forked from jaildesigner-jailgames/jaildoctors_dilemma
Trabajando en el ending2
This commit is contained in:
@@ -89,19 +89,19 @@ void Ending2::render()
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text->write(0, 192 - 8, txt);
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text->write(0, 192 - 8, txt);
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// Dibuja la cuadricula
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// Dibuja la cuadricula
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{
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/*{
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SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
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SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
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const int sw = maxSpriteWidth + 6;
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const int sw = maxSpriteWidth + 6;
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const int sh = maxSpriteHeight + 6;
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const int sh = maxSpriteHeight + 6;
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for (int i = 0; i < (int)sprites.size(); ++i)
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for (int i = 0; i < 256; i += sw)
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{
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{
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const int x = (i * sw) % (256 - sw);
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SDL_RenderDrawLine(renderer, i, 0, i, 192);
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const int y = (i / (256 / sw)) * sh;
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const int w = sprites.at(i)->getAnimationClip(0, 0).w;
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const int h = sprites.at(i)->getAnimationClip(0, 0).h;
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sprites.at(i)->setRect({x, y, w, h});
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}
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}
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}
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for (int i = 0; i < 192; i += sh)
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{
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SDL_RenderDrawLine(renderer, 0, i, 255, i);
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}
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}*/
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// Vuelca el contenido del renderizador en pantalla
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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screen->blit();
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@@ -271,18 +271,19 @@ void Ending2::loadSprites()
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const int sh = maxSpriteHeight + 6;
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const int sh = maxSpriteHeight + 6;
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for (int i = 0; i < (int)sprites.size(); ++i)
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for (int i = 0; i < (int)sprites.size(); ++i)
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{
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{
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const int x = (i * sw) % (256 - sw);
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const int x = (i * sw) % (256 - (256 % sw));
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const int y = (i / (256 / sw)) * sh;
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const int y = (i / (256 / sw)) * sh;
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const int w = sprites.at(i)->getAnimationClip(0, 0).w;
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const int w = sprites.at(i)->getAnimationClip(0, 0).w;
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const int h = sprites.at(i)->getAnimationClip(0, 0).h;
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const int h = sprites.at(i)->getAnimationClip(0, 0).h;
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sprites.at(i)->setRect({x, y, w, h});
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sprites.at(i)->setRect({x, y, w, h});
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sprites.at(i)->setVelY(-0.1f);
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}
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}
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}
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}
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// Actualiza los sprites
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// Actualiza los sprites
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void Ending2::updateSprites()
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void Ending2::updateSprites()
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{
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{
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for (auto sprite : sprites)
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for (auto &sprite : sprites)
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{
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{
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sprite->update();
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sprite->update();
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}
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}
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@@ -294,8 +295,13 @@ void Ending2::renderSprites()
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const color_t color = stringToColor(options->palette, "red");
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const color_t color = stringToColor(options->palette, "red");
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for (auto sprite : sprites)
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for (auto sprite : sprites)
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{
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{
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sprite->getTexture()->setColor(color.r, color.g, color.b);
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const bool a = sprite->getRect().y + sprite->getRect().h > 5;
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sprite->render();
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const bool b = sprite->getRect().y < 187;
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sprite->getTexture()->setColor(255, 255, 255);
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if (a && b)
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{
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sprite->getTexture()->setColor(color.r, color.g, color.b);
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sprite->render();
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sprite->getTexture()->setColor(255, 255, 255);
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}
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}
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}
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}
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}
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