retocada la clase instructions para los nuevos gráficos

This commit is contained in:
2024-07-09 18:18:42 +02:00
parent ab27915dac
commit aef00b9d89
3 changed files with 18 additions and 19 deletions

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Width:  |  Height:  |  Size: 456 B

After

Width:  |  Height:  |  Size: 506 B

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@@ -35,6 +35,7 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset,
counterEnd = 700;
view = {0, 0, param->gameWidth, param->gameHeight};
spritePos = {0, 0};
itemSize = 20;
// Inicializa objetos
fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
@@ -95,7 +96,6 @@ void Instructions::iniSprites()
itemTextures.push_back(item5);
// Inicializa los sprites
const int itemSize = 16;
const int desp = spritePos.y - 4;
for (int i = 0; i < (int)itemTextures.size(); ++i)
@@ -109,32 +109,35 @@ void Instructions::iniSprites()
// Actualiza los sprites
void Instructions::updateSprites()
{
SDL_Rect srcRect = {0, 0, 16, 16};
SDL_Rect srcRect = {0, 0, itemSize, itemSize};
// Disquito
srcRect.y = 16 * (((counter + 12) / 36) % 2);
srcRect.y = itemSize * (((counter + 12) / 36) % 2);
sprites[0]->setSpriteClip(srcRect);
// Gavineixon
srcRect.y = 16 * (((counter + 9) / 36) % 2);
srcRect.y = itemSize * (((counter + 9) / 36) % 2);
sprites[1]->setSpriteClip(srcRect);
// Pacmar
srcRect.y = 16 * (((counter + 6) / 36) % 2);
srcRect.y = itemSize * (((counter + 6) / 36) % 2);
sprites[2]->setSpriteClip(srcRect);
// Time Stopper
srcRect.y = 16 * (((counter + 3) / 36) % 2);
srcRect.y = itemSize * (((counter + 3) / 36) % 2);
sprites[3]->setSpriteClip(srcRect);
// Coffee
srcRect.y = 16 * (((counter + 0) / 36) % 2);
srcRect.y = itemSize * (((counter + 0) / 36) % 2);
sprites[4]->setSpriteClip(srcRect);
}
// Rellena la textura de texto
void Instructions::fillTexture()
{
const int despX = itemSize + 8;
const int despY = (itemSize - text->getCharacterSize() / 2);
// Modifica el renderizador para pintar en la textura
SDL_Texture *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, texture);
@@ -152,7 +155,7 @@ void Instructions::fillTexture()
const int spacePostHeader = 20;
const int spacePreHeader = 28;
const int spaceBetweenLines = text->getCharacterSize() * 1.5f;
const int spaceBetweenItemLines = 18;
const int spaceBetweenItemLines = itemSize + 2;
const int spaceNewParagraph = spaceBetweenLines * 0.5f;
const int size = (numLines * spaceBetweenLines) + (numItemLines * spaceBetweenItemLines) + (numPostHeaders * spacePostHeader) + (numPreHeaders * spacePreHeader) + (spaceNewParagraph);
@@ -165,12 +168,7 @@ void Instructions::fillTexture()
const int l = text->lenght(lang->getText(i));
lenght = l > lenght ? l : lenght;
}
const int anchorItem = (param->gameWidth - (lenght + 24)) / 2;
// BORRAR ESTO
// SDL_SetRenderDrawColor(renderer, 255, 255, 255, 32);
// SDL_Rect rect = {10, firstLine, param->gameWidth - 20, size};
// SDL_RenderFillRect(renderer, &rect);
const int anchorItem = (param->gameWidth - (lenght + despX)) / 2;
// Escribe el texto de las instrucciones
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, firstLine, lang->getText(11), 1, orangeColor, 1, shdwTxtColor);
@@ -186,11 +184,11 @@ void Instructions::fillTexture()
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, anchor2, lang->getText(16), 1, orangeColor, 1, shdwTxtColor);
const int anchor3 = anchor2 + spacePostHeader;
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 0, lang->getText(17), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 1, lang->getText(18), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 2, lang->getText(19), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 3, lang->getText(20), shdwTxtColor);
text->writeShadowed(anchorItem + 24, anchor3 + spaceBetweenItemLines * 4, lang->getText(21), shdwTxtColor);
text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 0, lang->getText(17), shdwTxtColor);
text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 1, lang->getText(18), shdwTxtColor);
text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 2, lang->getText(19), shdwTxtColor);
text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 3, lang->getText(20), shdwTxtColor);
text->writeShadowed(anchorItem + despX, despY + anchor3 + spaceBetweenItemLines * 4, lang->getText(21), shdwTxtColor);
// Deja el renderizador como estaba
SDL_SetRenderTarget(renderer, temp);

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@@ -44,6 +44,7 @@ private:
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
SDL_Rect view; // Vista del backbuffer que se va amostrar por pantalla
SDL_Point spritePos; // Posición del primer sprite
int itemSize; // Tamaño de los items
// Actualiza las variables
void update();