forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
This commit is contained in:
@@ -20,15 +20,9 @@
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// Constructor
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Credits::Credits()
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: screen_(Screen::get()),
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renderer_(Screen::get()->getRenderer()),
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resource_(Resource::get()),
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asset_(Asset::get()),
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input_(Input::get())
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{
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// Reserva memoria para los punteros
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text_ = resource_->getText("smb2");
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sprite_ = std::make_shared<AnimatedSprite>(resource_->getTexture("shine.png"), resource_->getAnimations("shine.ani"));
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sprite_ = std::make_shared<AnimatedSprite>(Resource::get()->getTexture("shine.png"), Resource::get()->getAnimations("shine.ani"));
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// Inicializa variables
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options.section.section = Section::CREDITS;
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@@ -36,10 +30,10 @@ Credits::Credits()
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sprite_->setPosition({194, 174, 8, 8});
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// Cambia el color del borde
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screen_->setBorderColor(stringToColor(options.video.palette, "black"));
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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// Crea la textura para el texto que se escribe en pantalla
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text_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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text_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (text_texture_ == nullptr)
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{
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if (options.console)
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@@ -50,7 +44,7 @@ Credits::Credits()
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SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
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// Crea la textura para cubrir el rexto
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cover_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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cover_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (cover_texture_ == nullptr)
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{
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if (options.console)
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@@ -175,54 +169,56 @@ void Credits::fillTexture()
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iniTexts();
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// Rellena la textura de texto
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SDL_SetRenderTarget(renderer_, text_texture_);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), text_texture_);
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Color color = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(Screen::get()->getRenderer());
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auto text = Resource::get()->getText("smb2");
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// Escribe el texto en la textura
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const int SIZE = text_->getCharacterSize();
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const int SIZE = text->getCharacterSize();
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int pos_y = 0;
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for (const auto &t : texts_)
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{
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text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, pos_y * SIZE, t.label, 1, t.color);
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text->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, pos_y * SIZE, t.label, 1, t.color);
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pos_y++;
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}
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// Escribe el corazón
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const int TEXT_LENGHT = text_->lenght(texts_[22].label, 1) - text_->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
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const int TEXT_LENGHT = text->lenght(texts_[22].label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
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const int POS_X = ((PLAY_AREA_WIDTH - TEXT_LENGHT) / 2) + TEXT_LENGHT;
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text_->writeColored(POS_X, 176, "}", stringToColor(options.video.palette, "bright_red"));
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text->writeColored(POS_X, 176, "}", stringToColor(options.video.palette, "bright_red"));
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// Recoloca el sprite del brillo
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sprite_->setPosX(POS_X + 2);
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SDL_SetRenderTarget(renderer_, nullptr);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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// Rellena la textura que cubre el texto con color transparente
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SDL_SetRenderTarget(renderer_, cover_texture_);
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0x00);
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SDL_RenderClear(renderer_);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), cover_texture_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0x00);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Los primeros 8 pixels crea una malla
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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for (int i = 0; i < 256; i += 2)
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{
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SDL_RenderDrawPoint(renderer_, i, 0);
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SDL_RenderDrawPoint(renderer_, i, 2);
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SDL_RenderDrawPoint(renderer_, i, 4);
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SDL_RenderDrawPoint(renderer_, i, 6);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6);
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SDL_RenderDrawPoint(renderer_, i + 1, 5);
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SDL_RenderDrawPoint(renderer_, i + 1, 7);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, 256, 192};
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SDL_RenderFillRect(renderer_, &rect);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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SDL_SetRenderTarget(renderer_, nullptr);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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}
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// Actualiza el contador
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@@ -269,7 +265,7 @@ void Credits::update()
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// Actualiza el contador
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updateCounter();
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screen_->update();
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Screen::get()->update();
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// Actualiza el sprite con el brillo
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if (counter_ > 770)
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@@ -283,28 +279,28 @@ void Credits::update()
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void Credits::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen_->start();
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Screen::get()->start();
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// Limpia la pantalla
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screen_->clean();
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Screen::get()->clean();
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if (counter_ < 1150)
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{
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// Dibuja la textura con el texto en pantalla
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SDL_RenderCopy(renderer_, text_texture_, nullptr, nullptr);
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, nullptr, nullptr);
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// Dibuja la textura que cubre el texto
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const int offset = std::min(counter_ / 8, 192 / 2);
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SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)};
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SDL_Rect dstRect = {0, offset * 2, 256, 192 - (offset * 2)};
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SDL_RenderCopy(renderer_, cover_texture_, &srcRect, &dstRect);
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SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
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// Dibuja el sprite con el brillo
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sprite_->render();
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}
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// Vuelca el contenido del renderizador en pantalla
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screen_->render();
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Screen::get()->render();
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}
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// Bucle para el logo del juego
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