GOB: Use the correct font and shade color in Urban Runner

svn-id: r55272
This commit is contained in:
Sven Hesse 2011-01-16 22:29:18 +00:00
parent 0d11ae143f
commit 58228919fc

View File

@ -737,7 +737,7 @@ void Draw_v2::spriteOperation(int16 operation) {
case DRAW_FILLRECT:
_spritesArray[_destSurface]->fillRect(destSpriteX,
_destSpriteY, _destSpriteX + _spriteRight - 1,
_destSpriteY + _spriteBottom - 1, _backColor);
_destSpriteY + _spriteBottom - 1, getColor(_backColor));
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY,
_destSpriteX + _spriteRight - 1, _destSpriteY + _spriteBottom - 1);
@ -794,17 +794,19 @@ void Draw_v2::spriteOperation(int16 operation) {
len = *dataBuf++;
for (int i = 0; i < len; i++, dataBuf += 2) {
font->drawLetter(*_spritesArray[_destSurface], READ_LE_UINT16(dataBuf),
_destSpriteX, _destSpriteY, _frontColor, _backColor, _transparency);
_destSpriteX, _destSpriteY, getColor(_frontColor),
getColor(_backColor), _transparency);
}
} else {
drawString(_textToPrint, _destSpriteX, _destSpriteY, _frontColor,
_backColor, _transparency, *_spritesArray[_destSurface], *font);
drawString(_textToPrint, _destSpriteX, _destSpriteY, getColor(_frontColor),
getColor(_backColor), _transparency, *_spritesArray[_destSurface], *font);
_destSpriteX += len * font->getCharWidth();
}
} else {
for (int i = 0; i < len; i++) {
font->drawLetter(*_spritesArray[_destSurface], _textToPrint[i],
_destSpriteX, _destSpriteY, _frontColor, _backColor, _transparency);
_destSpriteX, _destSpriteY, getColor(_frontColor),
getColor(_backColor), _transparency);
_destSpriteX += font->getCharWidth(_textToPrint[i]);
}
}
@ -865,7 +867,7 @@ void Draw_v2::spriteOperation(int16 operation) {
if ((_backColor != 16) && (_backColor != 144)) {
_spritesArray[_destSurface]->fillRect(_destSpriteX, _destSpriteY,
_spriteRight, _spriteBottom,
_backColor);
getColor(_backColor));
}
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _spriteRight, _spriteBottom);
@ -873,7 +875,7 @@ void Draw_v2::spriteOperation(int16 operation) {
case DRAW_FILLRECTABS:
_spritesArray[_destSurface]->fillRect(_destSpriteX, _destSpriteY,
_spriteRight, _spriteBottom, _backColor);
_spriteRight, _spriteBottom, getColor(_backColor));
dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _spriteRight, _spriteBottom);
break;