diff --git a/data/config/assets.txt b/data/config/assets.txt index 9e0f241..7d63b59 100644 --- a/data/config/assets.txt +++ b/data/config/assets.txt @@ -1,4 +1,4 @@ -# Coffee Crisis - Asset Configuration +# Coffee Crisis Arcade Edition - Asset Configuration # Formato: TIPO|RUTA [|OPCIONES] # Opciones: optional, absolute (separadas por comas) # Variables: ${PREFIX}, ${SYSTEM_FOLDER} @@ -9,34 +9,35 @@ DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute # Archivos de configuración del juego +DATA|${PREFIX}/data/config/formations.txt +DATA|${PREFIX}/data/config/gamecontrollerdb.txt DATA|${PREFIX}/data/config/param_320x240.txt DATA|${PREFIX}/data/config/param_320x256.txt -DEMODATA|${PREFIX}/data/config/demo1.bin -DEMODATA|${PREFIX}/data/config/demo2.bin -DATA|${PREFIX}/data/config/gamecontrollerdb.txt -DATA|${PREFIX}/data/config/formations.txt DATA|${PREFIX}/data/config/pools.txt DATA|${PREFIX}/data/config/stages.txt +DEMODATA|${PREFIX}/data/config/demo1.bin +DEMODATA|${PREFIX}/data/config/demo2.bin # Música +MUSIC|${PREFIX}/data/music/credits.ogg MUSIC|${PREFIX}/data/music/intro.ogg MUSIC|${PREFIX}/data/music/playing.ogg MUSIC|${PREFIX}/data/music/title.ogg -MUSIC|${PREFIX}/data/music/credits.ogg # Sonidos -SOUND|${PREFIX}/data/sound/balloon_pop0.wav -SOUND|${PREFIX}/data/sound/balloon_pop1.wav -SOUND|${PREFIX}/data/sound/balloon_pop2.wav -SOUND|${PREFIX}/data/sound/balloon_pop3.wav SOUND|${PREFIX}/data/sound/balloon_bounce0.wav SOUND|${PREFIX}/data/sound/balloon_bounce1.wav SOUND|${PREFIX}/data/sound/balloon_bounce2.wav SOUND|${PREFIX}/data/sound/balloon_bounce3.wav +SOUND|${PREFIX}/data/sound/balloon_pop0.wav +SOUND|${PREFIX}/data/sound/balloon_pop1.wav +SOUND|${PREFIX}/data/sound/balloon_pop2.wav +SOUND|${PREFIX}/data/sound/balloon_pop3.wav SOUND|${PREFIX}/data/sound/bullet.wav SOUND|${PREFIX}/data/sound/clock.wav SOUND|${PREFIX}/data/sound/coffee_out.wav SOUND|${PREFIX}/data/sound/continue_clock.wav +SOUND|${PREFIX}/data/sound/credit.wav SOUND|${PREFIX}/data/sound/debian_drop.wav SOUND|${PREFIX}/data/sound/debian_pickup.wav SOUND|${PREFIX}/data/sound/hi_score_achieved.wav @@ -55,7 +56,9 @@ SOUND|${PREFIX}/data/sound/tabe_hit.wav SOUND|${PREFIX}/data/sound/tabe.wav SOUND|${PREFIX}/data/sound/title.wav SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav +SOUND|${PREFIX}/data/sound/voice_brbrbr.wav SOUND|${PREFIX}/data/sound/voice_coffee.wav +SOUND|${PREFIX}/data/sound/voice_credit_thankyou.wav SOUND|${PREFIX}/data/sound/voice_get_ready.wav SOUND|${PREFIX}/data/sound/voice_no.wav SOUND|${PREFIX}/data/sound/voice_power_up.wav @@ -63,50 +66,50 @@ SOUND|${PREFIX}/data/sound/voice_thankyou.wav SOUND|${PREFIX}/data/sound/walk.wav # Shaders -DATA|${PREFIX}/data/shaders/crtpi_256.glsl DATA|${PREFIX}/data/shaders/crtpi_240.glsl +DATA|${PREFIX}/data/shaders/crtpi_256.glsl # Texturas - Balloons -BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani -BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani -BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png ANIMATION|${PREFIX}/data/gfx/balloon/balloon2.ani -BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png ANIMATION|${PREFIX}/data/gfx/balloon/balloon3.ani +BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png +BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png +BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png +BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png # Texturas - Explosiones -BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png ANIMATION|${PREFIX}/data/gfx/balloon/explosion0.ani -BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png ANIMATION|${PREFIX}/data/gfx/balloon/explosion1.ani -BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png ANIMATION|${PREFIX}/data/gfx/balloon/explosion2.ani -BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png ANIMATION|${PREFIX}/data/gfx/balloon/explosion3.ani +BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png +BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png +BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png +BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png # Texturas - Power Ball -BITMAP|${PREFIX}/data/gfx/balloon/powerball.png ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani +BITMAP|${PREFIX}/data/gfx/balloon/powerball.png # Texturas - Bala -BITMAP|${PREFIX}/data/gfx/bullet/bullet.png ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani +BITMAP|${PREFIX}/data/gfx/bullet/bullet.png # Texturas - Tabe -BITMAP|${PREFIX}/data/gfx/tabe/tabe.png ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani +BITMAP|${PREFIX}/data/gfx/tabe/tabe.png # Texturas - Juego BITMAP|${PREFIX}/data/gfx/game/game_buildings.png BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png BITMAP|${PREFIX}/data/gfx/game/game_grass.png +BITMAP|${PREFIX}/data/gfx/game/game_moon.png BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png BITMAP|${PREFIX}/data/gfx/game/game_sky_colors.png BITMAP|${PREFIX}/data/gfx/game/game_sun.png -BITMAP|${PREFIX}/data/gfx/game/game_moon.png # Texturas - Intro BITMAP|${PREFIX}/data/gfx/intro/intro1.png @@ -117,75 +120,75 @@ BITMAP|${PREFIX}/data/gfx/intro/intro5.png BITMAP|${PREFIX}/data/gfx/intro/intro6.png # Texturas - Logo -BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames_mini.png +BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png BITMAP|${PREFIX}/data/gfx/logo/logo_since_1998.png # Texturas - Items -BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png +ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani +ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani +ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani +ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani ANIMATION|${PREFIX}/data/gfx/item/item_points1_disk.ani -BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png ANIMATION|${PREFIX}/data/gfx/item/item_points2_gavina.ani -BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png ANIMATION|${PREFIX}/data/gfx/item/item_points3_pacmar.ani BITMAP|${PREFIX}/data/gfx/item/item_clock.png -ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani -BITMAP|${PREFIX}/data/gfx/item/item_coffee.png -ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani -BITMAP|${PREFIX}/data/gfx/item/item_debian.png -ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani BITMAP|${PREFIX}/data/gfx/item/item_coffee_machine.png -ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani +BITMAP|${PREFIX}/data/gfx/item/item_coffee.png +BITMAP|${PREFIX}/data/gfx/item/item_debian.png +BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png +BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png +BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png # Texturas - Titulo +ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani +BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png BITMAP|${PREFIX}/data/gfx/title/title_bg_tile.png BITMAP|${PREFIX}/data/gfx/title/title_coffee.png BITMAP|${PREFIX}/data/gfx/title/title_crisis.png -BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png BITMAP|${PREFIX}/data/gfx/title/title_dust.png -ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani # Texturas - Jugador 1 +BITMAP|${PREFIX}/data/gfx/player/player1_power.png BITMAP|${PREFIX}/data/gfx/player/player1.gif PALETTE|${PREFIX}/data/gfx/player/player1_coffee1.pal PALETTE|${PREFIX}/data/gfx/player/player1_coffee2.pal PALETTE|${PREFIX}/data/gfx/player/player1_invencible.pal -BITMAP|${PREFIX}/data/gfx/player/player1_power.png # Texturas - Jugador 2 +BITMAP|${PREFIX}/data/gfx/player/player2_power.png BITMAP|${PREFIX}/data/gfx/player/player2.gif PALETTE|${PREFIX}/data/gfx/player/player2_coffee1.pal PALETTE|${PREFIX}/data/gfx/player/player2_coffee2.pal PALETTE|${PREFIX}/data/gfx/player/player2_invencible.pal -BITMAP|${PREFIX}/data/gfx/player/player2_power.png # Animaciones del jugador -ANIMATION|${PREFIX}/data/gfx/player/player.ani ANIMATION|${PREFIX}/data/gfx/player/player_power.ani +ANIMATION|${PREFIX}/data/gfx/player/player.ani # Texturas - Golpe del jugador BITMAP|${PREFIX}/data/gfx/player/hit.png # Fuentes de texto -BITMAP|${PREFIX}/data/font/8bithud.png -FONT|${PREFIX}/data/font/8bithud.txt -BITMAP|${PREFIX}/data/font/aseprite.png -FONT|${PREFIX}/data/font/aseprite.txt -BITMAP|${PREFIX}/data/font/smb2.png -BITMAP|${PREFIX}/data/font/smb2_grad.png -FONT|${PREFIX}/data/font/smb2.txt -BITMAP|${PREFIX}/data/font/04b_25.png -FONT|${PREFIX}/data/font/04b_25.txt BITMAP|${PREFIX}/data/font/04b_25_2x.png -FONT|${PREFIX}/data/font/04b_25_2x.txt -BITMAP|${PREFIX}/data/font/04b_25_metal.png -BITMAP|${PREFIX}/data/font/04b_25_grey.png -BITMAP|${PREFIX}/data/font/04b_25_flat.png -BITMAP|${PREFIX}/data/font/04b_25_reversed.png BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png +BITMAP|${PREFIX}/data/font/04b_25_flat.png +BITMAP|${PREFIX}/data/font/04b_25_grey.png +BITMAP|${PREFIX}/data/font/04b_25_metal.png BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png +BITMAP|${PREFIX}/data/font/04b_25_reversed.png +BITMAP|${PREFIX}/data/font/04b_25.png +BITMAP|${PREFIX}/data/font/8bithud.png +BITMAP|${PREFIX}/data/font/aseprite.png +BITMAP|${PREFIX}/data/font/smb2_grad.png +BITMAP|${PREFIX}/data/font/smb2.png +FONT|${PREFIX}/data/font/04b_25_2x.txt +FONT|${PREFIX}/data/font/04b_25.txt +FONT|${PREFIX}/data/font/8bithud.txt +FONT|${PREFIX}/data/font/aseprite.txt +FONT|${PREFIX}/data/font/smb2.txt # Idiomas -LANG|${PREFIX}/data/lang/es_ES.json +LANG|${PREFIX}/data/lang/ba_BA.json LANG|${PREFIX}/data/lang/en_UK.json -LANG|${PREFIX}/data/lang/ba_BA.json \ No newline at end of file +LANG|${PREFIX}/data/lang/es_ES.json \ No newline at end of file diff --git a/data/gfx/player/player2.gif b/data/gfx/player/player2.gif index 8692f37..f6a14d7 100644 Binary files a/data/gfx/player/player2.gif and b/data/gfx/player/player2.gif differ diff --git a/data/sound/credit.wav b/data/sound/credit.wav new file mode 100644 index 0000000..96093f2 Binary files /dev/null and b/data/sound/credit.wav differ diff --git a/data/sound/voice_brbrbr.wav b/data/sound/voice_brbrbr.wav new file mode 100644 index 0000000..294bb08 Binary files /dev/null and b/data/sound/voice_brbrbr.wav differ diff --git a/data/sound/voice_credit_thankyou.wav b/data/sound/voice_credit_thankyou.wav new file mode 100644 index 0000000..71eaa9d Binary files /dev/null and b/data/sound/voice_credit_thankyou.wav differ diff --git a/data/sound/voice_thankyou.wav b/data/sound/voice_thankyou.wav index 3b1c754..5b894b8 100644 Binary files a/data/sound/voice_thankyou.wav and b/data/sound/voice_thankyou.wav differ diff --git a/source/animated_sprite.cpp b/source/animated_sprite.cpp index 92a3385..503163d 100644 --- a/source/animated_sprite.cpp +++ b/source/animated_sprite.cpp @@ -52,7 +52,7 @@ AnimatedSprite::AnimatedSprite(std::shared_ptr texture, const Animation } // Obtiene el índice de la animación a partir del nombre -auto AnimatedSprite::getIndex(const std::string& name) -> int { +auto AnimatedSprite::getAnimationIndex(const std::string& name) -> int { auto iterator = animation_indices_.find(name); if (iterator != animation_indices_.end()) { // Si se encuentra la animación en el mapa, devuelve su índice @@ -101,7 +101,7 @@ auto AnimatedSprite::animationIsCompleted() -> bool { // Establece la animacion actual void AnimatedSprite::setCurrentAnimation(const std::string& name, bool reset) { - const auto NEW_ANIMATION = getIndex(name); + const auto NEW_ANIMATION = getAnimationIndex(name); if (current_animation_ != NEW_ANIMATION) { const auto OLD_ANIMATION = current_animation_; current_animation_ = NEW_ANIMATION; diff --git a/source/animated_sprite.h b/source/animated_sprite.h index 83170d0..480bacf 100644 --- a/source/animated_sprite.h +++ b/source/animated_sprite.h @@ -56,17 +56,18 @@ class AnimatedSprite : public MovingSprite { void update() override; // Actualiza la animación // --- Control de animaciones --- - void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre - void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice - void resetAnimation(); // Reinicia la animación actual - void setAnimationSpeed(size_t value); // Establece la velocidad de la animación - auto getAnimationSpeed() const -> size_t { return animations_[current_animation_].speed; } // Obtiene la velocidad de la animación actual - void animtionPause() { animations_[current_animation_].paused = true; } // Detiene la animación - void animationResume() { animations_[current_animation_].paused = false; } // Reanuda la animación + void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre + void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice + void resetAnimation(); // Reinicia la animación actual + void setAnimationSpeed(size_t value); // Establece la velocidad de la animación + auto getAnimationSpeed() const -> size_t { return animations_[current_animation_].speed; } // Obtiene la velocidad de la animación actual + void animtionPause() { animations_[current_animation_].paused = true; } // Detiene la animación + void animationResume() { animations_[current_animation_].paused = false; } // Reanuda la animación + auto getCurrentAnimationFrame() const -> size_t { return animations_[current_animation_].current_frame; } // Obtiene el numero de frame de la animación actual // --- Consultas --- - auto animationIsCompleted() -> bool; // Comprueba si la animación ha terminado - auto getIndex(const std::string& name) -> int; // Obtiene el índice de una animación por nombre + auto animationIsCompleted() -> bool; // Comprueba si la animación ha terminado + auto getAnimationIndex(const std::string& name) -> int; // Obtiene el índice de una animación por nombre protected: // --- Datos de animación --- diff --git a/source/options.cpp b/source/options.cpp index c0e534b..cd2999d 100644 --- a/source/options.cpp +++ b/source/options.cpp @@ -101,14 +101,11 @@ auto saveToFile() -> bool { // Opciones de ventana file << "## WINDOW\n"; - file << "\n"; - file << "window.zoom=" << window.zoom << "\n"; // Opciones de video - file << "## VIDEO\n"; + file << "\n## VIDEO\n"; file << "## video.scale_mode [" << static_cast(SDL_ScaleMode::SDL_SCALEMODE_NEAREST) << ": nearest, " << static_cast(SDL_ScaleMode::SDL_SCALEMODE_LINEAR) << ": lineal]\n"; - file << "\n"; file << "video.fullscreen=" << boolToString(video.fullscreen) << "\n"; file << "video.scale_mode=" << static_cast(video.scale_mode) << "\n"; @@ -117,9 +114,8 @@ auto saveToFile() -> bool { file << "video.shaders=" << boolToString(video.shaders) << "\n"; // Opciones de audio - file << "\n\n## AUDIO\n"; + file << "\n## AUDIO\n"; file << "## volume [0 .. 100]\n"; - file << "\n"; file << "audio.enabled=" << boolToString(audio.enabled) << "\n"; file << "audio.volume=" << audio.volume << "\n"; @@ -129,10 +125,9 @@ auto saveToFile() -> bool { file << "audio.sound.volume=" << audio.sound.volume << "\n"; // Opciones del juego - file << "\n\n## GAME\n"; + file << "\n## GAME\n"; file << "## game.language [0: spanish, 1: valencian, 2: english]\n"; file << "## game.difficulty [" << static_cast(Difficulty::Code::EASY) << ": easy, " << static_cast(Difficulty::Code::NORMAL) << ": normal, " << static_cast(Difficulty::Code::HARD) << ": hard]\n"; - file << "\n"; file << "game.language=" << static_cast(settings.language) << "\n"; file << "game.difficulty=" << static_cast(settings.difficulty) << "\n"; @@ -140,11 +135,11 @@ auto saveToFile() -> bool { file << "game.shutdown_enabled=" << boolToString(settings.shutdown_enabled) << "\n"; // Opciones de mandos - file << "\n\n## CONTROLLERS\n"; + file << "\n## CONTROLLERS\n"; gamepad_manager.saveToFile(file); // Opciones de teclado - file << "\n\n## KEYBOARD\n"; + file << "\n## KEYBOARD\n"; file << "keyboard.player=" << static_cast(keyboard.player_id) << "\n"; // Cierra el fichero diff --git a/source/player.cpp b/source/player.cpp index c8f4267..e7eea16 100644 --- a/source/player.cpp +++ b/source/player.cpp @@ -182,7 +182,7 @@ void Player::move() { handleWaitingMovement(); break; case State::RECOVER: - handleThankYouMovement(); + handleRecoverMovement(); break; default: break; @@ -201,11 +201,9 @@ void Player::handlePlayingMovement() { shiftSprite(); } -void Player::handleThankYouMovement() { - // Si termina la animacion, cambia de estado - if (player_sprite_->animationIsCompleted()) { - setPlayingState(State::RESPAWNING); - } +void Player::handleRecoverMovement() { + if (player_sprite_->getCurrentAnimationFrame() == 10) { playSound("voice_brbrbr.wav"); } + if (player_sprite_->animationIsCompleted()) { setPlayingState(State::RESPAWNING); } } void Player::handleRollingMovement() { @@ -641,10 +639,10 @@ void Player::setPlayingState(State state) { switch (playing_state_) { case State::RECOVER: { - playSound("voice_thankyou.wav"); break; } case State::RESPAWNING: { + playSound("voice_thankyou.wav"); setPlayingState(State::PLAYING); setInvulnerable(true); break; @@ -708,7 +706,7 @@ void Player::setPlayingState(State state) { case State::TITLE_ANIMATION: { // Activa la animación de rodar player_sprite_->setCurrentAnimation("walk"); - playSound("voice_thankyou.wav"); + playSound("voice_credit_thankyou.wav"); break; } case State::TITLE_HIDDEN: { @@ -947,7 +945,6 @@ void Player::playSound(const std::string &name) const { // Indica si se puede dibujar el objeto auto Player::isRenderable() const -> bool { - // return !isGameOver() && !isTitleHidden(); return !isTitleHidden(); }; @@ -965,4 +962,9 @@ void Player::addScoreToScoreBoard() const { } manager->saveToFile(Asset::get()->get("score.bin")); +} + +void Player::addCredit() { + ++credits_used_; + playSound("credit.wav"); } \ No newline at end of file diff --git a/source/player.h b/source/player.h index 3c6ca7f..f214695 100644 --- a/source/player.h +++ b/source/player.h @@ -184,8 +184,8 @@ class Player { void setScoreBoardPanel(Scoreboard::Id panel) { scoreboard_panel_ = panel; } void setScoreMultiplier(float value) { score_multiplier_ = value; } void setWalkingState(State state) { walking_state_ = state; } - void addCredit() { ++credits_used_; } - + + void addCredit(); void setGamepad(std::shared_ptr gamepad) { gamepad_ = gamepad; } [[nodiscard]] auto getGamepad() const -> std::shared_ptr { return gamepad_; } void setUsesKeyboard(bool value) { uses_keyboard_ = value; } @@ -281,7 +281,7 @@ class Player { void transitionToCooling(); // Cambia el estado actual al de enfriamiento (por ejemplo, tras una ráfaga o sobrecalentamiento) void completeCooling(); // Finaliza el proceso de enfriamiento y restablece el estado listo para disparar void handlePlayingMovement(); // Gestiona el movimiento del personaje u objeto durante el estado de juego activo - void handleThankYouMovement(); // Comprueba si ha acabado la animación + void handleRecoverMovement(); // Comprueba si ha acabado la animación void handleRollingMovement(); // Actualiza la lógica de movimiento de "rodar" (posiblemente tras impacto o acción especial) void handleRollingBoundaryCollision(); // Detecta y maneja colisiones del objeto rodante con los límites de la pantalla void handleRollingGroundCollision(); // Gestiona la interacción del objeto rodante con el suelo (rebotes, frenado, etc.) diff --git a/source/resource.cpp b/source/resource.cpp index 85443c3..efa4a20 100644 --- a/source/resource.cpp +++ b/source/resource.cpp @@ -598,8 +598,7 @@ void Resource::createTextTextures() { {"game_text_powerup", Lang::getText("[GAME_TEXT] 4")}, {"game_text_one_hit", Lang::getText("[GAME_TEXT] 5")}, {"game_text_stop", Lang::getText("[GAME_TEXT] 6")}, - {"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}, - {"game_text_thank_you", Lang::getText("[GAME_TEXT] THANK_YOU")}}; + {"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}}; auto text = getText("04b_25"); for (const auto &s : strings) { diff --git a/source/sections/game.cpp b/source/sections/game.cpp index b75c407..06b0914 100644 --- a/source/sections/game.cpp +++ b/source/sections/game.cpp @@ -144,7 +144,6 @@ void Game::setResources() { game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_one_hit")); game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_stop")); game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_100000_points")); - game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_thank_you")); // Texturas - Items item_textures_.clear(); @@ -1405,9 +1404,6 @@ void Game::handlePlayerContinueInput(const std::shared_ptr &player) { player->setPlayingState(Player::State::RECOVER); player->addCredit(); sendPlayerToTheFront(player); - // Crea letrero de THANK_YOU - //const auto X = player->getPosX() + (player->getWidth() - game_text_textures_.at(7)->getWidth()) / 2; - //createItemText(X, game_text_textures_.at(7)); } // Disminuye el contador de continuación si se presiona cualquier botón de disparo.