commit amb mil mini coses, colorets, fitxers que sobraven, comentaris, codi que sobrava, etc...

This commit is contained in:
2025-07-15 00:23:38 +02:00
parent c61984bb21
commit aa195b8cf4
10 changed files with 98 additions and 37 deletions

View File

@@ -24,7 +24,9 @@
#include "writer.h" // Para Writer
#include "input.h"
#ifdef DEBUG
#include <iomanip> // Para std::hex, std::setw, std::setfill
#endif
// Constructor
Intro::Intro()
@@ -85,6 +87,7 @@ void Intro::checkEvents()
case SDLK_C:
if (color.b > 0)
--color.b;
break;
case SDLK_F:
if (color.r < 255)
@@ -163,7 +166,6 @@ void Intro::updateScenes()
texts_.at(2)->setEnabled(false);
scene_++;
}
break;
}
@@ -185,7 +187,6 @@ void Intro::updateScenes()
texts_.at(3)->setEnabled(false);
scene_++;
}
break;
}
@@ -206,7 +207,6 @@ void Intro::updateScenes()
texts_.at(4)->setEnabled(false);
scene_++;
}
break;
}
@@ -234,7 +234,6 @@ void Intro::updateScenes()
texts_.at(6)->setEnabled(false);
scene_++;
}
break;
}
@@ -256,7 +255,6 @@ void Intro::updateScenes()
texts_.at(7)->setEnabled(false);
scene_++;
}
break;
}
@@ -283,7 +281,6 @@ void Intro::updateScenes()
state_ = IntroState::POST;
state_start_time_ = SDL_GetTicks();
}
break;
}
@@ -436,7 +433,7 @@ void Intro::initSprites()
card_sprites_.at(2)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
card_sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 300, easeInOutExpo, 0);
card_sprites_.at(4)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0);
card_sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 250, easeOutQuad, 450);
card_sprites_.at(5)->addPath(-CARD_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 250, easeOutQuad, 450);
card_sprites_.at(5)->addPath(X_DEST, -CARD_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0);
// Constantes
@@ -486,9 +483,9 @@ void Intro::initSprites()
shadow_sprites_.at(0)->addPath(param.game.height + 10, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0);
shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeOutBounce, 0);
shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0);
shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 400, easeInOutExpo, 0);
shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 300, easeInOutExpo, 0);
shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 70, easeOutElastic, 0);
shadow_sprites_.at(5)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 250, easeOutQuad, 450);
shadow_sprites_.at(5)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 250, easeOutQuad, 450);
shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, 80, easeInElastic, 0);
}
@@ -596,18 +593,14 @@ void Intro::updatePostState()
switch (post_state_)
{
case IntroPostState::STOP_BG:
// EVENTO: Detiene el fondo después de 2 segundos
// EVENTO: Detiene el fondo después de 1 segundo
if (ELAPSED_TIME >= 1000)
{
tiled_bg_->stopGracefully();
if (bg_color_.isEqualTo(param.title.bg_color))
if (!bg_color_.isEqualTo(param.title.bg_color))
{
// Ya hemos llegado al color objetivo
}
else
{
bg_color_ = bg_color_.approachTo(param.title.bg_color, 2);
bg_color_ = bg_color_.approachTo(param.title.bg_color, 1);
}
tiled_bg_->setColor(bg_color_);