varios ajustos
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@@ -860,7 +860,7 @@ void Director::runTitle()
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// Ejecuta la seccion de juego donde se juega
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// Ejecuta la seccion de juego donde se juega
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void Director::runGame()
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void Director::runGame()
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{
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{
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const int playerID = section->subsection == SUBSECTION_GAME_PLAY_1P ? 1 : 2;
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const int playerID = section->subsection == SUBSECTION_GAME_PLAY_1P ? 0 : 1;
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game = new Game(playerID, 0, screen, asset, lang, input, false, param, options, section, getMusic(musics, "playing.ogg"));
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game = new Game(playerID, 0, screen, asset, lang, input, false, param, options, section, getMusic(musics, "playing.ogg"));
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game->run();
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game->run();
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delete game;
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delete game;
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@@ -885,7 +885,7 @@ void Director::runInstructions()
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// Ejecuta el juego en modo demo
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// Ejecuta el juego en modo demo
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void Director::runDemoGame()
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void Director::runDemoGame()
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{
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{
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const int playerID = (rand() % 2) + 1;
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const int playerID = rand() % 2;
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demoGame = new Game(playerID, 0, screen, asset, lang, input, true, param, options, section, nullptr);
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demoGame = new Game(playerID, 0, screen, asset, lang, input, true, param, options, section, nullptr);
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demoGame->run();
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demoGame->run();
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delete demoGame;
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delete demoGame;
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@@ -112,8 +112,11 @@ void Game::init(int playerID)
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Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 30, playerTextures[1], playerAnimations);
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Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 30, playerTextures[1], playerAnimations);
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players.push_back(player2);
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players.push_back(player2);
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// Habilita el jugador seleccionado. playerID es player 1 o player 2
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// Habilita el jugador seleccionado
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players[playerID - 1]->enable(true);
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players[playerID]->enable(true);
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// Como es el principio del juego, empieza sin inmunidad
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players[playerID]->setInvulnerable(false);
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// Variables relacionadas con la dificultad
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// Variables relacionadas con la dificultad
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switch (difficulty)
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switch (difficulty)
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@@ -153,6 +156,7 @@ void Game::init(int playerID)
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{
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{
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scoreboard->setMode(SCOREBOARD_RIGHT_PANEL, SCOREBOARD_MODE_GAME_OVER);
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scoreboard->setMode(SCOREBOARD_RIGHT_PANEL, SCOREBOARD_MODE_GAME_OVER);
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}
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}
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scoreboard->setMode(SCOREBOARD_CENTER_PANEL, SCOREBOARD_MODE_STAGE_INFO);
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// Resto de variables
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// Resto de variables
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paused = false;
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paused = false;
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@@ -205,8 +209,8 @@ void Game::init(int playerID)
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// Activa o no al otro jugador
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// Activa o no al otro jugador
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if (rand() % 2 == 0)
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if (rand() % 2 == 0)
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{
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{
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const int otherPlayer = playerID == 1 ? 2 : 1;
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const int otherPlayer = playerID == 1 ? 1 : 0;
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players[otherPlayer - 1]->enable(true);
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players[otherPlayer]->enable(true);
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}
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}
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for (auto player : players)
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for (auto player : players)
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@@ -214,7 +218,7 @@ void Game::init(int playerID)
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// Añade 0, 1 o 2 cafes al jugador
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// Añade 0, 1 o 2 cafes al jugador
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for (int i = 0; i < rand() % 3; ++i)
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for (int i = 0; i < rand() % 3; ++i)
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{
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{
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player->giveExtraHit();
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//player->giveExtraHit();
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}
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}
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// Empieza sin inmunidad
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// Empieza sin inmunidad
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@@ -214,7 +214,7 @@ void Scoreboard::fillPanelTextures()
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SDL_SetRenderTarget(renderer, panelTexture[i]);
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SDL_SetRenderTarget(renderer, panelTexture[i]);
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// Dibuja el fondo de la textura
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// Dibuja el fondo de la textura
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SDL_SetRenderDrawColor(renderer, i * 64, 0, 0, 255);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer);
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switch (panel[i].mode)
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switch (panel[i].mode)
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@@ -283,7 +283,6 @@ void Scoreboard::fillBackgroundTexture()
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// Dibuja el fondo del marcador
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// Dibuja el fondo del marcador
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 255);
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 255);
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderFillRect(renderer, nullptr);
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SDL_RenderFillRect(renderer, nullptr);
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// Copia las texturas de los paneles
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// Copia las texturas de los paneles
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