diff --git a/source/director.cpp b/source/director.cpp index ed8b4a7..0798a22 100644 --- a/source/director.cpp +++ b/source/director.cpp @@ -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); diff --git a/source/title.cpp b/source/title.cpp index dfdc570..1f28179 100644 --- a/source/title.cpp +++ b/source/title.cpp @@ -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;