forked from jaildesigner-jailgames/jaildoctors_dilemma
Implementado el cambio de paleta durante el juego
This commit is contained in:
@@ -1,12 +1,13 @@
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#include "credits.h"
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// Constructor
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Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options)
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{
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// Copia la dirección de los objetos
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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this->options = options;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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@@ -25,36 +26,36 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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sprite->setRect({194, 174, 8, 8});
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// Cambia el color del borde
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screen->setBorderColor(stringToColor("black"));
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screen->setBorderColor(stringToColor(options->palette, "black"));
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// Inicializa los textos
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"INSTRUCTIONS:", stringToColor("yellow")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor("white")});
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texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor("white")});
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texts.push_back({"FINISH THEM", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor(options->palette, "white")});
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texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor(options->palette, "white")});
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texts.push_back({"FINISH THEM", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"KEYS:", stringToColor("yellow")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor("white")});
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texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor("white")});
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texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor("white")});
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texts.push_back({"B TO DE/ACTIVATE THE BORDER SC.", stringToColor("white")});
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texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor("white")});
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texts.push_back({"ESC TO EXIT GAME", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor(options->palette, "white")});
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texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")});
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texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
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texts.push_back({"B TO DE/ACTIVATE THE BORDER SC.", stringToColor(options->palette, "white")});
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texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor(options->palette, "white")});
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texts.push_back({"ESC TO EXIT GAME", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")});
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texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")});
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texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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texts.push_back({"I LOVE JAILGAMES!}", stringToColor("white")});
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texts.push_back({"", stringToColor("white")});
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texts.push_back({"I LOVE JAILGAMES!", stringToColor(options->palette, "white")});
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texts.push_back({"", stringToColor(options->palette, "white")});
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// Crea la textura para el texto que se escribe en pantalla
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textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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@@ -124,7 +125,7 @@ void Credits::fillTexture()
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{
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// Rellena la textura de texto
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SDL_SetRenderTarget(renderer, textTexture);
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const color_t c = stringToColor("black");
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const color_t c = stringToColor(options->palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
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SDL_RenderClear(renderer);
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@@ -138,6 +139,9 @@ void Credits::fillTexture()
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i++;
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}
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// Escribe el corazón
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text->writeColored(194, 176, "}", stringToColor(options->palette, "bright_red"));
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SDL_SetRenderTarget(renderer, nullptr);
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// Rellena la textura que cubre el texto
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