forked from jaildesigner-jailgames/jaildoctors_dilemma
treballant en ending2
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@@ -90,27 +90,6 @@ void Ending2::render() {
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// Dibuja los sprites con el texto del final
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renderTexts();
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// Dibuja una trama arriba y abajo
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auto color = static_cast<Uint8>(PaletteColor::BLACK);
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auto surface = Screen::get()->getRendererSurface();
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for (int i = 0; i < 256; i += 2) {
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surface->putPixel(i + 0, 0, color);
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surface->putPixel(i + 1, 1, color);
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surface->putPixel(i + 0, 2, color);
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surface->putPixel(i + 1, 3, color);
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surface->putPixel(i, 4, color);
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surface->putPixel(i, 6, color);
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surface->putPixel(i + 0, 191, color);
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surface->putPixel(i + 1, 190, color);
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surface->putPixel(i + 0, 189, color);
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surface->putPixel(i + 1, 188, color);
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surface->putPixel(i, 187, color);
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surface->putPixel(i, 185, color);
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}
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// Vuelca el contenido del renderizador en pantalla
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Screen::get()->render();
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}
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@@ -317,28 +296,26 @@ void Ending2::updateTexts(float delta) {
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// Dibuja los sprites
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void Ending2::renderSprites() {
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const auto COLOR_A = static_cast<Uint8>(PaletteColor::RED);
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for (const auto& sprite : sprites_) {
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for (size_t i = 0; i < sprites_.size(); ++i) {
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const auto& sprite = sprites_[i];
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const bool A = sprite->getRect().y + sprite->getRect().h > 0;
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const bool B = sprite->getRect().y < Options::game.height;
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if (A && B) {
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sprite->render(1, COLOR_A);
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const Uint8 COLOR = colors_[i % colors_.size()];
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sprite->renderWithVerticalFade(FADE_H, Options::game.height, 1, COLOR);
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}
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}
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// Pinta el ultimo elemento de otro color
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const auto COLOR_B = static_cast<Uint8>(PaletteColor::WHITE);
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sprites_.back()->render(1, COLOR_B);
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}
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// Dibuja los sprites con el texto
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void Ending2::renderSpriteTexts() {
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const auto COLOR = static_cast<Uint8>(PaletteColor::WHITE);
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for (const auto& sprite : sprite_texts_) {
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for (size_t i = 0; i < sprite_texts_.size(); ++i) {
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const auto& sprite = sprite_texts_[i];
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const bool A = sprite->getRect().y + sprite->getRect().h > 0;
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const bool B = sprite->getRect().y < Options::game.height;
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if (A && B) {
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sprite->render(1, COLOR);
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const Uint8 COLOR = colors_[i % colors_.size()];
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sprite->renderWithVerticalFade(FADE_H, Options::game.height, 1, COLOR);
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}
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}
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}
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