Continuemtreballant enels credits

This commit is contained in:
2024-11-24 20:21:46 +01:00
parent ad221243cb
commit a36120cf0c
15 changed files with 149 additions and 82 deletions

View File

@@ -1,12 +1,13 @@
#pragma once #pragma once
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_stdinc.h> // Para Uint8, Uint16, Uint32 #include <SDL2/SDL_stdinc.h> // Para Uint8, Uint16, Uint32
#include <memory> // Para shared_ptr, unique_ptr #include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string #include <string> // Para string
#include <vector> // Para vector #include <vector> // Para vector
#include "animated_sprite.h" // Para AnimatedSprite #include "animated_sprite.h" // Para AnimatedSprite
#include "utils.h" // Para Circle #include "utils.h" // Para Circle
class Texture; // lines 10-10 class Texture; // lines 9-9
// Cantidad de elementos del vector con los valores de la deformación del globo al rebotar // Cantidad de elementos del vector con los valores de la deformación del globo al rebotar
constexpr int MAX_BOUNCE = 10; constexpr int MAX_BOUNCE = 10;

View File

@@ -119,6 +119,17 @@ void BalloonManager::deployBalloonFormation(int stage)
} }
} }
void BalloonManager::deployBalloonFormation(int pool, int set_number)
{
const auto set = balloon_formations_->getSet(pool, set_number);
const auto numEnemies = set.number_of_balloons;
for (int i = 0; i < numEnemies; ++i)
{
auto p = set.init[i];
createBalloon(p.x, p.y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
}
}
// Vacia del vector de globos los globos que ya no sirven // Vacia del vector de globos los globos que ya no sirven
void BalloonManager::freeBalloons() void BalloonManager::freeBalloons()
{ {
@@ -339,13 +350,7 @@ void BalloonManager::reLoad()
// Crea dos globos gordos // Crea dos globos gordos
void BalloonManager::createTwoBigBalloons() void BalloonManager::createTwoBigBalloons()
{ {
const auto set = balloon_formations_->getSet(0, 1); deployBalloonFormation(0, 1);
const auto numEnemies = set.number_of_balloons;
for (int i = 0; i < numEnemies; ++i)
{
auto p = set.init[i];
createBalloon(p.x, p.y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
}
} }
// Obtiene el nivel de ameza actual generado por los globos // Obtiene el nivel de ameza actual generado por los globos

View File

@@ -1,13 +1,15 @@
#pragma once #pragma once
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <memory> // Para shared_ptr, unique_ptr #include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string #include <string> // Para string
#include <vector> // Para vector #include <vector> // Para vector
#include "balloon.h" // Para BALLOON_SPEED, Balloon #include "balloon.h" // Para BALLOON_SPEED, Balloon
#include "balloon_formations.h" // Para BalloonFormations #include "balloon_formations.h" // Para BalloonFormations
#include "explosions.h" // Para Explosions #include "explosions.h" // Para Explosions
#include "param.h" #include "param.h" // Para Param, ParamGame, param
class Texture; #include "utils.h" // Para Zone
class Texture; // lines 10-10
using Balloons = std::vector<std::shared_ptr<Balloon>>; using Balloons = std::vector<std::shared_ptr<Balloon>>;
@@ -53,6 +55,7 @@ public:
// Crea una formación de enemigos // Crea una formación de enemigos
void deployBalloonFormation(int stage); void deployBalloonFormation(int stage);
void deployBalloonFormation(int pool, int set);
// Actualiza la variable enemyDeployCounter // Actualiza la variable enemyDeployCounter
void updateBalloonDeployCounter(); void updateBalloonDeployCounter();

View File

@@ -1,23 +1,38 @@
#include "credits.h" #include "credits.h"
#include "section.h" // Para Name, name, Options, options #include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include "global_inputs.h" // Para check #include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_QUIT
#include "input.h" // Para Input #include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include "jail_audio.h" // Para JA_StopMusic #include <SDL2/SDL_rect.h> // Para SDL_Rect
#include "screen.h" // Para Screen #include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include "balloon_manager.h" // Para BalloonManager #include <string> // Para basic_string, string
#include "param.h" #include <vector> // Para vector
#include "resource.h" #include "balloon_manager.h" // Para BalloonManager
#include "text.h" #include "global_inputs.h" // Para check
#include "input.h" // Para Input
#include "jail_audio.h" // Para JA_PlayMusic, JA_StopMusic
#include "param.h" // Para Param, ParamGame, param
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "section.h" // Para Name, name, Options, options
#include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW
#include "tiled_bg.h" // Para TiledBG, TiledBGMode
#include "utils.h" // Para Color, no_color, shdw_txt_color, Zone
// Textos
constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner";
// Constructor // Constructor
Credits::Credits() Credits::Credits()
: balloon_manager_(std::make_unique<BalloonManager>()), : balloon_manager_(std::make_unique<BalloonManager>()),
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
tiled_bg_(std::make_unique<TiledBG>((SDL_Rect){0, 0, param.game.width, param.game.height}, TiledBGMode::DIAGONAL)) tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL))
{ {
section::name = section::Name::CREDITS; section::name = section::Name::CREDITS;
balloon_manager_->setPlayArea(param.game.game_area.rect); balloon_manager_->setPlayArea(param.game.game_area.rect);
balloon_manager_->createTwoBigBalloons(); balloon_manager_->createTwoBigBalloons();
balloon_manager_->deployBalloonFormation(4,2);
balloon_manager_->deployBalloonFormation(4,5);
balloon_manager_->createPowerBall();
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND); SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
fillTextTexture(); fillTextTexture();
JA_PlayMusic(Resource::get()->getMusic("credits.ogg")); JA_PlayMusic(Resource::get()->getMusic("credits.ogg"));
@@ -51,7 +66,9 @@ void Credits::update()
ticks_ = SDL_GetTicks(); ticks_ = SDL_GetTicks();
tiled_bg_->update(); tiled_bg_->update();
balloon_manager_->update(); balloon_manager_->update();
updateRects();
Screen::get()->update(); Screen::get()->update();
++counter_;
} }
} }
@@ -64,9 +81,10 @@ void Credits::render()
// Limpia la pantalla // Limpia la pantalla
Screen::get()->clean(); Screen::get()->clean();
tiled_bg_->render(); tiled_bg_->render();
balloon_manager_->render(); balloon_manager_->render();
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, nullptr, nullptr); SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_);
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
// Vuelca el contenido del renderizador en pantalla // Vuelca el contenido del renderizador en pantalla
Screen::get()->blit(); Screen::get()->blit();
@@ -129,42 +147,77 @@ void Credits::fillTextTexture()
const int space_post_title = 3 + text->getCharacterSize(); const int space_post_title = 3 + text->getCharacterSize();
const int space_pre_title = text->getCharacterSize() * 3; const int space_pre_title = text->getCharacterSize() * 3;
const int texts_height = 1 * text->getCharacterSize() + 7 * space_post_title + 3 * space_pre_title; const int texts_height = 1 * text->getCharacterSize() + 7 * space_post_title + 3 * space_pre_title;
credits_rect_dst_.h = credits_rect_src_.h = texts_height;
int y = (param.game.height - texts_height) / 2; int y = (param.game.height - texts_height) / 2;
y = 0;
text->setPalette(1); text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(0), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(0), 1, no_color, 1, shdw_txt_color);
text->setPalette(0); text->setPalette(0);
y += space_post_title; y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(4), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(4), 1, no_color, 1, shdw_txt_color);
y += space_pre_title; y += space_pre_title;
text->setPalette(1); text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(1), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(1), 1, no_color, 1, shdw_txt_color);
text->setPalette(0); text->setPalette(0);
y += space_post_title; y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(4), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(4), 1, no_color, 1, shdw_txt_color);
y += space_pre_title; y += space_pre_title;
text->setPalette(1); text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(2), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(2), 1, no_color, 1, shdw_txt_color);
text->setPalette(0); text->setPalette(0);
y += space_post_title; y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(5), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(5), 1, no_color, 1, shdw_txt_color);
y += space_post_title; y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(6), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(6), 1, no_color, 1, shdw_txt_color);
y += space_pre_title; y += space_pre_title;
text->setPalette(1); text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(3), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(3), 1, no_color, 1, shdw_txt_color);
text->setPalette(0); text->setPalette(0);
y += space_post_title; y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(7), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(7), 1, no_color, 1, shdw_txt_color);
y += space_post_title; y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(8), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(8), 1, no_color, 1, shdw_txt_color);
y += space_post_title; y += space_post_title;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.width / 2, y, texts.at(9), 1, no_color, 1, shdw_txt_color); text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(9), 1, no_color, 1, shdw_txt_color);
// Mini logo
y += space_pre_title;
mini_logo_rect_src_.y = y;
auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y);
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(shdw_txt_color.r, shdw_txt_color.g, shdw_txt_color.b);
mini_logo_sprite->render();
mini_logo_sprite->setPosition(param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, y);
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255);
mini_logo_sprite->render();
// Texto con el copyright
y += mini_logo_sprite->getHeight() + 3;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, no_color, 1, shdw_txt_color);
mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize();
SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr); SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
credits_rect_dst_.y = param.game.game_area.rect.h;
mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30;
mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2;
}
// Actualiza el destino de los rectangulos de las texturas
void Credits::updateRects()
{
if (counter_ % 10 == 0)
{
--credits_rect_dst_.y;
--mini_logo_rect_dst_.y;
}
mini_logo_rect_dst_.y = std::max(mini_logo_rect_dst_.y, mini_logo_final_pos_);
} }

View File

@@ -1,9 +1,11 @@
#pragma once #pragma once
#include "SDL2/SDL.h"
#include <memory> #include <SDL2/SDL_render.h> // Para SDL_Texture
#include "balloon_manager.h" #include <SDL2/SDL_stdinc.h> // Para Uint32
#include "texture.h" #include <memory> // Para unique_ptr
#include "tiled_bg.h" #include "param.h"
class BalloonManager;
class TiledBG;
class Credits class Credits
{ {
@@ -14,7 +16,13 @@ private:
std::unique_ptr<TiledBG> tiled_bg_; // Objeto para dibujar el mosaico animado de fondo std::unique_ptr<TiledBG> tiled_bg_; // Objeto para dibujar el mosaico animado de fondo
// Variables // Variables
Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint32 counter_ = 0; // Contador para la lógica de la clase
SDL_Rect credits_rect_src_ = param.game.game_area.rect; // Rectangulo con el texto de los créditos (origen)
SDL_Rect credits_rect_dst_ = param.game.game_area.rect; // Rectangulo con el texto de los créditos (destino)
SDL_Rect mini_logo_rect_src_ = param.game.game_area.rect; // Rectangulo con el mini logo de JailGames y el texto de copyright (origen)
SDL_Rect mini_logo_rect_dst_ = param.game.game_area.rect; // Rectangulo con el mini logo de JailGames y el texto de copyright (destino)
int mini_logo_final_pos_ = 0;
// Actualiza las variables // Actualiza las variables
void update(); void update();
@@ -31,6 +39,9 @@ private:
// Crea la textura con el texto // Crea la textura con el texto
void fillTextTexture(); void fillTextTexture();
// Actualiza el destino de los rectangulos de las texturas
void updateRects();
public: public:
// Constructor // Constructor
Credits(); Credits();

View File

@@ -14,6 +14,7 @@
#include "balloon.h" // Para Balloon, BALLOON_SPEED #include "balloon.h" // Para Balloon, BALLOON_SPEED
#include "balloon_manager.h" // Para BalloonManager #include "balloon_manager.h" // Para BalloonManager
#include "bullet.h" // Para Bullet, BulletType, BulletMoveStatus #include "bullet.h" // Para Bullet, BulletType, BulletMoveStatus
#include "enter_name.h" // Para NAME_LENGHT
#include "fade.h" // Para Fade, FadeType #include "fade.h" // Para Fade, FadeType
#include "global_inputs.h" // Para check #include "global_inputs.h" // Para check
#include "input.h" // Para InputType, Input, INPUT_DO_NOT_ALL... #include "input.h" // Para InputType, Input, INPUT_DO_NOT_ALL...
@@ -30,9 +31,8 @@
#include "screen.h" // Para Screen #include "screen.h" // Para Screen
#include "section.h" // Para Name, name, Options, options #include "section.h" // Para Name, name, Options, options
#include "smart_sprite.h" // Para SmartSprite #include "smart_sprite.h" // Para SmartSprite
#include "stage.h" // Para get, number, Stage, power #include "stage.h" // Para number, get, Stage, power, total_p...
#include "text.h" // Para Text #include "text.h" // Para Text
#include "dbgtxt.h" // Para dbg_print
#include "texture.h" // Para Texture #include "texture.h" // Para Texture
struct JA_Sound_t; // lines 37-37 struct JA_Sound_t; // lines 37-37

View File

@@ -27,7 +27,7 @@ Instructions::Instructions()
texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
text_(Resource::get()->getText("smb2")), text_(Resource::get()->getText("smb2")),
tiled_bg_(std::make_unique<TiledBG>((SDL_Rect){0, 0, param.game.width, param.game.height}, TiledBGMode::STATIC)), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)),
fade_(std::make_unique<Fade>()) fade_(std::make_unique<Fade>())
{ {
// Configura las texturas // Configura las texturas
@@ -36,7 +36,7 @@ Instructions::Instructions()
// Inicializa variables // Inicializa variables
section::name = section::Name::INSTRUCTIONS; section::name = section::Name::INSTRUCTIONS;
view_ = {0, 0, param.game.width, param.game.height}; view_ = param.game.game_area.rect;
// Inicializa objetos // Inicializa objetos
fade_->setColor(fade_color.r, fade_color.g, fade_color.b); fade_->setColor(fade_color.r, fade_color.g, fade_color.b);

View File

@@ -1,9 +1,9 @@
#include "item.h" #include "item.h"
#include <algorithm> // para std::clamp #include <stdlib.h> // Para rand
#include <stdlib.h> // para rand #include <algorithm> // Para clamp
#include "animated_sprite.h" // para SpriteAnimated #include "animated_sprite.h" // Para AnimatedSprite
#include "param.h" // para param #include "param.h" // Para Param, ParamGame, param
class Texture; class Texture; // lines 6-6
Item::Item(ItemType type, float x, float y, SDL_Rect &play_area, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation) Item::Item(ItemType type, float x, float y, SDL_Rect &play_area, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)), : sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
@@ -73,8 +73,6 @@ void Item::render()
} }
} }
#include <algorithm> // Necesario para std::clamp
void Item::move() void Item::move()
{ {
floor_collision_ = false; floor_collision_ = false;

View File

@@ -1,6 +1,5 @@
#include "path_sprite.h" #include "path_sprite.h"
#include <cmath> // Para abs #include <cstdlib> // Para abs
#include <stdlib.h> // Para abs
#include <functional> // Para function #include <functional> // Para function
#include <utility> // Para move #include <utility> // Para move

View File

@@ -1,15 +1,13 @@
#include "player.h" #include "player.h"
#include <SDL2/SDL_render.h> // Para SDL_FLIP_HORIZONTAL, SDL_FLIP_NONE #include <SDL2/SDL_render.h> // Para SDL_FLIP_HORIZONTAL, SDL_FLIP_NONE, SDL...
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks #include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <stdlib.h> // Para rand #include <stdlib.h> // Para rand
#include <algorithm> // Para max, min #include <algorithm> // Para clamp, max, min
#include "animated_sprite.h" // Para AnimatedSprite #include "animated_sprite.h" // Para AnimatedSprite
#include "input.h" // Para InputType #include "input.h" // Para InputType
#include "manage_hiscore_table.h" // Para HiScoreEntry #include "param.h" // Para Param, ParamGame, param
#include "options.h" // Para Options, OptionsGame, options #include "scoreboard.h" // Para Scoreboard, ScoreboardMode
#include "param.h" // Para Param, ParamGame, param #include "texture.h" // Para Texture
#include "scoreboard.h" // Para Scoreboard, ScoreboardMode
#include "texture.h" // Para Texture
// Constructor // Constructor
Player::Player(int id, float x, int y, bool demo, SDL_Rect &play_area, std::vector<std::shared_ptr<Texture>> texture, const std::vector<std::vector<std::string>> &animations) Player::Player(int id, float x, int y, bool demo, SDL_Rect &play_area, std::vector<std::shared_ptr<Texture>> texture, const std::vector<std::vector<std::string>> &animations)

View File

@@ -1,18 +1,18 @@
#pragma once #pragma once
#include "animated_sprite.h" // Para AnimatedSprite #include <SDL2/SDL_rect.h> // Para SDL_Rect
#include "enter_name.h" // Para EnterName #include <SDL2/SDL_stdinc.h> // Para Uint32
#include "utils.h" // Para Circle #include <memory> // Para unique_ptr, shared_ptr
#include <SDL2/SDL_rect.h> // Para SDL_Rect #include <string> // Para string
#include <SDL2/SDL_stdinc.h> // Para Uint32 #include <vector> // Para vector
#include <memory> // Para unique_ptr, shared_ptr #include "animated_sprite.h" // Para AnimatedSprite
#include <string> // Para string #include "enter_name.h" // Para EnterName
#include <vector> // Para vector #include "manage_hiscore_table.h" // Para HiScoreEntry
#include "options.h" #include "options.h" // Para Options, OptionsGame, options
#include "utils.h" // Para Circle
class Texture; // lines 12-12 class Texture; // lines 13-13
enum class InputType : int; // lines 13-13 enum class InputType : int; // lines 14-14
enum class ScoreboardMode; // lines 14-14 enum class ScoreboardMode; // lines 15-15
// Estados del jugador // Estados del jugador
enum class PlayerState enum class PlayerState

View File

@@ -11,7 +11,6 @@
#include "asset.h" // Para Asset #include "asset.h" // Para Asset
#include "dbgtxt.h" // Para dbg_print #include "dbgtxt.h" // Para dbg_print
#include "global_inputs.h" // Para service_pressed_counter #include "global_inputs.h" // Para service_pressed_counter
#include "jail_shader.h" // Para init, render
#include "notifier.h" // Para Notifier #include "notifier.h" // Para Notifier
#include "on_screen_help.h" // Para OnScreenHelp #include "on_screen_help.h" // Para OnScreenHelp
#include "options.h" // Para Options, OptionsVideo, options, Options... #include "options.h" // Para Options, OptionsVideo, options, Options...

View File

@@ -1,5 +1,6 @@
#include "stage.h" #include "stage.h"
#include <vector> #include <algorithm> // Para min
#include <vector> // Para vector
namespace Stage namespace Stage
{ {

View File

@@ -29,15 +29,15 @@
Title::Title() Title::Title()
: text_(Resource::get()->getText("smb2")), : text_(Resource::get()->getText("smb2")),
fade_(std::make_unique<Fade>()), fade_(std::make_unique<Fade>()),
tiled_bg_(std::make_unique<TiledBG>((SDL_Rect){0, 0, param.game.width, param.game.height}, TiledBGMode::RANDOM)), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)),
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)), 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>(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>()), define_buttons_(std::make_unique<DefineButtons>()),
num_controllers_(Input::get()->getNumControllers()) num_controllers_(Input::get()->getNumControllers())
{ {
// Configura objetos // Configura objetos
game_logo_->enable(); game_logo_->enable();
mini_logo_sprite_->setX(param.game.game_area.center_x - mini_logo_sprite_->getWidth() / 2);
fade_->setColor(fade_color.r, fade_color.g, fade_color.b); fade_->setColor(fade_color.r, fade_color.g, fade_color.b);
fade_->setType(FadeType::RANDOM_SQUARE); fade_->setType(FadeType::RANDOM_SQUARE);
fade_->setPost(param.fade.post_duration); fade_->setPost(param.fade.post_duration);

View File

@@ -44,7 +44,6 @@ private:
std::unique_ptr<Fade> fade_; // Objeto para realizar fundidos en pantalla std::unique_ptr<Fade> fade_; // Objeto para realizar fundidos en pantalla
std::unique_ptr<TiledBG> tiled_bg_; // Objeto para dibujar el mosaico animado de fondo std::unique_ptr<TiledBG> tiled_bg_; // Objeto para dibujar el mosaico animado de fondo
std::unique_ptr<GameLogo> game_logo_; // Objeto para dibujar el logo con el título del juego std::unique_ptr<GameLogo> game_logo_; // Objeto para dibujar el logo con el título del juego
std::shared_ptr<Texture> mini_logo_texture_; // Textura con el logo de JailGames mini
std::unique_ptr<Sprite> mini_logo_sprite_; // Sprite con el logo de JailGames mini std::unique_ptr<Sprite> mini_logo_sprite_; // Sprite con el logo de JailGames mini
std::unique_ptr<DefineButtons> define_buttons_; // Objeto para definir los botones del joystic std::unique_ptr<DefineButtons> define_buttons_; // Objeto para definir los botones del joystic