fix: arreglos de codi
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@@ -1845,7 +1845,7 @@ void Game::updateGameStateEnteringPlayer()
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updatePlayers();
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updateScoreboard();
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updateBackground();
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for (auto player : players_)
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for (const auto &player : players_)
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{
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if (player->isPlaying())
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{
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@@ -2026,7 +2026,7 @@ void Game::checkDebugEvents(const SDL_Event &event)
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}
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case SDLK_8:
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{
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for (auto player : players_)
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for (const auto &player : players_)
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{
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if (player->isPlaying())
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{
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@@ -327,7 +327,7 @@ void Intro::initSprites()
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sprites_.at(0)->addPath(-SPRITE_WIDTH - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
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sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeOutBounce, 0);
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sprites_.at(2)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
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sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 800, easeOutQuint, 0);
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sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 600, easeOutQuint, 0);
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sprites_.at(4)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0);
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sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 400, easeOutQuad, 300);
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sprites_.at(5)->addPath(X_DEST, -SPRITE_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0);
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@@ -377,7 +377,7 @@ void Intro::initSprites()
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shadow_sprites_.at(0)->addPath(param.game.height + 10, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0);
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shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeOutBounce, 0);
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0);
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shadow_sprites_.at(3)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 800, easeOutQuint, 0);
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shadow_sprites_.at(3)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 600, easeOutQuint, 0);
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shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 70, easeOutElastic, 0);
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shadow_sprites_.at(5)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 400, easeOutQuad, 300);
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shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, 80, easeInElastic, 0);
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@@ -493,11 +493,15 @@ void Intro::updatePostState()
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tiled_bg_->stopGracefully();
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// Modifica el color del fondo hasta llegar a blanco
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if (bg_color_ < 255)
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if (bg_color_ <= 253) // Garantiza que no se exceda de 255 al incrementar de 2 en 2
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{
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++bg_color_;
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tiled_bg_->setColor(Color(bg_color_, bg_color_, bg_color_));
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bg_color_ += 2;
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}
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else
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{
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bg_color_ = 255; // Asegura que bg_color_ no exceda el límite máximo
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}
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tiled_bg_->setColor(Color(bg_color_, bg_color_, bg_color_));
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}
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// Cambia de estado si el fondo se ha detenido y recuperado el color
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@@ -509,7 +513,7 @@ void Intro::updatePostState()
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break;
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case IntroPostState::END:
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// Finaliza la intro después de 3 segundos
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// Finaliza la intro después de 2 segundos
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if (ELAPSED_TIME >= 2000)
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{
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JA_StopMusic();
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@@ -40,7 +40,7 @@ private:
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IntroState state_ = IntroState::SCENES; // Estado
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IntroPostState post_state_ = IntroPostState::STOP_BG; // Estado
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Uint32 state_start_time_;
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Uint8 bg_color_ = 96;
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Uint8 bg_color_ = 112;
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// Actualiza las variables del objeto
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void update();
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@@ -348,15 +348,15 @@ std::vector<Uint32> Texture::loadPaletteFromFile(const std::string &file_path)
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throw std::runtime_error("Error al leer el fichero: " + getFileName(file_path));
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}
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const auto pal = LoadPalette(buffer.data());
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if (!pal)
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const auto *PAL = LoadPalette(buffer.data());
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if (!PAL)
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{
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return palette;
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}
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for (int i = 0; i < 256; ++i)
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{
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palette.push_back((pal[i] << 8) + 255);
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palette.push_back((PAL[i] << 8) + 255);
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}
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return palette;
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@@ -31,7 +31,6 @@ TiledBG::TiledBG(SDL_Rect pos, TiledBGMode mode)
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break;
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case TiledBGMode::CIRCLE:
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window_ = {128, 128, pos_.w, pos_.h};
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speed_ = 0.8f;
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break;
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default:
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window_ = {0, 0, pos_.w, pos_.h};
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@@ -34,7 +34,6 @@ private:
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// Variables
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SDL_Rect pos_; // Posición y tamaño del mosaico
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SDL_Rect window_; // Ventana visible para la textura de fondo del titulo
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int counter_ = 0; // Contador
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TiledBGMode mode_; // Tipo de movimiento del mosaico
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double sin_[360]; // Vector con los valores del seno precalculados
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float desp_ = 0.0f; // Desplazamiento aplicado
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