Actualizadas las librerias comunes

This commit is contained in:
2022-12-05 09:55:15 +01:00
parent 09a205a288
commit a32582f1ec
11 changed files with 86 additions and 74 deletions

View File

@@ -383,9 +383,9 @@ void Screen::renderNotifications()
return; return;
} }
//SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight); SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight);
notify->render(); notify->render();
//SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight); SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
} }
// Establece el tamaño de las notificaciones // Establece el tamaño de las notificaciones

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@@ -95,6 +95,9 @@ Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer)
// Crea los objetos // Crea los objetos
texture = new Texture(renderer, bitmapFile); texture = new Texture(renderer, bitmapFile);
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer); sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
// Inicializa variables
fixedWidth = false;
} }
// Constructor // Constructor
@@ -114,6 +117,7 @@ Text::Text(std::string textFile, Texture *texture, SDL_Renderer *renderer)
} }
// Crea los objetos // Crea los objetos
this->texture = nullptr;
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer); sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
// Inicializa variables // Inicializa variables
@@ -134,6 +138,7 @@ Text::Text(textFile_t *textFile, Texture *texture, SDL_Renderer *renderer)
} }
// Crea los objetos // Crea los objetos
this->texture = nullptr;
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer); sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
// Inicializa variables // Inicializa variables
@@ -144,7 +149,7 @@ Text::Text(textFile_t *textFile, Texture *texture, SDL_Renderer *renderer)
Text::~Text() Text::~Text()
{ {
delete sprite; delete sprite;
if (texture) if (texture != nullptr)
{ {
delete texture; delete texture;
} }
@@ -156,15 +161,19 @@ void Text::write(int x, int y, std::string text, int kerning, int lenght)
int shift = 0; int shift = 0;
if (lenght == -1) if (lenght == -1)
{
lenght = text.length(); lenght = text.length();
}
sprite->setPosY(y);
const int width = sprite->getWidth();
const int height = sprite->getHeight();
for (int i = 0; i < lenght; ++i) for (int i = 0; i < lenght; ++i)
{ {
sprite->setSpriteClip(offset[int(text[i])].x, offset[int(text[i])].y, sprite->getWidth(), sprite->getHeight()); const int index = text[i];
sprite->setSpriteClip(offset[index].x, offset[index].y, width, height);
sprite->setPosX(x + shift); sprite->setPosX(x + shift);
sprite->setPosY(y);
sprite->render(); sprite->render();
// shift += (offset[int(text[i])].w + kerning);
shift += fixedWidth ? boxWidth : (offset[int(text[i])].w + kerning); shift += fixedWidth ? boxWidth : (offset[int(text[i])].w + kerning);
} }
} }

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@@ -92,7 +92,8 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
SDL_FreeSurface(loadedSurface); SDL_FreeSurface(loadedSurface);
} }
// Return success // Devuelve el resultado
stbi_image_free(data);
texture = newTexture; texture = newTexture;
return texture != nullptr; return texture != nullptr;
} }

View File

@@ -11,15 +11,15 @@
#define BLOCK 8 #define BLOCK 8
#define HALF_BLOCK BLOCK / 2 #define HALF_BLOCK BLOCK / 2
// Tamaño de la pantalla de juego // Tamaño de la pantalla virtual
#define GAME_WIDTH 256 #define GAMECANVAS_WIDTH 256
#define GAME_HEIGHT 192 #define GAMECANVAS_HEIGHT 192
// Zona de juego // Zona de juego
const int PLAY_AREA_TOP = (0 * BLOCK); const int PLAY_AREA_TOP = (0 * BLOCK);
const int PLAY_AREA_BOTTOM = GAME_HEIGHT - (4 * BLOCK); const int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
const int PLAY_AREA_LEFT = (0 * BLOCK); const int PLAY_AREA_LEFT = (0 * BLOCK);
const int PLAY_AREA_RIGHT = GAME_WIDTH - (0 * BLOCK); const int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT; const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP; const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2); const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
@@ -30,12 +30,12 @@ const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3; const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
// Anclajes de pantalla // Anclajes de pantalla
const int SCREEN_CENTER_X = GAME_WIDTH / 2; const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
const int SCREEN_FIRST_QUARTER_X = GAME_WIDTH / 4; const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
const int SCREEN_THIRD_QUARTER_X = (GAME_WIDTH / 4) * 3; const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
const int SCREEN_CENTER_Y = GAME_HEIGHT / 2; const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
const int SCREEN_FIRST_QUARTER_Y = GAME_HEIGHT / 4; const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
const int SCREEN_THIRD_QUARTER_Y = (GAME_HEIGHT / 4) * 3; const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
// Secciones del programa // Secciones del programa
#define PROG_SECTION_LOGO 0 #define PROG_SECTION_LOGO 0

View File

@@ -321,6 +321,8 @@ void Director::initOptions()
inp.deviceType = INPUT_USE_GAMECONTROLLER; inp.deviceType = INPUT_USE_GAMECONTROLLER;
options->input.push_back(inp); options->input.push_back(inp);
options->gameWidth = GAMECANVAS_WIDTH;
options->gameHeight = GAMECANVAS_HEIGHT;
options->videoMode = 0; options->videoMode = 0;
options->windowSize = 3; options->windowSize = 3;
options->language = ba_BA; options->language = ba_BA;

View File

@@ -6,7 +6,7 @@ Fade::Fade(SDL_Renderer *renderer)
{ {
mRenderer = renderer; mRenderer = renderer;
mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAME_WIDTH, GAME_HEIGHT); mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (mBackbuffer == nullptr) if (mBackbuffer == nullptr)
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError()); printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
} }
@@ -38,7 +38,7 @@ void Fade::render()
switch (mFadeType) switch (mFadeType)
{ {
case FADE_FULLSCREEN: case FADE_FULLSCREEN:
mRect1 = {0, 0, GAME_WIDTH, GAME_HEIGHT}; mRect1 = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
for (int i = 0; i < 256; i += 4) for (int i = 0; i < 256; i += 4)
{ {
@@ -66,21 +66,21 @@ void Fade::render()
break; break;
case FADE_CENTER: case FADE_CENTER:
mRect1 = {0, 0, GAME_WIDTH, 0}; mRect1 = {0, 0, GAMECANVAS_WIDTH, 0};
mRect2 = {0, 0, GAME_WIDTH, 0}; mRect2 = {0, 0, GAMECANVAS_WIDTH, 0};
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64); SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
for (int i = 0; i < mCounter; i++) for (int i = 0; i < mCounter; i++)
{ {
mRect1.h = mRect2.h = i * 4; mRect1.h = mRect2.h = i * 4;
mRect2.y = GAME_HEIGHT - (i * 4); mRect2.y = GAMECANVAS_HEIGHT - (i * 4);
SDL_RenderFillRect(mRenderer, &mRect1); SDL_RenderFillRect(mRenderer, &mRect1);
SDL_RenderFillRect(mRenderer, &mRect2); SDL_RenderFillRect(mRenderer, &mRect2);
} }
if ((mCounter * 4) > GAME_HEIGHT) if ((mCounter * 4) > GAMECANVAS_HEIGHT)
mFinished = true; mFinished = true;
break; break;
@@ -98,8 +98,8 @@ void Fade::render()
// Dibujamos sobre el backbuffer // Dibujamos sobre el backbuffer
SDL_SetRenderTarget(mRenderer, mBackbuffer); SDL_SetRenderTarget(mRenderer, mBackbuffer);
mRect1.x = rand() % (GAME_WIDTH - mRect1.w); mRect1.x = rand() % (GAMECANVAS_WIDTH - mRect1.w);
mRect1.y = rand() % (GAME_HEIGHT - mRect1.h); mRect1.y = rand() % (GAMECANVAS_HEIGHT - mRect1.h);
SDL_RenderFillRect(mRenderer, &mRect1); SDL_RenderFillRect(mRenderer, &mRect1);
// Volvemos a usar el renderizador de forma normal // Volvemos a usar el renderizador de forma normal

View File

@@ -42,7 +42,7 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
buildingsSprite = new Sprite(0, 0, 256, 160, gameBuildingsTexture, renderer); buildingsSprite = new Sprite(0, 0, 256, 160, gameBuildingsTexture, renderer);
skyColorsSprite = new Sprite(0, 0, GAME_WIDTH, GAME_HEIGHT, gameSkyColorsTexture, renderer); skyColorsSprite = new Sprite(0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT, gameSkyColorsTexture, renderer);
grassSprite = new Sprite(0, 0, 256, 6, gameGrassTexture, renderer); grassSprite = new Sprite(0, 0, 256, 6, gameGrassTexture, renderer);
powerMeterSprite = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 7, gamePowerMeterTexture, renderer); powerMeterSprite = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 7, gamePowerMeterTexture, renderer);
gameOverSprite = new Sprite(16, 80, 128, 96, gameOverTexture, renderer); gameOverSprite = new Sprite(16, 80, 128, 96, gameOverTexture, renderer);
@@ -376,10 +376,10 @@ void Game::init()
n5000Sprite->setDestY(0); n5000Sprite->setDestY(0);
// Los fondos // Los fondos
skyColorsRect[0] = {0, 0, GAME_WIDTH, GAME_HEIGHT}; skyColorsRect[0] = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
skyColorsRect[1] = {256, 0, GAME_WIDTH, GAME_HEIGHT}; skyColorsRect[1] = {256, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
skyColorsRect[2] = {0, 192, GAME_WIDTH, GAME_HEIGHT}; skyColorsRect[2] = {0, 192, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
skyColorsRect[3] = {256, 192, GAME_WIDTH, GAME_HEIGHT}; skyColorsRect[3] = {256, 192, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
} }
// Carga los recursos necesarios para la sección 'Game' // Carga los recursos necesarios para la sección 'Game'
@@ -1831,7 +1831,7 @@ void Game::renderDeathFade(int counter)
{ {
rect[i].x = 0; rect[i].x = 0;
rect[i].y = i * 16; rect[i].y = i * 16;
rect[i].w = GAME_WIDTH; rect[i].w = GAMECANVAS_WIDTH;
if (i == 0) if (i == 0)
{ {
rect[i].h = h; rect[i].h = h;
@@ -1845,7 +1845,7 @@ void Game::renderDeathFade(int counter)
} }
else else
{ {
SDL_Rect rect = {0, 0, GAME_WIDTH, GAME_HEIGHT}; SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer, &rect);
} }
} }
@@ -2600,7 +2600,7 @@ void Game::throwCoffee(int x, int y)
ss->setAccelX(0.0f); ss->setAccelX(0.0f);
ss->setAccelY(0.2f); ss->setAccelY(0.2f);
ss->setDestX(x + (ss->getVelX() * 50)); ss->setDestX(x + (ss->getVelX() * 50));
ss->setDestY(GAME_HEIGHT + 1); ss->setDestY(GAMECANVAS_HEIGHT + 1);
ss->setEnabled(true); ss->setEnabled(true);
ss->setEnabledCounter(1); ss->setEnabledCounter(1);
ss->setSpriteClip(0, 0, 16, 16); ss->setSpriteClip(0, 0, 16, 16);
@@ -3423,7 +3423,7 @@ void Game::renderPausedGame()
if (leavingPauseMenu) if (leavingPauseMenu)
{ {
textNokiaBig2->writeCentered(SCREEN_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, std::to_string((pauseCounter / 30) + 1)); textNokiaBig2->writeCentered(GAMECANVAS_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, std::to_string((pauseCounter / 30) + 1));
} }
else else
{ {

View File

@@ -18,7 +18,7 @@ HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset,
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
// Crea un backbuffer para el renderizador // Crea un backbuffer para el renderizador
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAME_WIDTH, GAME_HEIGHT); backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (backbuffer == nullptr) if (backbuffer == nullptr)
{ {
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError()); printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
@@ -81,7 +81,7 @@ void HiScoreTable::update()
void HiScoreTable::render() void HiScoreTable::render()
{ {
// Pinta en pantalla // Pinta en pantalla
SDL_Rect window = {0, 0, GAME_WIDTH, GAME_HEIGHT}; SDL_Rect window = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
const color_t orangeColor = {0xFF, 0x7A, 0x00}; const color_t orangeColor = {0xFF, 0x7A, 0x00};
// hay 27 letras - 7 de puntos quedan 20 caracteres 20 - nameLenght 0 numDots // hay 27 letras - 7 de puntos quedan 20 caracteres 20 - nameLenght 0 numDots
@@ -94,7 +94,7 @@ void HiScoreTable::render()
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
// Escribe el texto: Mejores puntuaciones // Escribe el texto: Mejores puntuaciones
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 8, lang->getText(42), 1, orangeColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, lang->getText(42), 1, orangeColor, 1, shdwTxtColor);
// Escribe la lista de jugadores // Escribe la lista de jugadores
int numUsers = jscore::getNumUsers(); int numUsers = jscore::getNumUsers();
@@ -108,7 +108,7 @@ void HiScoreTable::render()
dots = dots + "."; dots = dots + ".";
} }
const std::string line = jscore::getUserName(i) + dots + scoreToString(jscore::getPoints(i)); const std::string line = jscore::getUserName(i) + dots + scoreToString(jscore::getPoints(i));
text->writeDX(TXT_CENTER | TXT_SHADOW, SCREEN_CENTER_X, (i * spaceBetweenLines) + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, (i * spaceBetweenLines) + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor);
} }
// Rellena la lista con otros nombres // Rellena la lista con otros nombres
@@ -127,13 +127,13 @@ void HiScoreTable::render()
dots = dots + "."; dots = dots + ".";
} }
const std::string line = names.at(i - numUsers) + dots + "0000000"; const std::string line = names.at(i - numUsers) + dots + "0000000";
text->writeDX(TXT_CENTER | TXT_SHADOW, SCREEN_CENTER_X, (i * spaceBetweenLines) + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, (i * spaceBetweenLines) + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor);
} }
} }
if ((mode == mhst_manual) && (counter % 50 > 14)) if ((mode == mhst_manual) && (counter % 50 > 14))
{ {
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, GAME_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor);
} }
// Cambia el destino de renderizado // Cambia el destino de renderizado
@@ -148,7 +148,7 @@ void HiScoreTable::render()
// Establece la ventana del backbuffer // Establece la ventana del backbuffer
if (mode == mhst_auto) if (mode == mhst_auto)
{ {
window.y = std::max(8, GAME_HEIGHT - counter + 100); window.y = std::max(8, GAMECANVAS_HEIGHT - counter + 100);
} }
else else
{ {

View File

@@ -36,7 +36,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
// Crea un backbuffer para el renderizador // Crea un backbuffer para el renderizador
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAME_WIDTH, GAME_HEIGHT); backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (backbuffer == nullptr) if (backbuffer == nullptr)
{ {
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError()); printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
@@ -107,7 +107,7 @@ void Instructions::update()
void Instructions::render() void Instructions::render()
{ {
// Pinta en pantalla // Pinta en pantalla
SDL_Rect window = {0, 0, GAME_WIDTH, GAME_HEIGHT}; SDL_Rect window = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
SDL_Rect srcRect = {0, 0, 16, 16}; SDL_Rect srcRect = {0, 0, 16, 16};
const color_t orangeColor = {0xFF, 0x7A, 0x00}; const color_t orangeColor = {0xFF, 0x7A, 0x00};
@@ -124,12 +124,12 @@ void Instructions::render()
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
// Escribe el texto // Escribe el texto
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 8, lang->getText(11), 1, orangeColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, lang->getText(11), 1, orangeColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 24, lang->getText(12), 1, noColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 24, lang->getText(12), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 34, lang->getText(13), 1, noColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 34, lang->getText(13), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 48, lang->getText(14), 1, noColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 48, lang->getText(14), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 58, lang->getText(15), 1, noColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 58, lang->getText(15), 1, noColor, 1, shdwTxtColor);
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, 75, lang->getText(16), 1, orangeColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 75, lang->getText(16), 1, orangeColor, 1, shdwTxtColor);
text->writeShadowed(84, 92, lang->getText(17), shdwTxtColor); text->writeShadowed(84, 92, lang->getText(17), shdwTxtColor);
text->writeShadowed(84, 108, lang->getText(18), shdwTxtColor); text->writeShadowed(84, 108, lang->getText(18), shdwTxtColor);
@@ -139,7 +139,7 @@ void Instructions::render()
if ((mode == m_manual) && (counter % 50 > 14)) if ((mode == m_manual) && (counter % 50 > 14))
{ {
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, SCREEN_CENTER_X, GAME_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor);
} }
// Disquito // Disquito
@@ -189,7 +189,7 @@ void Instructions::render()
// Establece la ventana del backbuffer // Establece la ventana del backbuffer
if (mode == m_auto) if (mode == m_auto)
{ {
window.y = std::max(8, GAME_HEIGHT - counter + 100); window.y = std::max(8, GAMECANVAS_HEIGHT - counter + 100);
} }
else else
{ {

View File

@@ -32,28 +32,28 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang)
ss->setWidth(128); ss->setWidth(128);
ss->setHeight(96); ss->setHeight(96);
ss->setEnabledCounter(20); ss->setEnabledCounter(20);
ss->setDestX(SCREEN_CENTER_X - 64); ss->setDestX(GAMECANVAS_CENTER_X - 64);
ss->setDestY(SCREEN_FIRST_QUARTER_Y - 24); ss->setDestY(GAMECANVAS_FIRST_QUARTER_Y - 24);
bitmaps.push_back(ss); bitmaps.push_back(ss);
} }
bitmaps.at(0)->setPosX(-128); bitmaps.at(0)->setPosX(-128);
bitmaps.at(0)->setPosY(SCREEN_FIRST_QUARTER_Y - 24); bitmaps.at(0)->setPosY(GAMECANVAS_FIRST_QUARTER_Y - 24);
bitmaps.at(0)->setVelX(0.0f); bitmaps.at(0)->setVelX(0.0f);
bitmaps.at(0)->setVelY(0.0f); bitmaps.at(0)->setVelY(0.0f);
bitmaps.at(0)->setAccelX(0.6f); bitmaps.at(0)->setAccelX(0.6f);
bitmaps.at(0)->setAccelY(0.0f); bitmaps.at(0)->setAccelY(0.0f);
bitmaps.at(0)->setSpriteClip(0, 0, 128, 96); bitmaps.at(0)->setSpriteClip(0, 0, 128, 96);
bitmaps.at(1)->setPosX(GAME_WIDTH); bitmaps.at(1)->setPosX(GAMECANVAS_WIDTH);
bitmaps.at(1)->setPosY(SCREEN_FIRST_QUARTER_Y - 24); bitmaps.at(1)->setPosY(GAMECANVAS_FIRST_QUARTER_Y - 24);
bitmaps.at(1)->setVelX(-1.0f); bitmaps.at(1)->setVelX(-1.0f);
bitmaps.at(1)->setVelY(0.0f); bitmaps.at(1)->setVelY(0.0f);
bitmaps.at(1)->setAccelX(-0.3f); bitmaps.at(1)->setAccelX(-0.3f);
bitmaps.at(1)->setAccelY(0.0f); bitmaps.at(1)->setAccelY(0.0f);
bitmaps.at(1)->setSpriteClip(128, 0, 128, 96); bitmaps.at(1)->setSpriteClip(128, 0, 128, 96);
bitmaps.at(2)->setPosX(SCREEN_CENTER_X - 64); bitmaps.at(2)->setPosX(GAMECANVAS_CENTER_X - 64);
bitmaps.at(2)->setPosY(-96); bitmaps.at(2)->setPosY(-96);
bitmaps.at(2)->setVelX(0.0f); bitmaps.at(2)->setVelX(0.0f);
bitmaps.at(2)->setVelY(3.0f); bitmaps.at(2)->setVelY(3.0f);
@@ -62,15 +62,15 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang)
bitmaps.at(2)->setSpriteClip(0, 96, 128, 96); bitmaps.at(2)->setSpriteClip(0, 96, 128, 96);
bitmaps.at(2)->setEnabledCounter(250); bitmaps.at(2)->setEnabledCounter(250);
bitmaps.at(3)->setPosX(SCREEN_CENTER_X - 64); bitmaps.at(3)->setPosX(GAMECANVAS_CENTER_X - 64);
bitmaps.at(3)->setPosY(GAME_HEIGHT); bitmaps.at(3)->setPosY(GAMECANVAS_HEIGHT);
bitmaps.at(3)->setVelX(0.0f); bitmaps.at(3)->setVelX(0.0f);
bitmaps.at(3)->setVelY(-0.7f); bitmaps.at(3)->setVelY(-0.7f);
bitmaps.at(3)->setAccelX(0.0f); bitmaps.at(3)->setAccelX(0.0f);
bitmaps.at(3)->setAccelY(0.0f); bitmaps.at(3)->setAccelY(0.0f);
bitmaps.at(3)->setSpriteClip(128, 96, 128, 96); bitmaps.at(3)->setSpriteClip(128, 96, 128, 96);
bitmaps.at(4)->setPosX(SCREEN_CENTER_X - 64); bitmaps.at(4)->setPosX(GAMECANVAS_CENTER_X - 64);
bitmaps.at(4)->setPosY(-96); bitmaps.at(4)->setPosY(-96);
bitmaps.at(4)->setVelX(0.0f); bitmaps.at(4)->setVelX(0.0f);
bitmaps.at(4)->setVelY(3.0f); bitmaps.at(4)->setVelY(3.0f);
@@ -78,8 +78,8 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang)
bitmaps.at(4)->setAccelY(0.3f); bitmaps.at(4)->setAccelY(0.3f);
bitmaps.at(4)->setSpriteClip(0, 192, 128, 96); bitmaps.at(4)->setSpriteClip(0, 192, 128, 96);
bitmaps.at(5)->setPosX(GAME_WIDTH); bitmaps.at(5)->setPosX(GAMECANVAS_WIDTH);
bitmaps.at(5)->setPosY(SCREEN_FIRST_QUARTER_Y - 24); bitmaps.at(5)->setPosY(GAMECANVAS_FIRST_QUARTER_Y - 24);
bitmaps.at(5)->setVelX(-0.7f); bitmaps.at(5)->setVelX(-0.7f);
bitmaps.at(5)->setVelY(0.0f); bitmaps.at(5)->setVelY(0.0f);
bitmaps.at(5)->setAccelX(0.0f); bitmaps.at(5)->setAccelX(0.0f);
@@ -92,7 +92,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang)
{ {
Writer *w = new Writer(text); Writer *w = new Writer(text);
w->setPosX(BLOCK * 0); w->setPosX(BLOCK * 0);
w->setPosY(GAME_HEIGHT - (BLOCK * 6)); w->setPosY(GAMECANVAS_HEIGHT - (BLOCK * 6));
w->setKerning(-1); w->setKerning(-1);
w->setEnabled(false); w->setEnabled(false);
w->setEnabledCounter(180); w->setEnabledCounter(180);
@@ -137,7 +137,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang)
for (auto text : texts) for (auto text : texts)
{ {
text->center(SCREEN_CENTER_X); text->center(GAMECANVAS_CENTER_X);
} }
} }

View File

@@ -186,8 +186,8 @@ void Title::init()
// Coloca la ventana que recorre el mosaico de fondo de manera que coincida con el mosaico que hay pintado en el titulo al iniciar // Coloca la ventana que recorre el mosaico de fondo de manera que coincida con el mosaico que hay pintado en el titulo al iniciar
backgroundWindow.x = 128; backgroundWindow.x = 128;
backgroundWindow.y = 96; backgroundWindow.y = 96;
backgroundWindow.w = GAME_WIDTH; backgroundWindow.w = GAMECANVAS_WIDTH;
backgroundWindow.h = GAME_HEIGHT; backgroundWindow.h = GAMECANVAS_HEIGHT;
// Inicializa los valores del vector con los valores del seno // Inicializa los valores del vector con los valores del seno
for (int i = 0; i < 360; ++i) for (int i = 0; i < 360; ++i)
@@ -623,7 +623,7 @@ void Title::render()
crisisBitmap->render(); crisisBitmap->render();
// Texto con el copyright y versión // Texto con el copyright y versión
text2->writeDX(TXT_CENTER | TXT_SHADOW, SCREEN_CENTER_X, GAME_HEIGHT - (BLOCK * 2), TEXT_COPYRIGHT, 1, noColor, 1, shdwTxtColor); text2->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - (BLOCK * 2), TEXT_COPYRIGHT, 1, noColor, 1, shdwTxtColor);
} }
if (menuVisible == true) if (menuVisible == true)
@@ -637,7 +637,7 @@ void Title::render()
// PRESS ANY KEY! // PRESS ANY KEY!
if ((counter % 50 > 14) && (menuVisible == false)) if ((counter % 50 > 14) && (menuVisible == false))
{ {
text1->writeDX(TXT_CENTER | TXT_SHADOW, SCREEN_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, lang->getText(23), 1, noColor, 1, shdwTxtColor); text1->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, lang->getText(23), 1, noColor, 1, shdwTxtColor);
} }
// Fade // Fade
@@ -919,8 +919,8 @@ void Title::updateMenuLabels()
menu.options->setItemCaption(i, lang->getText(10)); // CANCEL menu.options->setItemCaption(i, lang->getText(10)); // CANCEL
// Recoloca el menu de opciones // Recoloca el menu de opciones
menu.options->centerMenuOnX(SCREEN_CENTER_X); menu.options->centerMenuOnX(GAMECANVAS_CENTER_X);
menu.options->centerMenuOnY(SCREEN_CENTER_Y); menu.options->centerMenuOnY(GAMECANVAS_CENTER_Y);
menu.options->centerMenuElementsOnX(); menu.options->centerMenuElementsOnX();
// Establece las etiquetas del menu de titulo // Establece las etiquetas del menu de titulo
@@ -930,7 +930,7 @@ void Title::updateMenuLabels()
menu.title->setItemCaption(3, lang->getText(3)); // QUIT menu.title->setItemCaption(3, lang->getText(3)); // QUIT
// Recoloca el menu de titulo // Recoloca el menu de titulo
menu.title->centerMenuOnX(SCREEN_CENTER_X); menu.title->centerMenuOnX(GAMECANVAS_CENTER_X);
menu.title->centerMenuElementsOnX(); menu.title->centerMenuElementsOnX();
// Establece las etiquetas del menu de seleccion de jugador // Establece las etiquetas del menu de seleccion de jugador
@@ -938,7 +938,7 @@ void Title::updateMenuLabels()
menu.playerSelect->setItemCaption(3, lang->getText(40)); // BACK menu.playerSelect->setItemCaption(3, lang->getText(40)); // BACK
// Recoloca el menu de selección de jugador // Recoloca el menu de selección de jugador
menu.playerSelect->centerMenuOnX(SCREEN_CENTER_X); menu.playerSelect->centerMenuOnX(GAMECANVAS_CENTER_X);
menu.playerSelect->centerMenuElementsOnX(); menu.playerSelect->centerMenuElementsOnX();
} }
@@ -1062,7 +1062,7 @@ bool Title::updatePlayerInputs(int numPlayer)
void Title::createTiledBackground() void Title::createTiledBackground()
{ {
// Crea la textura para el mosaico de fondo // Crea la textura para el mosaico de fondo
background = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAME_WIDTH * 2, GAME_HEIGHT * 2); background = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH * 2, GAMECANVAS_HEIGHT * 2);
if (background == nullptr) if (background == nullptr)
{ {
printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError()); printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());