->RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1");
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gold2 = observer->getResourceManager()->RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2");
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@@ -30,9 +30,9 @@ GuiFrame::GuiFrame(GameObserver* observer)
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gold2->SetColor(ARGB(127, 255, 255, 255));
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gold2->SetHFlip(true);
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}
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}
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}
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step = 0.0;
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}*/
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//}
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//step = 0.0;
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}
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@@ -42,12 +42,12 @@ GuiFrame::~GuiFrame()
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void GuiFrame::Render()
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{
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JRenderer* renderer = JRenderer::GetInstance();
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/*JRenderer* renderer = JRenderer::GetInstance();
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float sized = step / 4;
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if (sized > SCREEN_WIDTH)
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sized -= SCREEN_WIDTH;
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renderer->RenderQuad(wood.get(), 0, 0);
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if (gold1.get())
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renderer->RenderQuad(wood.get(), 0, 0);*/
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/*if (gold1.get())
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{
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renderer->RenderQuad(gold1.get(), -sized, 16);
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renderer->RenderQuad(gold1.get(), -sized + 479, 16);
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@@ -64,12 +64,12 @@ void GuiFrame::Render()
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renderer->RenderQuad(gold2.get(), step / 2, 16);
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renderer->RenderQuad(gold2.get(), step / 2 - 479, 16);
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}
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}
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}*/
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}
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void GuiFrame::Update(float dt)
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{
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step += dt * 5;
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/*step += dt * 5;
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if (step > 2 * SCREEN_WIDTH)
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step -= 2 * SCREEN_WIDTH;
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step -= 2 * SCREEN_WIDTH;*/
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}
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@@ -24,7 +24,7 @@
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};
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*/
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const float GuiPhaseBar::zoom_big = (float)(1.5 * 1.4);
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const float GuiPhaseBar::zoom_big = (float)(1.5 * 1.2);
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const float GuiPhaseBar::zoom_small = 1.5;
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const float GuiPhaseBar::step = M_PI/6.0f;
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@@ -160,10 +160,10 @@ void GuiPlay::BattleField::Update(float dt)
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void GuiPlay::BattleField::Render()
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{
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if (height > 3)
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JRenderer::GetInstance()->FillRect(0, SCREEN_HEIGHT / 2 + 10 - height / 2, 480, height, ARGB(127, red, 0, 0));
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//JQuadPtr fillblack = WResourceManager::Instance()->RetrieveTempQuad("fillblack.png", TEXTURE_SUB_5551);
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//if (fillblack.get() && height > 3)//mask
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//JRenderer::GetInstance()->RenderQuad(fillblack.get(), 0, 70.f, 0, 0.5f, 0.5f);
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{
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JRenderer::GetInstance()->FillRect(0, SCREEN_HEIGHT / 2 + 8.5f - height / 2, 480, height, ARGB(127, red, 0, 0));
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JRenderer::GetInstance()->DrawRect(0, SCREEN_HEIGHT / 2 + 8.5f - height / 2, 480, height, ARGB(255, 255, 165, 0));
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}
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}
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GuiPlay::GuiPlay(DuelLayers* view) :
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