Tweak text colours to be less blindingly bright and closer to the original Mac BoE
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@@ -102,7 +102,7 @@ void put_pc_screen() {
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TextStyle style;
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style.font = FONT_BOLD;
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style.pointSize = 10;
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style.colour = sf::Color::Yellow;
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style.colour = Colours::YELLOW;
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style.lineHeight = 10;
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win_draw_string(pc_stats_gworld,food_rect[1],"Food:",eTextMode::WRAP,style);
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win_draw_string(pc_stats_gworld,gold_rect[1],"Gold:",eTextMode::WRAP,style);
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@@ -126,7 +126,7 @@ void put_pc_screen() {
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flag = true;
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if(i == univ.cur_pc) {
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style.italic = true;
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style.colour = sf::Color::Blue;
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style.colour = Colours::BLUE;
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}
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std::ostringstream sout;
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@@ -141,16 +141,16 @@ void put_pc_screen() {
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switch(univ.party[i].main_status) {
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case eMainStatus::ALIVE:
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if(univ.party[i].cur_health == univ.party[i].max_health)
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style.colour = sf::Color::Green;
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style.colour = Colours::GREEN;
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else if(univ.party[i].cur_health > univ.party[i].max_health)
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style.colour = {0xff,0x80,0}; // Orange
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else style.colour = sf::Color::Red;
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style.colour = Colours::ORANGE;
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else style.colour = Colours::RED;
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win_draw_string( pc_stats_gworld,pc_buttons[i][PCBTN_HP],std::to_string(univ.party[i].cur_health),eTextMode::WRAP,style);
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if(univ.party[i].cur_sp == univ.party[i].max_sp)
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style.colour = sf::Color::Blue;
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style.colour = Colours::BLUE;
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else if(univ.party[i].cur_sp > univ.party[i].max_sp)
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style.colour = {0,0xff,0x80}; // Teal
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else style.colour = sf::Color::Magenta;
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style.colour = Colours::TEAL;
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else style.colour = Colours::PINK;
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win_draw_string( pc_stats_gworld,pc_buttons[i][PCBTN_SP],std::to_string(univ.party[i].cur_sp),eTextMode::WRAP,style);
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draw_pc_effects(i);
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break;
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@@ -230,7 +230,7 @@ void put_item_screen(eItemWinMode screen_num) {
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TextStyle style;
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style.lineHeight = 10;
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style.font = FONT_BOLD;
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style.colour = sf::Color::Yellow;
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style.colour = Colours::YELLOW;
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switch(screen_num) {
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case ITEM_WIN_SPECIAL:
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win_draw_string(item_stats_gworld,upper_frame_rect,"Special items:",eTextMode::WRAP,style);
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@@ -271,7 +271,7 @@ void put_item_screen(eItemWinMode screen_num) {
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if(i_num < spec_item_array.size()) {
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int which_quest = spec_item_array[i_num] % 10000;
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if(spec_item_array[i_num] / 10000 == 2)
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style.colour = sf::Color::Red;
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style.colour = Colours::RED;
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win_draw_string(item_stats_gworld,item_buttons[i][ITEMBTN_NAME],univ.scenario.quests[which_quest].name,eTextMode::WRAP,style);
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@@ -280,7 +280,7 @@ void put_item_screen(eItemWinMode screen_num) {
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from = to = item_buttons[i][ITEMBTN_NAME].centre();
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from.x = item_buttons[i][ITEMBTN_NAME].left;
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to.x = from.x + string_length(univ.scenario.quests[which_quest].name, style);
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draw_line(item_stats_gworld, from, to, 1, sf::Color::Green);
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draw_line(item_stats_gworld, from, to, 1, Colours::GREEN);
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}
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place_item_button(3,i,ITEMBTN_INFO);
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@@ -309,11 +309,11 @@ void put_item_screen(eItemWinMode screen_num) {
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if(who.equip[i_num]) {
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style.italic = true;
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if(item.variety == eItemType::ONE_HANDED || item.variety == eItemType::TWO_HANDED)
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style.colour = sf::Color::Magenta;
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style.colour = Colours::PINK;
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else if((*item.variety).is_armour)
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style.colour = sf::Color::Green;
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else style.colour = sf::Color::Blue;
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} else style.colour = sf::Color::Black;
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style.colour = Colours::GREEN;
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else style.colour = Colours::BLUE;
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} else style.colour = Colours::BLACK;
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sout.str("");
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if(!item.ident)
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@@ -496,7 +496,7 @@ void place_item_bottom_buttons() {
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style.lineHeight = 10;
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style.pointSize = 12;
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style.font = FONT_BOLD;
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style.colour = sf::Color::Yellow;
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style.colour = Colours::YELLOW;
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sf::Texture& invenbtn_gworld = *ResMgr::graphics.get("invenbtns");
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for(short i = 0; i < 6; i++) {
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