working on new font engine
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@@ -44,8 +44,8 @@ Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, std::s
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mTextureText = new LTexture();
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mTextureText2 = new LTexture();
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mText = new Text(mTextureText, mRenderer);
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mTextX2 = new Text(mTextureText2, mRenderer);
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mText = new Text(mFileList[46], mTextureText, mRenderer);
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mTextX2 = new Text(mFileList[46], mTextureText2, mRenderer);
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mMenuGameOver = new Menu(mRenderer, mText, mInput[0], mFileList);
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mMenuPause = new Menu(mRenderer, mText, mInput[0], mFileList);
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@@ -344,8 +344,8 @@ void Game::init()
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mFade->init();
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// Inicializa los objetos de texto
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mText->init(TEXT_FIXED, BLOCK);
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mTextX2->init(TEXT_FIXED, BLOCK * 2);
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mText->init();
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mTextX2->init();
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// Inicializa el objeto con el menu de pausa
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mMenuPause->init("PAUSE", 0, 12 * BLOCK, MENU_BACKGROUND_SOLID);
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@@ -485,7 +485,7 @@ bool Game::loadMedia()
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bool success = true;
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// Texturas
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success &= loadTextureFromFile(mTextureText, mFileList[30], mRenderer);
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success &= loadTextureFromFile(mTextureText, mFileList[27], mRenderer);
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success &= loadTextureFromFile(mTextureText2, mFileList[29], mRenderer);
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success &= loadTextureFromFile(mTexturePlayer1Legs, mFileList[39], mRenderer);
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@@ -1552,8 +1552,8 @@ void Game::renderScoreBoard()
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// Si el jugador esta muerto, no pintes el fondo del marcador, así que pase por encima cuando sale despedido
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//if (mPlayer[0]->isAlive())
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mSpriteScoreBoard->render();
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mSpriteScoreBoard->render();
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/*
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// SCORE
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mText->writeCentered(PLAY_AREA_CENTER_FIRST_QUARTER_X, SCORE_WORD_Y - 6, mTextStrings[39], 0);
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mText->writeCentered(PLAY_AREA_CENTER_FIRST_QUARTER_X, SCORE_NUMBER_Y - 6, updateScoreText(mPlayer[0]->getScore()), 0);
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@@ -1580,6 +1580,52 @@ void Game::renderScoreBoard()
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const float percent = (mStage[mCurrentStage].currentPower * 40.0f) / mStage[mCurrentStage].powerToComplete;
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mSpritePowerMeter->setSpriteClip(296, 184, (int)percent, 8);
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mSpritePowerMeter->render();
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*/
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const int offset1 = 163;
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const int offset2 = offset1 + 7;
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const int offset3 = offset2 + 7;
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const int offset4 = offset3 + 7;
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// PLAYER1 - SCORE
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mText->write(PLAY_AREA_LEFT, offset1, mTextStrings[53], 0);
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mText->write(PLAY_AREA_LEFT, offset2, updateScoreText(mPlayer[0]->getScore()), 0);
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// PLAYER1 - MULT
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mText->write(PLAY_AREA_LEFT, offset3, mTextStrings[55], 0);
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mText->write(PLAY_AREA_LEFT + (8 * 7), offset3, std::to_string(mPlayer[0]->getScoreMultiplier()), 0);
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if (mNumPlayers == 2)
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{
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// PLAYER2 - SCORE
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mText->write(PLAY_AREA_RIGHT - (8 * 8), offset1, mTextStrings[54], 0);
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mText->write(PLAY_AREA_RIGHT - (8 * 7), offset2, updateScoreText(mPlayer[1]->getScore()), 0);
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// PLAYER2 - MULT
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mText->write(PLAY_AREA_RIGHT - (8 * 10), offset3, mTextStrings[55], 0);
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mText->write(PLAY_AREA_RIGHT - (8 * 5), offset3, std::to_string(mPlayer[1]->getScoreMultiplier()), 0);
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}
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else
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{
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// PLAYER2 - SCORE
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mText->write(PLAY_AREA_RIGHT - (8 * 9), offset1, mTextStrings[54], 0);
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mText->write(PLAY_AREA_RIGHT - (8 * 7), offset2, "0000000", 0);
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// PLAYER2 - MULT
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mText->write(PLAY_AREA_RIGHT - (8 * 10), offset3, mTextStrings[55], 0);
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mText->write(PLAY_AREA_RIGHT - (8 * 3), offset3, "1.0", 0);
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}
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// STAGE
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mText->writeCentered(PLAY_AREA_CENTER_X, offset1, mTextStrings[42] + std::to_string(mStage[mCurrentStage].number), 0);
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// POWER
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//mSpritePowerMeter->setSpriteClip(256, 184, 40, 8);
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//mSpritePowerMeter->render();
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//const float percent = (mStage[mCurrentStage].currentPower * 40.0f) / mStage[mCurrentStage].powerToComplete;
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//mSpritePowerMeter->setSpriteClip(296, 184, (int)percent, 8);
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//mSpritePowerMeter->render();
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// HI-SCORE
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mText->writeCentered(PLAY_AREA_CENTER_X, offset4, mTextStrings[40] + "0000000", 0);
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}
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// Actualiza las variables del jugador
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