FADE_RANDOM_SQUARE no limpiaba la textura previamente
centrada la tabla de la clase hiscore_table
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@@ -346,15 +346,19 @@ void Screen::renderFX()
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void Screen::update()
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{
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updateShake();
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// updateFlash();
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}
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// Agita la pantalla
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void Screen::shake()
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{
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// Si ya hay un shake effect en marcha no se pilla el origen, solo se renuevan los contadores
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if (shakeEffect.remaining == 0)
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{
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shakeEffect.origin = dest.x;
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}
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shakeEffect.remaining = shakeEffect.lenght;
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shakeEffect.counter = shakeEffect.delay;
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shakeEffect.origin = dest.x;
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}
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// Actualiza la logica para agitar la pantalla
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@@ -258,6 +258,14 @@ void Fade::activate()
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square[num - 1] = temp;
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num--;
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}
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// Limpia la textura
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, backbuffer);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_SetRenderTarget(renderer, temp);
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break;
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}
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@@ -38,7 +38,7 @@ HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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ticksSpeed = 15;
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manualQuit = false;
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counter = 0;
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counterEnd = 600;
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counterEnd = 800;
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viewArea = {0, 0, param->gameWidth, param->gameHeight};
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// Crea el contenido de la textura con la lista de puntuaciones
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@@ -85,10 +85,13 @@ void HiScoreTable::update()
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// Crea el contenido de la textura con la lista de puntuaciones
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void HiScoreTable::fillTexture()
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{
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const color_t orangeColor = {0xFF, 0x7A, 0x00};
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// hay 27 letras - 7 de puntos quedan 20 caracteres 20 - nameLenght 0 numDots
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const color_t orangeColor = {0xFF, 0x7A, 0x00};
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const int maxNames = 10;
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const int spaceBetweenHeader = 32;
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const int spaceBetweenLines = text->getCharacterSize() * 1.8f;
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const int spaceBetweenLines = text->getCharacterSize() * 2.0f;
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const int size = spaceBetweenHeader + spaceBetweenLines * maxNames;
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const int firstLine = (param->gameHeight - size) / 2;
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// Pinta en el backbuffer el texto y los sprites
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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@@ -97,13 +100,13 @@ void HiScoreTable::fillTexture()
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SDL_RenderClear(renderer);
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// Escribe el texto: Mejores puntuaciones
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, lang->getText(42), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, firstLine, lang->getText(42), 1, orangeColor, 1, shdwTxtColor);
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// Rellena la lista con nombres
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std::vector<std::string> names;
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names.insert(names.end(), {"Bry", "Usufondo", "G.Lucas", "P.Delgat", "P.Arrabalera", "Pelechano", "Sahuquillo", "Bacteriol", "Pepe", "Rosita"});
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for (int i = 0; i < 10; ++i)
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for (int i = 0; i < maxNames; ++i)
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{
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const int nameLenght = names[i].length();
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const int numDots = 20 - nameLenght;
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@@ -113,7 +116,7 @@ void HiScoreTable::fillTexture()
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dots = dots + ".";
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}
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const std::string line = names[i] + dots + "0000000";
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text->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, (i * spaceBetweenLines) + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, (i * spaceBetweenLines) + firstLine + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor);
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}
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// Cambia el destino de renderizado
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@@ -133,7 +136,7 @@ void HiScoreTable::render()
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background->render();
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// Establece la ventana del backbuffer
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viewArea.y = std::max(8, param->gameHeight - counter + 100);
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viewArea.y = std::max(0, param->gameHeight - counter + 100);
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &viewArea);
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@@ -106,7 +106,7 @@ void Instructions::render()
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// Pinta en el backbuffer el texto y los sprites
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SDL_SetRenderTarget(renderer, backbuffer);
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SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
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SDL_SetRenderDrawColor(renderer, 255, bgColor.g, bgColor.b, 255);
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SDL_RenderClear(renderer);
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// Escribe el texto
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@@ -168,7 +168,7 @@ void Instructions::render()
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screen->clean(bgColor);
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// Establece la ventana del backbuffer
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window.y = std::max(8, param->gameHeight - counter + 100);
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window.y = std::max(0, param->gameHeight - counter + 100);
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &window);
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