Añadiendo la clase asset

This commit is contained in:
2022-09-26 10:17:54 +02:00
parent 25616e1e6c
commit 9e089e9092
18 changed files with 1190 additions and 622 deletions

View File

@@ -3,12 +3,12 @@
const Uint8 SELF = 0;
// Constructor
Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, std::string *fileList, Lang *lang)
Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *mAsset, Lang *lang)
{
// Copia los punteros
mRenderer = renderer;
mScreen = screen;
mFileList = fileList;
this->mAsset = mAsset;
mLang = lang;
// Reserva memoria para los punteros
@@ -16,12 +16,14 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, std::string *
mItemTexture = new LTexture(mRenderer);
mTextTexture = new LTexture(mRenderer);
mSprite = new Sprite();
mText = new Text(mFileList[48], mTextTexture, mRenderer);
mText = new Text(mAsset->get("smb2.txt"), mTextTexture, mRenderer);
// Crea un backbuffer para el renderizador
mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
if (mBackbuffer == nullptr)
{
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
}
}
// Destructor
@@ -29,7 +31,7 @@ Instructions::~Instructions()
{
mRenderer = nullptr;
mScreen = nullptr;
mFileList = nullptr;
mAsset = nullptr;
mLang = nullptr;
mItemTexture->unload();
@@ -58,8 +60,8 @@ bool Instructions::loadMedia()
{
bool success = true;
success &= loadTextureFromFile(mItemTexture, mFileList[34], mRenderer);
success &= loadTextureFromFile(mTextTexture, mFileList[30], mRenderer);
success &= loadTextureFromFile(mItemTexture, mAsset->get("items.png"), mRenderer);
success &= loadTextureFromFile(mTextTexture, mAsset->get("smb2.png"), mRenderer);
return success;
}