Trabajando en la pantalla de game over
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BIN
data/gfx/menu_game_over.png
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data/gfx/menu_game_over.png
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@@ -7,13 +7,13 @@ sound_move=menu_move.wav
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name=GAME OVER
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name=GAME OVER
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x=0
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x=0
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y=112
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y=96
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backgroundType=0
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backgroundType=0
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backgroundColor=0,0,0,255
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backgroundColor=0,0,0,255
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areElementsCenteredOnX=true
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areElementsCenteredOnX=true
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isCenteredOnX=true
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isCenteredOnX=true
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centerX=128
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centerX=199
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selector_color=84,110,122,0
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selector_color=84,110,122,0
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selector_text_color=255,122,0
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selector_text_color=255,122,0
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@@ -215,6 +215,7 @@ bool Director::setFileList()
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asset->add("data/gfx/intro.png", t_bitmap);
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asset->add("data/gfx/intro.png", t_bitmap);
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asset->add("data/gfx/logo.png", t_bitmap);
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asset->add("data/gfx/logo.png", t_bitmap);
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asset->add("data/gfx/menu_game_over.png", t_bitmap);
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asset->add("data/gfx/item_points1_disk.png", t_bitmap);
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asset->add("data/gfx/item_points1_disk.png", t_bitmap);
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asset->add("data/gfx/item_points1_disk.ani", t_data);
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asset->add("data/gfx/item_points1_disk.ani", t_data);
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@@ -44,6 +44,7 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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skyColorsSprite = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, gameSkyColorsTexture, renderer);
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skyColorsSprite = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, gameSkyColorsTexture, renderer);
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grassSprite = new Sprite(0, 0, 256, 6, gameGrassTexture, renderer);
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grassSprite = new Sprite(0, 0, 256, 6, gameGrassTexture, renderer);
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powerMeterSprite = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 7, gamePowerMeterTexture, renderer);
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powerMeterSprite = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 7, gamePowerMeterTexture, renderer);
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gameOverSprite = new Sprite(16, 80, 128, 96, gameOverTexture, renderer);
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// Inicializa las variables necesarias para la sección 'Game'
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// Inicializa las variables necesarias para la sección 'Game'
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init();
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init();
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@@ -84,6 +85,9 @@ Game::~Game()
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gameTextTexture->unload();
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gameTextTexture->unload();
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delete gameTextTexture;
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delete gameTextTexture;
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gameOverTexture->unload();
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delete gameOverTexture;
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// Animaciones
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// Animaciones
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for (auto animation : playerAnimations)
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for (auto animation : playerAnimations)
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{
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{
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@@ -369,6 +373,7 @@ void Game::loadMedia()
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gamePowerMeterTexture = new LTexture(renderer, asset->get("game_power_meter.png"));
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gamePowerMeterTexture = new LTexture(renderer, asset->get("game_power_meter.png"));
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gameSkyColorsTexture = new LTexture(renderer, asset->get("game_sky_colors.png"));
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gameSkyColorsTexture = new LTexture(renderer, asset->get("game_sky_colors.png"));
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gameTextTexture = new LTexture(renderer, asset->get("game_text.png"));
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gameTextTexture = new LTexture(renderer, asset->get("game_text.png"));
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gameOverTexture = new LTexture(renderer, asset->get("menu_game_over.png"));
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// Texturas - Globos
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// Texturas - Globos
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LTexture *balloon1Texture = new LTexture(renderer, asset->get("balloon1.png"));
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LTexture *balloon1Texture = new LTexture(renderer, asset->get("balloon1.png"));
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@@ -3355,11 +3360,17 @@ void Game::runGameOverScreen()
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// Limpia la pantalla
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// Limpia la pantalla
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screen->clean(bgColor);
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screen->clean(bgColor);
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// Dibujo
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gameOverSprite->render();
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// Dibuja los objetos
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// Dibuja los objetos
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if (numPlayers == 1)
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if (numPlayers == 1)
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{
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{
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textBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), lang->getText(43));
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// Game Over
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text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), lang->getText(44) + std::to_string(players.at(0)->getScore()));
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textBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 6), lang->getText(43));
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// Your Score
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text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 3), lang->getText(44) + std::to_string(players.at(0)->getScore()));
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}
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}
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else
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else
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{
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{
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@@ -3367,7 +3378,8 @@ void Game::runGameOverScreen()
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text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 12, lang->getText(77) + std::to_string(players.at(0)->getScore()));
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text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 12, lang->getText(77) + std::to_string(players.at(0)->getScore()));
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text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y, lang->getText(78) + std::to_string(players.at(1)->getScore()));
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text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y, lang->getText(78) + std::to_string(players.at(1)->getScore()));
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}
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}
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text->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y + BLOCK * 2, lang->getText(45));
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// Continue?
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text->writeCentered(99, PLAY_AREA_CENTER_Y + BLOCK * 2, lang->getText(45));
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gameOverMenu->render();
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gameOverMenu->render();
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fade->render();
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fade->render();
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@@ -137,6 +137,7 @@ private:
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LTexture *gamePowerMeterTexture; // Textura con el marcador de poder de la fase
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LTexture *gamePowerMeterTexture; // Textura con el marcador de poder de la fase
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LTexture *gameSkyColorsTexture; // Textura con los diferentes colores de fondo del juego
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LTexture *gameSkyColorsTexture; // Textura con los diferentes colores de fondo del juego
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LTexture *gameTextTexture; // Textura para los sprites con textos
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LTexture *gameTextTexture; // Textura para los sprites con textos
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LTexture *gameOverTexture; // Textura para la pantalla de game over
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std::vector<std::vector<std::string> *> itemAnimations; // Vector con las animaciones de los items
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std::vector<std::vector<std::string> *> itemAnimations; // Vector con las animaciones de los items
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std::vector<std::vector<std::string> *> playerAnimations; // Vector con las animaciones del jugador
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std::vector<std::vector<std::string> *> playerAnimations; // Vector con las animaciones del jugador
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@@ -166,6 +167,7 @@ private:
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Sprite *skyColorsSprite; // Sprite con los graficos del degradado de color de fondo
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Sprite *skyColorsSprite; // Sprite con los graficos del degradado de color de fondo
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Sprite *grassSprite; // Sprite para la hierba
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Sprite *grassSprite; // Sprite para la hierba
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Sprite *powerMeterSprite; // Sprite para el medidor de poder de la fase
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Sprite *powerMeterSprite; // Sprite para el medidor de poder de la fase
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Sprite *gameOverSprite; // Sprite para dibujar los graficos del game over
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JA_Sound balloonSound; // Sonido para la explosión del globo
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JA_Sound balloonSound; // Sonido para la explosión del globo
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JA_Sound bulletSound; // Sonido para los disparos
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JA_Sound bulletSound; // Sonido para los disparos
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