Cambiados muchos DEFINEs por variables de param
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@@ -28,7 +28,7 @@ Game::Game(int playerID, int currentStage, Screen *screen, Asset *asset, Lang *l
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scoreboard = new Scoreboard(renderer, asset, lang, options);
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background = new Background(renderer, asset, param);
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explosions = new Explosions();
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enemyFormations = new EnemyFormations();
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enemyFormations = new EnemyFormations(param);
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// Carga los recursos
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loadMedia();
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@@ -42,6 +42,8 @@ Game::Game(int playerID, int currentStage, Screen *screen, Asset *asset, Lang *l
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loadDemoFile(asset->get("demo2.bin"), &this->demo.dataFile[index2]);
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}
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background->setPos(param->game.playArea.rect);
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n1000Sprite = new SmartSprite(gameTextTexture);
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n2500Sprite = new SmartSprite(gameTextTexture);
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n5000Sprite = new SmartSprite(gameTextTexture);
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@@ -51,7 +53,7 @@ Game::Game(int playerID, int currentStage, Screen *screen, Asset *asset, Lang *l
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explosions->addTexture(3, explosionsTextures[2], explosionsAnimations[2]);
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explosions->addTexture(4, explosionsTextures[3], explosionsAnimations[3]);
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canvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, playArea.w, playArea.h);
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canvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param->game.playArea.rect.w, param->game.playArea.rect.h);
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SDL_SetTextureBlendMode(canvas, SDL_BLENDMODE_BLEND);
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// Inicializa las variables necesarias para la sección 'Game'
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@@ -106,12 +108,12 @@ void Game::init(int playerID)
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players.clear();
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// Crea los dos jugadores
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Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 30, playerTextures[0], playerAnimations);
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Player *player1 = new Player((param->game.playArea.firstQuarterX * ((0 * 2) + 1)) - 11, param->game.playArea.rect.h - 30, ¶m->game.playArea.rect ,playerTextures[0], playerAnimations);
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player1->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL);
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player1->setName(lang->getText(53));
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players.push_back(player1);
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Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 30, playerTextures[1], playerAnimations);
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Player *player2 = new Player((param->game.playArea.firstQuarterX * ((1 * 2) + 1)) - 11, param->game.playArea.rect.h - 30, ¶m->game.playArea.rect, playerTextures[1], playerAnimations);
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player2->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL);
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player2->setName(lang->getText(54));
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players.push_back(player2);
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@@ -977,11 +979,11 @@ int Game::createBalloon(float x, int y, int kind, float velx, float speed, int c
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void Game::createPowerBall()
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{
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const int values = 6;
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const int posY = PLAY_AREA_TOP - BLOCK;
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const int posY = -BLOCK;
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const int left = PLAY_AREA_LEFT;
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const int center = PLAY_AREA_CENTER_X - (BALLOON_WIDTH_4 / 2);
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const int right = PLAY_AREA_RIGHT - BALLOON_WIDTH_4;
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const int center = param->game.playArea.centerX - (BALLOON_WIDTH_4 / 2);
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const int right = param->game.playArea.rect.w - BALLOON_WIDTH_4;
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const float vpos = BALLOON_VELX_POSITIVE;
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const float vneg = BALLOON_VELX_NEGATIVE;
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@@ -1466,7 +1468,7 @@ void Game::renderBullets()
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// Crea un objeto bala
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void Game::createBullet(int x, int y, int kind, bool poweredUp, int owner)
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{
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Bullet *b = new Bullet(x, y, kind, poweredUp, owner, bulletTexture);
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Bullet *b = new Bullet(x, y, kind, poweredUp, owner, ¶m->game.playArea.rect, bulletTexture);
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bullets.push_back(b);
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}
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@@ -1591,7 +1593,7 @@ int Game::dropItem()
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// Crea un objeto item
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void Game::createItem(int kind, float x, float y)
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{
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Item *item = new Item(kind, x, y, itemTextures[kind - 1], itemAnimations[kind - 1]);
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Item *item = new Item(kind, x, y, ¶m->game.playArea.rect, itemTextures[kind - 1], itemAnimations[kind - 1]);
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items.push_back(item);
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}
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@@ -1849,7 +1851,7 @@ void Game::update()
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}
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#endif
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if (!paused)
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{
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{
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// Actualiza el objeto fade
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fade->update();
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@@ -1989,7 +1991,7 @@ void Game::render()
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screen->start();
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// Copia la textura con la zona de juego a la pantalla
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SDL_RenderCopy(renderer, canvas, nullptr, &playArea);
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SDL_RenderCopy(renderer, canvas, nullptr, ¶m->game.playArea.rect);
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// Dibuja el marcador
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scoreboard->render();
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@@ -1997,12 +1999,6 @@ void Game::render()
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// Dibuja el separador del marcador de la zona de juego
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renderSeparator();
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#ifdef DEBUG
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// text->write(0, 0, "P1 ALIVE: " + boolToString(players[0]->isAlive()));
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// text->write(0, 10, "P2 ALIVE: " + boolToString(players[1]->isAlive()));
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// text->write(0, 20, "ALL DEAD: " + boolToString(allPlayersAreWaiting()));
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#endif
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// Dibuja el fade
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fade->render();
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@@ -2277,7 +2273,7 @@ void Game::renderMessages()
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// GetReady
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if ((counter < STAGE_COUNTER) && (!demo.enabled))
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{
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textNokiaBig2->write((int)getReadyBitmapPath[counter], PLAY_AREA_CENTER_Y - 8, lang->getText(75), -2);
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textNokiaBig2->write((int)getReadyBitmapPath[counter], param->game.playArea.centerY - 8, lang->getText(75), -2);
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}
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// Time Stopped
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@@ -2285,7 +2281,7 @@ void Game::renderMessages()
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{
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if ((timeStoppedCounter > 100) || (timeStoppedCounter % 10 > 4))
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{
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textNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, PLAY_AREA_FIRST_QUARTER_Y, lang->getText(36) + std::to_string(timeStoppedCounter / 10), -1, noColor, 1, shdwTxtColor);
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textNokia2->writeDX(TXT_CENTER, param->game.playArea.centerX, param->game.playArea.firstQuarterY, lang->getText(36) + std::to_string(timeStoppedCounter / 10), -1, noColor, 1, shdwTxtColor);
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}
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if (timeStoppedCounter > 100)
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@@ -2323,13 +2319,13 @@ void Game::renderMessages()
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if (!gameCompleted)
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{ // Escribe el número de fases restantes
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textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 2, shdwTxtColor);
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textNokiaBig2->writeDX(TXT_CENTER, param->game.playArea.centerX, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 2, shdwTxtColor);
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}
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else
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{ // Escribe el texto de juego completado
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text = lang->getText(50);
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textNokiaBig2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 1, shdwTxtColor);
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textNokia2->writeDX(TXT_CENTER, PLAY_AREA_CENTER_X, stageBitmapPath[stageBitmapCounter] + textNokiaBig2->getCharacterSize() + 2, lang->getText(76), -1, noColor, 1, shdwTxtColor);
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textNokiaBig2->writeDX(TXT_CENTER, param->game.playArea.centerX, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 1, shdwTxtColor);
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textNokia2->writeDX(TXT_CENTER, param->game.playArea.centerX, stageBitmapPath[stageBitmapCounter] + textNokiaBig2->getCharacterSize() + 2, lang->getText(76), -1, noColor, 1, shdwTxtColor);
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}
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}
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}
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@@ -2433,8 +2429,8 @@ void Game::initPaths()
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// Letrero de STAGE #
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const int firstPart = STAGE_COUNTER / 4; // 50
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const int secondPart = firstPart * 3; // 150
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const int centerPoint = PLAY_AREA_CENTER_Y - (BLOCK * 2);
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const int distance = (PLAY_AREA_BOTTOM) - (PLAY_AREA_CENTER_Y - 16);
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const int centerPoint = param->game.playArea.centerY - (BLOCK * 2);
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const int distance = (param->game.playArea.rect.h) - (param->game.playArea.centerY - 16);
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for (int i = 0; i < STAGE_COUNTER; ++i)
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{
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@@ -2458,10 +2454,10 @@ void Game::initPaths()
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const int size = textNokiaBig2->lenght(lang->getText(75), -2);
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const float start1 = PLAY_AREA_LEFT - size;
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const float finish1 = PLAY_AREA_CENTER_X - (size / 2);
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const float finish1 = param->game.playArea.centerX - (size / 2);
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const float start2 = finish1;
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const float finish2 = PLAY_AREA_RIGHT;
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const float finish2 = param->game.playArea.rect.w;
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const float distance1 = finish1 - start1;
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const float distance2 = finish2 - start2;
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