Afegides les traduccions dels credits
This commit is contained in:
@@ -360,3 +360,15 @@ Temps!
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## 120 - SCOREBOARD
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## 120 - SCOREBOARD
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Puntuacio
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Puntuacio
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## 121 - CREDITS
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PROGRAMAT I DISSENYAT PER
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## 122 - CREDITS
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GRAFICS DIBUIXATS PER
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## 123 - CREDITS
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MUSICA COMPOSADA PER
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## 124 - CREDITS
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EFECTES DE SO
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@@ -360,3 +360,15 @@ Stop!
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## 120 - SCOREBOARD
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## 120 - SCOREBOARD
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Score
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Score
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## 121 - CREDITS
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PROGRAMMED AND DESIGNED BY
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## 122 - CREDITS
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PIXELART DRAWN BY
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## 123 - CREDITS
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MUSIC COMPOSED BY
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## 124 - CREDITS
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SOUND EFFECTS
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@@ -360,3 +360,15 @@ Tiempo!
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## 120 - SCOREBOARD
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## 120 - SCOREBOARD
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Puntuacion
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Puntuacion
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## 121 - CREDITS
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PROGRAMADO Y DISEÑADO POR
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## 122 - CREDITS
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GRAFICOS DIBUJADOS POR
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## 123 - CREDITS
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MUSICA COMPUESTA POR
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## 124 - CREDITS
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EFECTOS DE SONIDO
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+31
-26
@@ -1,27 +1,27 @@
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#include <algorithm>
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#include <iostream>
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#include <cstdlib>
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#include "credits.h"
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#include "credits.h"
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_QUIT
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#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_QUIT
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#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // Para SDL_Rect
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#include <SDL2/SDL_rect.h> // Para SDL_Rect
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#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
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#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
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#include <string> // Para basic_string, string
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#include <algorithm>
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#include <vector> // Para vector
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#include <cstdlib>
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#include "balloon_manager.h" // Para BalloonManager
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#include <string> // Para basic_string, string
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#include "global_inputs.h" // Para check
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#include <vector> // Para vector
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#include "input.h" // Para Input
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#include "balloon_manager.h" // Para BalloonManager
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#include "jail_audio.h" // Para JA_PlayMusic, JA_StopMusic
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#include "global_inputs.h" // Para check
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#include "param.h" // Para Param, ParamGame, param
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#include "input.h" // Para Input
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#include "resource.h" // Para Resource
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#include "jail_audio.h" // Para JA_PlayMusic, JA_StopMusic
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#include "screen.h" // Para Screen
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#include "param.h" // Para Param, ParamGame, param
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#include "section.h" // Para Name, name, Options, options
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#include "resource.h" // Para Resource
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#include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW
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#include "screen.h" // Para Screen
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "section.h" // Para Name, name, Options, options
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#include "utils.h" // Para Color, no_color, shdw_txt_color, Zone
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#include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW
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#include "tiled_bg.h" // Para TiledBG, TiledBGMode
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#include "utils.h" // Para Color, no_color, shdw_txt_color, Zone
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#include "player.h"
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#include "player.h"
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#include "fade.h"
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#include "fade.h"
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#include "lang.h"
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// Textos
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// Textos
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constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner";
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constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner";
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@@ -34,6 +34,10 @@ Credits::Credits()
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fade_in_(std::make_unique<Fade>()),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>())
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fade_out_(std::make_unique<Fade>())
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{
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{
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if (!text_texture_)
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{
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throw std::runtime_error("Failed to create SDL texture for text.");
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}
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section::name = section::Name::CREDITS;
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section::name = section::Name::CREDITS;
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top_black_rect_ = {play_area_.x, 0, play_area_.w, black_bars_size_};
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top_black_rect_ = {play_area_.x, 0, play_area_.w, black_bars_size_};
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bottom_black_rect_ = {play_area_.x, param.game.game_area.rect.h - black_bars_size_, play_area_.w, black_bars_size_};
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bottom_black_rect_ = {play_area_.x, param.game.game_area.rect.h - black_bars_size_, play_area_.w, black_bars_size_};
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@@ -49,7 +53,6 @@ Credits::Credits()
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initPlayers();
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initPlayers();
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SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
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fillTextTexture();
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fillTextTexture();
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// JA_PlayMusic(Resource::get()->getMusic("credits.ogg"));
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steps_ = std::abs((top_black_rect_.h - param.game.game_area.center_y - 1) + ((left_black_rect_.w - param.game.game_area.center_x) / 4));
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steps_ = std::abs((top_black_rect_.h - param.game.game_area.center_y - 1) + ((left_black_rect_.w - param.game.game_area.center_x) / 4));
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}
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}
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@@ -116,20 +119,19 @@ void Credits::render()
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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// Dibuja los rectangulos negros
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// Dibuja los rectangulos negros
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// SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0x27, 0x27, 0x36, 255);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &top_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &top_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &bottom_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &bottom_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &left_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &left_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &right_black_rect_);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &right_black_rect_);
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// Si el mini_logo está en su destino, lo dibuja encima del resto
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// Si el mini_logo está en su destino, lo dibuja encima de lo anterior
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if (mini_logo_on_position_)
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if (mini_logo_on_position_)
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{
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{
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
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}
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}
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// Dibuja el fade sobre el resto
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// Dibuja el fade sobre el resto de elementos
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fade_in_->render();
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fade_in_->render();
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fade_out_->render();
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fade_out_->render();
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@@ -188,10 +190,10 @@ void Credits::fillTextTexture()
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SDL_RenderClear(Screen::get()->getRenderer());
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SDL_RenderClear(Screen::get()->getRenderer());
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std::vector<std::string> texts = {
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std::vector<std::string> texts = {
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"PROGRAMACIO I DISSENY",
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lang::getText(121),
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"GRAFICS",
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lang::getText(122),
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"MUSICA",
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lang::getText(123),
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"SONS",
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lang::getText(124),
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"JAILDESIGNER",
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"JAILDESIGNER",
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"JAILDOCTOR (INTRO)",
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"JAILDOCTOR (INTRO)",
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"ERIC MATYAS (SOUNDIMAGE.ORG)",
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"ERIC MATYAS (SOUNDIMAGE.ORG)",
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@@ -257,10 +259,11 @@ void Credits::fillTextTexture()
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y += mini_logo_sprite->getHeight() + 3;
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y += mini_logo_sprite->getHeight() + 3;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, no_color, 1, shdw_txt_color);
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mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize();
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// Resetea el renderizador
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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// Actualiza las variables
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mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize();
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credits_rect_dst_.y = param.game.game_area.rect.h;
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credits_rect_dst_.y = param.game.game_area.rect.h;
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mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30;
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mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30;
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mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2;
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mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2;
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@@ -312,7 +315,9 @@ void Credits::throwBalloons()
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const std::vector<int> sets = {0, 63, 25, 67, 17, 75, 13, 50};
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const std::vector<int> sets = {0, 63, 25, 67, 17, 75, 13, 50};
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if (counter_ > ((sets.size() - 1) * speed) * 3)
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if (counter_ > ((sets.size() - 1) * speed) * 3)
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{
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return;
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return;
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}
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if (counter_ % speed == 0)
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if (counter_ % speed == 0)
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{
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{
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+1
-1
@@ -60,7 +60,7 @@ Director::Director(int argc, const char *argv[])
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section::name = section::Name::GAME;
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section::name = section::Name::GAME;
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section::options = section::Options::GAME_PLAY_1P;
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section::options = section::Options::GAME_PLAY_1P;
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#elif DEBUG
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#elif DEBUG
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section::name = section::Name::LOGO;
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section::name = section::Name::CREDITS;
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#else // NORMAL GAME
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#else // NORMAL GAME
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section::name = section::Name::LOGO;
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section::name = section::Name::LOGO;
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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