Limitat el nom a tres caracters
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@@ -48,11 +48,12 @@ Director::Director(int argc, const 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::INTRO;
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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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#endif
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section::options = section::Options::NONE;
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#endif
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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// Establece el nivel de prioridad de la categoría de registro
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@@ -4,7 +4,7 @@
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// Constructor
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EnterName::EnterName()
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: character_list_(" ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.-+-*/=?¿<>!\"#$%&/()"),
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: character_list_(" ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789."),
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character_index_{0} {}
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// Inicializa el objeto
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@@ -22,7 +22,7 @@ void EnterName::init(const std::string &name)
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{
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name_ = name;
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position_ = name_.length();
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position_overflow_ = position_ >= MAX_NAME_LENGHT ? true : false;
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position_overflow_ = position_ >= NAME_SIZE ? true : false;
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}
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// Inicializa el vector de indices con el nombre y espacios
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@@ -40,9 +40,9 @@ void EnterName::incPosition()
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++position_;
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if (position_ >= MAX_NAME_LENGHT)
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if (position_ >= NAME_SIZE)
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{
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position_ = MAX_NAME_LENGHT; // Mantenemos en el índice máximo válido.
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position_ = NAME_SIZE; // Mantenemos en el índice máximo válido.
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position_overflow_ = true; // Activamos el flag de overflow.
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}
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else if (position_ > 0) // No es necesario verificar position_ < MAX_NAME_LENGHT
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@@ -59,7 +59,6 @@ void EnterName::incPosition()
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updateNameFromCharacterIndex();
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}
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// Decrementa la posición
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void EnterName::decPosition()
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{
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@@ -67,7 +66,7 @@ void EnterName::decPosition()
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{
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// Si estaba en overflow, lo desactivamos y mantenemos position_ en el máximo.
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position_overflow_ = false;
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position_ = MAX_NAME_LENGHT - 1;
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position_ = NAME_SIZE - 1;
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}
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else
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{
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@@ -76,7 +75,7 @@ void EnterName::decPosition()
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--position_;
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// Limpiamos el carácter siguiente si el índice es válido.
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if (position_ + 1 < MAX_NAME_LENGHT)
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if (position_ + 1 < NAME_SIZE)
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{
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character_index_[position_ + 1] = 0;
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}
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@@ -89,7 +88,7 @@ void EnterName::decPosition()
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}
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// Si position_ es menor que NAME_LENGHT, aseguramos que el overflow esté desactivado.
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if (position_ < MAX_NAME_LENGHT)
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if (position_ < NAME_SIZE)
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{
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position_overflow_ = false;
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}
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@@ -134,7 +133,7 @@ void EnterName::decIndex()
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void EnterName::updateNameFromCharacterIndex()
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{
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name_.clear();
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for (int i = 0; i < MAX_NAME_LENGHT; ++i)
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for (int i = 0; i < NAME_SIZE; ++i)
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{
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name_.push_back(character_list_[character_index_[i]]);
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}
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@@ -145,13 +144,13 @@ void EnterName::updateNameFromCharacterIndex()
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void EnterName::initCharacterIndex(const std::string &name)
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{
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// Rellena de espacios
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for (size_t i = 0; i < MAX_NAME_LENGHT; ++i)
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for (size_t i = 0; i < NAME_SIZE; ++i)
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{
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character_index_[i] = 0;
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}
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// Coloca los índices en función de los caracteres que forman el nombre
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for (size_t i = 0; i < name.substr(0, MAX_NAME_LENGHT).size(); ++i)
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for (size_t i = 0; i < name.substr(0, NAME_SIZE).size(); ++i)
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{
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character_index_[i] = findIndex(name.at(i));
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}
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@@ -4,7 +4,7 @@
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#include <array>
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#include "utils.h"
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constexpr int MAX_NAME_LENGHT = 6;
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constexpr size_t NAME_SIZE = 3;
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/*
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Un array, "characterList", contiene la lista de caracteres
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@@ -22,7 +22,7 @@ private:
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std::string name_; // Nombre introducido
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int position_ = 0; // Posición a editar del nombre
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bool position_overflow_ = false; // Indica si hemos incrementado la posición más allá del límite
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std::array<int, MAX_NAME_LENGHT> character_index_; // Indice de la lista para cada uno de los caracteres que forman el nombre
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std::array<int, NAME_SIZE> character_index_; // Indice de la lista para cada uno de los caracteres que forman el nombre
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// Actualiza el nombre a partir de la lista de índices
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void updateNameFromCharacterIndex();
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@@ -54,7 +54,7 @@ Game::Game(int player_id, int current_stage, bool demo)
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// Otras variables
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section::name = section::Name::GAME;
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section::options = section::Options::GAME_PLAY_1P;
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section::options = section::Options::NONE;
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Stage::init();
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Stage::number = current_stage;
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@@ -14,15 +14,15 @@ void ManageHiScoreTable::clear()
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// Añade 10 entradas predefinidas
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table_.push_back(HiScoreEntry("BRY", 1000000));
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table_.push_back(HiScoreEntry("USUFON", 500000));
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table_.push_back(HiScoreEntry("GLUCAS", 100000));
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table_.push_back(HiScoreEntry("PDLGAT", 50000));
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table_.push_back(HiScoreEntry("PARRAB", 10000));
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table_.push_back(HiScoreEntry("PELECH", 5000));
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table_.push_back(HiScoreEntry("SAHUQU", 1000));
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table_.push_back(HiScoreEntry("BACTER", 500));
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table_.push_back(HiScoreEntry("PEPE", 200));
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table_.push_back(HiScoreEntry("ROSITA", 100));
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table_.push_back(HiScoreEntry("USU", 500000));
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table_.push_back(HiScoreEntry("FON", 100000));
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table_.push_back(HiScoreEntry("DOG", 50000));
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table_.push_back(HiScoreEntry("LUC", 10000));
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table_.push_back(HiScoreEntry("ASP", 5000));
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table_.push_back(HiScoreEntry("ARR", 1000));
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table_.push_back(HiScoreEntry("ABA", 500));
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table_.push_back(HiScoreEntry("LER", 200));
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table_.push_back(HiScoreEntry("AXX", 100));
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sort();
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}
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@@ -266,7 +266,7 @@ void Scoreboard::fillPanelTextures()
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SDL_FRect rect = {enter_name_pos_.x, enter_name_pos_.y, 5.0f, 7.0f};
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// Recorre todos los slots de letras del nombre
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for (size_t j = 0; j < MAX_NAME_LENGHT; ++j)
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for (size_t j = 0; j < NAME_SIZE; ++j)
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{
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// Selecciona el color
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const Color color = j < selector_pos_[i] ? ORANGE_SOFT_COLOR.lighten() : Color(0xFF, 0xFF, 0xEB);
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@@ -387,7 +387,7 @@ void Scoreboard::recalculateAnchors()
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slot4_4_ = {COL, ROW4};
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// Primer cuadrado para poner el nombre de record
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const int enter_name_lenght = text_scoreboard_->lenght(std::string(MAX_NAME_LENGHT, 'A'));
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const int enter_name_lenght = text_scoreboard_->lenght(std::string(NAME_SIZE, 'A'));
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enter_name_pos_.x = COL - (enter_name_lenght / 2);
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enter_name_pos_.y = ROW4;
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