json: reordenades les cadenes de text
This commit is contained in:
@@ -142,7 +142,7 @@ void Credits::checkEvents()
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void Credits::checkInput()
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{
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if (!ServiceMenu::get()->isEnabled())
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{
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{
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// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
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if (Input::get()->checkAnyButtonPressed(INPUT_ALLOW_REPEAT))
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{
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@@ -169,10 +169,10 @@ void Credits::fillTextTexture()
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SDL_RenderClear(Screen::get()->getRenderer());
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const std::array<std::string, 10> TEXTS = {
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lang::getText("CREDITS_121"),
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lang::getText("CREDITS_122"),
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lang::getText("CREDITS_123"),
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lang::getText("CREDITS_124"),
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lang::getText("[CREDITS] PROGRAMMED_AND_DESIGNED_BY"),
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lang::getText("[CREDITS] PIXELART_DRAWN_BY"),
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lang::getText("[CREDITS] MUSIC_COMPOSED_BY"),
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lang::getText("[CREDITS] SOUND_EFFECTS"),
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"JAILDESIGNER",
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"JAILDOCTOR (INTRO)",
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"ERIC MATYAS (SOUNDIMAGE.ORG)",
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@@ -28,7 +28,7 @@ void DefineButtons::render()
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{
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if (enabled_)
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{
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text_->writeCentered(x_, y_ - 10, lang::getText("DEFINE_BUTTONS_100") + std::to_string(options.controllers.at(index_controller_).player_id));
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text_->writeCentered(x_, y_ - 10, lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(options.controllers.at(index_controller_).player_id));
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text_->writeCentered(x_, y_, controller_names_.at(index_controller_));
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text_->writeCentered(x_, y_ + 10, buttons_.at(index_button_).label);
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}
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@@ -135,9 +135,9 @@ bool DefineButtons::checkButtonNotInUse(SDL_GamepadButton button)
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void DefineButtons::clearButtons()
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{
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buttons_.clear();
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buttons_.emplace_back(lang::getText("DEFINE_BUTTONS_95"), InputAction::FIRE_LEFT, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("DEFINE_BUTTONS_96"), InputAction::FIRE_CENTER, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("DEFINE_BUTTONS_97"), InputAction::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("DEFINE_BUTTONS_98"), InputAction::START, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("DEFINE_BUTTONS_99"), InputAction::SERVICE, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("[DEFINE_BUTTONS] FIRE_LEFT"), InputAction::FIRE_LEFT, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("[DEFINE_BUTTONS] FIRE_UP"), InputAction::FIRE_CENTER, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("[DEFINE_BUTTONS] FIRE_RIGHT"), InputAction::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("[DEFINE_BUTTONS] START"), InputAction::START, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(lang::getText("[DEFINE_BUTTONS] SERVICE_MENU"), InputAction::SERVICE, SDL_GAMEPAD_BUTTON_INVALID);
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}
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@@ -276,7 +276,7 @@ void Game::updateStage()
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else
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{
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auto text = Resource::get()->getText("04b_25_2x");
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const std::string caption = std::to_string(10 - Stage::number) + lang::getText("GAME_TEXT_38");
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const std::string caption = std::to_string(10 - Stage::number) + lang::getText("[GAME_TEXT] 2");
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createMessage(paths, text->writeToTexture(caption, 1, -4));
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}
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}
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@@ -1645,8 +1645,8 @@ void Game::initDemo(int player_id)
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Audio::get()->disableSound();
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// Configura los marcadores
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scoreboard_->setMode(SCOREBOARD_LEFT_PANEL, ScoreboardMode::DEMO);
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scoreboard_->setMode(SCOREBOARD_RIGHT_PANEL, ScoreboardMode::DEMO);
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scoreboard_->setMode([SCOREBOARD] LEFT_PANEL, ScoreboardMode::DEMO);
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scoreboard_->setMode([SCOREBOARD] RIGHT_PANEL, ScoreboardMode::DEMO);
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}
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// Modo grabar demo
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@@ -1672,7 +1672,7 @@ void Game::setTotalPower()
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void Game::initScoreboard()
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{
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scoreboard_->setPos({param.scoreboard.x, param.scoreboard.y, param.scoreboard.w, param.scoreboard.h});
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scoreboard_->setMode(SCOREBOARD_CENTER_PANEL, ScoreboardMode::STAGE_INFO);
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scoreboard_->setMode([SCOREBOARD] CENTER_PANEL, ScoreboardMode::STAGE_INFO);
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for (const auto &player : players_)
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{
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scoreboard_->setName(player->getScoreBoardPanel(), player->getName());
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@@ -1693,7 +1693,7 @@ void Game::initDifficultyVars()
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[0]);
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difficulty_score_multiplier_ = 0.5f;
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scoreboard_->setColor(SCOREBOARD_EASY_COLOR);
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scoreboard_->setColor([SCOREBOARD] EASY_COLOR);
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break;
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}
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@@ -1701,7 +1701,7 @@ void Game::initDifficultyVars()
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[0]);
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difficulty_score_multiplier_ = 1.0f;
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scoreboard_->setColor(SCOREBOARD_NORMAL_COLOR);
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scoreboard_->setColor([SCOREBOARD] NORMAL_COLOR);
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break;
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}
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@@ -1709,7 +1709,7 @@ void Game::initDifficultyVars()
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[4]);
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difficulty_score_multiplier_ = 1.5f;
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scoreboard_->setColor(SCOREBOARD_HARD_COLOR);
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scoreboard_->setColor([SCOREBOARD] HARD_COLOR);
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break;
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}
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@@ -1726,13 +1726,13 @@ void Game::initPlayers(int player_id)
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// Crea los dos jugadores
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const int y = param.game.play_area.rect.h - 30;
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players_.emplace_back(std::make_unique<Player>(1, param.game.play_area.first_quarter_x - 15, y, demo_.enabled, param.game.play_area.rect, player_textures_[0], player_animations_));
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players_.back()->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL);
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players_.back()->setName(lang::getText("SCOREBOARD_53"));
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players_.back()->setScoreBoardPanel([SCOREBOARD] LEFT_PANEL);
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players_.back()->setName(lang::getText("[SCOREBOARD] 1"));
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players_.back()->setController(getController(players_.back()->getId()));
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players_.emplace_back(std::make_unique<Player>(2, param.game.play_area.third_quarter_x - 15, y, demo_.enabled, param.game.play_area.rect, player_textures_[1], player_animations_));
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players_.back()->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL);
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players_.back()->setName(lang::getText("SCOREBOARD_54"));
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players_.back()->setScoreBoardPanel([SCOREBOARD] RIGHT_PANEL);
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players_.back()->setName(lang::getText("[SCOREBOARD] 2"));
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players_.back()->setController(getController(players_.back()->getId()));
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// Activa el jugador que coincide con el "player_id"
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@@ -30,10 +30,10 @@ namespace globalInputs
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{
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// Si la notificación de salir no está activa, muestra la notificación
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#ifdef ARCADE
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const std::string TEXT = code == section::Options::QUIT_WITH_CONTROLLER ? lang::getText("NOTIFICATIONS_116") : lang::getText("NOTIFICATIONS_94");
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const std::string TEXT = code == section::Options::QUIT_WITH_CONTROLLER ? lang::getText("[NOTIFICATIONS] 02") : lang::getText("[NOTIFICATIONS] 01");
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Notifier::get()->show({TEXT, std::string()}, -1, CODE);
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#else
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Notifier::get()->show({lang::getText("NOTIFICATIONS_94"), std::string()}, -1, CODE);
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 01"), std::string()}, -1, CODE);
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#endif
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}
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}
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@@ -45,11 +45,11 @@ namespace globalInputs
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if (Notifier::get()->checkCode(CODE))
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{
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section::name = section::Name::INIT;
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Notifier::get()->show({lang::getText("HELP_111")});
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 15")});
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}
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else
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{
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Notifier::get()->show({lang::getText("NOTIFICATIONS_125"), std::string()}, -1, CODE);
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 03"), std::string()}, -1, CODE);
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}
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}
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@@ -65,21 +65,21 @@ namespace globalInputs
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void toggleIntegerScale()
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{
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Screen::get()->toggleIntegerScale();
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Notifier::get()->show({lang::getText("MISC_134") + " " + boolToOnOff(options.video.integer_scale)});
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 12") + " " + boolToOnOff(options.video.integer_scale)});
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}
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// Activa / desactiva el vsync
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void toggleVSync()
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{
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Screen::get()->toggleVSync();
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Notifier::get()->show({lang::getText("MISC_136") + " " + boolToOnOff(options.video.v_sync)});
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 14") + " " + boolToOnOff(options.video.v_sync)});
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}
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// Activa o desactiva los shaders
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void toggleShaders()
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{
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Screen::get()->toggleShaders();
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Notifier::get()->show({lang::getText("MISC_135") + " " + boolToOnOff(options.video.shaders)});
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 13") + " " + boolToOnOff(options.video.shaders)});
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}
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// Obtiene una fichero a partir de un lang::Code
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@@ -126,12 +126,12 @@ namespace globalInputs
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lang::loadFromFile(getLangFile(static_cast<lang::Code>(options.game.language)));
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section::name = section::Name::INIT;
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section::options = section::Options::RELOAD;
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Notifier::get()->show({lang::getText("NOTIFICATIONS_127") + getLangName(options.game.language)});
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 05") + getLangName(options.game.language)});
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}
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else
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{
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const auto NEXT = lang::getNextLangCode(options.game.language);
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Notifier::get()->show({lang::getText("NOTIFICATIONS_126") + getLangName(NEXT), std::string()}, -1, CODE);
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 04") + getLangName(NEXT), std::string()}, -1, CODE);
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}
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}
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@@ -139,7 +139,7 @@ namespace globalInputs
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void toggleFireMode()
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{
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options.game.autofire = !options.game.autofire;
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Notifier::get()->show({lang::getText("MISC_130") + " " + boolToOnOff(options.game.autofire)});
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 08") + " " + boolToOnOff(options.game.autofire)});
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}
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// Salta una sección del juego
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@@ -155,7 +155,7 @@ namespace globalInputs
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case section::Name::INSTRUCTIONS:
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{
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section::name = section::Name::TITLE;
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section::options = section::Options::TITLE_1;
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section::options = section::Options::[TITLE] PRESS_BUTTON_TO_PLAY;
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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break;
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}
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@@ -271,7 +271,7 @@ namespace globalInputs
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if (Input::get()->checkInput(InputAction::WINDOW_FULLSCREEN, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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{
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Screen::get()->toggleFullscreen();
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const std::string MODE = options.video.fullscreen ? lang::getText("MISC_133") : lang::getText("MISC_132");
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const std::string MODE = options.video.fullscreen ? lang::getText("[NOTIFICATIONS] 11") : lang::getText("[NOTIFICATIONS] 10");
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Notifier::get()->show({MODE});
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return;
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}
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@@ -281,7 +281,7 @@ namespace globalInputs
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{
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if (Screen::get()->decWindowZoom())
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{
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Notifier::get()->show({lang::getText("MISC_131") + " x" + std::to_string(options.window.size)});
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 09") + " x" + std::to_string(options.window.size)});
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}
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return;
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}
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@@ -291,7 +291,7 @@ namespace globalInputs
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{
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if (Screen::get()->incWindowZoom())
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{
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Notifier::get()->show({lang::getText("MISC_131") + " x" + std::to_string(options.window.size)});
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Notifier::get()->show({lang::getText("[NOTIFICATIONS] 09") + " x" + std::to_string(options.window.size)});
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}
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return;
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}
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@@ -221,7 +221,7 @@ void HiScoreTable::createSprites()
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const int first_line = (param.game.height - size) / 2;
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// Crea el sprite para el texto de cabecera
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header_ = std::make_unique<Sprite>(header_text->writeDXToTexture(TEXT_COLOR, lang::getText("HIGHSCORE_TABLE_42"), -2, background_fade_color_.getInverse().lighten(25)));
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header_ = std::make_unique<Sprite>(header_text->writeDXToTexture(TEXT_COLOR, lang::getText("[HIGHSCORE_TABLE] CAPTION"), -2, background_fade_color_.getInverse().lighten(25)));
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header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), first_line);
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// Crea los sprites para las entradas en la tabla de puntuaciones
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@@ -141,11 +141,11 @@ void Instructions::fillTexture()
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// Calcula cual es el texto más largo de las descripciones de los items
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int lenght = 0;
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const std::array<std::string, 5> ITEM_DESCRIPTIONS = {
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lang::getText("INSTRUCTIONS_17"),
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lang::getText("INSTRUCTIONS_18"),
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lang::getText("INSTRUCTIONS_19"),
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lang::getText("INSTRUCTIONS_20"),
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lang::getText("INSTRUCTIONS_21")};
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lang::getText("[INSTRUCTIONS] 07"),
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lang::getText("[INSTRUCTIONS] 08"),
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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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{
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const int l = text_->lenght(desc);
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@@ -154,24 +154,24 @@ void Instructions::fillTexture()
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const int ANCHOR_ITEM = (param.game.width - (lenght + desp_x)) / 2;
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// Escribe el texto de las instrucciones
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText("INSTRUCTIONS_11"), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText("[INSTRUCTIONS] 01"), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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const int anchor1 = first_line + space_post_header;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 0, lang::getText("INSTRUCTIONS_12"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 1, lang::getText("INSTRUCTIONS_13"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 2, lang::getText("INSTRUCTIONS_14"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 3, lang::getText("INSTRUCTIONS_15"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 0, lang::getText("[INSTRUCTIONS] 02"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 1, lang::getText("[INSTRUCTIONS] 03"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 2, lang::getText("[INSTRUCTIONS] 04"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 3, lang::getText("[INSTRUCTIONS] 05"), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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// Escribe el texto de los objetos y sus puntos
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const int anchor2 = anchor1 + space_pre_header + space_new_paragraph + space_between_lines * 3;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor2, lang::getText("INSTRUCTIONS_16"), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor2, lang::getText("[INSTRUCTIONS] 06"), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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const int anchor3 = anchor2 + space_post_header;
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 0, lang::getText("INSTRUCTIONS_17"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 1, lang::getText("INSTRUCTIONS_18"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 2, lang::getText("INSTRUCTIONS_19"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 3, lang::getText("INSTRUCTIONS_20"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 4, lang::getText("INSTRUCTIONS_21"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 0, lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 1, lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 2, lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 3, lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + desp_x, anchor3 + space_between_item_lines * 4, lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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@@ -369,6 +369,6 @@ void Instructions::updateBackbuffer()
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if (all_lines_off_screen_)
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{
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section::name = section::Name::TITLE;
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section::options = section::Options::TITLE_1;
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section::options = section::Options::[TITLE] PRESS_BUTTON_TO_PLAY;
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}
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}
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@@ -396,39 +396,39 @@ void Intro::initTexts()
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}
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// Un dia qualsevol de l'any 2000
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texts_.at(0)->setCaption(lang::getText("INTRO_27"));
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||||
texts_.at(0)->setCaption(lang::getText("[INTRO] 1"));
|
||||
texts_.at(0)->setSpeed(8);
|
||||
|
||||
// Tot esta tranquil a la UPV
|
||||
texts_.at(1)->setCaption(lang::getText("INTRO_28"));
|
||||
texts_.at(1)->setCaption(lang::getText("[INTRO] 2"));
|
||||
texts_.at(1)->setSpeed(8);
|
||||
|
||||
// Fins que un desaprensiu...
|
||||
texts_.at(2)->setCaption(lang::getText("INTRO_29"));
|
||||
texts_.at(2)->setCaption(lang::getText("[INTRO] 3"));
|
||||
texts_.at(2)->setSpeed(12);
|
||||
|
||||
// HEY! ME ANE A FERME UN CORTAET...
|
||||
texts_.at(3)->setCaption(lang::getText("INTRO_30"));
|
||||
texts_.at(3)->setCaption(lang::getText("[INTRO] 4"));
|
||||
texts_.at(3)->setSpeed(8);
|
||||
|
||||
// UAAAAAAAAAAAAA!!!
|
||||
texts_.at(4)->setCaption(lang::getText("INTRO_31"));
|
||||
texts_.at(4)->setCaption(lang::getText("[INTRO] 5"));
|
||||
texts_.at(4)->setSpeed(1);
|
||||
|
||||
// Espera un moment...
|
||||
texts_.at(5)->setCaption(lang::getText("INTRO_32"));
|
||||
texts_.at(5)->setCaption(lang::getText("[INTRO] 6"));
|
||||
texts_.at(5)->setSpeed(16);
|
||||
|
||||
// Si resulta que no tinc solt!
|
||||
texts_.at(6)->setCaption(lang::getText("INTRO_33"));
|
||||
texts_.at(6)->setCaption(lang::getText("[INTRO] 7"));
|
||||
texts_.at(6)->setSpeed(2);
|
||||
|
||||
// MERDA DE MAQUINA!
|
||||
texts_.at(7)->setCaption(lang::getText("INTRO_34"));
|
||||
texts_.at(7)->setCaption(lang::getText("[INTRO] 8"));
|
||||
texts_.at(7)->setSpeed(3);
|
||||
|
||||
// Blop... blop... blop...
|
||||
texts_.at(8)->setCaption(lang::getText("INTRO_35"));
|
||||
texts_.at(8)->setCaption(lang::getText("[INTRO] 9"));
|
||||
texts_.at(8)->setSpeed(20);
|
||||
|
||||
for (auto &text : texts_)
|
||||
@@ -515,7 +515,7 @@ void Intro::updatePostState()
|
||||
{
|
||||
Audio::get()->stopMusic();
|
||||
section::name = section::Name::TITLE;
|
||||
section::options = section::Options::TITLE_1;
|
||||
section::options = section::Options::[TITLE] PRESS_BUTTON_TO_PLAY;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
@@ -282,10 +282,10 @@ void Resource::createTextures()
|
||||
{"game_text_1000_points", "1.000"},
|
||||
{"game_text_2500_points", "2.500"},
|
||||
{"game_text_5000_points", "5.000"},
|
||||
{"game_text_powerup", lang::getText("GAME_TEXT_117")},
|
||||
{"game_text_one_hit", lang::getText("GAME_TEXT_118")},
|
||||
{"game_text_stop", lang::getText("GAME_TEXT_119")},
|
||||
{"game_text_1000000_points", lang::getText("GAMEPLAY_76")}};
|
||||
{"game_text_powerup", lang::getText("[GAME_TEXT] 4")},
|
||||
{"game_text_one_hit", lang::getText("[GAME_TEXT] 5")},
|
||||
{"game_text_stop", lang::getText("[GAME_TEXT] 6")},
|
||||
{"game_text_1000000_points", lang::getText("[GAME_TEXT] 8")}};
|
||||
|
||||
auto text = getText("04b_25");
|
||||
for (const auto &s : strings)
|
||||
@@ -297,9 +297,9 @@ void Resource::createTextures()
|
||||
// Tamaño doble
|
||||
std::vector<NameAndText> strings2X = {
|
||||
{"game_text_100000_points", "100.000"},
|
||||
{"game_text_get_ready", lang::getText("GAMEPLAY_75")},
|
||||
{"game_text_last_stage", lang::getText("GAME_TEXT_79")},
|
||||
{"game_text_congratulations", lang::getText("GAME_COMPLETION_TEXT_50")},
|
||||
{"game_text_get_ready", lang::getText("[GAME_TEXT] 7")},
|
||||
{"game_text_last_stage", lang::getText("[GAME_TEXT] 3")},
|
||||
{"game_text_congratulations", lang::getText("[GAME_TEXT] 1")},
|
||||
{"game_text_game_over", "Game Over"}};
|
||||
|
||||
auto text2 = getText("04b_25_2x");
|
||||
|
||||
@@ -41,7 +41,7 @@ Scoreboard::Scoreboard()
|
||||
text_scoreboard_(Resource::get()->getText("8bithud"))
|
||||
{
|
||||
// Inicializa variables
|
||||
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
|
||||
for (int i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
|
||||
{
|
||||
name_[i].clear();
|
||||
record_name_[i].clear();
|
||||
@@ -51,9 +51,9 @@ Scoreboard::Scoreboard()
|
||||
continue_counter_[i] = 0;
|
||||
}
|
||||
|
||||
panel_[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE;
|
||||
panel_[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE;
|
||||
panel_[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
|
||||
panel_[[SCOREBOARD] LEFT_PANEL].mode = ScoreboardMode::SCORE;
|
||||
panel_[[SCOREBOARD] RIGHT_PANEL].mode = ScoreboardMode::SCORE;
|
||||
panel_[[SCOREBOARD] CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
|
||||
|
||||
// Recalcula las anclas de los elementos
|
||||
recalculateAnchors();
|
||||
@@ -159,7 +159,7 @@ void Scoreboard::fillPanelTextures()
|
||||
auto temp = SDL_GetRenderTarget(renderer_);
|
||||
|
||||
// Genera el contenido de cada panel_
|
||||
for (size_t i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
|
||||
for (size_t i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
|
||||
{
|
||||
// Cambia el destino del renderizador
|
||||
SDL_SetRenderTarget(renderer_, panel_texture_[i]);
|
||||
@@ -177,7 +177,7 @@ void Scoreboard::fillPanelTextures()
|
||||
text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
|
||||
|
||||
// MULT
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_55"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 3"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_[i]).substr(0, 3));
|
||||
break;
|
||||
}
|
||||
@@ -185,13 +185,13 @@ void Scoreboard::fillPanelTextures()
|
||||
case ScoreboardMode::DEMO:
|
||||
{
|
||||
// DEMO MODE
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_101"));
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 6"));
|
||||
|
||||
// PRESS START TO PLAY
|
||||
if (time_counter_ % 10 < 8)
|
||||
{
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_103"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_104"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 8"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 9"));
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -199,13 +199,13 @@ void Scoreboard::fillPanelTextures()
|
||||
case ScoreboardMode::WAITING:
|
||||
{
|
||||
// GAME OVER
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_102"));
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
|
||||
|
||||
// PRESS START TO PLAY
|
||||
if (time_counter_ % 10 < 8)
|
||||
{
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_103"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_104"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 8"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 9"));
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -213,13 +213,13 @@ void Scoreboard::fillPanelTextures()
|
||||
case ScoreboardMode::GAME_OVER:
|
||||
{
|
||||
// GAME OVER
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_102"));
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
|
||||
|
||||
// PLEASE WAIT
|
||||
if (time_counter_ % 10 < 8)
|
||||
{
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_114"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_115"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 12"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 13"));
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -227,7 +227,7 @@ void Scoreboard::fillPanelTextures()
|
||||
case ScoreboardMode::STAGE_INFO:
|
||||
{
|
||||
// STAGE
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, lang::getText("SCOREBOARD_57") + std::to_string(stage_));
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, lang::getText("[SCOREBOARD] 5") + std::to_string(stage_));
|
||||
|
||||
// POWERMETER
|
||||
power_meter_sprite_->setSpriteClip(0, 0, 40, 7);
|
||||
@@ -236,7 +236,7 @@ void Scoreboard::fillPanelTextures()
|
||||
power_meter_sprite_->render();
|
||||
|
||||
// HI-SCORE
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_56"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 4"));
|
||||
const std::string name = hi_score_name_ == "" ? "" : hi_score_name_ + " - ";
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, name + updateScoreText(hi_score_));
|
||||
break;
|
||||
@@ -249,7 +249,7 @@ void Scoreboard::fillPanelTextures()
|
||||
text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
|
||||
|
||||
// CONTINUE
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_105"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 10"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_[i]));
|
||||
break;
|
||||
}
|
||||
@@ -262,7 +262,7 @@ void Scoreboard::fillPanelTextures()
|
||||
|
||||
// ENTER NAME
|
||||
{
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_106"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 11"));
|
||||
SDL_FRect rect = {enter_name_pos_.x, enter_name_pos_.y, 5.0f, 7.0f};
|
||||
|
||||
// Recorre todos los slots de letras del nombre
|
||||
@@ -298,7 +298,7 @@ void Scoreboard::fillPanelTextures()
|
||||
text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
|
||||
|
||||
// NAME
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_106"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 11"));
|
||||
/* TEXTO CENTRADO */
|
||||
// text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[i], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
|
||||
|
||||
@@ -309,12 +309,12 @@ void Scoreboard::fillPanelTextures()
|
||||
case ScoreboardMode::GAME_COMPLETED:
|
||||
{
|
||||
// GAME OVER
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_102"));
|
||||
text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
|
||||
|
||||
// SCORE
|
||||
if (time_counter_ % 10 < 8)
|
||||
{
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_120"));
|
||||
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 14"));
|
||||
text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_[i]));
|
||||
}
|
||||
}
|
||||
@@ -342,7 +342,7 @@ void Scoreboard::fillBackgroundTexture()
|
||||
SDL_RenderClear(renderer_);
|
||||
|
||||
// Copia las texturas de los paneles
|
||||
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
|
||||
for (int i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
|
||||
{
|
||||
SDL_RenderTexture(renderer_, panel_texture_[i], nullptr, &panel_[i].pos);
|
||||
}
|
||||
@@ -358,8 +358,8 @@ void Scoreboard::fillBackgroundTexture()
|
||||
void Scoreboard::recalculateAnchors()
|
||||
{
|
||||
// Recalcula la posición y el tamaño de los paneles
|
||||
const float panel_width = (float)rect_.w / (float)SCOREBOARD_MAX_PANELS;
|
||||
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
|
||||
const float panel_width = (float)rect_.w / (float)[SCOREBOARD] MAX_PANELS;
|
||||
for (int i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
|
||||
{
|
||||
panel_[i].pos.x = roundf(panel_width * i);
|
||||
panel_[i].pos.y = 0;
|
||||
@@ -427,7 +427,7 @@ void Scoreboard::createPanelTextures()
|
||||
panel_texture_.clear();
|
||||
|
||||
// Crea las texturas para cada panel_
|
||||
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
|
||||
for (int i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
|
||||
{
|
||||
SDL_Texture *tex = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, panel_[i].pos.w, panel_[i].pos.h);
|
||||
SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
|
||||
|
||||
@@ -15,10 +15,10 @@ class Text;
|
||||
class Texture;
|
||||
|
||||
// --- Defines ---
|
||||
constexpr int SCOREBOARD_LEFT_PANEL = 0;
|
||||
constexpr int SCOREBOARD_CENTER_PANEL = 1;
|
||||
constexpr int SCOREBOARD_RIGHT_PANEL = 2;
|
||||
constexpr int SCOREBOARD_MAX_PANELS = 3;
|
||||
constexpr int [SCOREBOARD] LEFT_PANEL = 0;
|
||||
constexpr int [SCOREBOARD] CENTER_PANEL = 1;
|
||||
constexpr int [SCOREBOARD] RIGHT_PANEL = 2;
|
||||
constexpr int [SCOREBOARD] MAX_PANELS = 3;
|
||||
|
||||
// --- Enums ---
|
||||
enum class ScoreboardMode : int
|
||||
@@ -83,13 +83,13 @@ private:
|
||||
std::vector<SDL_Texture *> panel_texture_; // Texturas para dibujar cada panel
|
||||
|
||||
// --- Variables de estado ---
|
||||
std::string name_[SCOREBOARD_MAX_PANELS] = {}; // Nombre de cada jugador
|
||||
std::string record_name_[SCOREBOARD_MAX_PANELS] = {}; // Nombre introducido para la tabla de records
|
||||
size_t selector_pos_[SCOREBOARD_MAX_PANELS] = {}; // Posición del selector de letra para introducir el nombre
|
||||
int score_[SCOREBOARD_MAX_PANELS] = {}; // Puntuación de los jugadores
|
||||
float mult_[SCOREBOARD_MAX_PANELS] = {}; // Multiplicador de los jugadores
|
||||
int continue_counter_[SCOREBOARD_MAX_PANELS] = {}; // Tiempo para continuar de los jugadores
|
||||
Panel panel_[SCOREBOARD_MAX_PANELS] = {}; // Lista con todos los paneles del marcador
|
||||
std::string name_[[SCOREBOARD] MAX_PANELS] = {}; // Nombre de cada jugador
|
||||
std::string record_name_[[SCOREBOARD] MAX_PANELS] = {}; // Nombre introducido para la tabla de records
|
||||
size_t selector_pos_[[SCOREBOARD] MAX_PANELS] = {}; // Posición del selector de letra para introducir el nombre
|
||||
int score_[[SCOREBOARD] MAX_PANELS] = {}; // Puntuación de los jugadores
|
||||
float mult_[[SCOREBOARD] MAX_PANELS] = {}; // Multiplicador de los jugadores
|
||||
int continue_counter_[[SCOREBOARD] MAX_PANELS] = {}; // Tiempo para continuar de los jugadores
|
||||
Panel panel_[[SCOREBOARD] MAX_PANELS] = {}; // Lista con todos los paneles del marcador
|
||||
int stage_ = 1; // Número de fase actual
|
||||
int hi_score_ = 0; // Máxima puntuación
|
||||
float power_ = 0; // Poder actual de la fase
|
||||
|
||||
@@ -29,7 +29,7 @@ namespace section
|
||||
GAME_PLAY_1P, // Jugar 1 jugador
|
||||
GAME_PLAY_2P, // Jugar 2 jugadores
|
||||
TITLE_TIME_OUT, // Timeout en el título
|
||||
TITLE_1, // Opción 1 en el título
|
||||
[TITLE] PRESS_BUTTON_TO_PLAY, // Opción 1 en el título
|
||||
TITLE_2, // Opción 2 en el título
|
||||
QUIT_WITH_KEYBOARD, // Salir con teclado
|
||||
QUIT_WITH_CONTROLLER, // Salir con mando
|
||||
|
||||
@@ -92,13 +92,6 @@ void ServiceMenu::render()
|
||||
element_text_->writeDX(TEXT_CENTER | TEXT_COLOR, rect_.x + rect_.w / 2, y, option_pairs_.at(i).first, -2, i == selected_ ? selected_color_ : text_color_);
|
||||
}
|
||||
}
|
||||
/*
|
||||
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 255, 0, 255);
|
||||
for (int i = rect_.y; i < rect_.y + rect_.h; i += line_height_)
|
||||
{
|
||||
SDL_RenderLine(Screen::get()->getRenderer(), rect_.x, i, rect_.x + rect_.w, i);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ Title::Title()
|
||||
Resource::get()->getTexture("smb2.gif")->setPalette(1);
|
||||
|
||||
// Asigna valores a otras variables
|
||||
section::options = section::Options::TITLE_1;
|
||||
section::options = section::Options::[TITLE] PRESS_BUTTON_TO_PLAY;
|
||||
const bool IS_TITLE_TO_DEMO = (section::attract_mode == section::AttractMode::TITLE_TO_DEMO);
|
||||
next_section_ = IS_TITLE_TO_DEMO ? section::Name::GAME_DEMO : section::Name::LOGO;
|
||||
section::attract_mode = IS_TITLE_TO_DEMO ? section::AttractMode::TITLE_TO_LOGO : section::AttractMode::TITLE_TO_DEMO;
|
||||
@@ -112,7 +112,7 @@ void Title::render()
|
||||
// 'PRESS TO PLAY'
|
||||
if (counter_ % 50 > 14 && !define_buttons_->isEnabled())
|
||||
{
|
||||
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText("TITLE_23"), 1, NO_COLOR, 1, shadow);
|
||||
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText("[TITLE] PRESS_BUTTON_TO_PLAY"), 1, NO_COLOR, 1, shadow);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -121,7 +121,7 @@ void Title::render()
|
||||
// 'PRESS TO PLAY'
|
||||
if (counter_ % 10 > 4 && !define_buttons_->isEnabled())
|
||||
{
|
||||
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText("TITLE_23"), 1, NO_COLOR, 1, shadow);
|
||||
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText("[TITLE] PRESS_BUTTON_TO_PLAY"), 1, NO_COLOR, 1, shadow);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -277,7 +277,7 @@ void Title::swapControllers()
|
||||
void Title::swapKeyboard()
|
||||
{
|
||||
swapOptionsKeyboard();
|
||||
std::string text = lang::getText("DEFINE_BUTTONS_100") + std::to_string(getPlayerWhoUsesKeyboard()) + ": " + lang::getText("MENU_OPTIONS_69");
|
||||
std::string text = lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(getPlayerWhoUsesKeyboard()) + ": " + lang::getText("[DEFINE_BUTTONS] KEYBOARD");
|
||||
Notifier::get()->show({text});
|
||||
}
|
||||
|
||||
@@ -302,7 +302,7 @@ void Title::showControllers()
|
||||
const size_t index = player_controller_index.at(i);
|
||||
if (options.controllers.at(index).plugged)
|
||||
{
|
||||
text.at(i) = lang::getText("DEFINE_BUTTONS_100") + std::to_string(i + 1) + ": " + options.controllers.at(index).name;
|
||||
text.at(i) = lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(i + 1) + ": " + options.controllers.at(index).name;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -20,9 +20,9 @@ const Color BG_COLOR = Color(0X27, 0X27, 0X36);
|
||||
const Color NO_COLOR = Color(0XFF, 0XFF, 0XFF);
|
||||
const Color SHADOW_TEXT_COLOR = Color(0X43, 0X43, 0X4F);
|
||||
const Color SEPARATOR_COLOR = Color(0X0D, 0X1A, 0X2B);
|
||||
const Color SCOREBOARD_EASY_COLOR = Color(0X4B, 0X69, 0X2F);
|
||||
const Color SCOREBOARD_NORMAL_COLOR = Color(0X2E, 0X3F, 0X47);
|
||||
const Color SCOREBOARD_HARD_COLOR = Color(0X76, 0X42, 0X8A);
|
||||
const Color [SCOREBOARD] EASY_COLOR = Color(0X4B, 0X69, 0X2F);
|
||||
const Color [SCOREBOARD] NORMAL_COLOR = Color(0X2E, 0X3F, 0X47);
|
||||
const Color [SCOREBOARD] HARD_COLOR = Color(0X76, 0X42, 0X8A);
|
||||
const Color FLASH_COLOR = Color(0XFF, 0XFF, 0XFF);
|
||||
const Color FADE_COLOR = Color(0X27, 0X27, 0X36);
|
||||
const Color ORANGE_COLOR = Color(0XFF, 0X7A, 0X00);
|
||||
@@ -129,7 +129,7 @@ std::string boolToString(bool value)
|
||||
// Convierte un valor booleano en una cadena "on" o "off"
|
||||
std::string boolToOnOff(bool value)
|
||||
{
|
||||
return value ? lang::getText("MISC_128") : lang::getText("MISC_129");
|
||||
return value ? lang::getText("[NOTIFICATIONS] 06") : lang::getText("[NOTIFICATIONS] 07");
|
||||
}
|
||||
|
||||
// Convierte una cadena a minusculas
|
||||
|
||||
@@ -115,9 +115,9 @@ extern const Color BG_COLOR;
|
||||
extern const Color NO_COLOR;
|
||||
extern const Color SHADOW_TEXT_COLOR;
|
||||
extern const Color SEPARATOR_COLOR;
|
||||
extern const Color SCOREBOARD_EASY_COLOR;
|
||||
extern const Color SCOREBOARD_NORMAL_COLOR;
|
||||
extern const Color SCOREBOARD_HARD_COLOR;
|
||||
extern const Color [SCOREBOARD] EASY_COLOR;
|
||||
extern const Color [SCOREBOARD] NORMAL_COLOR;
|
||||
extern const Color [SCOREBOARD] HARD_COLOR;
|
||||
extern const Color FLASH_COLOR;
|
||||
extern const Color FADE_COLOR;
|
||||
extern const Color ORANGE_COLOR;
|
||||
|
||||
Reference in New Issue
Block a user