añadidos fade-ins a las secciones
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@@ -24,6 +24,15 @@ HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
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SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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section->name = SECTION_PROG_HI_SCORE_TABLE;
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ticks = 0;
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ticksSpeed = 15;
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counter = 0;
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counterEnd = 800;
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viewArea = {0, 0, param->gameWidth, param->gameHeight};
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fadeMode = FADE_IN;
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// Inicializa objetos
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background->setSrcDest(windowArea);
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background->setDstDest(windowArea);
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@@ -33,18 +42,9 @@ HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
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fade->setType(FADE_RANDOM_SQUARE);
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fade->setPost(param->fadePostDuration);
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fade->setMode(FADE_IN);
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fade->setMode(fadeMode);
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fade->activate();
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// Inicializa variables
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section->name = SECTION_PROG_HI_SCORE_TABLE;
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ticks = 0;
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ticksSpeed = 15;
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manualQuit = false;
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counter = 0;
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counterEnd = 800;
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viewArea = {0, 0, param->gameWidth, param->gameHeight};
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// Crea el contenido de la textura con la lista de puntuaciones
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fillTexture();
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}
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@@ -71,13 +71,14 @@ void HiScoreTable::update()
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// Actualiza el fondo
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background->update();
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fade->update();
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// Gestiona el fade
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updateFade();
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counter++;
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if (counter == counterEnd)
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{
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section->name = SECTION_PROG_INSTRUCTIONS;
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fade->activate();
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}
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}
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}
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@@ -247,4 +248,22 @@ std::string HiScoreTable::scoreToString(Uint32 num)
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}
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return (std::to_string(num));
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}
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// Gestiona el fade
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void HiScoreTable::updateFade()
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{
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fade->update();
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if (fade->hasEnded() && fadeMode == FADE_IN)
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{
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fade->reset();
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fadeMode = FADE_OUT;
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fade->setMode(fadeMode);
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}
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if (fade->hasEnded() && fadeMode == FADE_OUT)
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{
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section->name = SECTION_PROG_INSTRUCTIONS;
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}
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}
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