Treballant en la nova tabla de records: ja pinta amb sprites
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@@ -52,7 +52,7 @@ Director::Director(int argc, const char *argv[])
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section::name = section::Name::GAME;
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section::options = section::Options::GAME_PLAY_1P;
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#elif DEBUG
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section::name = section::Name::LOGO;
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section::name = section::Name::HI_SCORE_TABLE;
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#else // NORMAL GAME
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section::name = section::Name::LOGO;
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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@@ -51,6 +51,9 @@ HiScoreTable::HiScoreTable()
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fade_->setMode(fade_mode_);
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fade_->activate();
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// Crea los sprites con los textos
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createSprites();
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// Crea el contenido de la textura con la lista de puntuaciones
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fillTexture();
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}
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@@ -108,13 +111,6 @@ 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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// hay 27 letras - 7 de puntos quedan 20 caracteres 20 - name_lenght 0 num_dots
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constexpr auto max_names = 10;
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constexpr auto space_between_header = 32;
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const auto space_between_lines = text_->getCharacterSize() * 2.0f;
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const auto size = space_between_header + space_between_lines * (max_names - 1) + text_->getCharacterSize();
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const auto first_line = (param.game.height - size) / 2;
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// Pinta en el backbuffer el texto y los sprites
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, backbuffer_);
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@@ -122,22 +118,12 @@ 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(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText(42), 1, orange_color, 1, shdw_txt_color);
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header_->render();
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// Escribe los nombres de la tabla de puntuaciones
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for (int i = 0; i < max_names; ++i)
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for (auto const &entry : entry_names_)
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{
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const auto name_lenght = options.game.hi_score_table[i].name.length();
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const auto score = format(options.game.hi_score_table[i].score);
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const auto score_lenght = score.size();
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const auto num_dots = 25 - name_lenght - score_lenght;
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std::string dots;
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for (int j = 0; j < (int)num_dots; ++j)
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{
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dots = dots + ".";
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}
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const auto line = options.game.hi_score_table[i].name + dots + score;
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text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, (i * space_between_lines) + first_line + space_between_header, line, 1, orange_color, 1, shdw_txt_color);
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entry->render();
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}
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// Cambia el destino de renderizado
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@@ -275,3 +261,36 @@ std::string HiScoreTable::format(int number)
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return result;
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}
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// Crea los sprites con los textos
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void HiScoreTable::createSprites()
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{
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// Hay 27 letras - 7 de puntos quedan 20 caracteres 20 - name_lenght 0 num_dots
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constexpr int max_names = 10;
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constexpr int space_between_header = 32;
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const int space_between_lines = text_->getCharacterSize() * 2;
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const int size = space_between_header + space_between_lines * (max_names - 1) + text_->getCharacterSize();
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const int first_line = (param.game.height - size) / 2;
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// Crea el sprite para el texto de cabecera
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header_ = std::make_unique<Sprite>(text_->writeDXToTexture(TEXT_COLOR | TEXT_SHADOW, lang::getText(42), 1, orange_color, 1, shdw_txt_color));
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header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), first_line);
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// Crea los sprites para las entradas en la tabla de puntuaciones
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for (int i = 0; i < max_names; ++i)
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{
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const auto name_lenght = options.game.hi_score_table.at(i).name.length();
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const auto score = format(options.game.hi_score_table.at(i).score);
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const auto score_lenght = score.size();
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const auto num_dots = 25 - name_lenght - score_lenght;
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std::string dots;
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for (int j = 0; j < (int)num_dots; ++j)
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{
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dots = dots + ".";
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}
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const auto line = options.game.hi_score_table.at(i).name + dots + score;
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entry_names_.emplace_back(std::make_shared<PathSprite>(text_->writeDXToTexture(TEXT_SHADOW, line, 1, orange_color, 1, shdw_txt_color)));
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entry_names_.back()->setPosition(param.game.game_area.center_x - (entry_names_.back()->getWidth() / 2), (i * space_between_lines) + first_line + space_between_header);
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}
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}
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@@ -5,6 +5,8 @@
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#include <SDL2/SDL_stdinc.h> // para Uint16, Uint32, Uint8
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#include <memory> // para unique_ptr
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#include <string> // para string
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#include "sprite.h"
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#include "path_sprite.h"
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class Background; // lines 8-8
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class Fade; // lines 9-9
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class Text; // lines 10-10
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@@ -34,6 +36,8 @@ private:
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std::unique_ptr<Fade> fade_; // Objeto para renderizar fades
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std::unique_ptr<Background> background_; // Objeto para dibujar el fondo del juego
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std::shared_ptr<Text> text_; // Objeto para escribir texto
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std::unique_ptr<Sprite> header_; // Sprite con la cabecera del texto
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std::vector<std::shared_ptr<PathSprite>> entry_names_; // Lista con los spritres de cada uno de los nombres de la tabla de records
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// Variables
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Uint16 counter_; // Contador
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@@ -65,6 +69,9 @@ private:
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// Gestiona el fade
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void updateFade();
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// Crea los sprites con los textos
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void createSprites();
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public:
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// Constructor
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HiScoreTable();
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@@ -173,6 +173,25 @@ std::shared_ptr<Texture> Text::writeToTexture(const std::string &text, int zoom,
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return texture;
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}
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// Escribe el texto con extras en una textura
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std::shared_ptr<Texture> Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, Color textColor, Uint8 shadow_distance, Color shadow_color, int lenght)
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{
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auto renderer = Screen::get()->getRenderer();
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auto texture = std::make_shared<Texture>(renderer);
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auto width = Text::lenght(text, kerning);
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auto height = box_height_ + shadow_distance;
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auto temp = SDL_GetRenderTarget(renderer);
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texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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texture->setBlendMode(SDL_BLENDMODE_BLEND);
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texture->setAsRenderTarget(renderer);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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writeDX(flags, 0, 0, text, kerning, textColor, shadow_distance, shadow_color, lenght);
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SDL_SetRenderTarget(renderer, temp);
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return texture;
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}
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// Escribe el texto con colores
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void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int lenght)
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{
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@@ -55,6 +55,9 @@ public:
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// Escribe el texto en una textura
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std::shared_ptr<Texture> writeToTexture(const std::string &text, int zoom = 1, int kerning = 1);
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// Escribe el texto con extras en una textura
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std::shared_ptr<Texture> writeDXToTexture(Uint8 flags, const std::string &text, int kerning = 1, Color textColor = Color(), Uint8 shadow_distance = 1, Color shadow_color = Color(), int lenght = -1);
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// Escribe el texto con colores
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void writeColored(int x, int y, const std::string &text, Color color, int kerning = 1, int lenght = -1);
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