resource.pack
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@@ -15,6 +15,7 @@
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#include "jail_audio.hpp" // for JA_StopMusic, JA_GetMusicState, JA_Play...
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#include "lang.h" // for Lang, ba_BA, en_UK, es_ES
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#include "menu.h" // for Menu
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#include "resource.h"
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#include "screen.h" // for Screen, FILTER_LINEAL, FILTER_NEAREST
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#include "smartsprite.h" // for SmartSprite
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#include "sprite.h" // for Sprite
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@@ -36,28 +37,29 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset,
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eventHandler = new SDL_Event();
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fade = new Fade(renderer);
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dustTexture = new Texture(renderer, asset->get("title_dust.png"));
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coffeeTexture = new Texture(renderer, asset->get("title_coffee.png"));
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crisisTexture = new Texture(renderer, asset->get("title_crisis.png"));
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gradientTexture = new Texture(renderer, asset->get("title_gradient.png"));
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Resource *R = Resource::get();
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dustTexture = R->getTexture("title_dust.png");
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coffeeTexture = R->getTexture("title_coffee.png");
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crisisTexture = R->getTexture("title_crisis.png");
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gradientTexture = R->getTexture("title_gradient.png");
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coffeeBitmap = new SmartSprite(coffeeTexture, renderer);
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crisisBitmap = new SmartSprite(crisisTexture, renderer);
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dustBitmapL = new AnimatedSprite(dustTexture, renderer, asset->get("title_dust.ani"));
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dustBitmapR = new AnimatedSprite(dustTexture, renderer, asset->get("title_dust.ani"));
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dustBitmapL = new AnimatedSprite(dustTexture, renderer, "", &R->getAnimationLines("title_dust.ani"));
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dustBitmapR = new AnimatedSprite(dustTexture, renderer, "", &R->getAnimationLines("title_dust.ani"));
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gradient = new Sprite({0, 0, 256, 192}, gradientTexture, renderer);
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text1 = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text2 = new Text(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
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text1 = R->getText("smb2");
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text2 = R->getText("8bithud");
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#ifdef GAME_CONSOLE
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menu.title = new Menu(renderer, asset, input, asset->get("title_gc.men"));
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menu.options = new Menu(renderer, asset, input, asset->get("options_gc.men"));
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menu.title = R->getMenu("title_gc");
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menu.options = R->getMenu("options_gc");
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#else
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menu.title = new Menu(renderer, asset, input, asset->get("title.men"));
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menu.options = new Menu(renderer, asset, input, asset->get("options.men"));
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menu.title = R->getMenu("title");
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menu.options = R->getMenu("options");
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#endif
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menu.playerSelect = new Menu(renderer, asset, input, asset->get("player_select.men"));
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menu.playerSelect = R->getMenu("player_select");
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#ifdef __EMSCRIPTEN__
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// En la versión web no se puede cerrar el programa: ocultamos la opción QUIT del menú de título
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@@ -65,11 +67,9 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset,
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menu.title->setSelectable(3, false);
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#endif
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// Sonidos
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crashSound = JA_LoadSound(asset->get("title.wav").c_str());
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// Musicas
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titleMusic = JA_LoadMusic(asset->get("title.ogg").c_str());
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// Sonidos y música (handles compartidos)
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crashSound = R->getSound("title.wav");
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titleMusic = R->getMusic("title.ogg");
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// Inicializa los valores
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init();
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@@ -80,34 +80,14 @@ Title::~Title() {
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delete eventHandler;
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delete fade;
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dustTexture->unload();
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delete dustTexture;
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coffeeTexture->unload();
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delete coffeeTexture;
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crisisTexture->unload();
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delete crisisTexture;
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gradientTexture->unload();
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delete gradientTexture;
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// Las texturas, Text, Menu, sonido y música son propiedad de Resource —
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// no se liberan aquí. Solo los sprites que posee esta escena.
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delete coffeeBitmap;
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delete crisisBitmap;
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delete dustBitmapL;
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delete dustBitmapR;
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delete gradient;
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delete text1;
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delete text2;
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delete menu.title;
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delete menu.options;
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delete menu.playerSelect;
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JA_DeleteSound(crashSound);
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JA_DeleteMusic(titleMusic);
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SDL_DestroyTexture(background);
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}
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