Jeck - Please review. Shop antialiasing, multicolored card recieves gold texture.

* Moved shop text ("press square for other cards") etc, to ShopItems, so they rendered properly (all in one place, after AA)
 * The AA is really more a proof of concept than anything else. To do it properly I'd need a double-resolution copy of shop.jpg.
 * The real multicolored card has a greenish tint, and is darker. What do you think of gold.jpg? Should we tint it more that way?
This commit is contained in:
wagic.jeck
2009-09-28 03:01:19 +00:00
parent e1027d81cb
commit aa90b53a87
9 changed files with 90 additions and 49 deletions

View File

@@ -26,8 +26,6 @@ void GameStateShop::Create(){
void GameStateShop::Start()
{
menu = NULL;
menuFont = resources.GetJLBFont(Constants::MENU_FONT);
itemFont = resources.GetJLBFont(Constants::MAIN_FONT);
mStage = STAGE_SHOP_SHOP;
@@ -42,10 +40,14 @@ void GameStateShop::Start()
altThumb[4] = resources.RetrieveTexture("black_thumb.jpg", RETRIEVE_LOCK);
altThumb[5] = resources.RetrieveTexture("white_thumb.jpg", RETRIEVE_LOCK);
altThumb[6] = resources.RetrieveTexture("land_thumb.jpg", RETRIEVE_LOCK);
altThumb[7] = resources.RetrieveTexture("gold_thumb.jpg", RETRIEVE_LOCK);
mBg = resources.RetrieveQuad("shop.jpg");
mBack = resources.GetQuad("back");
menuFont = resources.GetJLBFont(Constants::MENU_FONT);
itemFont = resources.GetJLBFont(Constants::MAIN_FONT);
JRenderer::GetInstance()->ResetPrivateVRAM();
JRenderer::GetInstance()->EnableVSync(true);
@@ -128,7 +130,7 @@ void GameStateShop::End()
resources.Release(bgTexture);
//Release alternate thumbnails.
for(int i=0;i<7;i++){
for(int i=0;i<8;i++){
resources.Release(altThumb[i]);
}
@@ -169,23 +171,14 @@ void GameStateShop::Render()
//Erase
JRenderer * r = JRenderer::GetInstance();
r->ClearScreen(ARGB(0,0,0,0));
if (mBg)JRenderer::GetInstance()->RenderQuad(mBg,0,0);
itemFont->SetColor(ARGB(255,255,255,255));
char c[4096];
r->FillRect(0,SCREEN_HEIGHT-17,SCREEN_WIDTH,17,ARGB(128,0,0,0));
sprintf(c, _("[]:other cards /\\:list").c_str());
unsigned int len = 4 + itemFont->GetStringWidth(c);
itemFont->DrawString(c,SCREEN_WIDTH-len,SCREEN_HEIGHT-12);
if (mBg) r->RenderQuad(mBg,0,0);
if (shop)
shop->Render();
if (mStage == STAGE_SHOP_MENU && menu){
menu->Render();
}
}
void GameStateShop::ButtonPressed(int controllerId, int controlId)