Trabajando en el jugador

This commit is contained in:
2022-09-29 18:17:30 +02:00
parent a1bdb6add3
commit 902d901698
2 changed files with 30 additions and 26 deletions

View File

@@ -9,8 +9,8 @@ Director::Director(std::string path)
{
// Inicializa variables
section.name = PROG_SECTION_GAME;
section.subsection = GAME_SECTION_PLAY_1P;
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
// Crea el objeto que controla los ficheros de recursos
asset = new Asset(path.substr(0, path.find_last_of("\\/")) + "/../");
@@ -204,10 +204,14 @@ bool Director::setFileList()
asset->add("data/gfx/title_dust.ani", t_data);
asset->add("data/gfx/title_gradient.png", t_bitmap);
asset->add("data/gfx/player1_head.png", t_bitmap);
asset->add("data/gfx/player1_body.png", t_bitmap);
asset->add("data/gfx/player1_legs.png", t_bitmap);
asset->add("data/gfx/player1_death.png", t_bitmap);
asset->add("data/gfx/new_player1_head.png", t_bitmap);
asset->add("data/gfx/new_player1_head.ani", t_data);
asset->add("data/gfx/new_player1_body.png", t_bitmap);
asset->add("data/gfx/new_player1_body.ani", t_data);
asset->add("data/gfx/new_player1_legs.png", t_bitmap);
asset->add("data/gfx/new_player1_legs.ani", t_data);
asset->add("data/gfx/new_player1_death.png", t_bitmap);
asset->add("data/gfx/new_player1_death.ani", t_data);
asset->add("data/gfx/player2_head.png", t_bitmap);
asset->add("data/gfx/player2_body.png", t_bitmap);

View File

@@ -201,8 +201,8 @@ void Title::update()
case TITLE_SECTION_1:
{
// Actualiza los objetos
mCoffeeBitmap->update();
mCrisisBitmap->update();
coffeeBitmap->update();
crisisBitmap->update();
// Si los objetos han llegado a su destino, cambiamos de Sección
if (coffeeBitmap->hasFinished() && crisisBitmap->hasFinished())
@@ -210,12 +210,12 @@ void Title::update()
section.subsection = TITLE_SECTION_2;
// Pantallazo blanco
SDL_SetRenderDrawColor(mRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(mRenderer);
SDL_RenderPresent(mRenderer);
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
// Reproduce el efecto sonoro
JA_PlaySound(mSound);
JA_PlaySound(crashSound);
}
}
break;
@@ -225,20 +225,20 @@ void Title::update()
{
// Agita la pantalla
static const int v[] = {-1, 1, -1, 1, -1, 1, -1, 1, -1, 1, -1, 1, -1, 1, 0};
static const int a = mCoffeeBitmap->getPosX();
static const int b = mCrisisBitmap->getPosX();
static const int a = coffeeBitmap->getPosX();
static const int b = crisisBitmap->getPosX();
static int step = 0;
mCoffeeBitmap->setPosX(a + v[step / 3]);
mCrisisBitmap->setPosX(b + v[step / 3]);
mDustBitmapR->update();
mDustBitmapL->update();
coffeeBitmap->setPosX(a + v[step / 3]);
crisisBitmap->setPosX(b + v[step / 3]);
dustBitmapR->update();
dustBitmapL->update();
step++;
if (step == 33)
{
mSection.subsection = TITLE_SECTION_3;
section.subsection = TITLE_SECTION_3;
}
}
break;
@@ -441,23 +441,23 @@ void Title::render()
case TITLE_SECTION_1:
{
// Prepara para empezar a dibujar en la textura de juego
mScreen->start();
screen->start();
// Limpia la pantalla
mScreen->clean(bgColor);
screen->clean(bgColor);
// Dibuja el tileado de fondo
SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, nullptr);
SDL_RenderCopy(renderer, background, &backgroundWindow, nullptr);
// Dibuja el degradado
mGradient->render();
gradient->render();
// Dibuja los objetos
mCoffeeBitmap->render();
mCrisisBitmap->render();
coffeeBitmap->render();
crisisBitmap->render();
// Vuelca el contenido del renderizador en pantalla
mScreen->blit();
screen->blit();
}
break;