fade-in implementado en la calse fade
repaso general a toda la clase fade
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@@ -4,7 +4,7 @@
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// Constructor
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HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, param_t *param, options_t *options, section_t *section)
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{
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// Copia los punteros
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// Copia punteros
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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@@ -14,23 +14,27 @@ HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset,
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this->options = options;
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this->param = param;
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// Reserva memoria para los punteros
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// Objetos
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eventHandler = new SDL_Event();
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// Fuente de texto para escribir
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fade = new Fade(renderer, param);
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background = new Background(renderer, screen, asset, param);
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->gameWidth, param->gameHeight);
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SDL_SetTextureBlendMode(backbuffer, SDL_BLENDMODE_BLEND);
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// Crea el objeto para dibujar el fondo
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background = new Background(renderer, screen, asset, param);
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// Inicializa objetos
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background->setSrcDest(windowArea);
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background->setDstDest(windowArea);
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background->setCloudsSpeed(-0.5f);
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background->setGradientNumber(1);
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background->setTransition(0.8f);
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fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
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fade->setType(FADE_RANDOM_SQUARE);
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fade->setPost(param->fadePostDuration);
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fade->setMode(FADE_IN);
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fade->activate();
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// Inicializa variables
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section->name = SECTION_PROG_HI_SCORE_TABLE;
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@@ -67,6 +71,8 @@ void HiScoreTable::update()
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// Actualiza el fondo
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background->update();
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fade->update();
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counter++;
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if (counter == counterEnd)
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@@ -134,6 +140,8 @@ void HiScoreTable::render()
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// Copia el backbuffer al renderizador
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SDL_RenderCopy(renderer, backbuffer, nullptr, &viewArea);
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fade->render();
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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