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