diff --git a/data/config/param.txt b/data/config/param.txt index 1c1a108..92fa073 100644 --- a/data/config/param.txt +++ b/data/config/param.txt @@ -1,6 +1,7 @@ #GAME gameWidth 320 gameHeight 240 +itemSize 20 #FADE numSquaresWidth 160 diff --git a/data/gfx/item_coffee.png b/data/gfx/item_coffee.png index 0c8abaf..b849835 100644 Binary files a/data/gfx/item_coffee.png and b/data/gfx/item_coffee.png differ diff --git a/data/gfx/item_coffee_machine.ani b/data/gfx/item_coffee_machine.ani index 7aab607..15e1965 100644 --- a/data/gfx/item_coffee_machine.ani +++ b/data/gfx/item_coffee_machine.ani @@ -1,5 +1,5 @@ -frameWidth=30 -frameHeight=39 +frameWidth=28 +frameHeight=37 [animation] name=default diff --git a/data/gfx/item_coffee_machine.png b/data/gfx/item_coffee_machine.png index a52eb95..5d0196a 100644 Binary files a/data/gfx/item_coffee_machine.png and b/data/gfx/item_coffee_machine.png differ diff --git a/source/common/utils.h b/source/common/utils.h index 7407c4f..ef0eb10 100644 --- a/source/common/utils.h +++ b/source/common/utils.h @@ -171,6 +171,7 @@ struct param_t { int gameWidth; // Ancho de la resolucion nativa del juego int gameHeight; // Alto de la resolucion nativa del juego + int itemSize; // Tamañoi de los items del juego SDL_Rect scoreboard; // Posición y tamaño del marcador diff --git a/source/game.cpp b/source/game.cpp index 72fb95f..9ad50f4 100644 --- a/source/game.cpp +++ b/source/game.cpp @@ -2376,8 +2376,8 @@ void Game::throwCoffee(int x, int y) ss->setPosX(x - 8); ss->setPosY(y - 8); - ss->setWidth(16); - ss->setHeight(16); + ss->setWidth(param->itemSize); + ss->setHeight(param->itemSize); ss->setVelX(-1.0f + ((rand() % 5) * 0.5f)); ss->setVelY(-4.0f); ss->setAccelX(0.0f); @@ -2386,7 +2386,7 @@ void Game::throwCoffee(int x, int y) ss->setDestY(param->gameHeight + 1); ss->setEnabled(true); ss->setEnabledCounter(1); - ss->setSpriteClip(0, 0, 16, 16); + ss->setSpriteClip(0, param->itemSize, param->itemSize, param->itemSize); ss->setRotate(true); ss->setRotateSpeed(10); ss->setRotateAmount(90.0); diff --git a/source/instructions.cpp b/source/instructions.cpp index 95de9d9..d2671b4 100644 --- a/source/instructions.cpp +++ b/source/instructions.cpp @@ -35,7 +35,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, counterEnd = 700; view = {0, 0, param->gameWidth, param->gameHeight}; spritePos = {0, 0}; - itemSize = 20; + itemSpace = 2; // Inicializa objetos fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b); @@ -96,12 +96,10 @@ void Instructions::iniSprites() itemTextures.push_back(item5); // Inicializa los sprites - const int desp = spritePos.y - 4; - for (int i = 0; i < (int)itemTextures.size(); ++i) { - Sprite *sprite = new Sprite(0, 0, itemSize, itemSize, itemTextures[i], renderer); - sprite->setPos({spritePos.x, desp + ((itemSize + 2) * i), itemSize, itemSize}); + Sprite *sprite = new Sprite(0, 0, param->itemSize, param->itemSize, itemTextures[i], renderer); + sprite->setPos({spritePos.x, spritePos.y + ((param->itemSize + itemSpace) * i), param->itemSize, param->itemSize}); sprites.push_back(sprite); } } @@ -109,34 +107,33 @@ void Instructions::iniSprites() // Actualiza los sprites void Instructions::updateSprites() { - SDL_Rect srcRect = {0, 0, itemSize, itemSize}; + SDL_Rect srcRect = {0, 0, param->itemSize, param->itemSize}; // Disquito - srcRect.y = itemSize * (((counter + 12) / 36) % 2); + srcRect.y = param->itemSize * (((counter + 12) / 36) % 2); sprites[0]->setSpriteClip(srcRect); // Gavineixon - srcRect.y = itemSize * (((counter + 9) / 36) % 2); + srcRect.y = param->itemSize * (((counter + 9) / 36) % 2); sprites[1]->setSpriteClip(srcRect); // Pacmar - srcRect.y = itemSize * (((counter + 6) / 36) % 2); + srcRect.y = param->itemSize * (((counter + 6) / 36) % 2); sprites[2]->setSpriteClip(srcRect); // Time Stopper - srcRect.y = itemSize * (((counter + 3) / 36) % 2); + srcRect.y = param->itemSize * (((counter + 3) / 36) % 2); sprites[3]->setSpriteClip(srcRect); // Coffee - srcRect.y = itemSize * (((counter + 0) / 36) % 2); + srcRect.y = param->itemSize * (((counter + 0) / 36) % 2); sprites[4]->setSpriteClip(srcRect); } // Rellena la textura de texto void Instructions::fillTexture() { - const int despX = itemSize + 8; - const int despY = (itemSize - text->getCharacterSize() / 2); + const int despX = param->itemSize + 8; // Modifica el renderizador para pintar en la textura SDL_Texture *temp = SDL_GetRenderTarget(renderer); @@ -155,7 +152,7 @@ void Instructions::fillTexture() const int spacePostHeader = 20; const int spacePreHeader = 28; const int spaceBetweenLines = text->getCharacterSize() * 1.5f; - const int spaceBetweenItemLines = itemSize + 2; + const int spaceBetweenItemLines = param->itemSize + itemSpace; const int spaceNewParagraph = spaceBetweenLines * 0.5f; const int size = (numLines * spaceBetweenLines) + (numItemLines * spaceBetweenItemLines) + (numPostHeaders * spacePostHeader) + (numPreHeaders * spacePreHeader) + (spaceNewParagraph); @@ -184,18 +181,19 @@ void Instructions::fillTexture() text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, anchor2, lang->getText(16), 1, orangeColor, 1, shdwTxtColor); const int anchor3 = anchor2 + spacePostHeader; - text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 0, lang->getText(17), shdwTxtColor); - text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 1, lang->getText(18), shdwTxtColor); - text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 2, lang->getText(19), shdwTxtColor); - text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 3, lang->getText(20), shdwTxtColor); - text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 4, lang->getText(21), shdwTxtColor); + //const int anchor4 = anchor3 + ((param->itemSize + text->getCharacterSize()) / 2); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 0, lang->getText(17), shdwTxtColor); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 1, lang->getText(18), shdwTxtColor); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 2, lang->getText(19), shdwTxtColor); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 3, lang->getText(20), shdwTxtColor); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 4, lang->getText(21), shdwTxtColor); // Deja el renderizador como estaba SDL_SetRenderTarget(renderer, temp); // Da valor a la variable spritePos.x = anchorItem; - spritePos.y = anchor3; + spritePos.y = anchor3 - ((param->itemSize - text->getCharacterSize()) / 2); } // Rellena el backbuffer diff --git a/source/instructions.h b/source/instructions.h index c0f59c9..78d1ae9 100644 --- a/source/instructions.h +++ b/source/instructions.h @@ -44,7 +44,7 @@ private: Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa SDL_Rect view; // Vista del backbuffer que se va amostrar por pantalla SDL_Point spritePos; // Posición del primer sprite - int itemSize; // Tamaño de los items + int itemSpace; // Espacio entre los items // Actualiza las variables void update(); diff --git a/source/item.cpp b/source/item.cpp index 1cd5902..e6f67a0 100644 --- a/source/item.cpp +++ b/source/item.cpp @@ -14,8 +14,8 @@ Item::Item(Uint8 kind, float x, float y, Texture *texture, std::vectorgameWidth = 320; param->gameHeight = 240; + param->itemSize = 20; // Tamaño para el marcador param->scoreboard = {0, 208, 320, 32}; @@ -131,6 +132,11 @@ bool setOptions(param_t *param, std::string var, std::string value) param->gameHeight = std::stoi(value); } + else if (var == "itemSize") + { + param->itemSize = std::stoi(value); + } + else if (var == "numSquaresWidth") { param->numSquaresWidth = std::stoi(value);