Actualizadas las librerias comunes
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@@ -42,7 +42,7 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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buildingsSprite = new Sprite(0, 0, 256, 160, gameBuildingsTexture, renderer);
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skyColorsSprite = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, gameSkyColorsTexture, renderer);
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skyColorsSprite = new Sprite(0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT, gameSkyColorsTexture, 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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gameOverSprite = new Sprite(16, 80, 128, 96, gameOverTexture, renderer);
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@@ -376,10 +376,10 @@ void Game::init()
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n5000Sprite->setDestY(0);
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// Los fondos
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skyColorsRect[0] = {0, 0, GAME_WIDTH, GAME_HEIGHT};
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skyColorsRect[1] = {256, 0, GAME_WIDTH, GAME_HEIGHT};
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skyColorsRect[2] = {0, 192, GAME_WIDTH, GAME_HEIGHT};
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skyColorsRect[3] = {256, 192, GAME_WIDTH, GAME_HEIGHT};
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skyColorsRect[0] = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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skyColorsRect[1] = {256, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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skyColorsRect[2] = {0, 192, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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skyColorsRect[3] = {256, 192, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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}
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// Carga los recursos necesarios para la sección 'Game'
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@@ -1831,7 +1831,7 @@ void Game::renderDeathFade(int counter)
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{
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rect[i].x = 0;
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rect[i].y = i * 16;
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rect[i].w = GAME_WIDTH;
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rect[i].w = GAMECANVAS_WIDTH;
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if (i == 0)
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{
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rect[i].h = h;
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@@ -1845,7 +1845,7 @@ void Game::renderDeathFade(int counter)
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}
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else
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{
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SDL_Rect rect = {0, 0, GAME_WIDTH, GAME_HEIGHT};
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SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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@@ -2600,7 +2600,7 @@ void Game::throwCoffee(int x, int y)
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ss->setAccelX(0.0f);
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ss->setAccelY(0.2f);
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ss->setDestX(x + (ss->getVelX() * 50));
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ss->setDestY(GAME_HEIGHT + 1);
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ss->setDestY(GAMECANVAS_HEIGHT + 1);
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ss->setEnabled(true);
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ss->setEnabledCounter(1);
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ss->setSpriteClip(0, 0, 16, 16);
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@@ -3423,7 +3423,7 @@ void Game::renderPausedGame()
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if (leavingPauseMenu)
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{
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textNokiaBig2->writeCentered(SCREEN_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, std::to_string((pauseCounter / 30) + 1));
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textNokiaBig2->writeCentered(GAMECANVAS_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, std::to_string((pauseCounter / 30) + 1));
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}
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else
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{
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