Trabajando en el ending

This commit is contained in:
2022-11-04 09:37:32 +01:00
parent 958edd4ac8
commit f647ebb33f
2 changed files with 220 additions and 320 deletions

View File

@@ -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<textAndPos_t> 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<textAndPos_t> 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;
@@ -337,302 +410,147 @@ 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)
{
@@ -640,21 +558,3 @@ void Ending::updateCounter()
}
}
}
// 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);
}
}

View File

@@ -45,8 +45,8 @@ private:
struct scene_t // Estructura para crear cada una de las escenas del final
{
std::vector<asdhk> 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<textAndPos_t> texts; // Vector con los textos
std::vector<endingTexture_t> spriteTexts; // Vector con los sprites de texto con su cortinilla
std::vector<endingTexture_t> spritePics; // Vector con los sprites de texto con su cortinilla
int scene; // Escena actual
std::vector<int> sceneLenght; // Duracion de cada escena
std::vector<scene_t> 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