Finalitzada la part de entrar nom. Falta posar un temporitzador i una animació
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@@ -5,7 +5,7 @@
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EnterName::EnterName()
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{
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// Obtiene el puntero al nombre
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name = "";
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name = "A";
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// Inicia la lista de caracteres permitidos
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// characterList = " ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
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@@ -15,6 +15,9 @@ EnterName::EnterName()
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// Pone la lista de indices para que refleje el nombre
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updateCharacterIndex();
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// Actualiza el nombre para que ocupe 8 espacios
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updateName();
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}
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// Destructor
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@@ -71,11 +74,13 @@ void EnterName::updateName()
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// Actualiza la variable
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void EnterName::updateCharacterIndex()
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{
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// Rellena de espacios
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for (int i = 0; i < NAME_LENGHT; ++i)
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{
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characterIndex[i] = 0;
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}
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// Coloca los índices en funcion de los caracteres que forman el nombre
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for (int i = 0; i < (int)name.size(); ++i)
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{
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characterIndex[i] = findIndex(name.at(i));
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@@ -2265,13 +2265,16 @@ void Game::checkInput()
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const bool fire3 = input->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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if (fire1 || fire2 || fire3)
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{
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player->setInput(input_right);
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if (player->getRecordNamePos() == 7)
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{
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player->setInput(input_start);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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player->setStatusPlaying(PLAYER_STATUS_CONTINUE);
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}
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else
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{
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player->setInput(input_right);
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}
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}
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else if (input->checkInput(input_up, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
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{
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@@ -34,6 +34,7 @@ Player::Player(int id, float x, int y, SDL_Rect *playArea, std::vector<Texture *
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statusPlaying = PLAYER_STATUS_WAITING;
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scoreBoardPanel = 0;
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name = "";
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setRecordName(enterName->getName());
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init();
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}
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@@ -425,7 +426,6 @@ void Player::setStatusPlaying(int value)
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break;
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case PLAYER_STATUS_ENTERING_NAME:
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setRecordName("");
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break;
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case PLAYER_STATUS_DYING:
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@@ -309,26 +309,24 @@ void Scoreboard::fillPanelTextures()
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// ENTER NAME
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textScoreBoard->writeCentered(slot4_3.x, slot4_3.y, lang::getText(106));
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//color_t selectorColor = lightenColor(color, 36);
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color_t textColor = {0xFB, 0xF2, 0x36};
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SDL_Rect rect = {enterNamePos.x, enterNamePos.y, 8, 8};
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SDL_Rect rect = {enterNamePos.x, enterNamePos.y, 5, 7};
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xEB, 255);
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for (int j = 0; j < (int)recordName[i].size(); ++j)
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{
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 255);
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SDL_RenderDrawLine(renderer, rect.x + 1, rect.y + rect.h + 1, rect.x + rect.w - 2, rect.y + rect.h + 1);
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if (j == selectorPos[i])
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{
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// SDL_SetRenderDrawColor(renderer, selectorColor.r, selectorColor.g, selectorColor.b, 255);
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// SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawColor(renderer, textColor.r, textColor.g, textColor.b, 255);
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SDL_RenderDrawLine(renderer, rect.x + 1, rect.y + rect.h + 1, rect.x + rect.w - 2, rect.y + rect.h + 1);
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textScoreBoard->writeColored(rect.x + 1, rect.y + 1, recordName[i].substr(j, 1), textColor);
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{// La letra seleccionada se pinta de forma intermitente
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if (counter % 3 > 0)
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{
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SDL_RenderDrawLine(renderer, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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textScoreBoard->write(rect.x, rect.y, recordName[i].substr(j, 1));
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}
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}
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else
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{
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textScoreBoard->write(rect.x + 1, rect.y + 1, recordName[i].substr(j, 1));
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SDL_RenderDrawLine(renderer, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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textScoreBoard->write(rect.x, rect.y, recordName[i].substr(j, 1));
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}
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rect.x += 8;
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rect.x += 7;
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}
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break;
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}
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@@ -402,9 +400,9 @@ void Scoreboard::recalculateAnchors()
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slot4_4 = {col, row4};
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// Primer cuadrado para poner el nombre de record
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const int enterNameLenght = 8 * 8;
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const int enterNameLenght = 8 * 7;
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enterNamePos.x = (panelWidth - enterNameLenght) / 2;
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enterNamePos.y = row4 - 1;
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enterNamePos.y = row4;
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// Recoloca los sprites
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if (powerMeterSprite)
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@@ -68,7 +68,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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fpsCounter = 0;
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fps = 0;
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#ifdef DEBUG
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showInfo = false;
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showInfo = true;
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#else
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showInfo = false;
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#endif
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