fixing some bugs
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@@ -26,7 +26,7 @@ Title::Title(SDL_Window *window, SDL_Renderer *renderer, Input *input, std::stri
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mDustBitmapL = new AnimatedSprite();
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mDustBitmapR = new AnimatedSprite();
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mTile = new Sprite();
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mText = new Text(mFileList[46], mTextTexture, mRenderer);
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mText = new Text(mFileList[48], mTextTexture, mRenderer);
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mMenu.title = new Menu(mRenderer, mText, mInput, mFileList);
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mMenu.options = new Menu(mRenderer, mText, mInput, mFileList);
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@@ -531,6 +531,26 @@ section_t Title::run(Uint8 subsection)
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}
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}
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// Actualiza el tileado de fondo
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switch (mBackgroundMode)
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{
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case 0: // El tileado de fondo se desplaza en diagonal
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mBackgroundWindow.x++;
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mBackgroundWindow.x %= 64;
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mBackgroundWindow.y++;
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mBackgroundWindow.y %= 64;
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break;
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case 1: // El tileado de fondo se desplaza en circulo
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++mBackgroundCounter %= 360;
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mBackgroundWindow.x = 128 + (int(mSin[(mBackgroundCounter + 270) % 360] * 128));
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mBackgroundWindow.y = 96 + (int(mSin[(360 - mBackgroundCounter) % 360] * 96));
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break;
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default:
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break;
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}
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// Comprueba las entradas para el menu
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if (mMenuVisible == true)
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mMenu.active->checkInput();
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@@ -616,27 +636,6 @@ section_t Title::run(Uint8 subsection)
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// Limpia la pantalla
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SDL_SetRenderDrawColor(mRenderer, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_RenderClear(mRenderer);
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// Pinta el tileado de fondo
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switch (mBackgroundMode)
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{
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case 0: // El tileado de fondo se desplaza en diagonal
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mBackgroundWindow.x++;
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mBackgroundWindow.x %= 64;
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mBackgroundWindow.y++;
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mBackgroundWindow.y %= 64;
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break;
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case 1: // El tileado de fondo se desplaza en circulo
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++mBackgroundCounter %= 360;
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mBackgroundWindow.x = 128 + (int(mSin[(mBackgroundCounter + 270) % 360] * 128));
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mBackgroundWindow.y = 96 + (int(mSin[(360 - mBackgroundCounter) % 360] * 96));
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break;
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default:
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break;
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}
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SDL_RenderCopy(mRenderer, mBackground, &mBackgroundWindow, NULL);
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// Dibuja los objetos
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@@ -651,10 +650,10 @@ section_t Title::run(Uint8 subsection)
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// PRESS ANY KEY!
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if ((mCounter % 50 > 14) && (mMenuVisible == false))
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mText->writeDX(TXT_CENTER | TXT_SHADOW, SCREEN_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, mTextStrings[23], 0, noColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_SHADOW, SCREEN_CENTER_X, PLAY_AREA_THIRD_QUARTER_Y + BLOCK, mTextStrings[23], 1, noColor, 1, shdwTxtColor);
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// Texto con el copyright y versión
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mText->writeDX(TXT_CENTER | TXT_SHADOW, SCREEN_CENTER_X, SCREEN_HEIGHT - (BLOCK * 2), TEXT_COPYRIGHT, 0, noColor, 1, shdwTxtColor);
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mText->writeDX(TXT_CENTER | TXT_SHADOW, SCREEN_CENTER_X, SCREEN_HEIGHT - (BLOCK * 2), TEXT_COPYRIGHT, 1, noColor, 1, shdwTxtColor);
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// Fade
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mFade->render();
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