json: reordenades les cadenes de text
This commit is contained in:
@@ -41,7 +41,7 @@ Scoreboard::Scoreboard()
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text_scoreboard_(Resource::get()->getText("8bithud"))
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{
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// Inicializa variables
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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for (int i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
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{
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name_[i].clear();
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record_name_[i].clear();
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@@ -51,9 +51,9 @@ Scoreboard::Scoreboard()
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continue_counter_[i] = 0;
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}
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panel_[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE;
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panel_[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE;
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panel_[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
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panel_[[SCOREBOARD] LEFT_PANEL].mode = ScoreboardMode::SCORE;
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panel_[[SCOREBOARD] RIGHT_PANEL].mode = ScoreboardMode::SCORE;
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panel_[[SCOREBOARD] CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
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// Recalcula las anclas de los elementos
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recalculateAnchors();
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@@ -159,7 +159,7 @@ void Scoreboard::fillPanelTextures()
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auto temp = SDL_GetRenderTarget(renderer_);
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// Genera el contenido de cada panel_
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for (size_t i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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for (size_t i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
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{
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// Cambia el destino del renderizador
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SDL_SetRenderTarget(renderer_, panel_texture_[i]);
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@@ -177,7 +177,7 @@ void Scoreboard::fillPanelTextures()
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text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
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// MULT
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_55"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 3"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_[i]).substr(0, 3));
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break;
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}
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@@ -185,13 +185,13 @@ void Scoreboard::fillPanelTextures()
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case ScoreboardMode::DEMO:
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{
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// DEMO MODE
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_101"));
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 6"));
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// PRESS START TO PLAY
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if (time_counter_ % 10 < 8)
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{
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_103"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_104"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 8"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 9"));
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}
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break;
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}
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@@ -199,13 +199,13 @@ void Scoreboard::fillPanelTextures()
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case ScoreboardMode::WAITING:
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{
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// GAME OVER
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_102"));
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
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// PRESS START TO PLAY
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if (time_counter_ % 10 < 8)
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{
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_103"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_104"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 8"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 9"));
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}
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break;
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}
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@@ -213,13 +213,13 @@ void Scoreboard::fillPanelTextures()
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case ScoreboardMode::GAME_OVER:
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{
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// GAME OVER
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_102"));
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
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// PLEASE WAIT
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if (time_counter_ % 10 < 8)
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{
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_114"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("SCOREBOARD_115"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 12"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, lang::getText("[SCOREBOARD] 13"));
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}
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break;
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}
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@@ -227,7 +227,7 @@ void Scoreboard::fillPanelTextures()
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case ScoreboardMode::STAGE_INFO:
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{
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// STAGE
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, lang::getText("SCOREBOARD_57") + std::to_string(stage_));
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y, lang::getText("[SCOREBOARD] 5") + std::to_string(stage_));
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// POWERMETER
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power_meter_sprite_->setSpriteClip(0, 0, 40, 7);
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@@ -236,7 +236,7 @@ void Scoreboard::fillPanelTextures()
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power_meter_sprite_->render();
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// HI-SCORE
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_56"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 4"));
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const std::string name = hi_score_name_ == "" ? "" : hi_score_name_ + " - ";
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, name + updateScoreText(hi_score_));
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break;
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@@ -249,7 +249,7 @@ void Scoreboard::fillPanelTextures()
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text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
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// CONTINUE
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_105"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 10"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_[i]));
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break;
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}
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@@ -262,7 +262,7 @@ void Scoreboard::fillPanelTextures()
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// ENTER NAME
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{
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_106"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 11"));
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SDL_FRect rect = {enter_name_pos_.x, enter_name_pos_.y, 5.0f, 7.0f};
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// Recorre todos los slots de letras del nombre
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@@ -298,7 +298,7 @@ void Scoreboard::fillPanelTextures()
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text_scoreboard_->writeCentered(slot4_2_.x, slot4_2_.y, updateScoreText(score_[i]));
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// NAME
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("SCOREBOARD_106"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText("[SCOREBOARD] 11"));
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/* TEXTO CENTRADO */
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// text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[i], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
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@@ -309,12 +309,12 @@ void Scoreboard::fillPanelTextures()
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case ScoreboardMode::GAME_COMPLETED:
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{
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// GAME OVER
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("SCOREBOARD_102"));
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text_scoreboard_->writeCentered(slot4_1_.x, slot4_1_.y + 4, lang::getText("[SCOREBOARD] 7"));
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// SCORE
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if (time_counter_ % 10 < 8)
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{
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("SCOREBOARD_120"));
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y - 2, lang::getText("[SCOREBOARD] 14"));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_[i]));
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}
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}
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@@ -342,7 +342,7 @@ void Scoreboard::fillBackgroundTexture()
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SDL_RenderClear(renderer_);
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// Copia las texturas de los paneles
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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for (int i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
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{
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SDL_RenderTexture(renderer_, panel_texture_[i], nullptr, &panel_[i].pos);
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}
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@@ -358,8 +358,8 @@ void Scoreboard::fillBackgroundTexture()
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void Scoreboard::recalculateAnchors()
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{
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// Recalcula la posición y el tamaño de los paneles
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const float panel_width = (float)rect_.w / (float)SCOREBOARD_MAX_PANELS;
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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const float panel_width = (float)rect_.w / (float)[SCOREBOARD] MAX_PANELS;
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for (int i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
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{
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panel_[i].pos.x = roundf(panel_width * i);
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panel_[i].pos.y = 0;
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@@ -427,7 +427,7 @@ void Scoreboard::createPanelTextures()
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panel_texture_.clear();
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// Crea las texturas para cada panel_
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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for (int i = 0; i < [SCOREBOARD] MAX_PANELS; ++i)
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{
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SDL_Texture *tex = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, panel_[i].pos.w, panel_[i].pos.h);
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SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
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