Arreglos varios relacionats amb el nom al obtenir la màxima puntuació:
No canviava al marcador, ni el nom del que tenia la maxima puntuació en calent ni al posar nom retallat el nom de 8 a 6 caracters, i tots en majuscula pa que capia en el marcador ja actualitza be la cadena amb el nom al posar nom per segona vegada en la mateixa partida
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@@ -10,6 +10,7 @@
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#include "screen.h" // Para Screen
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text
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#include "enter_name.h"
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Scoreboard *Scoreboard::scoreboard_ = nullptr;
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@@ -118,17 +119,6 @@ void Scoreboard::render()
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SDL_RenderCopy(renderer_, background_, nullptr, &rect_);
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}
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void Scoreboard::setName(int panel, const std::string &name) { name_[panel] = name; }
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void Scoreboard::setRecordName(int panel, const std::string &record_name) { record_name_[panel] = record_name; }
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void Scoreboard::setSelectorPos(int panel, int pos) { selector_pos_[panel] = pos; }
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void Scoreboard::setScore(int panel, int score) { score_[panel] = score; }
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void Scoreboard::setMult(int panel, float mult) { mult_[panel] = mult; }
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void Scoreboard::setContinue(int panel, int continue_counter) { continue_counter_[panel] = continue_counter; }
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void Scoreboard::setStage(int stage) { stage_ = stage; }
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void Scoreboard::setHiScore(int hi_score) { hi_score_ = hi_score; }
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void Scoreboard::setPower(float power) { power_ = power; }
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void Scoreboard::setHiScoreName(const std::string &name) { hi_score_name_ = name; }
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// Establece el valor de la variable
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void Scoreboard::setColor(Color color)
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{
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@@ -180,7 +170,7 @@ void Scoreboard::fillPanelTextures()
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// MULT
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(55));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, std::to_string(mult_[i]).substr(0, 3));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_[i]).substr(0, 3));
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break;
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}
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@@ -239,7 +229,8 @@ void Scoreboard::fillPanelTextures()
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// HI-SCORE
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(56));
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, hi_score_name_ + " - " + updateScoreText(hi_score_));
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const std::string name = hi_score_name_ == "" ? "" : hi_score_name_ + " - ";
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text_scoreboard_->writeCentered(slot4_4_.x, slot4_4_.y, name + updateScoreText(hi_score_));
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break;
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}
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@@ -267,21 +258,6 @@ void Scoreboard::fillPanelTextures()
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SDL_SetRenderDrawColor(renderer_, 0xFF, 0xFF, 0xEB, 255);
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for (size_t j = 0; j < record_name_[i].size(); ++j)
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{
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/*
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if (j == selector_pos_[i])
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{ // La letra seleccionada se pinta de forma intermitente
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if (counter_ % 3 > 0)
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{
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SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1));
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}
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}
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else
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{
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SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1));
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}
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*/
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if (j != selector_pos_[i] || counter_ % 3 == 0)
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{
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SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
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@@ -372,7 +348,7 @@ void Scoreboard::recalculateAnchors()
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slot4_4_ = {col, row4};
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// Primer cuadrado para poner el nombre de record
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const int enterNameLenght = 8 * 7;
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const int enterNameLenght = NAME_LENGHT * 7;
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enter_name_pos_.x = (panelWidth - enterNameLenght) / 2;
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enter_name_pos_.y = row4;
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@@ -384,9 +360,6 @@ void Scoreboard::recalculateAnchors()
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}
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}
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// Establece el modo del marcador
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void Scoreboard::setMode(int index, ScoreboardMode mode) { panel_[index].mode = mode; }
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// Crea la textura de fondo
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void Scoreboard::createBackgroundTexture()
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{
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