precarrega les textures del jugador amb variants de paleta
This commit is contained in:
@@ -197,9 +197,9 @@ void AnimatedSprite::processConfigLine(const std::string& line, AnimationConfig&
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// Actualiza los cálculos basados en las dimensiones del frame
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void AnimatedSprite::updateFrameCalculations(AnimationConfig& config) {
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config.frames_per_row = texture_->getWidth() / config.frame_width;
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const int WIDTH = texture_->getWidth() / config.frame_width;
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const int HEIGHT = texture_->getHeight() / config.frame_height;
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config.frames_per_row = getTexture()->getWidth() / config.frame_width;
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const int WIDTH = getTexture()->getWidth() / config.frame_width;
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const int HEIGHT = getTexture()->getHeight() / config.frame_height;
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config.max_tiles = WIDTH * HEIGHT;
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}
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@@ -46,7 +46,7 @@ Director::Director(int argc, std::span<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::TITLE;
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#else // NORMAL GAME
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Section::name = Section::Name::LOGO;
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@@ -99,7 +99,7 @@ void Director::init() {
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Screen::init(); // Inicializa la pantalla y el sistema de renderizado
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Audio::init(); // Activa el sistema de audio
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#ifdef _DEBUG
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Resource::init(Resource::LoadingMode::LAZY_LOAD); // Inicializa el sistema de gestión de recursos
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Resource::init(Resource::LoadingMode::PRELOAD); // Inicializa el sistema de gestión de recursos
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#else
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Resource::init(Resource::LoadingMode::PRELOAD); // Inicializa el sistema de gestión de recursos
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#endif
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@@ -72,7 +72,7 @@ void MovingSprite::update() {
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}
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// Muestra el sprite por pantalla
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void MovingSprite::render() { texture_->render(pos_.x, pos_.y, &sprite_clip_, horizontal_zoom_, vertical_zoom_, rotate_.angle, &rotate_.center, flip_); }
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void MovingSprite::render() { getTexture()->render(pos_.x, pos_.y, &sprite_clip_, horizontal_zoom_, vertical_zoom_, rotate_.angle, &rotate_.center, flip_); }
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// Establece la rotacion
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void MovingSprite::rotate() {
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@@ -22,7 +22,7 @@
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// Constructor
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Player::Player(const Config &config)
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: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))),
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power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(1), config.animations.at(1))),
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power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))),
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enter_name_(std::make_unique<EnterName>()),
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hi_score_table_(*config.hi_score_table),
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glowing_entry_(*config.glowing_entry),
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@@ -32,7 +32,10 @@ Player::Player(const Config &config)
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default_pos_y_(config.y),
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demo_(config.demo) {
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// Configura objetos
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player_sprite_->getTexture()->setPalette(coffees_);
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player_sprite_->addTexture(config.texture.at(1));
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player_sprite_->addTexture(config.texture.at(2));
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player_sprite_->addTexture(config.texture.at(3));
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player_sprite_->setActiveTexture(coffees_);
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power_sprite_->getTexture()->setAlpha(224);
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power_up_x_offset_ = (power_sprite_->getWidth() - player_sprite_->getWidth()) / 2;
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power_sprite_->setPosY(default_pos_y_ - (power_sprite_->getHeight() - player_sprite_->getHeight()));
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@@ -777,10 +780,10 @@ void Player::updateInvulnerable() {
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if (invulnerable_) {
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if (invulnerable_counter_ > 0) {
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--invulnerable_counter_;
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invulnerable_counter_ % 8 > 3 ? player_sprite_->getTexture()->setPalette(coffees_) : player_sprite_->getTexture()->setPalette(3);
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invulnerable_counter_ % 8 > 3 ? player_sprite_->setActiveTexture(coffees_) : player_sprite_->setActiveTexture(3);
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} else {
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setInvulnerable(false);
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player_sprite_->getTexture()->setPalette(coffees_);
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player_sprite_->setActiveTexture(coffees_);
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}
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}
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}
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@@ -807,7 +810,7 @@ void Player::giveExtraHit() {
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extra_hit_ = true;
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if (coffees_ < 2) {
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coffees_++;
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player_sprite_->getTexture()->setPalette(coffees_);
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player_sprite_->setActiveTexture(coffees_);
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}
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}
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@@ -816,7 +819,7 @@ void Player::removeExtraHit() {
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if (coffees_ > 0) {
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coffees_--;
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setInvulnerable(true);
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player_sprite_->getTexture()->setPalette(coffees_);
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player_sprite_->setActiveTexture(coffees_);
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}
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extra_hit_ = coffees_ != 0;
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@@ -69,7 +69,8 @@ void Resource::loadEssentialResources() {
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loadTextFilesQuiet(); // <- VERSIÓN SILENCIOSA
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loadEssentialTextures(); // Ya es silenciosa
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createText(); // Crear objetos de texto
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createTextures(); // Crear texturas generadas (game_text_xxx)
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createTextTextures(); // Crear texturas generadas (game_text_xxx)
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createPlayerTextures(); // Crea las texturas de jugadores con todas sus variantes de paleta
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Essential resources loaded");
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}
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@@ -421,9 +422,9 @@ void Resource::load() {
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loadTextFiles(); // Carga ficheros de texto
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loadAnimations(); // Carga animaciones
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loadDemoData(); // Carga datos de demo
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addPalettes(); // Añade paletas a las texturas
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createText(); // Crea objetos de texto
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createTextures(); // Crea texturas a partir de texto
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createTextTextures(); // Crea texturas a partir de texto
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createPlayerTextures(); // Crea las texturas de jugadores con todas sus variantes de paleta
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** RESOURCES LOADED");
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// Restablece el sincronismo vertical a su valor original
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@@ -440,20 +441,6 @@ void Resource::reload() {
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}
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}
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// Recarga solo las texturas y paletas
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void Resource::reloadTextures() {
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if (loading_mode_ == LoadingMode::PRELOAD) {
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loadTextures();
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addPalettes();
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createTextures();
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} else {
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// En modo lazy, limpiamos las texturas cargadas para forzar recarga
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for (auto &texture : textures_) {
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texture.texture = nullptr;
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}
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}
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}
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// Carga los sonidos del juego
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void Resource::loadSounds() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> SOUND FILES");
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@@ -541,23 +528,61 @@ void Resource::loadDemoData() {
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}
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}
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// Añade paletas de colores a las texturas principales
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void Resource::addPalettes() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> PALETTES");
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// Crea las texturas de jugadores con todas sus variantes de paleta
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void Resource::createPlayerTextures() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING PLAYER TEXTURES");
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// Paletas para el jugador 1
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getTexture("player1.gif")->addPaletteFromPalFile(Asset::get()->get("player1_coffee1.pal"));
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getTexture("player1.gif")->addPaletteFromPalFile(Asset::get()->get("player1_coffee2.pal"));
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getTexture("player1.gif")->addPaletteFromPalFile(Asset::get()->get("player1_invencible.pal"));
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// Configuración de jugadores y sus paletas
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struct PlayerConfig {
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std::string base_texture;
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std::vector<std::string> palette_files;
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std::string name_prefix;
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};
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// Paletas para el jugador 2
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getTexture("player2.gif")->addPaletteFromPalFile(Asset::get()->get("player2_coffee1.pal"));
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getTexture("player2.gif")->addPaletteFromPalFile(Asset::get()->get("player2_coffee2.pal"));
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getTexture("player2.gif")->addPaletteFromPalFile(Asset::get()->get("player2_invencible.pal"));
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std::vector<PlayerConfig> players = {
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{"player1.gif", {"player1_coffee1.pal", "player1_coffee2.pal", "player1_invencible.pal"}, "player1"},
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{"player2.gif", {"player2_coffee1.pal", "player2_coffee2.pal", "player2_invencible.pal"}, "player2"}};
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for (const auto &player : players) {
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// Encontrar el archivo original de la textura
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std::string texture_file_path;
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auto texture_list = Asset::get()->getListByType(Asset::Type::BITMAP);
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for (const auto &file : texture_list) {
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if (getFileName(file) == player.base_texture) {
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texture_file_path = file;
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break;
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}
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}
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// Crear variante con paleta original (pal0) - usar la textura ya cargada
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auto base_texture = getTexture(player.base_texture);
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std::string pal0_name = player.name_prefix + "_pal0";
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textures_.emplace_back(pal0_name, base_texture);
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printWithDots("Player Texture : ", pal0_name, "[ DONE ]");
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// Crear variantes con paletas adicionales - CADA UNA DESDE EL ARCHIVO
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for (size_t i = 0; i < player.palette_files.size(); ++i) {
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// Crear textura completamente nueva desde el archivo
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auto texture_copy = std::make_shared<Texture>(Screen::get()->getRenderer(), texture_file_path);
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// Añadir todas las paletas
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texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[0]));
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texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[1]));
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texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[2]));
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// Cambiar a la paleta específica (índice i+1 porque 0 es la original)
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texture_copy->setPalette(i + 1);
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// Guardar con nombre específico
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std::string variant_name = player.name_prefix + "_pal" + std::to_string(i + 1);
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textures_.emplace_back(variant_name, texture_copy);
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printWithDots("Player Texture : ", variant_name, "[ DONE ]");
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}
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}
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}
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// Crea texturas a partir de textos para mostrar puntuaciones y mensajes
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void Resource::createTextures() {
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void Resource::createTextTextures() {
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struct NameAndText {
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std::string name;
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std::string text;
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@@ -41,7 +41,6 @@ class Resource {
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// --- Métodos de recarga de recursos ---
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void reload(); // Recarga todos los recursos
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void reloadTextures(); // Recarga solo las texturas
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// --- Método para obtener el modo de carga actual ---
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auto getLoadingMode() const -> LoadingMode { return loading_mode_; }
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@@ -141,8 +140,9 @@ class Resource {
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void loadEssentialResources(); // Carga recursos esenciales en modo lazy
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void loadEssentialTextures(); // Carga solo las texturas esenciales (fuentes)
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void loadTextFilesQuiet(); // Carga ficheros de texto sin mostrar progreso (para modo lazy)
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void addPalettes(); // Añade paletas a las texturas
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void createTextures(); // Crea las texturas a partir de los datos cargados
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// void addPalettes(); // Añade paletas a las texturas
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void createPlayerTextures(); // Crea las texturas de jugadores con todas sus variantes de paleta
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void createTextTextures(); // Crea las texturas a partir de los datos cargados
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void createText(); // Crea los objetos de texto
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void clear(); // Vacía todos los vectores de recursos
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void load(); // Carga todos los recursos
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@@ -331,13 +331,19 @@ void Credits::initPlayers() {
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// Texturas - Player1
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std::vector<std::shared_ptr<Texture>> player1_textures;
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player1_textures.emplace_back(Resource::get()->getTexture("player1.gif"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal0"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal1"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal2"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal3"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_power.png"));
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player_textures.push_back(player1_textures);
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// Texturas - Player2
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std::vector<std::shared_ptr<Texture>> player2_textures;
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player2_textures.emplace_back(Resource::get()->getTexture("player2.gif"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal0"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal1"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal2"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal3"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_power.png"));
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player_textures.push_back(player2_textures);
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@@ -163,13 +163,19 @@ void Game::setResources() {
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player_textures_.clear();
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// Texturas - Player1
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std::vector<std::shared_ptr<Texture>> player1_textures;
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player1_textures.emplace_back(Resource::get()->getTexture("player1.gif"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal0"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal1"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal2"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal3"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_power.png"));
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player_textures_.push_back(player1_textures);
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// Texturas - Player2
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std::vector<std::shared_ptr<Texture>> player2_textures;
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player2_textures.emplace_back(Resource::get()->getTexture("player2.gif"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal0"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal1"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal2"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal3"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_power.png"));
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player_textures_.push_back(player2_textures);
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@@ -488,13 +488,19 @@ void Title::initPlayers() {
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// Texturas - Player1
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std::vector<std::shared_ptr<Texture>> player1_textures;
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player1_textures.emplace_back(Resource::get()->getTexture("player1.gif"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal0"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal1"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal2"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_pal3"));
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player1_textures.emplace_back(Resource::get()->getTexture("player1_power.png"));
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player_textures.push_back(player1_textures);
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// Texturas - Player2
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std::vector<std::shared_ptr<Texture>> player2_textures;
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player2_textures.emplace_back(Resource::get()->getTexture("player2.gif"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal0"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal1"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal2"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_pal3"));
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player2_textures.emplace_back(Resource::get()->getTexture("player2_power.png"));
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player_textures.push_back(player2_textures);
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@@ -1,28 +1,29 @@
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#include "sprite.h"
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#include <utility> // Para move
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#include <vector> // Para vector
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#include "texture.h" // Para Texture
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// Constructor
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Sprite::Sprite(std::shared_ptr<Texture> texture, float pos_x, float pos_y, float width, float height)
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: texture_(std::move(texture)),
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: textures_{texture},
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pos_((SDL_FRect){pos_x, pos_y, width, height}),
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sprite_clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {}
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Sprite::Sprite(std::shared_ptr<Texture> texture, SDL_FRect rect)
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: texture_(std::move(texture)),
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: textures_{texture},
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pos_(rect),
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sprite_clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {}
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Sprite::Sprite(std::shared_ptr<Texture> texture)
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: texture_(std::move(texture)),
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pos_(SDL_FRect{0, 0, static_cast<float>(texture_->getWidth()), static_cast<float>(texture_->getHeight())}),
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: textures_{texture},
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pos_(SDL_FRect{0, 0, static_cast<float>(textures_.at(texture_index_)->getWidth()), static_cast<float>(textures_.at(texture_index_)->getHeight())}),
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sprite_clip_(pos_) {}
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// Muestra el sprite por pantalla
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void Sprite::render() {
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texture_->render(pos_.x, pos_.y, &sprite_clip_, zoom_, zoom_);
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textures_.at(texture_index_)->render(pos_.x, pos_.y, &sprite_clip_, zoom_, zoom_);
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}
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// Establece la posición del objeto
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@@ -42,3 +43,12 @@ void Sprite::clear() {
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pos_ = {0, 0, 0, 0};
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sprite_clip_ = {0, 0, 0, 0};
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}
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// Cambia la textura activa por índice
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bool Sprite::setActiveTexture(size_t index) {
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if (index < textures_.size()) {
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texture_index_ = index;
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return true;
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}
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return false; // Índice fuera de rango
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}
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@@ -3,6 +3,7 @@
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#include <SDL3/SDL.h> // Para SDL_FRect, SDL_FPoint
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#include <memory> // Para shared_ptr
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#include <vector> // Para vector
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class Texture;
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@@ -49,12 +50,21 @@ class Sprite {
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void setSpriteClip(float pos_x, float pos_y, float width, float height) { sprite_clip_ = SDL_FRect{pos_x, pos_y, width, height}; }
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// --- Textura ---
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[[nodiscard]] auto getTexture() const -> std::shared_ptr<Texture> { return texture_; }
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void setTexture(std::shared_ptr<Texture> texture) { texture_ = texture; }
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[[nodiscard]] auto getTexture() const -> std::shared_ptr<Texture> { return textures_.at(texture_index_); }
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void setTexture(std::shared_ptr<Texture> texture) { textures_.at(texture_index_) = texture; }
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void addTexture(std::shared_ptr<Texture> texture) { textures_.push_back(texture); }
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bool setActiveTexture(size_t index); // Cambia la textura activa por índice
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size_t getActiveTextureIndex() const { return texture_index_; } // Obtiene el índice de la textura activa
|
||||
size_t getTextureCount() const { return textures_.size(); } // Obtiene el número total de texturas
|
||||
|
||||
protected:
|
||||
std::shared_ptr<Texture>& getTextureRef() {
|
||||
return textures_.at(texture_index_);
|
||||
}
|
||||
|
||||
// --- Variables internas ---
|
||||
std::shared_ptr<Texture> texture_; // Textura donde están todos los dibujos del sprite
|
||||
size_t texture_index_ = 0;
|
||||
std::vector<std::shared_ptr<Texture>> textures_; // Lista de texturas
|
||||
SDL_FRect pos_; // Posición y tamaño donde dibujar el sprite
|
||||
SDL_FRect sprite_clip_; // Rectángulo de origen de la textura que se dibujará en pantalla
|
||||
double zoom_ = 1.0F; // Zoom aplicado a la textura
|
||||
|
||||
Reference in New Issue
Block a user