treballant en Background i Stage
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@@ -52,13 +52,13 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
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: renderer_(Screen::get()->getRenderer()),
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screen_(Screen::get()),
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input_(Input::get()),
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background_(std::make_unique<Background>()),
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canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
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pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })),
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stage_manager_(std::make_unique<StageManager>()),
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balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
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background_(std::make_unique<Background>(stage_manager_->getTotalPowerNeededToCompleteGame())),
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fade_in_(std::make_unique<Fade>()),
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fade_out_(std::make_unique<Fade>()),
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balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
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tabe_(std::make_unique<Tabe>()),
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hit_(Hit(Resource::get()->getTexture("hit.png"))) {
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// Pasa variables
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@@ -68,6 +68,7 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::NONE;
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stage_manager_->initialize();
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stage_manager_->setPowerChangeCallback([this](int amount) { background_->incrementProgress(amount); });
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stage_manager_->jumpToStage(current_stage);
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// Asigna texturas y animaciones
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