Afegit outline al text 2x

corregit el marcador durant el Player::State::RECOVER
This commit is contained in:
2025-08-24 14:37:30 +02:00
parent 32e9da55ef
commit 74f6fe3501
8 changed files with 72 additions and 74 deletions

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@@ -175,6 +175,7 @@ BITMAP|${PREFIX}/data/gfx/player/hit.png
# Fuentes de texto # Fuentes de texto
BITMAP|${PREFIX}/data/font/04b_25_2x.png BITMAP|${PREFIX}/data/font/04b_25_2x.png
BITMAP|${PREFIX}/data/font/04b_25_2x_white.png
BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png
BITMAP|${PREFIX}/data/font/04b_25_flat.png BITMAP|${PREFIX}/data/font/04b_25_flat.png
BITMAP|${PREFIX}/data/font/04b_25_grey.png BITMAP|${PREFIX}/data/font/04b_25_grey.png

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After

Width:  |  Height:  |  Size: 4.2 KiB

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@@ -45,7 +45,10 @@ void EnterName::incPosition() {
} else if (position_ > 0) // No es necesario verificar position_ < MAX_NAME_LENGTH } else if (position_ > 0) // No es necesario verificar position_ < MAX_NAME_LENGTH
{ {
// Copiamos el índice del carácter anterior si es posible. // Copiamos el índice del carácter anterior si es posible.
character_index_[position_] = character_index_[position_ - 1]; //character_index_[position_] = character_index_[position_ - 1];
// Ponemos el caracter "espacio"
character_index_[position_] = 0;
} else { } else {
// Si position_ es 0, inicializamos el carácter actual. // Si position_ es 0, inicializamos el carácter actual.
character_index_[position_] = 0; character_index_[position_] = 0;
@@ -149,7 +152,7 @@ auto EnterName::getRandomName() -> std::string {
} }
// Obtiene el nombre final introducido // Obtiene el nombre final introducido
auto EnterName::getFinalName() -> std::string { auto EnterName::getFinalName() -> std::string {
auto name = trim(name_.substr(0, position_)); auto name = trim(name_.substr(0, position_ + 1)); // Devuelve el texto intruducido incluyendo el del selector
if (name.empty()) { if (name.empty()) {
name = getRandomName(); name = getRandomName();
} }

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@@ -624,6 +624,9 @@ void Player::setPlayingState(State state) {
switch (playing_state_) { switch (playing_state_) {
case State::RECOVER: { case State::RECOVER: {
score_ = 0; // Pon los puntos a cero para que no se vea en el marcador
score_multiplier_ = 1.0F;
setScoreboardMode(Scoreboard::Mode::SCORE);
break; break;
} }
case State::RESPAWNING: { case State::RESPAWNING: {
@@ -781,19 +784,19 @@ void Player::updateInvulnerable() {
if (playing_state_ == State::PLAYING && invulnerable_) { if (playing_state_ == State::PLAYING && invulnerable_) {
if (invulnerable_counter_ > 0) { if (invulnerable_counter_ > 0) {
--invulnerable_counter_; --invulnerable_counter_;
// Frecuencia fija de parpadeo (como el original) // Frecuencia fija de parpadeo (como el original)
constexpr int blink_speed = 8; constexpr int blink_speed = 8;
// Calcula proporción decreciente: menos textura blanca hacia el final // Calcula proporción decreciente: menos textura blanca hacia el final
// Al inicio: 50-50, hacia el final: 70-30 (menos blanco) // Al inicio: 50-50, hacia el final: 70-30 (menos blanco)
float progress = 1.0f - (static_cast<float>(invulnerable_counter_) / INVULNERABLE_COUNTER); float progress = 1.0f - (static_cast<float>(invulnerable_counter_) / INVULNERABLE_COUNTER);
int white_frames = static_cast<int>((0.5f - progress * 0.2f) * blink_speed); int white_frames = static_cast<int>((0.5f - progress * 0.2f) * blink_speed);
// Alterna entre texturas con proporción variable // Alterna entre texturas con proporción variable
bool should_show_invulnerable = (invulnerable_counter_ % blink_speed) < white_frames; bool should_show_invulnerable = (invulnerable_counter_ % blink_speed) < white_frames;
size_t target_texture = should_show_invulnerable ? INVULNERABLE_TEXTURE : coffees_; size_t target_texture = should_show_invulnerable ? INVULNERABLE_TEXTURE : coffees_;
// Solo cambia textura si es diferente (optimización) // Solo cambia textura si es diferente (optimización)
if (player_sprite_->getActiveTexture() != target_texture) { if (player_sprite_->getActiveTexture() != target_texture) {
player_sprite_->setActiveTexture(target_texture); player_sprite_->setActiveTexture(target_texture);

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@@ -661,7 +661,8 @@ void Resource::createTextTextures() {
{"game_text_5000_points", "5.000"}, {"game_text_5000_points", "5.000"},
{"game_text_powerup", Lang::getText("[GAME_TEXT] 4")}, {"game_text_powerup", Lang::getText("[GAME_TEXT] 4")},
{"game_text_one_hit", Lang::getText("[GAME_TEXT] 5")}, {"game_text_one_hit", Lang::getText("[GAME_TEXT] 5")},
{"game_text_stop", Lang::getText("[GAME_TEXT] 6")}}; {"game_text_stop", Lang::getText("[GAME_TEXT] 6")},
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
auto text1 = getText("04b_25_enhanced"); auto text1 = getText("04b_25_enhanced");
for (const auto &s : strings1) { for (const auto &s : strings1) {
@@ -669,27 +670,17 @@ void Resource::createTextTextures() {
printWithDots("Texture : ", s.name, "[ DONE ]"); printWithDots("Texture : ", s.name, "[ DONE ]");
} }
// Texturas de tamaño normal
std::vector<NameAndText> strings2 = {
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
auto text2 = getText("04b_25");
for (const auto &s : strings2) {
textures_.emplace_back(s.name, text2->writeDXToTexture(Text::STROKE, s.text, -2, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
// Texturas de tamaño doble // Texturas de tamaño doble
std::vector<NameAndText> strings3 = { std::vector<NameAndText> strings2 = {
{"game_text_100000_points", "100.000"}, {"game_text_100000_points", "100.000"},
{"game_text_get_ready", Lang::getText("[GAME_TEXT] 7")}, {"game_text_get_ready", Lang::getText("[GAME_TEXT] 7")},
{"game_text_last_stage", Lang::getText("[GAME_TEXT] 3")}, {"game_text_last_stage", Lang::getText("[GAME_TEXT] 3")},
{"game_text_congratulations", Lang::getText("[GAME_TEXT] 1")}, {"game_text_congratulations", Lang::getText("[GAME_TEXT] 1")},
{"game_text_game_over", "Game Over"}}; {"game_text_game_over", "Game Over"}};
auto text3 = getText("04b_25_2x"); auto text2 = getText("04b_25_2x_enhanced");
for (const auto &s : strings3) { for (const auto &s : strings2) {
textures_.emplace_back(s.name, text3->writeToTexture(s.text, 1, -4)); textures_.emplace_back(s.name, text2->writeDXToTexture(Text::STROKE, s.text, -4, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
printWithDots("Texture : ", s.name, "[ DONE ]"); printWithDots("Texture : ", s.name, "[ DONE ]");
} }
} }
@@ -713,6 +704,7 @@ void Resource::createText() {
{"04b_25_enhanced", "04b_25.png", "04b_25.txt", "04b_25_white.png"}, // Nueva fuente con textura blanca {"04b_25_enhanced", "04b_25.png", "04b_25.txt", "04b_25_white.png"}, // Nueva fuente con textura blanca
{"04b_25_white", "04b_25_white.png", "04b_25.txt"}, {"04b_25_white", "04b_25_white.png", "04b_25.txt"},
{"04b_25_2x", "04b_25_2x.png", "04b_25_2x.txt"}, {"04b_25_2x", "04b_25_2x.png", "04b_25_2x.txt"},
{"04b_25_2x_enhanced", "04b_25_2x.png", "04b_25_2x.txt", "04b_25_2x_white.png"},// Nueva fuente con textura blanca
{"04b_25_metal", "04b_25_metal.png", "04b_25.txt"}, {"04b_25_metal", "04b_25_metal.png", "04b_25.txt"},
{"04b_25_grey", "04b_25_grey.png", "04b_25.txt"}, {"04b_25_grey", "04b_25_grey.png", "04b_25.txt"},
{"04b_25_flat", "04b_25_flat.png", "04b_25.txt"}, {"04b_25_flat", "04b_25_flat.png", "04b_25.txt"},

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@@ -37,7 +37,7 @@ auto Scoreboard::get() -> Scoreboard * {
// Constructor // Constructor
Scoreboard::Scoreboard() Scoreboard::Scoreboard()
: renderer_(Screen::get()->getRenderer()), game_power_meter_texture_(Resource::get()->getTexture("game_power_meter.png")), power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)), text_scoreboard_(Resource::get()->getText("8bithud")) { : renderer_(Screen::get()->getRenderer()), game_power_meter_texture_(Resource::get()->getTexture("game_power_meter.png")), power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)), text_(Resource::get()->getText("8bithud")), enter_name_text_(Resource::get()->getText("smb2")) {
// Inicializa variables // Inicializa variables
for (size_t i = 0; i < static_cast<size_t>(Id::SIZE); ++i) { for (size_t i = 0; i < static_cast<size_t>(Id::SIZE); ++i) {
name_.at(i).clear(); name_.at(i).clear();
@@ -195,50 +195,50 @@ void Scoreboard::renderPanelContent(size_t panel_index) {
void Scoreboard::renderScoreMode(size_t panel_index) { void Scoreboard::renderScoreMode(size_t panel_index) {
// SCORE // SCORE
text_scoreboard_->writeDX(Text::COLOR | Text::CENTER, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_); text_->writeDX(Text::COLOR | Text::CENTER, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(Text::COLOR | Text::CENTER, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_); text_->writeDX(Text::COLOR | Text::CENTER, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// MULT // MULT
text_scoreboard_->writeDX(Text::COLOR | Text::CENTER, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 3"), 1, text_color1_); text_->writeDX(Text::COLOR | Text::CENTER, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 3"), 1, text_color1_);
text_scoreboard_->writeDX(Text::COLOR | Text::CENTER, slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_.at(panel_index)).substr(0, 3), 1, text_color2_); text_->writeDX(Text::COLOR | Text::CENTER, slot4_4_.x, slot4_4_.y, "x" + std::to_string(mult_.at(panel_index)).substr(0, 3), 1, text_color2_);
} }
void Scoreboard::renderDemoMode() { void Scoreboard::renderDemoMode() {
// DEMO MODE // DEMO MODE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 6"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 6"), 1, text_color1_);
// PRESS START TO PLAY // PRESS START TO PLAY
if (time_counter_ % 10 < 8) { if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_);
} }
} }
void Scoreboard::renderWaitingMode() { void Scoreboard::renderWaitingMode() {
// GAME OVER // GAME OVER
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
// PRESS START TO PLAY // PRESS START TO PLAY
if (time_counter_ % 10 < 8) { if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 8"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 9"), 1, text_color1_);
} }
} }
void Scoreboard::renderGameOverMode() { void Scoreboard::renderGameOverMode() {
// GAME OVER // GAME OVER
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
// PLEASE WAIT // PLEASE WAIT
if (time_counter_ % 10 < 8) { if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 12"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 12"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 13"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, Lang::getText("[SCOREBOARD] 13"), 1, text_color1_);
} }
} }
void Scoreboard::renderStageInfoMode() { void Scoreboard::renderStageInfoMode() {
// STAGE // STAGE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, Lang::getText("[SCOREBOARD] 5") + " " + std::to_string(stage_), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, Lang::getText("[SCOREBOARD] 5") + " " + std::to_string(stage_), 1, text_color1_);
// POWERMETER // POWERMETER
power_meter_sprite_->setSpriteClip(0, 0, 40, 7); power_meter_sprite_->setSpriteClip(0, 0, 40, 7);
@@ -247,77 +247,75 @@ void Scoreboard::renderStageInfoMode() {
power_meter_sprite_->render(); power_meter_sprite_->render();
// HI-SCORE // HI-SCORE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 4"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 4"), 1, text_color1_);
const std::string NAME = hi_score_name_.empty() ? "" : hi_score_name_ + " - "; const std::string NAME = hi_score_name_.empty() ? "" : hi_score_name_ + " - ";
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, NAME + updateScoreText(hi_score_), 1, text_color2_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, NAME + updateScoreText(hi_score_), 1, text_color2_);
} }
void Scoreboard::renderContinueMode(size_t panel_index) { void Scoreboard::renderContinueMode(size_t panel_index) {
// SCORE // SCORE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// CONTINUE // CONTINUE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 10"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 10"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_.at(panel_index)), 1, text_color2_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, std::to_string(continue_counter_.at(panel_index)), 1, text_color2_);
} }
void Scoreboard::renderEnterNameMode(size_t panel_index) { void Scoreboard::renderEnterNameMode(size_t panel_index) {
// SCORE // SCORE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// ENTER NAME // ENTER NAME
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
renderNameInputField(panel_index); renderNameInputField(panel_index);
} }
void Scoreboard::renderNameInputField(size_t panel_index) { void Scoreboard::renderNameInputField(size_t panel_index) {
SDL_FRect rect = {enter_name_pos_.x, enter_name_pos_.y, 5.0F, 7.0F}; SDL_FRect rect = {
.x = enter_name_pos_.x,
.y = enter_name_pos_.y,
.w = static_cast<float>(enter_name_text_->getCharacterSize() - 2),
.h = static_cast<float>(enter_name_text_->getCharacterSize())};
// Recorre todos los slots de letras del nombre // Recorre todos los slots de letras del nombre
for (size_t j = 0; j < NAME_SIZE; ++j) { for (size_t j = 0; j < NAME_SIZE; ++j) {
// Selecciona el color
const Color COLOR = j < selector_pos_.at(panel_index) ? text_color2_ : text_color1_;
// Dibuja la linea. Si coincide con el selector solo se dibuja 2 de cada 4 veces // Dibuja la linea. Si coincide con el selector solo se dibuja 2 de cada 4 veces
if (j != selector_pos_.at(panel_index) || time_counter_ % 4 >= 2) { if (j != selector_pos_.at(panel_index) || time_counter_ % 4 >= 2) {
// Si está a la derecha del selector, se dibuja siempre SDL_SetRenderDrawColor(renderer_, text_color1_.r, text_color1_.g, text_color1_.b, 255);
if (j >= selector_pos_.at(panel_index)) { SDL_RenderLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
SDL_SetRenderDrawColor(renderer_, COLOR.r, COLOR.g, COLOR.b, 255);
SDL_RenderLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
}
} }
// Dibuja la letra // Dibuja la letra
if (j < record_name_.at(panel_index).size()) { if (j < record_name_.at(panel_index).size()) {
text_scoreboard_->writeColored(rect.x, rect.y, record_name_.at(panel_index).substr(j, 1), COLOR); enter_name_text_->writeColored(rect.x, rect.y, record_name_.at(panel_index).substr(j, 1), text_color2_);
} }
rect.x += 7; rect.x += enter_name_text_->getCharacterSize();
} }
} }
void Scoreboard::renderShowNameMode(size_t panel_index) { void Scoreboard::renderShowNameMode(size_t panel_index) {
// SCORE // SCORE
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y, name_.at(panel_index), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_2_.x, slot4_2_.y, updateScoreText(score_.at(panel_index)), 1, text_color2_);
// NAME // NAME
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
/* TEXTO CENTRADO */ // NOMBRE INTRODUCIDO
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, record_name_.at(panel_index), 1, Colors::getColorLikeKnightRider(name_colors_, loop_counter_ / 5)); enter_name_text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, record_name_.at(panel_index), 1, Colors::getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
} }
void Scoreboard::renderGameCompletedMode(size_t panel_index) { void Scoreboard::renderGameCompletedMode(size_t panel_index) {
// GAME OVER // GAME OVER
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_1_.x, slot4_1_.y + 4, Lang::getText("[SCOREBOARD] 7"), 1, text_color1_);
// SCORE // SCORE
if (time_counter_ % 10 < 8) { if (time_counter_ % 10 < 8) {
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 14"), 1, text_color1_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y - 2, Lang::getText("[SCOREBOARD] 14"), 1, text_color1_);
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_.at(panel_index)), 1, text_color2_); text_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y - 2, updateScoreText(score_.at(panel_index)), 1, text_color2_);
} }
} }
@@ -377,7 +375,7 @@ void Scoreboard::recalculateAnchors() {
slot4_4_ = {.x = COL, .y = ROW4}; slot4_4_ = {.x = COL, .y = ROW4};
// Primer cuadrado para poner el nombre de record // Primer cuadrado para poner el nombre de record
const int ENTER_NAME_LENGTH = text_scoreboard_->length(std::string(NAME_SIZE, 'A')); const int ENTER_NAME_LENGTH = enter_name_text_->length(std::string(NAME_SIZE, 'A'));
enter_name_pos_.x = COL - (ENTER_NAME_LENGTH / 2); enter_name_pos_.x = COL - (ENTER_NAME_LENGTH / 2);
enter_name_pos_.y = ROW4; enter_name_pos_.y = ROW4;

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@@ -73,7 +73,8 @@ class Scoreboard {
SDL_Renderer *renderer_; // El renderizador de la ventana SDL_Renderer *renderer_; // El renderizador de la ventana
std::shared_ptr<Texture> game_power_meter_texture_; // Textura con el marcador de poder de la fase std::shared_ptr<Texture> game_power_meter_texture_; // Textura con el marcador de poder de la fase
std::unique_ptr<Sprite> power_meter_sprite_; // Sprite para el medidor de poder de la fase std::unique_ptr<Sprite> power_meter_sprite_; // Sprite para el medidor de poder de la fase
std::shared_ptr<Text> text_scoreboard_; // Fuente para el marcador del juego std::shared_ptr<Text> text_; // Fuente para el marcador del juego
std::shared_ptr<Text> enter_name_text_; // Fuente para la introducción de nombre del jugador
SDL_Texture *background_ = nullptr; // Textura para dibujar el marcador SDL_Texture *background_ = nullptr; // Textura para dibujar el marcador
std::vector<SDL_Texture *> panel_texture_; // Texturas para dibujar cada panel std::vector<SDL_Texture *> panel_texture_; // Texturas para dibujar cada panel

View File

@@ -285,11 +285,11 @@ void Game::updateStage() {
if (current_stage_index == total_stages - 1) { // Penúltima fase (será la última) if (current_stage_index == total_stages - 1) { // Penúltima fase (será la última)
createMessage(paths, Resource::get()->getTexture("game_text_last_stage")); createMessage(paths, Resource::get()->getTexture("game_text_last_stage"));
} else { } else {
auto text = Resource::get()->getText("04b_25_2x"); auto text = Resource::get()->getText("04b_25_2x_enhanced");
const std::string CAPTION = Lang::getText("[GAME_TEXT] 2") + const std::string CAPTION = Lang::getText("[GAME_TEXT] 2") +
std::to_string(total_stages - current_stage_index) + std::to_string(total_stages - current_stage_index) +
Lang::getText("[GAME_TEXT] 2A"); Lang::getText("[GAME_TEXT] 2A");
createMessage(paths, text->writeToTexture(CAPTION, 1, -4)); createMessage(paths, text->writeDXToTexture(Text::STROKE, CAPTION, -4, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
} }
} }
@@ -1440,10 +1440,10 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player) {
} }
} else if (input_->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) { } else if (input_->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setInput(Input::Action::UP); player->setInput(Input::Action::UP);
playSound("service_menu_move.wav"); playSound("service_menu_move.wav");
} else if (input_->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) { } else if (input_->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setInput(Input::Action::DOWN); player->setInput(Input::Action::DOWN);
playSound("service_menu_move.wav"); playSound("service_menu_move.wav");
} else if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) { } else if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
if (player->isShowingName()) { if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE); player->setPlayingState(Player::State::CONTINUE);