Los parametros del juego ya se pueden cargar desde un fichero de texto. Falta empezar a sacar parametros hard-coded a ese fichero

This commit is contained in:
2024-06-20 13:09:00 +02:00
parent 1be38191bb
commit 5b8ea728ca
8 changed files with 162 additions and 31 deletions

View File

@@ -34,8 +34,10 @@ void Fade::init()
r = 0;
g = 0;
b = 0;
numSquaresWidth = 80;
numSquaresHeight = 60;
numSquaresWidth = param->numSquaresWidth;
numSquaresHeight = param->numSquaresHeight;
fadeRandomSquaresDelay = param->fadeRandomSquaresDelay;
fadeRandomSquaresMult = param->fadeRandomSquaresMult;
}
// Pinta una transición en pantalla
@@ -118,9 +120,7 @@ void Fade::update()
case FADE_RANDOM_SQUARE:
{
const int delay = 1;
const int mult = 8;
if (counter % delay == 0)
if (counter % fadeRandomSquaresDelay == 0)
{
// Dibujamos sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
@@ -128,17 +128,17 @@ void Fade::update()
// Dibuja el cuadrado correspondiente
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
const int index = std::min(counter / delay, (numSquaresWidth * numSquaresHeight) - 1);
for (int i = 0; i < mult; ++i)
const int index = std::min(counter / fadeRandomSquaresDelay, (numSquaresWidth * numSquaresHeight) - 1);
for (int i = 0; i < fadeRandomSquaresMult; ++i)
{
SDL_RenderFillRect(renderer, &square[index * mult + i]);
SDL_RenderFillRect(renderer, &square[index * fadeRandomSquaresMult + i]);
}
// Volvemos a usar el renderizador de forma normal
SDL_SetRenderTarget(renderer, temp);
}
if (counter * mult / delay >= numSquaresWidth * numSquaresHeight)
if (counter * fadeRandomSquaresMult / fadeRandomSquaresDelay >= numSquaresWidth * numSquaresHeight)
{
finished = true;
}