eliminat param.game.item_size
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@@ -14,6 +14,7 @@
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check
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#include "input.h" // Para Input
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#include "item.h" // Para Item
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#include "lang.h" // Para getText
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#include "param.h" // Para Param, param, ParamGame, ParamFade, Param...
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#include "resource.h" // Para Resource
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@@ -78,43 +79,43 @@ void Instructions::iniSprites() {
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// Inicializa los sprites
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for (int i = 0; i < (int)item_textures_.size(); ++i) {
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auto sprite = std::make_unique<Sprite>(item_textures_[i], 0, 0, param.game.item_size, param.game.item_size);
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sprite->setPosition((SDL_FPoint){sprite_pos_.x, sprite_pos_.y + ((param.game.item_size + item_space_) * i)});
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auto sprite = std::make_unique<Sprite>(item_textures_[i], 0, 0, Item::WIDTH, Item::HEIGHT);
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sprite->setPosition((SDL_FPoint){sprite_pos_.x, sprite_pos_.y + ((Item::HEIGHT + item_space_) * i)});
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sprites_.push_back(std::move(sprite));
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}
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}
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// Actualiza los sprites
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void Instructions::updateSprites() {
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SDL_FRect src_rect = {0, 0, param.game.item_size, param.game.item_size};
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SDL_FRect src_rect = {0, 0, Item::WIDTH, Item::HEIGHT};
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// Disquito (desplazamiento 12/60 = 0.2s)
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src_rect.y = param.game.item_size * (static_cast<int>((elapsed_time_ + 0.2f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.2f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[0]->setSpriteClip(src_rect);
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// Gavina (desplazamiento 9/60 = 0.15s)
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src_rect.y = param.game.item_size * (static_cast<int>((elapsed_time_ + 0.15f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.15f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[1]->setSpriteClip(src_rect);
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// Pacmar (desplazamiento 6/60 = 0.1s)
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src_rect.y = param.game.item_size * (static_cast<int>((elapsed_time_ + 0.1f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.1f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[2]->setSpriteClip(src_rect);
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// Time Stopper (desplazamiento 3/60 = 0.05s)
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src_rect.y = param.game.item_size * (static_cast<int>((elapsed_time_ + 0.05f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>((elapsed_time_ + 0.05f) / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[3]->setSpriteClip(src_rect);
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// Coffee (sin desplazamiento)
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src_rect.y = param.game.item_size * (static_cast<int>(elapsed_time_ / SPRITE_ANIMATION_CYCLE_S) % 2);
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src_rect.y = Item::HEIGHT * (static_cast<int>(elapsed_time_ / SPRITE_ANIMATION_CYCLE_S) % 2);
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sprites_[4]->setSpriteClip(src_rect);
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}
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// Rellena la textura de texto
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void Instructions::fillTexture() {
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const int X_OFFSET = param.game.item_size + 8;
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const int X_OFFSET = Item::WIDTH + 8;
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// Modifica el renderizador para pintar en la textura
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auto *temp = SDL_GetRenderTarget(renderer_);
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, texture_);
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// Limpia la textura
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@@ -130,7 +131,7 @@ void Instructions::fillTexture() {
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constexpr int SPACE_POST_HEADER = 20;
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constexpr int SPACE_PRE_HEADER = 28;
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const int SPACE_BETWEEN_LINES = text_->getCharacterSize() * 1.5F;
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const int SPACE_BETWEEN_ITEM_LINES = param.game.item_size + item_space_;
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const int SPACE_BETWEEN_ITEM_LINES = Item::HEIGHT + item_space_;
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const int SPACE_NEW_PARAGRAPH = SPACE_BETWEEN_LINES * 0.5F;
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const int SIZE = (NUM_LINES * SPACE_BETWEEN_LINES) + (NUM_ITEM_LINES * SPACE_BETWEEN_ITEM_LINES) + (NUM_POST_HEADERS * SPACE_POST_HEADER) + (NUM_PRE_HEADERS * SPACE_PRE_HEADER) + (SPACE_NEW_PARAGRAPH);
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@@ -144,7 +145,7 @@ void Instructions::fillTexture() {
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Lang::getText("[INSTRUCTIONS] 09"),
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Lang::getText("[INSTRUCTIONS] 10"),
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Lang::getText("[INSTRUCTIONS] 11")};
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for (const auto &desc : ITEM_DESCRIPTIONS) {
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for (const auto& desc : ITEM_DESCRIPTIONS) {
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const int L = text_->length(desc);
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length = L > length ? L : length;
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}
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@@ -178,13 +179,13 @@ void Instructions::fillTexture() {
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// Da valor a la variable
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sprite_pos_.x = ANCHOR_ITEM;
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sprite_pos_.y = ANCHOR3 - ((param.game.item_size - text_->getCharacterSize()) / 2);
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sprite_pos_.y = ANCHOR3 - ((Item::HEIGHT - text_->getCharacterSize()) / 2);
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}
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// Rellena el backbuffer
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void Instructions::fillBackbuffer() {
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// Modifica el renderizador para pintar en la textura
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auto *temp = SDL_GetRenderTarget(renderer_);
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auto* temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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// Limpia la textura
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@@ -195,7 +196,7 @@ void Instructions::fillBackbuffer() {
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SDL_RenderTexture(renderer_, texture_, nullptr, nullptr);
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// Dibuja los sprites
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for (auto &sprite : sprites_) {
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for (auto& sprite : sprites_) {
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sprite->render();
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}
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@@ -207,7 +208,7 @@ void Instructions::fillBackbuffer() {
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void Instructions::update(float delta_time) {
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elapsed_time_ += delta_time; // Incrementa el tiempo transcurrido
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static auto *const SCREEN = Screen::get();
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static auto* const SCREEN = Screen::get();
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SCREEN->update(delta_time); // Actualiza el objeto screen
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Audio::update(); // Actualiza el objeto audio
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@@ -220,7 +221,7 @@ void Instructions::update(float delta_time) {
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// Pinta en pantalla
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void Instructions::render() {
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static auto *const SCREEN = Screen::get();
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static auto* const SCREEN = Screen::get();
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SCREEN->start(); // Prepara para empezar a dibujar en la textura de juego
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SCREEN->clean(); // Limpia la pantalla
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@@ -287,11 +288,11 @@ auto Instructions::initializeLines(int height) -> std::vector<Line> {
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}
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// Método para mover las líneas con suavizado
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auto Instructions::moveLines(std::vector<Line> &lines, int width, float duration, Uint32 start_delay) -> bool {
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auto Instructions::moveLines(std::vector<Line>& lines, int width, float duration, Uint32 start_delay) -> bool {
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Uint32 current_time = SDL_GetTicks();
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bool all_lines_off_screen = true;
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for (auto &line : lines) {
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for (auto& line : lines) {
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// Establecer start_time en el primer cuadro de animación
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if (line.start_time == 0) {
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line.start_time = current_time + line.y * start_delay;
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@@ -316,8 +317,8 @@ auto Instructions::moveLines(std::vector<Line> &lines, int width, float duration
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}
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// Método para renderizar las líneas
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void Instructions::renderLines(SDL_Renderer *renderer, SDL_Texture *texture, const std::vector<Line> &lines) {
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for (const auto &line : lines) {
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void Instructions::renderLines(SDL_Renderer* renderer, SDL_Texture* texture, const std::vector<Line>& lines) {
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for (const auto& line : lines) {
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SDL_FRect src_rect = {0, static_cast<float>(line.y), 320, 1};
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SDL_FRect dst_rect = {static_cast<float>(line.x), static_cast<float>(line.y), 320, 1};
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SDL_RenderTexture(renderer, texture, &src_rect, &dst_rect);
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