Added a new background tile as proof-of-concept for the new off map area.
Also the fade to black is changed to blend to another colour which fits better with the new background.
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2 changed files with 12 additions and 15 deletions
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Before Width: | Height: | Size: 900 B After Width: | Height: | Size: 49 KiB |
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@ -74,9 +74,14 @@ static surface adjust_border(surface const &surf, const int direction)
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const int bottom_up = 3;
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const int right_left = 4;
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// the lower the number the darker the colour
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double upper = 255;
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double lower = 64;
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// the higher the number the more the colour will be blended
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double upper = 128;
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double lower = 255;
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// the new target colour
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const unsigned r_ = 99;
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const unsigned g_ = 84;
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const unsigned b_ = 55;
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double step;
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double amount;
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@ -112,18 +117,10 @@ static surface adjust_border(surface const &surf, const int direction)
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Uint8 red, green, blue, alpha;
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SDL_GetRGBA(*beg,nsurf->format,&red,&green,&blue,&alpha);
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//use the correct formula for RGB to grayscale
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//conversion. ok, this is no big deal :)
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//the correct formula being:
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//gray=0.299red+0.587green+0.114blue
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const Uint8 avg = (Uint8)((77*(Uint16)red +
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150*(Uint16)green +
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29*(Uint16)blue) / 256);
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// then tint 77%, 67%, 72%
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unsigned r = static_cast<unsigned>(0.77 * avg * amount) >> 8;
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unsigned g = static_cast<unsigned>(0.67 * avg * amount) >> 8;
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unsigned b = static_cast<unsigned>(0.72 * avg * amount) >> 8;
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// blend to the new colour
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unsigned r = static_cast<unsigned>(r_ * amount + red * (255 - amount)) >> 8;
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unsigned g = static_cast<unsigned>(g_ * amount + green * (255 - amount)) >> 8;
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unsigned b = static_cast<unsigned>(b_ * amount + blue * (255 - amount)) >> 8;
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// clip at maximum
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if(r > 255) r = 255;
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