Arreglos y limpieza de código
This commit is contained in:
@@ -2,7 +2,7 @@
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#include "balloon.h"
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// Constructor
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Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer)
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Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer)
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{
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sprite = new AnimatedSprite(texture, renderer, "", animation);
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disable();
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@@ -1,10 +1,10 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "common/utils.h"
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#include "common/animatedsprite.h"
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#include <vector>
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#include "common/utils.h"
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#include <sstream>
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#include <vector>
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#ifndef BALLOON_H
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#define BALLOON_H
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@@ -143,7 +143,7 @@ private:
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public:
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// Constructor
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Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer);
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Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer);
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// Destructor
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~Balloon();
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@@ -2,7 +2,7 @@
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#include "bullet.h"
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// Constructor
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Bullet::Bullet(int x, int y, int kind, bool poweredUp, int owner, LTexture *texture, SDL_Renderer *renderer)
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Bullet::Bullet(int x, int y, int kind, bool poweredUp, int owner, Texture *texture, SDL_Renderer *renderer)
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{
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sprite = new Sprite({x, y, 10, 10}, texture, renderer);
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@@ -1,8 +1,8 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "common/utils.h"
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#include "common/sprite.h"
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#include "common/utils.h"
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#ifndef BULLET_H
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#define BULLET_H
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@@ -39,7 +39,7 @@ private:
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public:
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// Constructor
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Bullet(int x, int y, int kind, bool poweredUp, int owner, LTexture *texture, SDL_Renderer *renderer);
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Bullet(int x, int y, int kind, bool poweredUp, int owner, Texture *texture, SDL_Renderer *renderer);
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// Destructor
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~Bullet();
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15
source/common/Makefile
Normal file
15
source/common/Makefile
Normal file
@@ -0,0 +1,15 @@
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executable = jaildoctors_dilemma
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source = source/*.cpp source/common/*.cpp
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windows:
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@echo off
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if not exist bin\ (mkdir bin)
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g++ $(source) -std=c++11 -Wall -O2 -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o bin/$(executable).exe
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strip -s -R .comment -R .gnu.version bin/$(executable).exe --strip-unneeded
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macos:
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mkdir -p bin
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g++ $(source) -std=c++11 -Wall -O2 -lSDL2 -ffunction-sections -fdata-sections -o bin/$(executable)_macos
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linux:
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mkdir -p bin
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g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o bin/$(executable)_linux
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strip -s -R .comment -R .gnu.version bin/$(executable)_linux --strip-unneeded
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@@ -1,7 +1,7 @@
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#include "animatedsprite.h"
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// Constructor
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AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::string file, std::vector<std::string> *buffer)
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AnimatedSprite::AnimatedSprite(Texture *texture, SDL_Renderer *renderer, std::string file, std::vector<std::string> *buffer)
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{
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// Copia los punteros
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setTexture(texture);
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@@ -2,11 +2,11 @@
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#include <SDL2/SDL.h>
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#include "movingsprite.h"
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#include <vector>
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#include <string>
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#include <sstream>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <string>
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#include <vector>
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#ifndef ANIMATEDSPRITE_H
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#define ANIMATEDSPRITE_H
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@@ -30,7 +30,7 @@ private:
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public:
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// Constructor
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AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::vector<std::string> *buffer = nullptr);
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AnimatedSprite(Texture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::vector<std::string> *buffer = nullptr);
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// Destructor
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~AnimatedSprite();
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@@ -1,4 +1,3 @@
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#include "../const.h"
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#include "menu.h"
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// Constructor
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@@ -1,15 +1,15 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include <vector>
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#include "sprite.h"
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#include "text.h"
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#include "asset.h"
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#include "input.h"
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#include "utils.h"
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#include "jail_audio.h"
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#include <sstream>
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#include "sprite.h"
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#include "text.h"
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#include "utils.h"
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#include <fstream>
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#include <sstream>
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#include <vector>
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#ifndef MENU_H
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#define MENU_H
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@@ -1,8 +1,7 @@
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#include "../const.h"
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#include "movingsprite.h"
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// Constructor
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MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, LTexture *texture, SDL_Renderer *renderer)
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MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, Texture *texture, SDL_Renderer *renderer)
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{
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// Copia los punteros
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this->texture = texture;
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@@ -51,11 +50,6 @@ MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vel
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currentFlip = SDL_FLIP_NONE;
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};
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// Destructor
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MovingSprite::~MovingSprite()
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{
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}
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// Reinicia todas las variables
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void MovingSprite::clear()
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{
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@@ -35,10 +35,7 @@ protected:
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public:
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// Constructor
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MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
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// Destructor
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~MovingSprite();
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MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, Texture *texture = nullptr, SDL_Renderer *renderer = nullptr);
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// Mueve el sprite
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void move();
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@@ -1,8 +1,7 @@
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#include "../const.h"
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#include "smartsprite.h"
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// Constructor
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SmartSprite::SmartSprite(LTexture *texture, SDL_Renderer *renderer)
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SmartSprite::SmartSprite(Texture *texture, SDL_Renderer *renderer)
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{
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// Copia punteros
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setTexture(texture);
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@@ -12,11 +11,6 @@ SmartSprite::SmartSprite(LTexture *texture, SDL_Renderer *renderer)
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init();
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}
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// Destructor
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SmartSprite::~SmartSprite()
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{
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}
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// Inicializa el objeto
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void SmartSprite::init()
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{
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@@ -12,7 +12,7 @@
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class SmartSprite : public AnimatedSprite
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{
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private:
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// VAriables
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// Variables
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bool enabled; // Indica si esta habilitado
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bool onDestination; // Indica si está en el destino
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int destX; // Posicion de destino en el eje X
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@@ -28,10 +28,7 @@ private:
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public:
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// Constructor
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SmartSprite(LTexture *texture, SDL_Renderer *renderer);
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// Destructor
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~SmartSprite();
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SmartSprite(Texture *texture, SDL_Renderer *renderer);
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// Inicializa el objeto
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void init();
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@@ -1,7 +1,7 @@
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#include "sprite.h"
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// Constructor
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Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *renderer)
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Sprite::Sprite(int x, int y, int w, int h, Texture *texture, SDL_Renderer *renderer)
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{
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// Establece la posición X,Y del sprite
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this->x = x;
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@@ -24,7 +24,7 @@ Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *rend
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enabled = true;
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}
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Sprite::Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer)
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Sprite::Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer)
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{
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// Establece la posición X,Y del sprite
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x = rect.x;
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@@ -137,13 +137,13 @@ void Sprite::setSpriteClip(int x, int y, int w, int h)
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}
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// Obten el valor de la variable
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LTexture *Sprite::getTexture()
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Texture *Sprite::getTexture()
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{
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return texture;
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}
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// Establece el valor de la variable
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void Sprite::setTexture(LTexture *texture)
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void Sprite::setTexture(Texture *texture)
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{
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this->texture = texture;
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}
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@@ -1,7 +1,7 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "ltexture.h"
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#include "texture.h"
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#ifndef SPRITE_H
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#define SPRITE_H
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@@ -16,15 +16,15 @@ protected:
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int h; // Alto del sprite
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SDL_Renderer *renderer; // Puntero al renderizador de la ventana
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LTexture *texture; // Textura donde estan todos los dibujos del sprite
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Texture *texture; // Textura donde estan todos los dibujos del sprite
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SDL_Rect spriteClip; // Rectangulo de origen de la textura que se dibujará en pantalla
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bool enabled; // Indica si el sprite esta habilitado
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public:
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// Constructor
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Sprite(int x = 0, int y = 0, int w = 0, int h = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
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Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer);
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Sprite(int x = 0, int y = 0, int w = 0, int h = 0, Texture *texture = nullptr, SDL_Renderer *renderer = nullptr);
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Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer);
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// Destructor
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~Sprite();
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@@ -69,10 +69,10 @@ public:
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void setSpriteClip(int x, int y, int w, int h);
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// Obten el valor de la variable
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LTexture *getTexture();
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Texture *getTexture();
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// Establece el valor de la variable
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void setTexture(LTexture *texture);
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void setTexture(Texture *texture);
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// Obten el valor de la variable
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SDL_Renderer *getRenderer();
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@@ -10,7 +10,7 @@ Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer)
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initOffsetFromFile(textFile);
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// Crea los objetos
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texture = new LTexture(renderer, bitmapFile);
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texture = new Texture(renderer, bitmapFile);
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sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
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}
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@@ -24,7 +24,7 @@ private:
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// Objetos y punteros
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Sprite *sprite; // Objeto con los graficos para el texto
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LTexture *texture; // Textura con los bitmaps del texto
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Texture *texture; // Textura con los bitmaps del texto
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// Variables
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int boxWidth; // Anchura de la caja de cada caracter en el png
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@@ -1,10 +1,10 @@
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#include "ltexture.h"
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#include "texture.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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// Constructor
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LTexture::LTexture(SDL_Renderer *renderer, std::string path)
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Texture::Texture(SDL_Renderer *renderer, std::string path)
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{
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// Copia punteros
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this->renderer = renderer;
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@@ -23,14 +23,14 @@ LTexture::LTexture(SDL_Renderer *renderer, std::string path)
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}
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// Destructor
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LTexture::~LTexture()
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Texture::~Texture()
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{
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// Libera memoria
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unload();
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}
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// Carga una imagen desde un fichero
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bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
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{
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const std::string filename = path.substr(path.find_last_of("\\/") + 1);
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int req_format = STBI_rgb_alpha;
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@@ -98,7 +98,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
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}
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// Crea una textura en blanco
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bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
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bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
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{
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// Crea una textura sin inicializar
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
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@@ -116,7 +116,7 @@ bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_Te
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}
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// Libera la memoria de la textura
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void LTexture::unload()
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void Texture::unload()
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{
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// Libera la textura si existe
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if (texture != nullptr)
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@@ -129,25 +129,25 @@ void LTexture::unload()
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}
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// Establece el color para la modulacion
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void LTexture::setColor(Uint8 red, Uint8 green, Uint8 blue)
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void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue)
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{
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SDL_SetTextureColorMod(texture, red, green, blue);
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}
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// Establece el blending
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void LTexture::setBlendMode(SDL_BlendMode blending)
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void Texture::setBlendMode(SDL_BlendMode blending)
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{
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SDL_SetTextureBlendMode(texture, blending);
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}
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// Establece el alpha para la modulación
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void LTexture::setAlpha(Uint8 alpha)
|
||||
void Texture::setAlpha(Uint8 alpha)
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{
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SDL_SetTextureAlphaMod(texture, alpha);
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||||
}
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||||
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// Renderiza la textura en un punto específico
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||||
void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
|
||||
void Texture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
|
||||
{
|
||||
// Establece el destino de renderizado en la pantalla
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||||
SDL_Rect renderQuad = {x, y, width, height};
|
||||
@@ -167,25 +167,25 @@ void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, floa
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||||
}
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||||
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||||
// Establece la textura como objetivo de renderizado
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void LTexture::setAsRenderTarget(SDL_Renderer *renderer)
|
||||
void Texture::setAsRenderTarget(SDL_Renderer *renderer)
|
||||
{
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||||
SDL_SetRenderTarget(renderer, texture);
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}
|
||||
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||||
// Obtiene el ancho de la imagen
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||||
int LTexture::getWidth()
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||||
int Texture::getWidth()
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||||
{
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return width;
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||||
}
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||||
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||||
// Obtiene el alto de la imagen
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int LTexture::getHeight()
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int Texture::getHeight()
|
||||
{
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return height;
|
||||
}
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||||
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||||
// Recarga la textura
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||||
bool LTexture::reLoad()
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||||
bool Texture::reLoad()
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{
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return loadFromFile(path, renderer);
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}
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@@ -4,25 +4,27 @@
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#include <stdio.h>
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#include <string>
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||||
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||||
#ifndef LTEXTURE_H
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||||
#define LTEXTURE_H
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||||
#ifndef TEXTURE_H
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||||
#define TEXTURE_H
|
||||
|
||||
// Clase LTexture
|
||||
class LTexture
|
||||
class Texture
|
||||
{
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||||
private:
|
||||
// Objetos y punteros
|
||||
SDL_Texture *texture; // La textura
|
||||
SDL_Renderer *renderer; // Renderizador donde dibujar la textura
|
||||
int width; // Ancho de la imagen
|
||||
int height; // Alto de la imagen
|
||||
std::string path; // Ruta de la imagen de la textura
|
||||
|
||||
// Variables
|
||||
int width; // Ancho de la imagen
|
||||
int height; // Alto de la imagen
|
||||
std::string path; // Ruta de la imagen de la textura
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
LTexture(SDL_Renderer *renderer, std::string path = "");
|
||||
Texture(SDL_Renderer *renderer, std::string path = "");
|
||||
|
||||
// Destructor
|
||||
~LTexture();
|
||||
~Texture();
|
||||
|
||||
// Carga una imagen desde un fichero
|
||||
bool loadFromFile(std::string path, SDL_Renderer *renderer);
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "ltexture.h"
|
||||
#include "texture.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
#include "../const.h"
|
||||
#include "writer.h"
|
||||
|
||||
// Constructor
|
||||
@@ -22,11 +21,6 @@ Writer::Writer(Text *text)
|
||||
finished = false;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Writer::~Writer()
|
||||
{
|
||||
}
|
||||
|
||||
// Actualiza el objeto
|
||||
void Writer::update()
|
||||
{
|
||||
|
||||
@@ -32,9 +32,6 @@ public:
|
||||
// Constructor
|
||||
Writer(Text *text);
|
||||
|
||||
// Destructor
|
||||
~Writer();
|
||||
|
||||
// Actualiza el objeto
|
||||
void update();
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "common/ltexture.h"
|
||||
#include "common/texture.h"
|
||||
|
||||
#ifndef FADE_H
|
||||
#define FADE_H
|
||||
|
||||
@@ -391,80 +391,80 @@ void Game::loadMedia()
|
||||
loadDemoFile();
|
||||
|
||||
// Texturas
|
||||
bulletTexture = new LTexture(renderer, asset->get("bullet.png"));
|
||||
gameBuildingsTexture = new LTexture(renderer, asset->get("game_buildings.png"));
|
||||
gameCloudsTexture = new LTexture(renderer, asset->get("game_clouds.png"));
|
||||
gameGrassTexture = new LTexture(renderer, asset->get("game_grass.png"));
|
||||
gamePowerMeterTexture = new LTexture(renderer, asset->get("game_power_meter.png"));
|
||||
gameSkyColorsTexture = new LTexture(renderer, asset->get("game_sky_colors.png"));
|
||||
gameTextTexture = new LTexture(renderer, asset->get("game_text.png"));
|
||||
gameOverTexture = new LTexture(renderer, asset->get("menu_game_over.png"));
|
||||
gameOverEndTexture = new LTexture(renderer, asset->get("menu_game_over_end.png"));
|
||||
bulletTexture = new Texture(renderer, asset->get("bullet.png"));
|
||||
gameBuildingsTexture = new Texture(renderer, asset->get("game_buildings.png"));
|
||||
gameCloudsTexture = new Texture(renderer, asset->get("game_clouds.png"));
|
||||
gameGrassTexture = new Texture(renderer, asset->get("game_grass.png"));
|
||||
gamePowerMeterTexture = new Texture(renderer, asset->get("game_power_meter.png"));
|
||||
gameSkyColorsTexture = new Texture(renderer, asset->get("game_sky_colors.png"));
|
||||
gameTextTexture = new Texture(renderer, asset->get("game_text.png"));
|
||||
gameOverTexture = new Texture(renderer, asset->get("menu_game_over.png"));
|
||||
gameOverEndTexture = new Texture(renderer, asset->get("menu_game_over_end.png"));
|
||||
|
||||
// Texturas - Globos
|
||||
LTexture *balloon1Texture = new LTexture(renderer, asset->get("balloon1.png"));
|
||||
Texture *balloon1Texture = new Texture(renderer, asset->get("balloon1.png"));
|
||||
balloonTextures.push_back(balloon1Texture);
|
||||
|
||||
LTexture *balloon2Texture = new LTexture(renderer, asset->get("balloon2.png"));
|
||||
Texture *balloon2Texture = new Texture(renderer, asset->get("balloon2.png"));
|
||||
balloonTextures.push_back(balloon2Texture);
|
||||
|
||||
LTexture *balloon3Texture = new LTexture(renderer, asset->get("balloon3.png"));
|
||||
Texture *balloon3Texture = new Texture(renderer, asset->get("balloon3.png"));
|
||||
balloonTextures.push_back(balloon3Texture);
|
||||
|
||||
LTexture *balloon4Texture = new LTexture(renderer, asset->get("balloon4.png"));
|
||||
Texture *balloon4Texture = new Texture(renderer, asset->get("balloon4.png"));
|
||||
balloonTextures.push_back(balloon4Texture);
|
||||
|
||||
// Texturas - Items
|
||||
LTexture *item1 = new LTexture(renderer, asset->get("item_points1_disk.png"));
|
||||
Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png"));
|
||||
itemTextures.push_back(item1);
|
||||
|
||||
LTexture *item2 = new LTexture(renderer, asset->get("item_points2_gavina.png"));
|
||||
Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png"));
|
||||
itemTextures.push_back(item2);
|
||||
|
||||
LTexture *item3 = new LTexture(renderer, asset->get("item_points3_pacmar.png"));
|
||||
Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png"));
|
||||
itemTextures.push_back(item3);
|
||||
|
||||
LTexture *item4 = new LTexture(renderer, asset->get("item_clock.png"));
|
||||
Texture *item4 = new Texture(renderer, asset->get("item_clock.png"));
|
||||
itemTextures.push_back(item4);
|
||||
|
||||
LTexture *item5 = new LTexture(renderer, asset->get("item_coffee.png"));
|
||||
Texture *item5 = new Texture(renderer, asset->get("item_coffee.png"));
|
||||
itemTextures.push_back(item5);
|
||||
|
||||
LTexture *item6 = new LTexture(renderer, asset->get("item_coffee_machine.png"));
|
||||
Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png"));
|
||||
itemTextures.push_back(item6);
|
||||
|
||||
// Texturas - Player1
|
||||
LTexture *player1Head = new LTexture(renderer, asset->get("player_bal1_head.png"));
|
||||
Texture *player1Head = new Texture(renderer, asset->get("player_bal1_head.png"));
|
||||
player1Textures.push_back(player1Head);
|
||||
|
||||
LTexture *player1Body = new LTexture(renderer, asset->get("player_bal1_body.png"));
|
||||
Texture *player1Body = new Texture(renderer, asset->get("player_bal1_body.png"));
|
||||
player1Textures.push_back(player1Body);
|
||||
|
||||
LTexture *player1Legs = new LTexture(renderer, asset->get("player_bal1_legs.png"));
|
||||
Texture *player1Legs = new Texture(renderer, asset->get("player_bal1_legs.png"));
|
||||
player1Textures.push_back(player1Legs);
|
||||
|
||||
LTexture *player1Death = new LTexture(renderer, asset->get("player_bal1_death.png"));
|
||||
Texture *player1Death = new Texture(renderer, asset->get("player_bal1_death.png"));
|
||||
player1Textures.push_back(player1Death);
|
||||
|
||||
LTexture *player1Fire = new LTexture(renderer, asset->get("player_bal1_fire.png"));
|
||||
Texture *player1Fire = new Texture(renderer, asset->get("player_bal1_fire.png"));
|
||||
player1Textures.push_back(player1Fire);
|
||||
|
||||
playerTextures.push_back(player1Textures);
|
||||
|
||||
// Texturas - Player2
|
||||
LTexture *player2Head = new LTexture(renderer, asset->get("player_arounder_head.png"));
|
||||
Texture *player2Head = new Texture(renderer, asset->get("player_arounder_head.png"));
|
||||
player2Textures.push_back(player2Head);
|
||||
|
||||
LTexture *player2Body = new LTexture(renderer, asset->get("player_arounder_body.png"));
|
||||
Texture *player2Body = new Texture(renderer, asset->get("player_arounder_body.png"));
|
||||
player2Textures.push_back(player2Body);
|
||||
|
||||
LTexture *player2Legs = new LTexture(renderer, asset->get("player_arounder_legs.png"));
|
||||
Texture *player2Legs = new Texture(renderer, asset->get("player_arounder_legs.png"));
|
||||
player2Textures.push_back(player2Legs);
|
||||
|
||||
LTexture *player2Death = new LTexture(renderer, asset->get("player_arounder_death.png"));
|
||||
Texture *player2Death = new Texture(renderer, asset->get("player_arounder_death.png"));
|
||||
player2Textures.push_back(player2Death);
|
||||
|
||||
LTexture *player2Fire = new LTexture(renderer, asset->get("player_arounder_fire.png"));
|
||||
Texture *player2Fire = new Texture(renderer, asset->get("player_arounder_fire.png"));
|
||||
player2Textures.push_back(player2Fire);
|
||||
|
||||
playerTextures.push_back(player2Textures);
|
||||
|
||||
@@ -1,23 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "common/asset.h"
|
||||
#include "balloon.h"
|
||||
#include "bullet.h"
|
||||
#include "const.h"
|
||||
#include "fade.h"
|
||||
#include "common/asset.h"
|
||||
#include "common/input.h"
|
||||
#include "item.h"
|
||||
#include "common/jail_audio.h"
|
||||
#include "common/menu.h"
|
||||
#include "common/movingsprite.h"
|
||||
#include "player.h"
|
||||
#include "common/screen.h"
|
||||
#include "common/smartsprite.h"
|
||||
#include "common/sprite.h"
|
||||
#include "common/text.h"
|
||||
#include "common/utils.h"
|
||||
#include "common/writer.h"
|
||||
#include "const.h"
|
||||
#include "fade.h"
|
||||
#include "item.h"
|
||||
#include "player.h"
|
||||
#include <iostream>
|
||||
|
||||
#ifndef GAME_H
|
||||
@@ -127,21 +127,21 @@ private:
|
||||
std::vector<Item *> items; // Vector con los items
|
||||
std::vector<SmartSprite *> smartSprites; // Vector con los smartsprites
|
||||
|
||||
LTexture *bulletTexture; // Textura para las balas
|
||||
std::vector<LTexture *> itemTextures; // Vector con las texturas de los items
|
||||
std::vector<LTexture *> balloonTextures; // Vector con las texturas de los globos
|
||||
std::vector<LTexture *> player1Textures; // Vector con las texturas del jugador
|
||||
std::vector<LTexture *> player2Textures; // Vector con las texturas del jugador
|
||||
std::vector<std::vector<LTexture *>> playerTextures; // Vector con todas las texturas de los jugadores;
|
||||
Texture *bulletTexture; // Textura para las balas
|
||||
std::vector<Texture *> itemTextures; // Vector con las texturas de los items
|
||||
std::vector<Texture *> balloonTextures; // Vector con las texturas de los globos
|
||||
std::vector<Texture *> player1Textures; // Vector con las texturas del jugador
|
||||
std::vector<Texture *> player2Textures; // Vector con las texturas del jugador
|
||||
std::vector<std::vector<Texture *>> playerTextures; // Vector con todas las texturas de los jugadores;
|
||||
|
||||
LTexture *gameBuildingsTexture; // Textura con los edificios de fondo
|
||||
LTexture *gameCloudsTexture; // Textura con las nubes de fondo
|
||||
LTexture *gameGrassTexture; // Textura con la hierba del suelo
|
||||
LTexture *gamePowerMeterTexture; // Textura con el marcador de poder de la fase
|
||||
LTexture *gameSkyColorsTexture; // Textura con los diferentes colores de fondo del juego
|
||||
LTexture *gameTextTexture; // Textura para los sprites con textos
|
||||
LTexture *gameOverTexture; // Textura para la pantalla de game over
|
||||
LTexture *gameOverEndTexture; // Textura para la pantalla de game over de acabar el juego
|
||||
Texture *gameBuildingsTexture; // Textura con los edificios de fondo
|
||||
Texture *gameCloudsTexture; // Textura con las nubes de fondo
|
||||
Texture *gameGrassTexture; // Textura con la hierba del suelo
|
||||
Texture *gamePowerMeterTexture; // Textura con el marcador de poder de la fase
|
||||
Texture *gameSkyColorsTexture; // Textura con los diferentes colores de fondo del juego
|
||||
Texture *gameTextTexture; // Textura para los sprites con textos
|
||||
Texture *gameOverTexture; // Textura para la pantalla de game over
|
||||
Texture *gameOverEndTexture; // Textura para la pantalla de game over de acabar el juego
|
||||
|
||||
std::vector<std::vector<std::string> *> itemAnimations; // Vector con las animaciones de los items
|
||||
std::vector<std::vector<std::string> *> playerAnimations; // Vector con las animaciones del jugador
|
||||
|
||||
@@ -12,22 +12,22 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
|
||||
this->lang = lang;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
LTexture *item1 = new LTexture(renderer, asset->get("item_points1_disk.png"));
|
||||
Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png"));
|
||||
itemTextures.push_back(item1);
|
||||
|
||||
LTexture *item2 = new LTexture(renderer, asset->get("item_points2_gavina.png"));
|
||||
Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png"));
|
||||
itemTextures.push_back(item2);
|
||||
|
||||
LTexture *item3 = new LTexture(renderer, asset->get("item_points3_pacmar.png"));
|
||||
Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png"));
|
||||
itemTextures.push_back(item3);
|
||||
|
||||
LTexture *item4 = new LTexture(renderer, asset->get("item_clock.png"));
|
||||
Texture *item4 = new Texture(renderer, asset->get("item_clock.png"));
|
||||
itemTextures.push_back(item4);
|
||||
|
||||
LTexture *item5 = new LTexture(renderer, asset->get("item_coffee.png"));
|
||||
Texture *item5 = new Texture(renderer, asset->get("item_coffee.png"));
|
||||
itemTextures.push_back(item5);
|
||||
|
||||
LTexture *item6 = new LTexture(renderer, asset->get("item_coffee_machine.png"));
|
||||
Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png"));
|
||||
itemTextures.push_back(item6);
|
||||
|
||||
eventHandler = new SDL_Event();
|
||||
|
||||
@@ -2,12 +2,12 @@
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "common/asset.h"
|
||||
#include "const.h"
|
||||
#include "common/jail_audio.h"
|
||||
#include "common/screen.h"
|
||||
#include "common/sprite.h"
|
||||
#include "common/text.h"
|
||||
#include "common/utils.h"
|
||||
#include "const.h"
|
||||
|
||||
#ifndef INSTRUCTIONS_H
|
||||
#define INSTRUCTIONS_H
|
||||
@@ -25,7 +25,7 @@ private:
|
||||
// Objetos y punteros
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
std::vector<LTexture *> itemTextures; // Vector con las texturas de los items
|
||||
std::vector<Texture *> itemTextures; // Vector con las texturas de los items
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
SDL_Texture *backbuffer; // Textura para usar como backbuffer
|
||||
Sprite *sprite; // Sprite con la textura de las instrucciones
|
||||
|
||||
@@ -11,7 +11,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang)
|
||||
|
||||
// Reserva memoria para los objetos
|
||||
eventHandler = new SDL_Event();
|
||||
texture = new LTexture(renderer, asset->get("intro.png"));
|
||||
texture = new Texture(renderer, asset->get("intro.png"));
|
||||
text = new Text(asset->get("nokia.png"), asset->get("nokia.txt"), renderer);
|
||||
|
||||
// Carga los recursos
|
||||
|
||||
@@ -2,12 +2,12 @@
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "common/asset.h"
|
||||
#include "const.h"
|
||||
#include "common/jail_audio.h"
|
||||
#include "common/screen.h"
|
||||
#include "common/smartsprite.h"
|
||||
#include "common/utils.h"
|
||||
#include "common/writer.h"
|
||||
#include "const.h"
|
||||
#include <vector>
|
||||
|
||||
#ifndef INTRO_H
|
||||
@@ -20,7 +20,7 @@ private:
|
||||
// Objetos y punteros
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
LTexture *texture; // Textura con los graficos
|
||||
Texture *texture; // Textura con los graficos
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
|
||||
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
#include "item.h"
|
||||
|
||||
// Constructor
|
||||
Item::Item(Uint8 kind, float x, float y, LTexture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer)
|
||||
Item::Item(Uint8 kind, float x, float y, Texture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer)
|
||||
{
|
||||
sprite = new AnimatedSprite(texture, renderer, "", animation);
|
||||
|
||||
|
||||
@@ -45,7 +45,7 @@ public:
|
||||
Uint16 timeToLive; // Temporizador con el tiempo que el objeto está presente
|
||||
|
||||
// Constructor
|
||||
Item(Uint8 kind, float x, float y, LTexture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer);
|
||||
Item(Uint8 kind, float x, float y, Texture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer);
|
||||
|
||||
// Destructor
|
||||
~Item();
|
||||
|
||||
@@ -13,7 +13,7 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
texture = new LTexture(renderer, asset->get("logo.png"));
|
||||
texture = new Texture(renderer, asset->get("logo.png"));
|
||||
sprite = new Sprite(14, 75, 226, 44, texture, renderer);
|
||||
|
||||
// Inicializa variables
|
||||
|
||||
@@ -2,11 +2,11 @@
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "common/asset.h"
|
||||
#include "const.h"
|
||||
#include "common/jail_audio.h"
|
||||
#include "common/screen.h"
|
||||
#include "common/sprite.h"
|
||||
#include "common/utils.h"
|
||||
#include "const.h"
|
||||
|
||||
#ifndef LOGO_H
|
||||
#define LOGO_H
|
||||
@@ -19,7 +19,7 @@ private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
|
||||
LTexture *texture; // Textura con los graficos
|
||||
Texture *texture; // Textura con los graficos
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
Sprite *sprite; // Sprite con la textura del logo
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
#include "player.h"
|
||||
|
||||
// Constructor
|
||||
Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<LTexture *> texture, std::vector<std::vector<std::string> *> animations)
|
||||
Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations)
|
||||
{
|
||||
// Copia los punteros
|
||||
this->renderer = renderer;
|
||||
@@ -578,7 +578,7 @@ void Player::shiftColliders()
|
||||
}
|
||||
|
||||
// Obtiene el puntero a la textura con los gráficos de la animación de morir
|
||||
LTexture *Player::getDeadTexture()
|
||||
Texture *Player::getDeadTexture()
|
||||
{
|
||||
return deathSprite->getTexture();
|
||||
;
|
||||
@@ -617,7 +617,7 @@ void Player::updatePowerUpHeadOffset()
|
||||
}
|
||||
|
||||
// Pone las texturas del jugador
|
||||
void Player::setPlayerTextures(std::vector<LTexture *> texture)
|
||||
void Player::setPlayerTextures(std::vector<Texture *> texture)
|
||||
{
|
||||
headSprite->setTexture(texture.at(0));
|
||||
bodySprite->setTexture(texture.at(1));
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "common/utils.h"
|
||||
#include "common/input.h"
|
||||
#include "common/asset.h"
|
||||
#include "common/ltexture.h"
|
||||
#include "common/animatedsprite.h"
|
||||
#include "common/asset.h"
|
||||
#include "common/input.h"
|
||||
#include "common/texture.h"
|
||||
#include "common/utils.h"
|
||||
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
@@ -83,7 +83,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Player(float x, int y, SDL_Renderer *renderer, std::vector<LTexture *> texture, std::vector<std::vector<std::string> *> animations);
|
||||
Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations);
|
||||
|
||||
// Destructor
|
||||
~Player();
|
||||
@@ -98,7 +98,7 @@ public:
|
||||
void render();
|
||||
|
||||
// Pone las texturas del jugador
|
||||
void setPlayerTextures(std::vector<LTexture *> texture);
|
||||
void setPlayerTextures(std::vector<Texture *> texture);
|
||||
|
||||
// Actua en consecuencia de la entrada recibida
|
||||
void setInput(Uint8 input);
|
||||
@@ -212,7 +212,7 @@ public:
|
||||
circle_t &getCollider();
|
||||
|
||||
// Obtiene el puntero a la textura con los gráficos de la animación de morir
|
||||
LTexture *getDeadTexture();
|
||||
Texture *getDeadTexture();
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
Uint16 getDeathCounter();
|
||||
|
||||
@@ -17,10 +17,10 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset,
|
||||
eventHandler = new SDL_Event();
|
||||
fade = new Fade(renderer);
|
||||
|
||||
dustTexture = new LTexture(renderer, asset->get("title_dust.png"));
|
||||
coffeeTexture = new LTexture(renderer, asset->get("title_coffee.png"));
|
||||
crisisTexture = new LTexture(renderer, asset->get("title_crisis.png"));
|
||||
gradientTexture = new LTexture(renderer, asset->get("title_gradient.png"));
|
||||
dustTexture = new Texture(renderer, asset->get("title_dust.png"));
|
||||
coffeeTexture = new Texture(renderer, asset->get("title_coffee.png"));
|
||||
crisisTexture = new Texture(renderer, asset->get("title_crisis.png"));
|
||||
gradientTexture = new Texture(renderer, asset->get("title_gradient.png"));
|
||||
|
||||
coffeeBitmap = new SmartSprite(coffeeTexture, renderer);
|
||||
crisisBitmap = new SmartSprite(crisisTexture, renderer);
|
||||
@@ -1030,7 +1030,7 @@ void Title::createTiledBackground()
|
||||
}
|
||||
|
||||
// Crea los objetos para pintar en la textura de fondo
|
||||
LTexture *bgTileTexture = new LTexture(renderer, asset->get("title_bg_tile.png"));
|
||||
Texture *bgTileTexture = new Texture(renderer, asset->get("title_bg_tile.png"));
|
||||
Sprite *tile = new Sprite({0, 0, 64, 64}, bgTileTexture, renderer);
|
||||
|
||||
// Prepara para dibujar sobre la textura
|
||||
|
||||
@@ -51,10 +51,10 @@ private:
|
||||
Game *demoGame; // Objeto para lanzar la demo del juego
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
|
||||
LTexture *dustTexture; // Textura con los graficos del polvo
|
||||
LTexture *coffeeTexture; // Textura con los graficos de la palabra coffee
|
||||
LTexture *crisisTexture; // Textura con los graficos de la plabra crisis
|
||||
LTexture *gradientTexture; // Textura con los graficos para el degradado del fondo del titulo
|
||||
Texture *dustTexture; // Textura con los graficos del polvo
|
||||
Texture *coffeeTexture; // Textura con los graficos de la palabra coffee
|
||||
Texture *crisisTexture; // Textura con los graficos de la plabra crisis
|
||||
Texture *gradientTexture; // Textura con los graficos para el degradado del fondo del titulo
|
||||
|
||||
SDL_Rect backgroundWindow; // Ventana visible para la textura de fondo del titulo
|
||||
SDL_Texture *background; // Textura dibujar el fondo del titulo
|
||||
|
||||
Reference in New Issue
Block a user