diff --git a/data/gfx/intro/intro4.png b/data/gfx/intro/intro4.png index 4f8bd03..6187882 100644 Binary files a/data/gfx/intro/intro4.png and b/data/gfx/intro/intro4.png differ diff --git a/source/director.cpp b/source/director.cpp index df4b373..44dc86b 100644 --- a/source/director.cpp +++ b/source/director.cpp @@ -55,7 +55,7 @@ Director::Director(int argc, const char *argv[]) section::name = section::Name::GAME; section::options = section::Options::GAME_PLAY_1P; #elif DEBUG - section::name = section::Name::GAME; + section::name = section::Name::LOGO; #else // NORMAL GAME section::name = section::Name::LOGO; section::options = section::Options::NONE; diff --git a/source/intro.cpp b/source/intro.cpp index 36cda11..f8312d2 100644 --- a/source/intro.cpp +++ b/source/intro.cpp @@ -327,9 +327,9 @@ void Intro::initSprites() sprites_.at(0)->addPath(-SPRITE_WIDTH - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0); sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeOutBounce, 0); sprites_.at(2)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0); - sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 600, easeOutQuint, 0); + sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 300, easeInOutExpo, 0); sprites_.at(4)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0); - sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 400, easeOutQuad, 300); + sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 250, easeOutQuad, 450); sprites_.at(5)->addPath(X_DEST, -SPRITE_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0); // Constantes @@ -377,9 +377,9 @@ void Intro::initSprites() shadow_sprites_.at(0)->addPath(param.game.height + 10, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0); shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeOutBounce, 0); shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0); - shadow_sprites_.at(3)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 600, easeOutQuint, 0); + shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 400, easeInOutExpo, 0); shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 70, easeOutElastic, 0); - shadow_sprites_.at(5)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 400, easeOutQuad, 300); + shadow_sprites_.at(5)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 250, easeOutQuad, 450); shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, 80, easeInElastic, 0); } @@ -432,7 +432,7 @@ void Intro::initTexts() // Blop... blop... blop... texts_.at(8)->setCaption(lang::getText(35)); - texts_.at(8)->setSpeed(16); + texts_.at(8)->setSpeed(20); for (auto &text : texts_) { @@ -513,8 +513,8 @@ void Intro::updatePostState() break; case IntroPostState::END: - // Finaliza la intro después de 2 segundos - if (ELAPSED_TIME >= 2000) + // Finaliza la intro después de 1 segundo + if (ELAPSED_TIME >= 1000) { JA_StopMusic(); section::name = section::Name::TITLE;