Modificat checkInput en varies seccions per a gastar global_inputs.cpp
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@@ -9,6 +9,7 @@
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#include <stdexcept> // Para runtime_error
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#include <string> // Para basic_string, string
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#include <vector> // Para vector
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#include <array> // Para vector
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#include "balloon_manager.h" // Para BalloonManager
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#include "fade.h" // Para Fade, FadeType, FadeMode
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#include "global_inputs.h" // Para check, update
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@@ -166,7 +167,7 @@ void Credits::fillTextTexture()
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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std::vector<std::string> texts = {
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const std::array<std::string, 10> TEXTS = {
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lang::getText(121),
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lang::getText(122),
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lang::getText(123),
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@@ -178,50 +179,50 @@ void Credits::fillTextTexture()
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"WWW.KENNEY.NL",
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"JAILDOCTOR"};
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const int space_post_title = 3 + text->getCharacterSize();
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const int space_pre_title = text->getCharacterSize() * 4;
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const int texts_height = 1 * text->getCharacterSize() + 7 * space_post_title + 3 * space_pre_title;
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credits_rect_dst_.h = credits_rect_src_.h = texts_height;
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const int SPACE_POST_TITLE = 3 + text->getCharacterSize();
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const int SPACE_PRE_TITLE = text->getCharacterSize() * 4;
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const int TEXTS_HEIGHT = 1 * text->getCharacterSize() + 7 * SPACE_POST_TITLE + 3 * SPACE_PRE_TITLE;
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credits_rect_dst_.h = credits_rect_src_.h = TEXTS_HEIGHT;
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int y = (param.game.height - texts_height) / 2;
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int y = (param.game.height - TEXTS_HEIGHT) / 2;
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y = 0;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(0), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, no_color, 1, shdw_txt_color);
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text->setPalette(0);
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y += space_post_title;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(4), 1, no_color, 1, shdw_txt_color);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, no_color, 1, shdw_txt_color);
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y += space_pre_title;
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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(1), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, no_color, 1, shdw_txt_color);
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text->setPalette(0);
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y += space_post_title;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(4), 1, no_color, 1, shdw_txt_color);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, no_color, 1, shdw_txt_color);
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y += space_pre_title;
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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(2), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, no_color, 1, shdw_txt_color);
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text->setPalette(0);
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y += space_post_title;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(5), 1, no_color, 1, shdw_txt_color);
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y += space_post_title;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(6), 1, no_color, 1, shdw_txt_color);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, no_color, 1, shdw_txt_color);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, no_color, 1, shdw_txt_color);
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y += space_pre_title;
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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(3), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, no_color, 1, shdw_txt_color);
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text->setPalette(0);
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y += space_post_title;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(7), 1, no_color, 1, shdw_txt_color);
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y += space_post_title;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(8), 1, no_color, 1, shdw_txt_color);
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y += space_post_title;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, texts.at(9), 1, no_color, 1, shdw_txt_color);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, no_color, 1, shdw_txt_color);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, no_color, 1, shdw_txt_color);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, no_color, 1, shdw_txt_color);
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// Mini logo
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y += space_pre_title;
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y += SPACE_PRE_TITLE;
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mini_logo_rect_src_.y = y;
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auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
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mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y);
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