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3 Commits
e887c2a2ab
...
bccf4c30de
| Author | SHA1 | Date | |
|---|---|---|---|
| bccf4c30de | |||
| 5e817ef1d0 | |||
| eaab646cd3 |
@@ -1,5 +1,7 @@
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## GAME
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game.item_size 20 # Tamaño de los items del juego
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game.coffee_machine_w 28 # Ancho de la máquina de café
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game.coffee_machine_h 37 # Alto de la máquina de café
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game.width 320 # Ancho de la resolucion nativa del juego
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game.height 240 # Alto de la resolucion nativa del juego
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game.play_area.rect.x 0 # Rectangulo con la posición de la zona de juego
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@@ -1,12 +1,14 @@
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## GAME
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game.item_size 20 # Tamaño de los items del juego
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game.width 320 # Ancho de la resolucion nativa del juego
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game.height 256 # Alto de la resolucion nativa del juego
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game.play_area.rect.x 0 # Rectangulo con la posición de la zona de juego
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game.play_area.rect.y 0 # Rectangulo con la posición de la zona de juego
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game.play_area.rect.w 320 # Rectangulo con la posición de la zona de juego
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game.play_area.rect.h 216 # Rectangulo con la posición de la zona de juego
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game.enter_name_seconds 60 # Duración en segundos para introducir el nombre al finalizar la partida
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game.item_size 20 # Tamaño de los items del juego
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game.coffee_machine_w 28 # Ancho de la máquina de café
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game.coffee_machine_h 37 # Alto de la máquina de café
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game.width 320 # Ancho de la resolucion nativa del juego
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game.height 256 # Alto de la resolucion nativa del juego
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game.play_area.rect.x 0 # Rectangulo con la posición de la zona de juego
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game.play_area.rect.y 0 # Rectangulo con la posición de la zona de juego
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game.play_area.rect.w 320 # Rectangulo con la posición de la zona de juego
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game.play_area.rect.h 216 # Rectangulo con la posición de la zona de juego
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game.enter_name_seconds 60 # Duración en segundos para introducir el nombre al finalizar la partida
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## FADE
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fade.num_squares_width 160
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Before Width: | Height: | Size: 173 B After Width: | Height: | Size: 173 B |
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Before Width: | Height: | Size: 173 B After Width: | Height: | Size: 173 B |
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Before Width: | Height: | Size: 173 B |
BIN
data/gfx/player/player1_invencible_palette.gif
Normal file
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After Width: | Height: | Size: 174 B |
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Before Width: | Height: | Size: 172 B After Width: | Height: | Size: 172 B |
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Before Width: | Height: | Size: 172 B After Width: | Height: | Size: 172 B |
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Before Width: | Height: | Size: 172 B |
BIN
data/gfx/player/player2_invencible_palette.gif
Normal file
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After Width: | Height: | Size: 174 B |
@@ -40,8 +40,6 @@ Credits::Credits()
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throw std::runtime_error("Failed to create SDL texture for text.");
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}
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section::name = section::Name::CREDITS;
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// top_black_rect_ = {play_area_.x, 0, play_area_.w, black_bars_size_};
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// bottom_black_rect_ = {play_area_.x, param.game.game_area.rect.h - black_bars_size_, play_area_.w, black_bars_size_};
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balloon_manager_->setPlayArea(play_area_);
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fade_in_->setColor(fade_color.r, fade_color.g, fade_color.b);
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@@ -505,17 +505,17 @@ void Director::setFileList()
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{ // Jugador 1
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Asset::get()->add(prefix + "/data/gfx/player/player1.gif", AssetType::BITMAP);
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Asset::get()->add(prefix + "/data/gfx/player/player1_one_coffee_palette.pal", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player1_two_coffee_palette.pal", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player1_all_white_palette.pal", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player1_1_coffee_palette.gif", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player1_2_coffee_palette.gif", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player1_invencible_palette.gif", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player1_power.png", AssetType::BITMAP);
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}
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{ // Jugador 2
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Asset::get()->add(prefix + "/data/gfx/player/player2.gif", AssetType::BITMAP);
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Asset::get()->add(prefix + "/data/gfx/player/player2_one_coffee_palette.pal", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player2_two_coffee_palette.pal", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player2_all_white_palette.pal", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player2_1_coffee_palette.gif", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player2_2_coffee_palette.gif", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player2_invencible_palette.gif", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/gfx/player/player2_power.png", AssetType::BITMAP);
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}
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@@ -557,17 +557,17 @@ void Game::checkBulletBalloonCollision()
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auto player = getPlayer(bullet->getOwner());
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// Suelta el item si se da el caso
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const auto droppeditem = dropItem();
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if (droppeditem != ItemType::NONE && !demo_.recording)
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const auto dropped_item = dropItem();
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if (dropped_item != ItemType::NONE && !demo_.recording)
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{
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if (droppeditem != ItemType::COFFEE_MACHINE)
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if (dropped_item != ItemType::COFFEE_MACHINE)
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{
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createItem(droppeditem, balloon->getPosX(), balloon->getPosY());
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createItem(dropped_item, balloon->getPosX(), balloon->getPosY());
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JA_PlaySound(Resource::get()->getSound("itemdrop.wav"));
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}
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else
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{
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createItem(droppeditem, player->getPosX(), 0);
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createItem(dropped_item, player->getPosX(), param.game.game_area.rect.y - param.game.coffee_machine_h);
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coffee_machine_enabled_ = true;
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}
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}
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@@ -1257,7 +1257,14 @@ void Game::checkEvents()
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}
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case SDLK_8:
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{
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players_.at(0)->setPlayingState(PlayerState::LEAVING_SCREEN);
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for (auto player : players_)
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{
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if (player->isPlaying())
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{
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createItem(ItemType::COFFEE_MACHINE, player->getPosX(), param.game.game_area.rect.y - param.game.coffee_machine_h);
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break;
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}
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}
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break;
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}
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case SDLK_9:
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@@ -1481,8 +1488,10 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
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: InputType::FIRE_RIGHT);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 6, player->getPosY() + (player->getHeight() / 2), bulletType, player->isPowerUp(), player->getId());
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JA_PlaySound(Resource::get()->getSound("bullet.wav"));
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// Establece un tiempo de espera para el próximo disparo.
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player->setFireCooldown(10);
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const int cooldown = player->isPowerUp() ? 5 : options.game.autofire ? 10 : 7;
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player->setFireCooldown(cooldown);
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}
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}
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@@ -1492,15 +1501,18 @@ void Game::handlePlayersInput()
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for (const auto &player : players_)
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{
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if (player->isPlaying())
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{ // Maneja el input de los jugadores en modo normal.
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{
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// Maneja el input de los jugadores en modo normal.
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handleNormalPlayerInput(player);
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}
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else if (player->isContinue() || player->isWaiting())
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{ // Gestiona la continuación del jugador.
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{
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// Gestiona la continuación del jugador.
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handlePlayerContinue(player);
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}
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else if (player->isEnteringName() || player->isEnteringNameGameCompleted())
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{ // Gestiona la introducción del nombre del jugador.
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{
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// Gestiona la introducción del nombre del jugador.
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handleNameInput(player);
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}
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}
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@@ -1593,8 +1605,8 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
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{
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player->setInput(InputType::START);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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const auto status = player->getPlayingState();
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player->setPlayingState(status == PlayerState::ENTERING_NAME ? PlayerState::CONTINUE : PlayerState::LEAVING_SCREEN);
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const auto state = player->getPlayingState();
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player->setPlayingState(state == PlayerState::ENTERING_NAME ? PlayerState::CONTINUE : PlayerState::LEAVING_SCREEN);
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}
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else
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{
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@@ -1617,8 +1629,8 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
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{
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player->setInput(InputType::START);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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const auto status = player->getPlayingState();
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player->setPlayingState(status == PlayerState::ENTERING_NAME ? PlayerState::CONTINUE : PlayerState::LEAVING_SCREEN);
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const auto state = player->getPlayingState();
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player->setPlayingState(state == PlayerState::ENTERING_NAME ? PlayerState::CONTINUE : PlayerState::LEAVING_SCREEN);
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}
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}
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@@ -14,10 +14,10 @@ Item::Item(ItemType type, float x, float y, SDL_Rect &play_area, std::shared_ptr
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{
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case ItemType::COFFEE_MACHINE:
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{
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width_ = 28;
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height_ = 37;
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width_ = param.game.coffee_machine_w;
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height_ = param.game.coffee_machine_h;
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pos_x_ = ((static_cast<int>(x) + (play_area.w / 2)) % (play_area.w - width_ - 5)) + 2;
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pos_y_ = -height_;
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pos_y_ = y;
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vel_x_ = 0.0f;
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vel_y_ = -0.1f;
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accel_y_ = 0.1f;
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@@ -26,8 +26,8 @@ Item::Item(ItemType type, float x, float y, SDL_Rect &play_area, std::shared_ptr
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}
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default:
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{
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width_ = 20;
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height_ = 20;
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width_ = param.game.item_size;
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height_ = param.game.item_size;
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pos_x_ = x;
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pos_y_ = y;
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vel_x_ = -1.0f + ((rand() % 5) * 0.5f);
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@@ -60,7 +60,7 @@ void Notifier::update()
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// Si la notificación anterior está "saliendo", no hagas nada
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if (i > 0)
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{
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if (notifications_[i - 1].status == NotificationStatus::RISING)
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if (notifications_[i - 1].state == NotificationStatus::RISING)
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{
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break;
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}
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@@ -73,8 +73,8 @@ void Notifier::update()
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{
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if (param.notification.sound)
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{
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if (notifications_[i].status == NotificationStatus::RISING)
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{
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if (notifications_[i].state == NotificationStatus::RISING)
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{
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// Reproduce el sonido de la notificación
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JA_PlaySound(Resource::get()->getSound("notify.wav"));
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}
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@@ -82,7 +82,7 @@ void Notifier::update()
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}
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// Comprueba los estados
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if (notifications_[i].status == NotificationStatus::RISING)
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if (notifications_[i].state == NotificationStatus::RISING)
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{
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const float step = ((float)notifications_[i].counter / notifications_[i].travel_dist);
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const int alpha = 255 * step;
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@@ -99,21 +99,21 @@ void Notifier::update()
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if (notifications_[i].rect.y == notifications_[i].y)
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{
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notifications_[i].status = NotificationStatus::STAY;
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notifications_[i].state = NotificationStatus::STAY;
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notifications_[i].texture->setAlpha(255);
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notifications_[i].counter = 0;
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}
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}
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else if (notifications_[i].status == NotificationStatus::STAY)
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else if (notifications_[i].state == NotificationStatus::STAY)
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{
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if (notifications_[i].counter == wait_time_)
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{
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notifications_[i].status = NotificationStatus::VANISHING;
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notifications_[i].state = NotificationStatus::VANISHING;
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notifications_[i].counter = 0;
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}
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}
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else if (notifications_[i].status == NotificationStatus::VANISHING)
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else if (notifications_[i].state == NotificationStatus::VANISHING)
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{
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const float step = (notifications_[i].counter / (float)notifications_[i].travel_dist);
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@@ -131,7 +131,7 @@ void Notifier::update()
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if (notifications_[i].rect.y == notifications_[i].y - notifications_[i].travel_dist)
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{
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notifications_[i].status = NotificationStatus::FINISHED;
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notifications_[i].state = NotificationStatus::FINISHED;
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}
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}
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@@ -146,7 +146,7 @@ void Notifier::clearFinishedNotifications()
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{
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for (int i = (int)notifications_.size() - 1; i >= 0; --i)
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{
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if (notifications_[i].status == NotificationStatus::FINISHED)
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if (notifications_[i].state == NotificationStatus::FINISHED)
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{
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notifications_.erase(notifications_.begin() + i);
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}
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@@ -302,7 +302,7 @@ void Notifier::clearNotifications()
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{
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for (auto ¬ification : notifications_)
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{
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notification.status = NotificationStatus::FINISHED;
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notification.state = NotificationStatus::FINISHED;
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}
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clearFinishedNotifications();
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@@ -37,7 +37,7 @@ private:
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std::shared_ptr<Sprite> sprite;
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std::vector<std::string> texts;
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int counter;
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NotificationStatus status;
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NotificationStatus state;
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NotificationShape shape;
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SDL_Rect rect;
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int y;
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@@ -46,7 +46,7 @@ private:
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// Constructor
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explicit Notification()
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: texture(nullptr), sprite(nullptr), texts(), counter(0), status(NotificationStatus::RISING),
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: texture(nullptr), sprite(nullptr), texts(), counter(0), state(NotificationStatus::RISING),
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shape(NotificationShape::SQUARED), rect{0, 0, 0, 0}, y(0), travel_dist(0), code("") {}
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};
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@@ -21,6 +21,8 @@ void initParam()
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param.game.width = 320;
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param.game.height = 256;
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param.game.item_size = 20;
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param.game.coffee_machine_w = 28;
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param.game.coffee_machine_h = 37;
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param.game.game_area.rect = {0, 0, param.game.width, param.game.height};
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param.game.play_area.rect = {0, 0, param.game.width, 216};
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param.game.enter_name_seconds = 30;
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@@ -124,6 +126,16 @@ bool setParams(const std::string &var, const std::string &value)
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param.game.item_size = std::stoi(value);
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}
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else if (var == "game.coffee_machine_w")
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{
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param.game.coffee_machine_w = std::stoi(value);
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}
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else if (var == "game.coffee_machine_h")
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{
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param.game.coffee_machine_h = std::stoi(value);
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}
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else if (var == "game.play_area.rect.x")
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{
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param.game.play_area.rect.x = std::stoi(value);
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@@ -11,6 +11,8 @@ struct ParamGame
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int width; // Ancho de la resolucion nativa del juego
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int height; // Alto de la resolucion nativa del juego
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int item_size; // Tamaño de los items del juego
|
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int coffee_machine_w; // Ancho de la máquina de café
|
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int coffee_machine_h; // Alto de la máquina de café
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Zone play_area; // Rectangulo con la posición de la zona de juego
|
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Zone game_area; // Rectangulo con las dimensiones del juego
|
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int enter_name_seconds; // Duración en segundos para introducir el nombre al finalizar la partida
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@@ -63,7 +65,8 @@ struct ParamNotification
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};
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|
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// Estructura para almacenar todos los parámetros del juego
|
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struct Param {
|
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struct Param
|
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{
|
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ParamGame game;
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ParamFade fade;
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SDL_Rect scoreboard;
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@@ -72,14 +75,14 @@ struct Param {
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std::vector<ParamBalloon> balloon;
|
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ParamNotification notification;
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|
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Param() : game(), fade(), scoreboard(), title(), background(), notification() {
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Param() : game(), fade(), scoreboard(), title(), background(), notification()
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{
|
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balloon.reserve(4);
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}
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};
|
||||
|
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extern Param param;
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|
||||
|
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extern Param param;
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|
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// Establece valores para los parametros a partir de un fichero de texto
|
||||
|
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@@ -56,7 +56,7 @@ void Player::init()
|
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vel_y_ = 0;
|
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score_ = 0;
|
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score_multiplier_ = 1.0f;
|
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cooldown_ = 10;
|
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cool_down_ = 10;
|
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enter_name_->init();
|
||||
|
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// Establece la posición del sprite
|
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@@ -401,37 +401,38 @@ void Player::setAnimation()
|
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// Actualiza el valor de la variable
|
||||
void Player::updateCooldown()
|
||||
{
|
||||
if (cooldown_ > 0)
|
||||
if (cool_down_ > 0)
|
||||
{
|
||||
cooldown_ -= power_up_ ? 2 : 1;
|
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--cool_down_;
|
||||
cooling_state_counter_ = 50;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!isCooling())
|
||||
if (cooling_state_counter_ > 0)
|
||||
{
|
||||
cooling_status_counter_ = 40;
|
||||
switch (firing_state_)
|
||||
if (cooling_state_counter_ == 40)
|
||||
{
|
||||
case PlayerState::FIRING_LEFT:
|
||||
firing_state_ = PlayerState::COOLING_LEFT;
|
||||
break;
|
||||
case PlayerState::FIRING_RIGHT:
|
||||
firing_state_ = PlayerState::COOLING_RIGHT;
|
||||
break;
|
||||
case PlayerState::FIRING_UP:
|
||||
firing_state_ = PlayerState::COOLING_UP;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
switch (firing_state_)
|
||||
{
|
||||
case PlayerState::FIRING_LEFT:
|
||||
setFiringState(PlayerState::COOLING_LEFT);
|
||||
break;
|
||||
case PlayerState::FIRING_RIGHT:
|
||||
setFiringState(PlayerState::COOLING_RIGHT);
|
||||
break;
|
||||
case PlayerState::FIRING_UP:
|
||||
setFiringState(PlayerState::COOLING_UP);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (cooling_status_counter_ > 0)
|
||||
{
|
||||
--cooling_status_counter_;
|
||||
--cooling_state_counter_;
|
||||
}
|
||||
else
|
||||
{
|
||||
setFiringState(PlayerState::FIRING_NONE);
|
||||
cooling_state_counter_ = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -69,8 +69,8 @@ private:
|
||||
int default_pos_y_; // Posición inicial para el jugador
|
||||
float vel_x_ = 0.0f; // Cantidad de pixeles a desplazarse en el eje X
|
||||
int vel_y_ = 0.0f; // Cantidad de pixeles a desplazarse en el eje Y
|
||||
int cooldown_ = 0; // Contador durante el cual no puede disparar
|
||||
int cooling_status_counter_ = 0; // Contador para la animación del estado cooling
|
||||
int cool_down_ = 0; // Contador durante el cual no puede disparar
|
||||
int cooling_state_counter_ = 0; // Contador para la animación del estado cooling
|
||||
int score_ = 0; // Puntos del jugador
|
||||
float score_multiplier_ = 1.0f; // Multiplicador de puntos
|
||||
PlayerState walking_state_ = PlayerState::WALKING_STOP; // Estado del jugador al moverse
|
||||
@@ -207,10 +207,10 @@ public:
|
||||
bool isWaiting() const { return playing_state_ == PlayerState::WAITING; }
|
||||
|
||||
// Getters
|
||||
bool canFire() const { return cooldown_ > 0 ? false : true; }
|
||||
bool canFire() const { return cool_down_ > 0 ? false : true; }
|
||||
bool hasExtraHit() const { return extra_hit_; }
|
||||
bool isCooling() { return firing_state_ == PlayerState::COOLING_LEFT || firing_state_ == PlayerState::COOLING_UP || firing_state_ == PlayerState::COOLING_RIGHT; }
|
||||
bool IsEligibleForHighScore() { return score_ > options.game.hi_score_table.back().score; }
|
||||
bool isCooling() const { return firing_state_ == PlayerState::COOLING_LEFT || firing_state_ == PlayerState::COOLING_UP || firing_state_ == PlayerState::COOLING_RIGHT; }
|
||||
bool IsEligibleForHighScore() const { return score_ > options.game.hi_score_table.back().score; }
|
||||
bool isInvulnerable() const { return invulnerable_; }
|
||||
bool isPowerUp() const { return power_up_; }
|
||||
Circle &getCollider() { return collider_; }
|
||||
@@ -233,7 +233,7 @@ public:
|
||||
|
||||
// Setters
|
||||
void setController(int index) { controller_index_ = index; }
|
||||
void setFireCooldown(int time) { cooldown_ = time; }
|
||||
void setFireCooldown(int time) { cool_down_ = time; }
|
||||
void setFiringState(PlayerState state) { firing_state_ = state; }
|
||||
void setInvulnerableCounter(int value) { invulnerable_counter_ = value; }
|
||||
void setName(const std::string &name) { name_ = name; }
|
||||
|
||||
@@ -254,14 +254,14 @@ void Resource::addPalettes()
|
||||
{
|
||||
// Jugador 1
|
||||
std::cout << "\n>> PALETTES" << std::endl;
|
||||
getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_one_coffee_palette.pal"));
|
||||
getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_two_coffee_palette.pal"));
|
||||
getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_all_white_palette.pal"));
|
||||
getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_1_coffee_palette.gif"));
|
||||
getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_2_coffee_palette.gif"));
|
||||
getTexture("player1.gif")->addPaletteFromFile(Asset::get()->get("player1_invencible_palette.gif"));
|
||||
|
||||
// Jugador 2
|
||||
getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_one_coffee_palette.pal"));
|
||||
getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_two_coffee_palette.pal"));
|
||||
getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_all_white_palette.pal"));
|
||||
getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_1_coffee_palette.gif"));
|
||||
getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_2_coffee_palette.gif"));
|
||||
getTexture("player2.gif")->addPaletteFromFile(Asset::get()->get("player2_invencible_palette.gif"));
|
||||
|
||||
// Fuentes
|
||||
getTexture("smb2.gif")->addPaletteFromFile(Asset::get()->get("smb2_palette1.pal"));
|
||||
|
||||