Actualizado el FADE_FULLSCREEN de la clase fade

This commit is contained in:
2024-06-19 08:19:14 +02:00
parent d38659d783
commit 8f6b5cefa8
3 changed files with 52 additions and 27 deletions

View File

@@ -73,5 +73,6 @@ const color_t difficultyEasyColor = {75, 105, 47};
const color_t difficultyNormalColor = {255, 122, 0}; const color_t difficultyNormalColor = {255, 122, 0};
const color_t difficultyHardColor = {118, 66, 138}; const color_t difficultyHardColor = {118, 66, 138};
const color_t flashColor = {0xFF, 0xFF, 0xFF}; const color_t flashColor = {0xFF, 0xFF, 0xFF};
const color_t fadeColor = {0x17, 0x17, 0x26};
#endif #endif

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@@ -44,32 +44,15 @@ void Fade::render()
switch (type) switch (type)
{ {
case FADE_FULLSCREEN: case FADE_FULLSCREEN:
for (int i = 0; i < 256; i += 4) {
{ SDL_SetTextureAlphaMod(backbuffer, std::min(counter * 4, 255));
// Dibujamos sobre el renderizador SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr);
SDL_SetRenderTarget(renderer, nullptr);
// Copia el backbuffer con la imagen que había al renderizador
SDL_RenderCopy(renderer, backbuffer, nullptr, nullptr);
SDL_SetRenderDrawColor(renderer, r, g, b, i);
SDL_RenderFillRect(renderer, &rect1);
// Vuelca el renderizador en pantalla
SDL_RenderPresent(renderer);
}
// Deja todos los buffers del mismo color
SDL_SetRenderTarget(renderer, backbuffer);
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, nullptr);
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderClear(renderer);
break; break;
}
case FADE_CENTER: case FADE_CENTER:
{
SDL_SetRenderDrawColor(renderer, r, g, b, 64); SDL_SetRenderDrawColor(renderer, r, g, b, 64);
for (int i = 0; i < counter; i++) for (int i = 0; i < counter; i++)
@@ -81,11 +64,11 @@ void Fade::render()
SDL_RenderFillRect(renderer, &rect2); SDL_RenderFillRect(renderer, &rect2);
} }
if ((counter * 4) > param->gameHeight)
finished = true;
break; break;
}
case FADE_RANDOM_SQUARE: case FADE_RANDOM_SQUARE:
{
for (Uint16 i = 0; i < 50; i++) for (Uint16 i = 0; i < 50; i++)
{ {
// Crea un color al azar // Crea un color al azar
@@ -112,6 +95,7 @@ void Fade::render()
SDL_Delay(100); SDL_Delay(100);
} }
break; break;
}
default: default:
break; break;
@@ -132,6 +116,31 @@ void Fade::update()
if (enabled) if (enabled)
{ {
counter++; counter++;
switch (type)
{
case FADE_FULLSCREEN:
if (counter >= 255 / 4)
{
finished = true;
}
break;
case FADE_CENTER:
if ((counter * 4) > param->gameHeight)
{
finished = true;
}
break;
case FADE_RANDOM_SQUARE:
break;
}
if (finished)
{
enabled = false;
}
} }
} }
@@ -145,18 +154,33 @@ void Fade::activate()
switch (type) switch (type)
{ {
case FADE_FULLSCREEN: case FADE_FULLSCREEN:
rect1 = {0, 0, param->gameWidth, param->gameHeight}; {
// Dibujamos sobre el backbuffer
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
// Pintamos la textura con el color del fade
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderClear(renderer);
// Vuelve a dejar el renderizador como estaba
SDL_SetRenderTarget(renderer, temp);
break; break;
}
case FADE_CENTER: case FADE_CENTER:
{
rect1 = {0, 0, param->gameWidth, 0}; rect1 = {0, 0, param->gameWidth, 0};
rect2 = {0, 0, param->gameWidth, 0}; rect2 = {0, 0, param->gameWidth, 0};
break; break;
}
case FADE_RANDOM_SQUARE: case FADE_RANDOM_SQUARE:
{
rect1 = {0, 0, 32, 32}; rect1 = {0, 0, 32, 32};
break; break;
} }
}
} }
// Comprueba si está activo // Comprueba si está activo

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@@ -73,8 +73,8 @@ void Title::init()
postFade = 0; postFade = 0;
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
fade->setColor(0x17, 0x17, 0x26); fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
fade->setType(FADE_FULLSCREEN); fade->setType(FADE_RANDOM_SQUARE);
demo = true; demo = true;
// Pone valores por defecto a las opciones de control // Pone valores por defecto a las opciones de control