passant linters a vore si trobe variables sense inicialitzar
This commit is contained in:
@@ -39,8 +39,8 @@ Credits::Credits()
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tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
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canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)) {
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text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))),
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canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
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if (text_texture_ == nullptr) {
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throw std::runtime_error("Failed to create SDL texture for text.");
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}
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@@ -48,13 +48,13 @@ Credits::Credits()
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balloon_manager_->setPlayArea(play_area_);
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fade_in_->setColor(param.fade.color);
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fade_in_->setType(FadeType::FULLSCREEN);
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fade_in_->setType(Fade::Type::FULLSCREEN);
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fade_in_->setPostDuration(50);
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fade_in_->setMode(FadeMode::IN);
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fade_in_->setMode(Fade::Mode::IN);
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fade_in_->activate();
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fade_out_->setColor(0, 0, 0);
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fade_out_->setType(FadeType::FULLSCREEN);
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fade_out_->setType(Fade::Type::FULLSCREEN);
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fade_out_->setPostDuration(400);
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updateRedRect();
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@@ -63,7 +63,7 @@ Credits::Credits()
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initPlayers();
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SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
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fillTextTexture();
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steps_ = std::abs((top_black_rect_.h - param.game.game_area.center_y - 1) + ((left_black_rect_.w - param.game.game_area.center_x) / 4));
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steps_ = static_cast<int>(std::abs((top_black_rect_.h - param.game.game_area.center_y - 1) + ((left_black_rect_.w - param.game.game_area.center_x) / 4)));
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}
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// Destructor
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@@ -171,57 +171,59 @@ void Credits::fillTextTexture() {
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const int SPACE_POST_TITLE = 3 + text->getCharacterSize();
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const int SPACE_PRE_TITLE = text->getCharacterSize() * 4;
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const int TEXTS_HEIGHT = 1 * text->getCharacterSize() + 8 * SPACE_POST_TITLE + 3 * SPACE_PRE_TITLE;
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credits_rect_dst_.h = credits_rect_src_.h = TEXTS_HEIGHT;
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const int POS_X = static_cast<int>(param.game.game_area.center_x);
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credits_rect_dst_.h = credits_rect_src_.h = static_cast<float>(TEXTS_HEIGHT);
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auto text_style = Text::Style(Text::CENTER | Text::SHADOW, NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
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// PROGRAMMED_AND_DESIGNED_BY
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int y = 0;
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text_grad->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text_grad->writeStyle(POS_X, y, TEXTS.at(0), text_style);
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y += SPACE_POST_TITLE;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeStyle(POS_X, y, TEXTS.at(4), text_style);
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// PIXELART_DRAWN_BY
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text_grad->writeStyle(POS_X, y, TEXTS.at(1), text_style);
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y += SPACE_POST_TITLE;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeStyle(POS_X, y, TEXTS.at(4), text_style);
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// MUSIC_COMPOSED_BY
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text_grad->writeStyle(POS_X, y, TEXTS.at(2), text_style);
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y += SPACE_POST_TITLE;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeStyle(POS_X, y, TEXTS.at(5), text_style);
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y += SPACE_POST_TITLE;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeStyle(POS_X, y, TEXTS.at(6), text_style);
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// SOUND_EFFECTS
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y += SPACE_PRE_TITLE;
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text_grad->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text_grad->writeStyle(POS_X, y, TEXTS.at(3), text_style);
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y += SPACE_POST_TITLE;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeStyle(POS_X, y, TEXTS.at(7), text_style);
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y += SPACE_POST_TITLE;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeStyle(POS_X, y, TEXTS.at(8), text_style);
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y += SPACE_POST_TITLE;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeStyle(POS_X, y, TEXTS.at(9), text_style);
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y += SPACE_POST_TITLE;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(10), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeStyle(POS_X, y, TEXTS.at(10), text_style);
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// Mini logo
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y += SPACE_PRE_TITLE;
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mini_logo_rect_src_.y = y;
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mini_logo_rect_src_.y = static_cast<float>(y);
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auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
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mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y);
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mini_logo_sprite->setPosition(1 + POS_X - mini_logo_sprite->getWidth() / 2, 1 + y);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(SHADOW_TEXT_COLOR.r, SHADOW_TEXT_COLOR.g, SHADOW_TEXT_COLOR.b);
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mini_logo_sprite->render();
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mini_logo_sprite->setPosition(param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, y);
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mini_logo_sprite->setPosition(POS_X - mini_logo_sprite->getWidth() / 2, y);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255);
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mini_logo_sprite->render();
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// Texto con el copyright
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y += mini_logo_sprite->getHeight() + 3;
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text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, std::string(TEXT_COPYRIGHT), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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text->writeDX(Text::CENTER | Text::SHADOW, POS_X, y, std::string(TEXT_COPYRIGHT), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
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// Resetea el renderizador
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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@@ -384,7 +386,7 @@ void Credits::initPlayers() {
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players_.back()->setPlayingState(Player::State::CREDITS);
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// Registra los jugadores en Options
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for (auto player : players_) {
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for (const auto &player : players_) {
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Options::keyboard.addPlayer(player);
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Options::gamepad_manager.addPlayer(player);
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}
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@@ -81,13 +81,13 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
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fade_in_->setColor(param.fade.color);
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fade_in_->setPreDuration(demo_.enabled ? 80 : 0);
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fade_in_->setPostDuration(0);
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fade_in_->setType(FadeType::RANDOM_SQUARE);
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fade_in_->setMode(FadeMode::IN);
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fade_in_->setType(Fade::Type::RANDOM_SQUARE);
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fade_in_->setMode(Fade::Mode::IN);
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fade_in_->activate();
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fade_out_->setColor(param.fade.color);
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fade_out_->setPostDuration(param.fade.post_duration);
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fade_out_->setType(FadeType::VENETIAN);
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fade_out_->setType(Fade::Type::VENETIAN);
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background_->setPos(param.game.play_area.rect);
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@@ -230,7 +230,7 @@ void Game::updatePlayers() {
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handlePlayerCollision(player, balloon);
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if (demo_.enabled && allPlayersAreNotPlaying()) {
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fade_out_->setType(FadeType::RANDOM_SQUARE);
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fade_out_->setType(Fade::Type::RANDOM_SQUARE);
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fade_out_->activate();
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}
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}
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@@ -549,7 +549,7 @@ void Game::checkBulletCollision() {
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}
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// Maneja la colisión entre bala y Tabe
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auto Game::checkBulletTabeCollision(std::shared_ptr<Bullet> bullet) -> bool {
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auto Game::checkBulletTabeCollision(const std::shared_ptr<Bullet> &bullet) -> bool {
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if (!tabe_->isEnabled()) {
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return false;
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}
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@@ -581,7 +581,7 @@ void Game::handleTabeHitEffects() {
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}
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// Maneja la colisión entre bala y globos
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auto Game::checkBulletBalloonCollision(std::shared_ptr<Bullet> bullet) -> bool {
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auto Game::checkBulletBalloonCollision(const std::shared_ptr<Bullet> &bullet) -> bool {
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for (auto &balloon : balloon_manager_->getBalloons()) {
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if (!balloon->isEnabled() || balloon->isInvulnerable()) {
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continue;
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@@ -598,7 +598,7 @@ auto Game::checkBulletBalloonCollision(std::shared_ptr<Bullet> bullet) -> bool {
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}
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// Procesa el impacto en un globo
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void Game::processBalloonHit(std::shared_ptr<Bullet> bullet, std::shared_ptr<Balloon> balloon) {
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void Game::processBalloonHit(const std::shared_ptr<Bullet> &bullet, const std::shared_ptr<Balloon> &balloon) {
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auto player = getPlayer(bullet->getOwner());
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handleItemDrop(balloon, player);
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@@ -608,7 +608,7 @@ void Game::processBalloonHit(std::shared_ptr<Bullet> bullet, std::shared_ptr<Bal
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}
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// Maneja la caída de items cuando se destruye un globo
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void Game::handleItemDrop(std::shared_ptr<Balloon> balloon, std::shared_ptr<Player> player) {
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void Game::handleItemDrop(const std::shared_ptr<Balloon> &balloon, const std::shared_ptr<Player> &player) {
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const auto DROPPED_ITEM = dropItem();
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if (DROPPED_ITEM == ItemType::NONE || demo_.recording) {
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return;
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@@ -623,9 +623,9 @@ void Game::handleItemDrop(std::shared_ptr<Balloon> balloon, std::shared_ptr<Play
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}
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// Maneja la destrucción del globo y puntuación
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void Game::handleBalloonDestruction(std::shared_ptr<Balloon> balloon, std::shared_ptr<Player> player) {
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void Game::handleBalloonDestruction(std::shared_ptr<Balloon> balloon, const std::shared_ptr<Player> &player) {
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if (player->isPlaying()) {
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auto const SCORE = balloon_manager_->popBalloon(balloon) * player->getScoreMultiplier() * difficulty_score_multiplier_;
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auto const SCORE = balloon_manager_->popBalloon(std::move(balloon)) * player->getScoreMultiplier() * difficulty_score_multiplier_;
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player->addScore(SCORE, Options::settings.hi_score_table.back().score);
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player->incScoreMultiplier();
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}
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@@ -758,7 +758,7 @@ void Game::freeItems() {
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}
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// Crea un objeto PathSprite
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void Game::createItemText(int x, std::shared_ptr<Texture> texture) {
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void Game::createItemText(int x, const std::shared_ptr<Texture> &texture) {
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path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
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const auto W = texture->getWidth();
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@@ -781,7 +781,7 @@ void Game::createItemText(int x, std::shared_ptr<Texture> texture) {
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}
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// Crea un objeto PathSprite
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void Game::createMessage(const std::vector<Path> &paths, std::shared_ptr<Texture> texture) {
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void Game::createMessage(const std::vector<Path> &paths, const std::shared_ptr<Texture> &texture) {
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path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
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// Inicializa
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@@ -1239,7 +1239,7 @@ void Game::checkInput() {
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// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
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void Game::checkPauseInput() {
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// Comprueba los mandos
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for (auto gamepad : input_->getGamepads()) {
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for (const auto &gamepad : input_->getGamepads()) {
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if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
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pause_manager_->togglePlayerPause();
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return;
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@@ -1616,7 +1616,7 @@ void Game::initPlayers(Player::Id player_id) {
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}
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// Registra los jugadores en Options
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for (auto player : players_) {
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for (const auto &player : players_) {
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Options::keyboard.addPlayer(player);
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Options::gamepad_manager.addPlayer(player);
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}
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@@ -1660,7 +1660,7 @@ void Game::updateDemo() {
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// Activa el fundido antes de acabar con los datos de la demo
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if (demo_.counter == TOTAL_DEMO_DATA - 200) {
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fade_out_->setType(FadeType::RANDOM_SQUARE);
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fade_out_->setType(Fade::Type::RANDOM_SQUARE);
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fade_out_->activate();
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}
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@@ -1777,11 +1777,11 @@ void Game::updateMenace() {
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}
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const auto &stage = current_stage.value();
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const double fraction = stage_manager_->getCurrentStageProgressFraction();
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const int difference = stage.getMaxMenace() - stage.getMinMenace();
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const double FRACTION = stage_manager_->getCurrentStageProgressFraction();
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const int DIFFERENCE = stage.getMaxMenace() - stage.getMinMenace();
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// Aumenta el nivel de amenaza en función del progreso de la fase
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menace_threshold_ = stage.getMinMenace() + (difference * fraction);
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menace_threshold_ = stage.getMinMenace() + (DIFFERENCE * FRACTION);
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if (menace_ < menace_threshold_) {
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balloon_manager_->deployRandomFormation(stage_manager_->getCurrentStageIndex());
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@@ -1940,14 +1940,14 @@ void Game::handleDebugEvents(const SDL_Event &event) {
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++formation_id_;
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balloon_manager_->destroyAllBalloons();
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balloon_manager_->deployFormation(formation_id_);
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std::cout << formation_id_ << std::endl;
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std::cout << formation_id_ << '\n';
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break;
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}
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case SDLK_KP_MINUS: {
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--formation_id_;
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balloon_manager_->destroyAllBalloons();
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balloon_manager_->deployFormation(formation_id_);
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std::cout << formation_id_ << std::endl;
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std::cout << formation_id_ << '\n';
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break;
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}
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default:
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@@ -216,9 +216,9 @@ class Game {
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void freeBullets(); // Libera memoria del vector de balas
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// --- Colisiones específicas de balas ---
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auto checkBulletTabeCollision(std::shared_ptr<Bullet> bullet) -> bool; // Detecta colisión bala-Tabe
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auto checkBulletBalloonCollision(std::shared_ptr<Bullet> bullet) -> bool; // Detecta colisión bala-globo
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void processBalloonHit(std::shared_ptr<Bullet> bullet, std::shared_ptr<Balloon> balloon); // Procesa impacto en globo
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auto checkBulletTabeCollision(const std::shared_ptr<Bullet> &bullet) -> bool; // Detecta colisión bala-Tabe
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auto checkBulletBalloonCollision(const std::shared_ptr<Bullet> &bullet) -> bool; // Detecta colisión bala-globo
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void processBalloonHit(const std::shared_ptr<Bullet> &bullet, const std::shared_ptr<Balloon> &balloon); // Procesa impacto en globo
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// --- Sistema de ítems y power-ups ---
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void updateItems(); // Actualiza posición y estado de todos los ítems
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@@ -235,7 +235,7 @@ class Game {
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void throwCoffee(int x, int y); // Crea efecto de café arrojado al ser golpeado
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// --- Gestión de caída de ítems ---
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void handleItemDrop(std::shared_ptr<Balloon> balloon, std::shared_ptr<Player> player); // Gestiona caída de ítem desde globo
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void handleItemDrop(const std::shared_ptr<Balloon> &balloon, const std::shared_ptr<Player> &player); // Gestiona caída de ítem desde globo
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// --- Sprites inteligentes (smartsprites) ---
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void updateSmartSprites(); // Actualiza todos los sprites con lógica propia
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@@ -249,11 +249,11 @@ class Game {
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void initPaths(); // Inicializa rutas predefinidas para animaciones
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// --- Creación de sprites especiales ---
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void createItemText(int x, std::shared_ptr<Texture> texture); // Crea texto animado para ítems
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void createMessage(const std::vector<Path> &paths, std::shared_ptr<Texture> texture); // Crea mensaje con animación por ruta
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void createItemText(int x, const std::shared_ptr<Texture> &texture); // Crea texto animado para ítems
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void createMessage(const std::vector<Path> &paths, const std::shared_ptr<Texture> &texture); // Crea mensaje con animación por ruta
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// --- Sistema de globos y enemigos ---
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void handleBalloonDestruction(std::shared_ptr<Balloon> balloon, std::shared_ptr<Player> player); // Procesa destrucción de globo
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void handleBalloonDestruction(std::shared_ptr<Balloon> balloon, const std::shared_ptr<Player> &player); // Procesa destrucción de globo
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void handleTabeHitEffects(); // Gestiona efectos al golpear a Tabe
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void checkAndUpdateBalloonSpeed(); // Ajusta velocidad de globos según progreso
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@@ -36,7 +36,7 @@ HiScoreTable::HiScoreTable()
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ticks_(0),
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view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}),
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fade_mode_(FadeMode::IN),
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fade_mode_(Fade::Mode::IN),
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background_fade_color_(Color(0, 0, 0)) {
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// Inicializa el resto
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Section::name = Section::Name::HI_SCORE_TABLE;
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@@ -133,13 +133,13 @@ void HiScoreTable::run() {
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void HiScoreTable::updateFade() {
|
||||
fade_->update();
|
||||
|
||||
if (fade_->hasEnded() && fade_mode_ == FadeMode::IN) {
|
||||
if (fade_->hasEnded() && fade_mode_ == Fade::Mode::IN) {
|
||||
fade_->reset();
|
||||
fade_mode_ = FadeMode::OUT;
|
||||
fade_mode_ = Fade::Mode::OUT;
|
||||
fade_->setMode(fade_mode_);
|
||||
}
|
||||
|
||||
if (fade_->hasEnded() && fade_mode_ == FadeMode::OUT) {
|
||||
if (fade_->hasEnded() && fade_mode_ == Fade::Mode::OUT) {
|
||||
Section::name = (Section::options == Section::Options::HI_SCORE_AFTER_PLAYING)
|
||||
? Section::Name::TITLE
|
||||
: Section::Name::INSTRUCTIONS;
|
||||
@@ -272,7 +272,7 @@ void HiScoreTable::updateSprites() {
|
||||
// Inicializa el fade
|
||||
void HiScoreTable::initFade() {
|
||||
fade_->setColor(param.fade.color);
|
||||
fade_->setType(FadeType::RANDOM_SQUARE);
|
||||
fade_->setType(Fade::Type::RANDOM_SQUARE);
|
||||
fade_->setPostDuration(param.fade.post_duration);
|
||||
fade_->setMode(fade_mode_);
|
||||
fade_->activate();
|
||||
|
||||
@@ -7,12 +7,11 @@
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "color.h" // Para Color
|
||||
#include "fade.h" // Para Fade
|
||||
#include "path_sprite.h" // Para Path, PathSprite (ptr only)
|
||||
|
||||
class Background;
|
||||
class Fade;
|
||||
class Sprite;
|
||||
enum class FadeMode : Uint8;
|
||||
|
||||
// --- Clase HiScoreTable: muestra la tabla de puntuaciones más altas ---
|
||||
// Esta clase gestiona un estado del programa. Se encarga de mostrar la tabla con las puntuaciones
|
||||
@@ -48,7 +47,7 @@ class HiScoreTable {
|
||||
Uint16 counter_ = 0; // Contador
|
||||
Uint64 ticks_; // Contador de ticks para ajustar la velocidad del programa
|
||||
SDL_FRect view_area_; // Parte de la textura que se muestra en pantalla
|
||||
FadeMode fade_mode_; // Modo de fade a utilizar
|
||||
Fade::Mode fade_mode_; // Modo de fade a utilizar
|
||||
Color background_fade_color_; // Color de atenuación del fondo
|
||||
std::vector<Color> entry_colors_; // Colores para destacar las entradas en la tabla
|
||||
|
||||
|
||||
@@ -43,9 +43,9 @@ Instructions::Instructions()
|
||||
// Inicializa objetos
|
||||
tiled_bg_->setColor(param.title.bg_color);
|
||||
fade_->setColor(param.fade.color);
|
||||
fade_->setType(FadeType::FULLSCREEN);
|
||||
fade_->setType(Fade::Type::FULLSCREEN);
|
||||
fade_->setPostDuration(param.fade.post_duration);
|
||||
fade_->setMode(FadeMode::IN);
|
||||
fade_->setMode(Fade::Mode::IN);
|
||||
fade_->activate();
|
||||
|
||||
// Inicializa las líneas con un retraso progresivo de 50 ms
|
||||
|
||||
@@ -49,7 +49,7 @@ Title::Title()
|
||||
game_logo_->enable();
|
||||
mini_logo_sprite_->setX(param.game.game_area.center_x - mini_logo_sprite_->getWidth() / 2);
|
||||
fade_->setColor(param.fade.color);
|
||||
fade_->setType(FadeType::RANDOM_SQUARE);
|
||||
fade_->setType(Fade::Type::RANDOM_SQUARE);
|
||||
fade_->setPostDuration(param.fade.post_duration);
|
||||
initPlayers();
|
||||
|
||||
@@ -201,7 +201,7 @@ void Title::printColorValue(const Color& color) {
|
||||
<< std::hex << std::setw(2) << std::setfill('0') << (int)color.r
|
||||
<< std::setw(2) << std::setfill('0') << (int)color.g
|
||||
<< std::setw(2) << std::setfill('0') << (int)color.b
|
||||
<< std::endl;
|
||||
<< '\n';
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -538,7 +538,7 @@ void Title::initPlayers() {
|
||||
players_.back()->setPlayingState(Player::State::TITLE_HIDDEN);
|
||||
|
||||
// Registra los jugadores en Options
|
||||
for (auto player : players_) {
|
||||
for (const auto& player : players_) {
|
||||
Options::keyboard.addPlayer(player);
|
||||
Options::gamepad_manager.addPlayer(player);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user