Add affine background color functionality and integrate into game loop
This commit is contained in:
+3
-16
@@ -11,6 +11,7 @@
|
||||
#include "hand_analysis.h"
|
||||
#include "blind.h"
|
||||
#include "joker.h"
|
||||
#include "affine_background.h"
|
||||
#include "graphic_utils.h"
|
||||
#include "tonc_video.h"
|
||||
#include "audio_utils.h"
|
||||
@@ -430,22 +431,7 @@ void change_background(int id)
|
||||
{
|
||||
main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
|
||||
|
||||
const int palette_length = 5;
|
||||
memcpy16(&pal_bg_mem[16 * 15], affine_background_gfxPal, palette_length);
|
||||
for (int i = 0; i < palette_length; i++)
|
||||
{
|
||||
COLOR old_color = 0;
|
||||
memcpy16(&old_color, &pal_bg_mem[16 * 15] + i, 1); // Copy the color from the background palette
|
||||
|
||||
int r, g, b;
|
||||
r = (old_color >> 10) & 0b11111; // Extract red component
|
||||
g = (old_color >> 5) & 0b11111; // Extract green component
|
||||
b = old_color & 0b11111; // Extract blue component
|
||||
|
||||
COLOR new_color = blind_get_color(BOSS_BLIND, BLIND_MAIN_COLOR_INDEX);
|
||||
int brightness = (r + g + b) / 3; // Calculate brightness
|
||||
clr_adj_brightness(&pal_bg_mem[16 * 15] + i, &new_color, 1, float2fx(-0.6f + (brightness * 0.05f))); // Adjust brightness for the palette colors
|
||||
}
|
||||
affine_background_set_color(blind_get_color(BOSS_BLIND, BLIND_SHADOW_COLOR_INDEX));
|
||||
}
|
||||
|
||||
bg_copy_current_item_to_top_left_panel();
|
||||
@@ -2004,6 +1990,7 @@ void game_round_end()
|
||||
tte_erase_rect_wrapper(BLIND_REWARD_RECT);
|
||||
tte_erase_rect_wrapper(BLIND_REQ_TEXT_RECT);
|
||||
obj_hide(playing_blind_token->obj);
|
||||
affine_background_set_color(AFFINE_BG_DEFAULT_COLOR);
|
||||
state = 5;
|
||||
timer = 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user