forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
This commit is contained in:
@@ -59,7 +59,7 @@ Title::Title()
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pSetSource(loading_screen_);
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// Inicializa variables
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state_ = options.section.subsection == Subsection::TITLE_WITH_LOADING_SCREEN ? show_loading_screen : show_menu;
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state_ = options.section.subsection == Subsection::TITLE_WITH_LOADING_SCREEN ? TitleState::SHOW_LOADING_SCREEN : TitleState::SHOW_MENU;
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options.section.section = Section::TITLE;
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options.section.subsection = Subsection::NONE;
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initMarquee();
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@@ -91,7 +91,7 @@ void Title::initMarquee()
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long_text_ = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?";
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for (int i = 0; i < (int)long_text_.length(); ++i)
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{
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letter_t l;
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TitleLetter l;
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l.letter = long_text_.substr(i, 1);
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l.x = 256;
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l.enabled = false;
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@@ -137,26 +137,26 @@ void Title::checkInput()
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{
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if (show_cheevos_)
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{
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if (input_->checkInput(input_down, REPEAT_TRUE))
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if (input_->checkInput(InputAction::DOWN, REPEAT_TRUE))
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{
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moveCheevosList(1);
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}
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else if (input_->checkInput(input_up, REPEAT_TRUE))
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else if (input_->checkInput(InputAction::UP, REPEAT_TRUE))
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{
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moveCheevosList(0);
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}
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else if (input_->checkInput(input_accept, REPEAT_FALSE))
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else if (input_->checkInput(InputAction::ACCEPT, REPEAT_FALSE))
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{
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hideCheevosList();
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counter_ = 0;
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}
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}
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if (input_->checkInput(input_accept, REPEAT_FALSE))
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if (input_->checkInput(InputAction::ACCEPT, REPEAT_FALSE))
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{
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if (state_ == show_loading_screen)
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if (state_ == TitleState::SHOW_LOADING_SCREEN)
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{
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state_ = fade_loading_screen;
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state_ = TitleState::FADE_LOADING_SCREEN;
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}
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}
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@@ -232,24 +232,26 @@ void Title::update()
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switch (state_)
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{
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case show_loading_screen:
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case TitleState::SHOW_LOADING_SCREEN:
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if (counter_ == 500)
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{
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counter_ = 0;
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state_ = fade_loading_screen;
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state_ = TitleState::FADE_LOADING_SCREEN;
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}
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break;
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case fade_loading_screen:
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case TitleState::FADE_LOADING_SCREEN:
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if (counter_ % 4 == 0)
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{
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if (pFadePal())
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{
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counter_ = 0;
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state_ = show_menu;
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state_ = TitleState::SHOW_MENU;
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}
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}
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break;
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case show_menu:
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case TitleState::SHOW_MENU:
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// Actualiza la marquesina
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updateMarquee();
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@@ -277,7 +279,7 @@ void Title::render()
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screen_->start();
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screen_->clean(stringToColor(options.video.palette, "black"));
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if (state_ == show_menu)
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if (state_ == TitleState::SHOW_MENU)
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{
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// Dibuja la textura de fondo
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SDL_RenderCopy(renderer_, bg_texture_, nullptr, nullptr);
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@@ -389,7 +391,7 @@ void Title::fillTexture()
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const int textSize = text_->getCharacterSize();
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text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 11 * textSize, "1.PLAY", 1, textColor);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 13 * textSize, "2.ACHIEVEMENTS", 1, textColor);
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// text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 15 * textSize, "3.REDEFINE KEYS", 1, textColor);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 15 * textSize, "3.REDEFINE KEYS", 1, textColor);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, 20 * textSize, "ESC.EXIT GAME", 1, textColor);
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// Devuelve el puntero del renderizador a su sitio
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