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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-28 22:26:30 -04:00
fixed rendering
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parent
21eb39bf7a
commit
1c0dede449
@ -137,6 +137,7 @@ namespace OpenDiablo2.SDL2_
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mapTileOffset = new Point(minX, minY);
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mapTileOffset = new Point(minX, minY);
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texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, FrameSize.Width, FrameSize.Height);
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texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, FrameSize.Width, FrameSize.Height);
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SDL.SDL_SetTextureBlendMode(texture, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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if (texture == IntPtr.Zero)
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if (texture == IntPtr.Zero)
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throw new ApplicationException($"Unaple to initialize texture: {SDL.SDL_GetError()}");
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throw new ApplicationException($"Unaple to initialize texture: {SDL.SDL_GetError()}");
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@ -165,7 +166,7 @@ namespace OpenDiablo2.SDL2_
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if (index < 0)
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if (index < 0)
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continue;
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continue;
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var color = palette.Colors[block.PixelData[xx + (yy * 32)]];
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var color = palette.Colors[block.PixelData[xx + (yy * 32)]];
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if ((color >> 24) > 0)
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if ((color & 0xFFFFFF) > 0)
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data[index] = color;
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data[index] = color;
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}
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}
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}
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}
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@ -57,11 +57,11 @@ namespace OpenDiablo2.Scenes
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renderWindow.Draw(panelSprite, 5, new Point(685, 600));
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renderWindow.Draw(panelSprite, 5, new Point(685, 600));
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// Render the health bar
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// Render the health bar
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renderWindow.Draw(healthManaSprite, 0, new Point(28, 590));
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renderWindow.Draw(healthManaSprite, 0, new Point(30, 587));
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renderWindow.Draw(gameGlobeOverlapSprite, 0, new Point(28, 595));
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renderWindow.Draw(gameGlobeOverlapSprite, 0, new Point(28, 595));
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// Render the mana bar
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// Render the mana bar
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renderWindow.Draw(healthManaSprite, 1, new Point(691, 590));
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renderWindow.Draw(healthManaSprite, 1, new Point(692, 588));
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renderWindow.Draw(gameGlobeOverlapSprite, 1, new Point(693, 591));
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renderWindow.Draw(gameGlobeOverlapSprite, 1, new Point(693, 591));
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}
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}
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@ -87,7 +87,7 @@ namespace OpenDiablo2.Scenes
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for (int x = 0; x < gameState.MapData.Width; x++)
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for (int x = 0; x < gameState.MapData.Width; x++)
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{
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{
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testSprite[idx] = renderWindow.GenerateMapCell(gameState.MapData, x, y, eRenderCellType.Floor, gameState.CurrentPalette);
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testSprite[idx] = renderWindow.GenerateMapCell(gameState.MapData, x, y, eRenderCellType.Floor, gameState.CurrentPalette);
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testSprite[idx].Location = new Point(((x - y) * 80) - 1200, ((x + y) * 40) - 1200);
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testSprite[idx].Location = new Point(((x - y) * 80) - 900, ((x + y) * 40) - 900);
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idx++;
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idx++;
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}
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}
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}
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}
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