canvi de pc (toquejant Options)
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@@ -35,7 +35,7 @@ Instructions::Instructions()
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SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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section::name = section::Name::INSTRUCTIONS;
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Section::name = Section::Name::INSTRUCTIONS;
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view_ = param.game.game_area.rect;
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// Inicializa objetos
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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] 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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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] 01"), 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] 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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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] 06"), 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] 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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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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@@ -266,18 +266,18 @@ void Instructions::checkEvents()
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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globalEvents::check(event);
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GlobalEvents::check(event);
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}
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}
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// Comprueba las entradas
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void Instructions::checkInput() { globalInputs::check(); }
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void Instructions::checkInput() { GlobalInputs::check(); }
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// Bucle para la pantalla de instrucciones
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void Instructions::run()
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{
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Audio::get()->playMusic("title.ogg");
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while (section::name == section::Name::INSTRUCTIONS)
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while (Section::name == Section::Name::INSTRUCTIONS)
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{
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checkInput();
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update();
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@@ -368,7 +368,7 @@ void Instructions::updateBackbuffer()
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// Comprueba si el contador ha llegado al final
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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::name = Section::Name::TITLE;
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Section::options = Section::Options::TITLE_1;
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}
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}
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