Añadido FADE_RANDOM_SQUARE a la clase Fade

This commit is contained in:
2024-06-20 08:25:32 +02:00
parent 8f6b5cefa8
commit 1be38191bb
2 changed files with 75 additions and 35 deletions

View File

@@ -34,6 +34,8 @@ void Fade::init()
r = 0;
g = 0;
b = 0;
numSquaresWidth = 80;
numSquaresHeight = 60;
}
// Pinta una transición en pantalla
@@ -69,37 +71,16 @@ void Fade::render()
case FADE_RANDOM_SQUARE:
{
for (Uint16 i = 0; i < 50; i++)
{
// Crea un color al azar
r = 255 * (rand() % 2);
g = 255 * (rand() % 2);
b = 255 * (rand() % 2);
SDL_SetRenderDrawColor(renderer, r, g, b, 64);
SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr);
// Dibujamos sobre el backbuffer
SDL_SetRenderTarget(renderer, backbuffer);
rect1.x = rand() % (param->gameWidth - rect1.w);
rect1.y = rand() % (param->gameHeight - rect1.h);
SDL_RenderFillRect(renderer, &rect1);
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(renderer, nullptr);
// Copiamos el backbuffer al renderizador
SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr);
// Volcamos el renderizador en pantalla
SDL_RenderPresent(renderer);
SDL_Delay(100);
}
break;
}
default:
{
break;
}
}
}
// Pone el color en toda la textura
@@ -115,32 +96,63 @@ void Fade::update()
{
if (enabled)
{
counter++;
switch (type)
{
case FADE_FULLSCREEN:
{
if (counter >= 255 / 4)
{
finished = true;
}
break;
}
case FADE_CENTER:
{
if ((counter * 4) > param->gameHeight)
{
finished = true;
}
break;
}
case FADE_RANDOM_SQUARE:
{
const int delay = 1;
const int mult = 8;
if (counter % delay == 0)
{
// Dibujamos sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
// Dibuja el cuadrado correspondiente
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
const int index = std::min(counter / delay, (numSquaresWidth * numSquaresHeight) - 1);
for (int i = 0; i < mult; ++i)
{
SDL_RenderFillRect(renderer, &square[index * mult + i]);
}
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(renderer, temp);
}
if (counter * mult / delay >= numSquaresWidth * numSquaresHeight)
{
finished = true;
}
break;
}
}
if (finished)
{
enabled = false;
}
counter++;
}
}
@@ -177,7 +189,32 @@ void Fade::activate()
case FADE_RANDOM_SQUARE:
{
rect1 = {0, 0, 32, 32};
rect1 = {0, 0, param->gameWidth / numSquaresWidth, param->gameHeight / numSquaresHeight};
square.clear();
// Añade los cuadrados al vector
for (int i = 0; i < numSquaresWidth * numSquaresHeight; ++i)
{
rect1.x = (i % numSquaresWidth) * rect1.w;
rect1.y = (i / numSquaresWidth) * rect1.h;
square.push_back(rect1);
}
// Desordena el vector de cuadrados
int num = numSquaresWidth * numSquaresHeight;
while (num > 1)
{
// agafa un nombre aleatòri entre 0 i num-1
int num_arreu = rand() % num;
// el element triat el swapechem amb l'ultim
SDL_Rect temp = square[num_arreu];
square[num_arreu] = square[num - 1];
square[num - 1] = temp;
// I ara queda un element menys per desordenar
num--;
}
break;
}
}