He fet un "manolete" i he pasat a c++ i smartpointers la cárrega de surfaces desde gif. Sembla que no ha petat res

Precárrega i asignació de paletes a les textures
Ara si algú toca una paleta, que siga conscient que la textura es compartida durant tot el joc
This commit is contained in:
2024-10-20 15:36:04 +02:00
parent cbc9b3f071
commit 848d61b5c0
24 changed files with 187 additions and 228 deletions

View File

@@ -24,51 +24,43 @@ struct JA_Music_t; // lines 17-17
// Constructor
Title::Title()
: text1_(std::make_unique<Text>(Resource::get()->getTexture("smb2.gif"), Resource::get()->getTextFile("smb2.txt"))),
text2_(std::make_unique<Text>(Resource::get()->getTexture("8bithud.png"), Resource::get()->getTextFile("8bithud.txt"))),
fade_(std::make_unique<Fade>()),
tiled_bg_(std::make_unique<TiledBG>((SDL_Rect){0, 0, param.game.width, param.game.height}, TiledBGMode::RANDOM)),
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
mini_logo_texture_(Resource::get()->getTexture("logo_jailgames_mini.png")),
mini_logo_sprite_(std::make_unique<Sprite>(mini_logo_texture_, param.game.game_area.center_x - mini_logo_texture_->getWidth() / 2, 0, mini_logo_texture_->getWidth(), mini_logo_texture_->getHeight())),
define_buttons_(std::make_unique<DefineButtons>(std::move(text2_))),
counter_(0),
ticks_(0),
demo_(true),
next_section_(section::Name::GAME),
post_fade_(0),
num_controllers_(Input::get()->getNumControllers())
{
// Reserva memoria y crea los objetos
fade_ = std::make_unique<Fade>();
text1_ = std::make_unique<Text>(Resource::get()->getTexture("smb2.gif"), Resource::get()->getTextFile("smb2.txt"));
text1_->addPalette(Asset::get()->get("smb2_pal1.gif"));
text1_->setPalette(1);
text2_ = std::make_unique<Text>(Resource::get()->getTexture("8bithud.png"), Resource::get()->getTextFile("8bithud.txt"));
mini_logo_texture_ = Resource::get()->getTexture("logo_jailgames_mini.png");
mini_logo_sprite_ = std::make_unique<Sprite>(mini_logo_texture_, param.game.game_area.center_x - mini_logo_texture_->getWidth() / 2, 0, mini_logo_texture_->getWidth(), mini_logo_texture_->getHeight());
tiled_bg_ = std::make_unique<TiledBG>((SDL_Rect){0, 0, param.game.width, param.game.height}, TiledBGMode::RANDOM);
game_logo_ = std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position);
// Configura objetos
game_logo_->enable();
define_buttons_ = std::make_unique<DefineButtons>(std::move(text2_));
// Inicializa los valores
init();
}
// Inicializa los valores de las variables
void Title::init()
{
// Inicializa variables
section::options = section::Options::TITLE_1;
counter_ = 0;
next_section_ = section::Name::GAME;
post_fade_ = 0;
ticks_ = 0;
ticks_speed_ = 15;
fade_->setColor(fade_color.r, fade_color.g, fade_color.b);
fade_->setType(FadeType::RANDOM_SQUARE);
fade_->setPost(param.fade.post_duration);
demo_ = true;
num_controllers_ = Input::get()->getNumControllers();
Resource::get()->getTexture("smb2.gif")->setPalette(1);
// Asigna valores a otras variables
section::options = section::Options::TITLE_1;
}
// Destructor
Title::~Title()
{
Resource::get()->getTexture("smb2.gif")->setPalette(0);
}
// Actualiza las variables del objeto
void Title::update()
{
// Calcula la lógica de los objetos
if (SDL_GetTicks() - ticks_ > ticks_speed_)
if (SDL_GetTicks() - ticks_ > TICKS_SPEED_)
{
// Actualiza el contador de ticks_
ticks_ = SDL_GetTicks();