Acabat de renamar, encara que he descobert cosetes i tindré que fer altra pasaeta

Actualitzat stb_image.h a la última versió
This commit is contained in:
2024-10-12 22:25:43 +02:00
parent cce14dba4d
commit 33ea8d90ca
16 changed files with 528 additions and 431 deletions

View File

@@ -20,54 +20,48 @@ Logo::Logo()
SDL_Renderer *renderer = Screen::get()->getRenderer();
// Reserva memoria para los punteros
jailTexture = std::make_shared<Texture>(renderer, Asset::get()->get("logo_jailgames.png"));
sinceTexture = std::make_shared<Texture>(renderer, Asset::get()->get("logo_since_1998.png"));
sinceSprite = std::make_unique<Sprite>((param.game.width - sinceTexture->getWidth()) / 2, 83 + jailTexture->getHeight() + 5, sinceTexture->getWidth(), sinceTexture->getHeight(), sinceTexture);
jail_texture_ = std::make_shared<Texture>(renderer, Asset::get()->get("logo_jailgames.png"));
since_texture_ = std::make_shared<Texture>(renderer, Asset::get()->get("logo_since_1998.png"));
since_sprite_ = std::make_unique<Sprite>((param.game.width - since_texture_->getWidth()) / 2, 83 + jail_texture_->getHeight() + 5, since_texture_->getWidth(), since_texture_->getHeight(), since_texture_);
// Inicializa variables
counter = 0;
counter_ = 0;
section::name = section::Name::LOGO;
ticks = 0;
ticksSpeed = 15;
showSinceSprite_cm = 70;
initFade_cm = 300;
endLogo_cm = 400;
postLogoDuration = 20;
speed = 8;
dest.x = param.game.game_area.center_x - jailTexture->getWidth() / 2;
dest.y = param.game.game_area.center_y - jailTexture->getHeight() / 2;
sinceSprite->setPosY(dest.y + jailTexture->getHeight() + 5);
sinceSprite->setSpriteClip(0, 0, sinceTexture->getWidth(), sinceTexture->getHeight());
sinceSprite->setEnabled(false);
sinceTexture->setColor(0x00, 0x00, 0x00); // Esto en linux no hace nada ??
ticks_ = 0;
dest_.x = param.game.game_area.center_x - jail_texture_->getWidth() / 2;
dest_.y = param.game.game_area.center_y - jail_texture_->getHeight() / 2;
since_sprite_->setPosY(dest_.y + jail_texture_->getHeight() + 5);
since_sprite_->setSpriteClip(0, 0, since_texture_->getWidth(), since_texture_->getHeight());
since_sprite_->setEnabled(false);
since_texture_->setColor(0x00, 0x00, 0x00); // Esto en linux no hace nada ??
// Crea los sprites de cada linea
for (int i = 0; i < jailTexture->getHeight(); ++i)
for (int i = 0; i < jail_texture_->getHeight(); ++i)
{
auto temp = std::make_unique<Sprite>(0, i, jailTexture->getWidth(), 1, jailTexture);
temp->setSpriteClip(0, i, jailTexture->getWidth(), 1);
const int posX = (i % 2 == 0) ? param.game.width + (i * 3) : -jailTexture->getWidth() - (i * 3);
auto temp = std::make_unique<Sprite>(0, i, jail_texture_->getWidth(), 1, jail_texture_);
temp->setSpriteClip(0, i, jail_texture_->getWidth(), 1);
const int posX = (i % 2 == 0) ? param.game.width + (i * 3) : -jail_texture_->getWidth() - (i * 3);
temp->setPosX(posX);
temp->setPosY(dest.y + i);
jailSprite.push_back(std::move(temp));
temp->setPosY(dest_.y + i);
jail_sprite_.push_back(std::move(temp));
}
// Inicializa el vector de colores
color.push_back({0x00, 0x00, 0x00}); // Black
color.push_back({0x00, 0x00, 0xd8}); // Blue
color.push_back({0xd8, 0x00, 0x00}); // Red
color.push_back({0xd8, 0x00, 0xd8}); // Magenta
color.push_back({0x00, 0xd8, 0x00}); // Green
color.push_back({0x00, 0xd8, 0xd8}); // Cyan
color.push_back({0xd8, 0xd8, 0x00}); // Yellow
color.push_back({0xFF, 0xFF, 0xFF}); // Bright white
color_.push_back({0x00, 0x00, 0x00}); // Black
color_.push_back({0x00, 0x00, 0xd8}); // Blue
color_.push_back({0xd8, 0x00, 0x00}); // Red
color_.push_back({0xd8, 0x00, 0xd8}); // Magenta
color_.push_back({0x00, 0xd8, 0x00}); // Green
color_.push_back({0x00, 0xd8, 0xd8}); // Cyan
color_.push_back({0xd8, 0xd8, 0x00}); // Yellow
color_.push_back({0xFF, 0xFF, 0xFF}); // Bright white
}
// Recarga todas las texturas
void Logo::reloadTextures()
{
jailTexture->reLoad();
sinceTexture->reLoad();
jail_texture_->reLoad();
since_texture_->reLoad();
}
// Comprueba el manejador de eventos
@@ -117,26 +111,26 @@ void Logo::checkInput()
// Gestiona el logo de JAILGAME
void Logo::updateJAILGAMES()
{
if (counter > 30)
if (counter_ > 30)
{
for (int i = 0; i < (int)jailSprite.size(); ++i)
for (int i = 0; i < (int)jail_sprite_.size(); ++i)
{
if (jailSprite[i]->getPosX() != dest.x)
if (jail_sprite_[i]->getPosX() != dest_.x)
{
if (i % 2 == 0)
{
jailSprite[i]->incPosX(-speed);
if (jailSprite[i]->getPosX() < dest.x)
jail_sprite_[i]->incPosX(-SPEED);
if (jail_sprite_[i]->getPosX() < dest_.x)
{
jailSprite[i]->setPosX(dest.x);
jail_sprite_[i]->setPosX(dest_.x);
}
}
else
{
jailSprite[i]->incPosX(speed);
if (jailSprite[i]->getPosX() > dest.x)
jail_sprite_[i]->incPosX(SPEED);
if (jail_sprite_[i]->getPosX() > dest_.x)
{
jailSprite[i]->setPosX(dest.x);
jail_sprite_[i]->setPosX(dest_.x);
}
}
}
@@ -152,19 +146,19 @@ void Logo::updateTextureColors()
// Manejo de 'sinceTexture'
for (int i = 0; i <= 7; ++i)
{
if (counter == showSinceSprite_cm + inc * i)
if (counter_ == SHOW_SINCE_SPRITE_COUNTER_MARK + inc * i)
{
sinceTexture->setColor(color[i].r, color[i].g, color[i].b);
since_texture_->setColor(color_[i].r, color_[i].g, color_[i].b);
}
}
// Manejo de 'jailTexture' y 'sinceTexture' en el fade
for (int i = 0; i <= 6; ++i)
{
if (counter == initFade_cm + inc * i)
if (counter_ == INIT_FADE_COUNTER_MARK + inc * i)
{
jailTexture->setColor(color[6 - i].r, color[6 - i].g, color[6 - i].b);
sinceTexture->setColor(color[6 - i].r, color[6 - i].g, color[6 - i].b);
jail_texture_->setColor(color_[6 - i].r, color_[6 - i].g, color_[6 - i].b);
since_texture_->setColor(color_[6 - i].r, color_[6 - i].g, color_[6 - i].b);
}
}
}
@@ -173,10 +167,10 @@ void Logo::updateTextureColors()
void Logo::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
if (SDL_GetTicks() - ticks_ > TICKS_SPEED)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
ticks_ = SDL_GetTicks();
// Actualiza el objeto screen
Screen::get()->update();
@@ -191,18 +185,18 @@ void Logo::update()
updateTextureColors();
// Gestiona el contador y sus eventos
counter++;
counter_++;
// Comprueba si ha terminado el logo
if (counter == endLogo_cm + postLogoDuration)
if (counter_ == END_LOGO_COUNTER_MARK + POST_LOGO_DURATION)
{
section::name = section::Name::INTRO;
}
// Comprueba si se ha de mostrar el sprite
else if (counter == showSinceSprite_cm)
else if (counter_ == SHOW_SINCE_SPRITE_COUNTER_MARK)
{
sinceSprite->setEnabled(true);
since_sprite_->setEnabled(true);
}
}
}
@@ -217,11 +211,11 @@ void Logo::render()
Screen::get()->clean();
// Dibuja los sprites
for (auto &sprite : jailSprite)
for (auto &sprite : jail_sprite_)
{
sprite->render();
}
sinceSprite->render();
since_sprite_->render();
// Vuelca el contenido del renderizador en pantalla
Screen::get()->blit();