diff --git a/source/ending.cpp b/source/ending.cpp index d39bb18..1c09a94 100644 --- a/source/ending.cpp +++ b/source/ending.cpp @@ -15,22 +15,22 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer); texture = resource->getTexture("ending1.png"); sprite = new Sprite({0, 0, texture->getWidth(), texture->getHeight()}, texture, renderer); + music = JA_LoadMusic(asset->get("ending1.ogg").c_str()); // Inicializa variables counter = 0; - counterEnabled = true; - subCounter = 0; section.name = SECTION_PROG_ENDING; section.subsection = 0; ticks = 0; ticksSpeed = 15; scene = 0; - sceneLenght.insert(sceneLenght.end(), {0, 100, 100, 100}); - pause = false; // Inicializa los textos iniTexts(); + // Inicializa las imagenes + iniPics(); + // Inicializa las escenas iniScenes(); @@ -58,9 +58,6 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset } } SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND); - - // Rellena la textura segun la escena - // fillTexture(); } // Destructor @@ -75,11 +72,22 @@ Ending::~Ending() for (auto st : spriteTexts) { - delete st.coverTexture; delete st.sprite; delete st.texture; + delete st.coverSprite; + delete st.coverTexture; } spriteTexts.clear(); + + for (auto sp : spritePics) + { + delete sp.sprite; + delete sp.coverSprite; + delete sp.coverTexture; + } + spritePics.clear(); + + JA_DeleteMusic(music); } // Actualiza el objeto @@ -94,13 +102,14 @@ void Ending::update() // Comprueba el manejador de eventos checkEventHandler(); - if (pause) - { - return; - } - // Actualiza el contador updateCounter(); + + // Actualiza las cortinillas de los elementos + updateSpriteCovers(); + + // Comprueba si se ha de cambiar de escena + checkChangeScene(); } } @@ -111,34 +120,23 @@ void Ending::render() screen->start(); // Limpia la pantalla - screen->clean(stringToColor(options->palette, "green")); + screen->clean(stringToColor(options->palette, "black")); - // Dibuja la canvasTexture - // SDL_RenderCopy(renderer, canvasTexture, nullptr, nullptr); - - // Dibuja la coverTexture - // renderCoverTexture(); - - // if (scene == 0) - //{ - // spriteTexts.at(0).sprite->render(); - // spriteTexts.at(1).sprite->render(); - // spriteTexts.at(2).sprite->render(); - // spriteTexts.at(3).sprite->render(); - // - // spriteTexts.at(0).coverSprite->render(); - // spriteTexts.at(1).coverSprite->render(); - // spriteTexts.at(2).coverSprite->render(); - // spriteTexts.at(3).coverSprite->render(); - //} + // Dibuja las imagenes de la escena + spritePics.at(scene).sprite->render(); + spritePics.at(scene).coverSprite->render(); + // Dibuja los textos de la escena for (auto ti : scenes.at(scene).textIndex) { - spriteTexts.at(ti.index).sprite->render(); - spriteTexts.at(ti.index).coverSprite->render(); + if (counter > ti.trigger) + { + spriteTexts.at(ti.index).sprite->render(); + spriteTexts.at(ti.index).coverSprite->render(); + } } - text->write(0, 0, std::to_string(counter)); + // text->write(0, 0, std::to_string(counter)); // Vuelca el contenido del renderizador en pantalla screen->blit(); @@ -163,11 +161,7 @@ void Ending::checkEventHandler() switch (eventHandler->key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: - // section.name = SECTION_PROG_QUIT; - break; - - case SDL_SCANCODE_P: - pause = !pause; + section.name = SECTION_PROG_QUIT; break; case SDL_SCANCODE_B: @@ -206,17 +200,13 @@ void Ending::checkEventHandler() case SDL_SCANCODE_RIGHT: ++scene %= 5; - // fillTexture(); break; case SDL_SCANCODE_LEFT: --scene %= 5; - // fillTexture(); break; default: - // section.name = SECTION_PROG_TITLE; - // section.subsection = 0; break; } } @@ -226,8 +216,8 @@ void Ending::checkEventHandler() // Inicializa los textos void Ending::iniTexts() { - // Reinicia el vector - texts.clear(); + // Vector con los textos + std::vector texts; // Escena #0 texts.push_back({"HE FINALLY MANAGED", 32}); @@ -263,6 +253,8 @@ void Ending::iniTexts() { delete st.sprite; delete st.texture; + delete st.coverSprite; + delete st.coverTexture; } spriteTexts.clear(); @@ -295,7 +287,7 @@ void Ending::iniTexts() SDL_RenderClear(renderer); // Los primeros 8 pixels crea una malla - c = stringToColor(options->palette, "red"); + c = stringToColor(options->palette, "black"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); for (int i = 0; i < width; i += 2) { @@ -310,7 +302,7 @@ void Ending::iniTexts() // El resto se rellena de color sólido SDL_Rect rect = {0, 8, width, height}; - c = stringToColor(options->palette, "cyan"); + c = stringToColor(options->palette, "black"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); SDL_RenderFillRect(renderer, &rect); @@ -327,9 +319,90 @@ void Ending::iniTexts() } } +// Inicializa las imagenes +void Ending::iniPics() +{ + // Vector con las rutas y la posición + std::vector texts; + + texts.push_back({"ending1.png", 48}); + texts.push_back({"ending2.png", 26}); + texts.push_back({"ending3.png", 29}); + texts.push_back({"ending4.png", 63}); + texts.push_back({"ending5.png", 53}); + + // Crea los sprites + for (auto sp : spritePics) + { + delete sp.sprite; + delete sp.coverSprite; + delete sp.coverTexture; + } + spritePics.clear(); + + for (auto t : texts) + { + endingTexture_t sp; + + // Crea la texture + sp.texture = resource->getTexture(t.caption); + const int width = sp.texture->getWidth(); + const int height = sp.texture->getHeight(); + + // Crea el sprite + sp.sprite = new Sprite({0, 0, width, height}, sp.texture, renderer); + sp.sprite->setPos({(GAMECANVAS_WIDTH - width) / 2, t.pos}); + + // Crea la coverTexture + sp.coverTexture = new Texture(renderer); + sp.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET); + sp.coverTexture->setAsRenderTarget(renderer); + sp.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND); + + // Rellena la coverTexture con color transparente + SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0); + SDL_RenderClear(renderer); + + // Los primeros 8 pixels crea una malla + color_t c = stringToColor(options->palette, "black"); + SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); + for (int i = 0; i < width; i += 2) + { + SDL_RenderDrawPoint(renderer, i, 0); + SDL_RenderDrawPoint(renderer, i, 2); + SDL_RenderDrawPoint(renderer, i, 4); + SDL_RenderDrawPoint(renderer, i, 6); + + SDL_RenderDrawPoint(renderer, i + 1, 5); + SDL_RenderDrawPoint(renderer, i + 1, 7); + } + + // El resto se rellena de color sólido + SDL_Rect rect = {0, 8, width, height}; + c = stringToColor(options->palette, "black"); + SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); + SDL_RenderFillRect(renderer, &rect); + + // Crea el sprite + sp.coverSprite = new Sprite({0, 0, sp.coverTexture->getWidth(), sp.coverTexture->getHeight() - 8}, sp.coverTexture, renderer); + sp.coverSprite->setPos({(GAMECANVAS_WIDTH - sp.coverTexture->getWidth()) / 2, t.pos}); + sp.coverSprite->setSpriteClip(0, 8, -1, -1); + + // Inicializa variables + sp.clipDesp = 8; + sp.clipHeight = height; + + spritePics.push_back(sp); + } +} + // Inicializa las escenas void Ending::iniScenes() { + // Variable para los tiempos + int trigger; + const int lapse = 80; + // Crea el contenedor scene_t sc; @@ -337,324 +410,151 @@ void Ending::iniScenes() scenes.clear(); // Crea la escena #0 - sc.counterEnd = 600; + sc.counterEnd = 1000; sc.pictureIndex = 0; sc.textIndex.clear(); - sc.textIndex.push_back({0, 50}); - sc.textIndex.push_back({1, 100}); - sc.textIndex.push_back({2, 150}); - sc.textIndex.push_back({3, 200}); + trigger = 85 * 2; + trigger += lapse; + sc.textIndex.push_back({0, trigger}); + trigger += lapse; + sc.textIndex.push_back({1, trigger}); + trigger += lapse * 3; + sc.textIndex.push_back({2, trigger}); + trigger += lapse; + sc.textIndex.push_back({3, trigger}); scenes.push_back(sc); // Crea la escena #1 - sc.counterEnd = 600; + sc.counterEnd = 1400; sc.pictureIndex = 1; sc.textIndex.clear(); - sc.textIndex.push_back({4, 50}); - sc.textIndex.push_back({5, 100}); - sc.textIndex.push_back({6, 150}); - sc.textIndex.push_back({7, 200}); - sc.textIndex.push_back({8, 250}); - sc.textIndex.push_back({9, 300}); + trigger = 140 * 2; + trigger += lapse; + sc.textIndex.push_back({4, trigger}); + trigger += lapse; + sc.textIndex.push_back({5, trigger}); + trigger += lapse; + sc.textIndex.push_back({6, trigger}); + trigger += lapse * 2; + sc.textIndex.push_back({7, trigger}); + trigger += lapse; + sc.textIndex.push_back({8, trigger}); + trigger += lapse * 3; + sc.textIndex.push_back({9, trigger}); scenes.push_back(sc); // Crea la escena #2 - sc.counterEnd = 600; + sc.counterEnd = 1000; sc.pictureIndex = 2; sc.textIndex.clear(); - sc.textIndex.push_back({10, 50}); - sc.textIndex.push_back({11, 100}); + trigger = 148 * 2; + //trigger += lapse / 2; + sc.textIndex.push_back({10, trigger}); + trigger += lapse; + sc.textIndex.push_back({11, trigger}); scenes.push_back(sc); // Crea la escena #3 - sc.counterEnd = 600; + sc.counterEnd = 800; sc.pictureIndex = 3; sc.textIndex.clear(); - sc.textIndex.push_back({12, 50}); - sc.textIndex.push_back({13, 100}); + trigger = 87 * 2; + //trigger += lapse; + sc.textIndex.push_back({12, trigger}); + trigger += lapse/2; + sc.textIndex.push_back({13, trigger}); scenes.push_back(sc); // Crea la escena #4 - sc.counterEnd = 600; + sc.counterEnd = 1000; sc.pictureIndex = 4; sc.textIndex.clear(); - sc.textIndex.push_back({14, 50}); - sc.textIndex.push_back({15, 100}); - sc.textIndex.push_back({16, 150}); + trigger = 91 * 2; + trigger += lapse; + sc.textIndex.push_back({14, trigger}); + trigger += lapse * 2; + sc.textIndex.push_back({15, trigger}); + trigger += lapse * 3; + sc.textIndex.push_back({16, trigger}); scenes.push_back(sc); } -// Rellena la textura segun la escena -void Ending::fillTexture() -{ - // Inicializa los textos - iniTexts(); - - // Rellena la canvasTexture de color - SDL_SetRenderTarget(renderer, canvasTexture); - color_t c = stringToColor(options->palette, "green"); - SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); - SDL_RenderClear(renderer); - - // const int size = text->getCharacterSize(); - - if (scene == 0) - { // Compone la escena #0 - - // Dibuja el sprite - texture = resource->getTexture("ending1.png"); - sprite->setTexture(texture); - sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); - const int x = (PLAY_AREA_WIDTH - texture->getWidth()) / 2; - sprite->setRect({x, 48, texture->getWidth(), texture->getHeight()}); - sprite->render(); - - // Dos lineas de texto - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 34, texts.at(0), 1, c, 2, c); - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 45, texts.at(1), 1, c, 2, c); - spriteTexts.at(0).sprite->render(); - spriteTexts.at(1).sprite->render(); - - // Dos lineas más de texto - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 143, texts.at(2), 1, c, 2, c); - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 154, texts.at(3), 1, c, 2, c); - spriteTexts.at(2).sprite->render(); - spriteTexts.at(3).sprite->render(); - } - - else if (scene == 1) - { // Compone la escena #1 - - // Dibuja el sprite - texture = resource->getTexture("ending2.png"); - sprite->setTexture(texture); - sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); - const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; - const int y = (GAMECANVAS_HEIGHT - texture->getHeight()) / 2; - sprite->setRect({x, y, texture->getWidth(), texture->getHeight()}); - sprite->render(); - - // Tres lineas de texto - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 3, texts.at(4), 1, c, 2, c); - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 13, texts.at(5), 1, c, 2, c); - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 23, texts.at(6), 1, c, 2, c); - spriteTexts.at(4).sprite->render(); - spriteTexts.at(5).sprite->render(); - spriteTexts.at(6).sprite->render(); - - // Dos lineas más de texto - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 163, texts.at(7), 1, c, 2, c); - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 173, texts.at(8), 1, c, 2, c); - spriteTexts.at(7).sprite->render(); - spriteTexts.at(8).sprite->render(); - - // Una linea mas - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 183, texts.at(9), 1, c, 2, c); - spriteTexts.at(9).sprite->render(); - } - - else if (scene == 2) - { // Compone la escena #2 - - // Dibuja el sprite - texture = resource->getTexture("ending3.png"); - sprite->setTexture(texture); - sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); - const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; - sprite->setRect({x, 29, texture->getWidth(), texture->getHeight()}); - sprite->render(); - - // Dos lineas de texto - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 21, texts.at(10), 1, c, 2, c); - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 33, texts.at(11), 1, c, 2, c); - spriteTexts.at(10).sprite->render(); - spriteTexts.at(11).sprite->render(); - } - - else if (scene == 3) - { // Compone la escena #3 - - // Dibuja el sprite - texture = resource->getTexture("ending4.png"); - sprite->setTexture(texture); - sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); - const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; - sprite->setRect({x, 63, texture->getWidth(), texture->getHeight()}); - sprite->render(); - - // Dos lineas de texto - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(12), 1, c, 2, c); - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 51, texts.at(13), 1, c, 2, c); - spriteTexts.at(12).sprite->render(); - spriteTexts.at(13).sprite->render(); - } - - else if (scene == 4) - { // Compone la escena #4 - - // Dibuja el sprite - texture = resource->getTexture("ending5.png"); - sprite->setTexture(texture); - sprite->setSpriteClip({0, 0, texture->getWidth(), texture->getHeight()}); - const int x = (GAMECANVAS_WIDTH - texture->getWidth()) / 2; - sprite->setRect({x, 53, texture->getWidth(), texture->getHeight()}); - sprite->render(); - - // Dos lineas de texto - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 28, texts.at(14), 1, c, 2, c); - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 38, texts.at(15), 1, c, 2, c); - spriteTexts.at(14).sprite->render(); - spriteTexts.at(15).sprite->render(); - - // Una linea mas - // text->writeDX(TXT_CENTER | TXT_STROKE, PLAY_AREA_CENTER_X, 160, texts.at(16), 1, c, 2, c); - spriteTexts.at(16).sprite->render(); - } - - else if (scene == -1) - { // Compone la escena # -1 - - text->write(0, 182, "SCENE -1"); - spriteTexts.at(0).sprite->render(); - } - - SDL_SetRenderTarget(renderer, nullptr); - - // Rellena la coverTexture con color transparente - SDL_SetRenderTarget(renderer, coverTexture); - SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00); - SDL_RenderClear(renderer); - - // Los primeros 8 pixels crea una malla - c = stringToColor(options->palette, "red"); - SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); - for (int i = 0; i < 256; i += 2) - { - SDL_RenderDrawPoint(renderer, i, 0); - SDL_RenderDrawPoint(renderer, i, 2); - SDL_RenderDrawPoint(renderer, i, 4); - SDL_RenderDrawPoint(renderer, i, 6); - - SDL_RenderDrawPoint(renderer, i + 1, 5); - SDL_RenderDrawPoint(renderer, i + 1, 7); - } - - // El resto se rellena de color sólido - SDL_Rect rect = {0, 8, 256, 192}; - c = stringToColor(options->palette, "cyan"); - SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); - SDL_RenderFillRect(renderer, &rect); - - SDL_SetRenderTarget(renderer, nullptr); -} - // Bucle principal section_t Ending::run() { + JA_PlayMusic(music); + while (section.name == SECTION_PROG_ENDING) { update(); render(); } + JA_StopMusic(); + return section; } // Actualiza el contador void Ending::updateCounter() { - if (scene == -1) - { - return; - } - // Incrementa el contador - if (counterEnabled) + counter++; +} + +// Actualiza las cortinillas de los elementos +void Ending::updateSpriteCovers() +{ // Actualiza la cortinilla de los textos + if (counter % 4 == 0) { - counter++; - + for (auto ti : scenes.at(scene).textIndex) { - if (counter % 20 == 0) + if (counter > ti.trigger) { - for (auto ti : scenes.at(scene).textIndex) + if (spriteTexts.at(ti.index).clipDesp > 0) { - // spriteTexts.at(ti.index).sprite->render(); - // spriteTexts.at(ti.index).coverSprite->render(); - if (counter > ti.trigger) - { - if (spriteTexts.at(ti.index).clipDesp > 0) - { - spriteTexts.at(ti.index).clipDesp -= 2; - } - else if (spriteTexts.at(ti.index).clipHeight > 0) - { - spriteTexts.at(ti.index).clipHeight -= 2; - spriteTexts.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 2); - } - spriteTexts.at(ti.index).coverSprite->setSpriteClip(0, spriteTexts.at(ti.index).clipDesp, spriteTexts.at(ti.index).coverSprite->getWidth(), spriteTexts.at(ti.index).clipHeight); - } + spriteTexts.at(ti.index).clipDesp -= 2; } - - /*for (auto &st : spriteTexts) + else if (spriteTexts.at(ti.index).clipHeight > 0) { - // const int height = st.sprite->getHeight() + 8; - // const int width = st.sprite->getWidth(); - // const int offset = std::min(counter / 8, height / 2); - // SDL_Rect srcRect = {0, 0, width, height - (offset * 2)}; - // SDL_Rect dstRect = {0, (offset * 2) - 8, width, height - (offset * 2)}; - // st.texture->setAsRenderTarget(renderer); - // SDL_RenderCopy(renderer, st.coverTexture->getSDLTexture(), &srcRect, &dstRect); - if (st.clipDesp > 0) - { - st.clipDesp -= 2; - } - else if (st.clipHeight > 0) - { - st.clipHeight -= 2; - st.coverSprite->setPosY(st.coverSprite->getPosY() + 2); - } - st.coverSprite->setSpriteClip(0, st.clipDesp, st.coverSprite->getWidth(), st.clipHeight); - }*/ + spriteTexts.at(ti.index).clipHeight -= 2; + spriteTexts.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 2); + } + spriteTexts.at(ti.index).coverSprite->setSpriteClip(0, spriteTexts.at(ti.index).clipDesp, spriteTexts.at(ti.index).coverSprite->getWidth(), spriteTexts.at(ti.index).clipHeight); } } } - else - { - subCounter++; - if (subCounter == 100) - { - counterEnabled = true; - subCounter = 0; - } - } - // Comprueba si ha terminado la sección + // Actualiza la cortinilla de las imagenes + if (counter % 2 == 0) + { + if (spritePics.at(scene).clipDesp > 0) + { + spritePics.at(scene).clipDesp -= 2; + } + else if (spritePics.at(scene).clipHeight > 0) + { + spritePics.at(scene).clipHeight -= 2; + if (spritePics.at(scene).clipHeight < 0) + { + spritePics.at(scene).clipHeight = 0; + } + spritePics.at(scene).coverSprite->setPosY(spritePics.at(scene).coverSprite->getPosY() + 2); + } + spritePics.at(scene).coverSprite->setSpriteClip(0, spritePics.at(scene).clipDesp, spritePics.at(scene).coverSprite->getWidth(), spritePics.at(scene).clipHeight); + } +} + +// Comprueba si se ha de cambiar de escena +void Ending::checkChangeScene() +{ if (counter > scenes.at(scene).counterEnd) { scene++; - // fillTexture(); counter = 0; if (scene == 5) { section.name = SECTION_PROG_QUIT; } } -} - -// Dibuja la coverTexture -void Ending::renderCoverTexture() -{ - if (scene == -1) - { - return; - } - - if (counter < 1150) - { - // Dibuja la textura que cubre el texto - const int offset = std::min(counter / 2, 200 / 2); - SDL_Rect srcRect = {0, 0, 256, 200 - (offset * 2)}; - SDL_Rect dstRect = {0, (offset * 2) - 8, 256, 200 - (offset * 2)}; - SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect); - } } \ No newline at end of file diff --git a/source/ending.h b/source/ending.h index 75aa616..eced76c 100644 --- a/source/ending.h +++ b/source/ending.h @@ -45,8 +45,8 @@ private: struct scene_t // Estructura para crear cada una de las escenas del final { std::vector textIndex; // Indices del vector de textos a mostrar y su disparador - int pictureIndex; // Indice del vector de imagenes a mostrar - int counterEnd; // Valor del contador en el que finaliza la escena + int pictureIndex; // Indice del vector de imagenes a mostrar + int counterEnd; // Valor del contador en el que finaliza la escena }; // Objetos y punteros @@ -64,17 +64,14 @@ private: // Variables int counter; // Contador - bool counterEnabled; // Indica si esta activo el contador - int subCounter; // Contador secundario section_t section; // Estado del bucle principal para saber si continua o se sale Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa - std::vector texts; // Vector con los textos std::vector spriteTexts; // Vector con los sprites de texto con su cortinilla + std::vector spritePics; // Vector con los sprites de texto con su cortinilla int scene; // Escena actual - std::vector sceneLenght; // Duracion de cada escena std::vector scenes; // Vector con los textos e imagenes de cada escena - bool pause; + JA_Music music; // Musica que suena durante el final // Actualiza el objeto void update(); @@ -88,17 +85,20 @@ private: // Inicializa los textos void iniTexts(); + // Inicializa las imagenes + void iniPics(); + // Inicializa las escenas void iniScenes(); - // Rellena la textura segun la escena - void fillTexture(); - // Actualiza el contador void updateCounter(); - // Dibuja la coverTexture - void renderCoverTexture(); + // Actualiza las cortinillas de los elementos + void updateSpriteCovers(); + + // Comprueba si se ha de cambiar de escena + void checkChangeScene(); public: // Constructor