passant linters a vore si trobe variables sense inicialitzar
This commit is contained in:
@@ -39,8 +39,8 @@ Credits::Credits()
|
||||
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
|
||||
fade_in_(std::make_unique<Fade>()),
|
||||
fade_out_(std::make_unique<Fade>()),
|
||||
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
|
||||
canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)) {
|
||||
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))),
|
||||
canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
|
||||
if (text_texture_ == nullptr) {
|
||||
throw std::runtime_error("Failed to create SDL texture for text.");
|
||||
}
|
||||
@@ -48,13 +48,13 @@ Credits::Credits()
|
||||
balloon_manager_->setPlayArea(play_area_);
|
||||
|
||||
fade_in_->setColor(param.fade.color);
|
||||
fade_in_->setType(FadeType::FULLSCREEN);
|
||||
fade_in_->setType(Fade::Type::FULLSCREEN);
|
||||
fade_in_->setPostDuration(50);
|
||||
fade_in_->setMode(FadeMode::IN);
|
||||
fade_in_->setMode(Fade::Mode::IN);
|
||||
fade_in_->activate();
|
||||
|
||||
fade_out_->setColor(0, 0, 0);
|
||||
fade_out_->setType(FadeType::FULLSCREEN);
|
||||
fade_out_->setType(Fade::Type::FULLSCREEN);
|
||||
fade_out_->setPostDuration(400);
|
||||
|
||||
updateRedRect();
|
||||
@@ -63,7 +63,7 @@ Credits::Credits()
|
||||
initPlayers();
|
||||
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
|
||||
fillTextTexture();
|
||||
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));
|
||||
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)));
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -171,57 +171,59 @@ void Credits::fillTextTexture() {
|
||||
const int SPACE_POST_TITLE = 3 + text->getCharacterSize();
|
||||
const int SPACE_PRE_TITLE = text->getCharacterSize() * 4;
|
||||
const int TEXTS_HEIGHT = 1 * text->getCharacterSize() + 8 * SPACE_POST_TITLE + 3 * SPACE_PRE_TITLE;
|
||||
credits_rect_dst_.h = credits_rect_src_.h = TEXTS_HEIGHT;
|
||||
const int POS_X = static_cast<int>(param.game.game_area.center_x);
|
||||
credits_rect_dst_.h = credits_rect_src_.h = static_cast<float>(TEXTS_HEIGHT);
|
||||
auto text_style = Text::Style(Text::CENTER | Text::SHADOW, NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
|
||||
|
||||
// PROGRAMMED_AND_DESIGNED_BY
|
||||
int y = 0;
|
||||
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);
|
||||
text_grad->writeStyle(POS_X, y, TEXTS.at(0), text_style);
|
||||
|
||||
y += SPACE_POST_TITLE;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeStyle(POS_X, y, TEXTS.at(4), text_style);
|
||||
|
||||
// PIXELART_DRAWN_BY
|
||||
y += SPACE_PRE_TITLE;
|
||||
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);
|
||||
text_grad->writeStyle(POS_X, y, TEXTS.at(1), text_style);
|
||||
y += SPACE_POST_TITLE;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeStyle(POS_X, y, TEXTS.at(4), text_style);
|
||||
|
||||
// MUSIC_COMPOSED_BY
|
||||
y += SPACE_PRE_TITLE;
|
||||
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);
|
||||
text_grad->writeStyle(POS_X, y, TEXTS.at(2), text_style);
|
||||
|
||||
y += SPACE_POST_TITLE;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeStyle(POS_X, y, TEXTS.at(5), text_style);
|
||||
y += SPACE_POST_TITLE;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeStyle(POS_X, y, TEXTS.at(6), text_style);
|
||||
|
||||
// SOUND_EFFECTS
|
||||
y += SPACE_PRE_TITLE;
|
||||
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);
|
||||
text_grad->writeStyle(POS_X, y, TEXTS.at(3), text_style);
|
||||
y += SPACE_POST_TITLE;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeStyle(POS_X, y, TEXTS.at(7), text_style);
|
||||
y += SPACE_POST_TITLE;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeStyle(POS_X, y, TEXTS.at(8), text_style);
|
||||
y += SPACE_POST_TITLE;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeStyle(POS_X, y, TEXTS.at(9), text_style);
|
||||
y += SPACE_POST_TITLE;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, param.game.game_area.center_x, y, TEXTS.at(10), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeStyle(POS_X, y, TEXTS.at(10), text_style);
|
||||
|
||||
// Mini logo
|
||||
y += SPACE_PRE_TITLE;
|
||||
mini_logo_rect_src_.y = y;
|
||||
mini_logo_rect_src_.y = static_cast<float>(y);
|
||||
auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
|
||||
mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y);
|
||||
mini_logo_sprite->setPosition(1 + POS_X - mini_logo_sprite->getWidth() / 2, 1 + y);
|
||||
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(SHADOW_TEXT_COLOR.r, SHADOW_TEXT_COLOR.g, SHADOW_TEXT_COLOR.b);
|
||||
mini_logo_sprite->render();
|
||||
|
||||
mini_logo_sprite->setPosition(param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, y);
|
||||
mini_logo_sprite->setPosition(POS_X - mini_logo_sprite->getWidth() / 2, y);
|
||||
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255);
|
||||
mini_logo_sprite->render();
|
||||
|
||||
// Texto con el copyright
|
||||
y += mini_logo_sprite->getHeight() + 3;
|
||||
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);
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, POS_X, y, std::string(TEXT_COPYRIGHT), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
|
||||
// Resetea el renderizador
|
||||
SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
|
||||
@@ -384,7 +386,7 @@ void Credits::initPlayers() {
|
||||
players_.back()->setPlayingState(Player::State::CREDITS);
|
||||
|
||||
// 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