fix: arreglos de codi

This commit is contained in:
2025-03-15 19:03:12 +01:00
parent 4343cbae69
commit cad2c40024
6 changed files with 16 additions and 14 deletions

View File

@@ -1845,7 +1845,7 @@ void Game::updateGameStateEnteringPlayer()
updatePlayers();
updateScoreboard();
updateBackground();
for (auto player : players_)
for (const auto &player : players_)
{
if (player->isPlaying())
{
@@ -2026,7 +2026,7 @@ void Game::checkDebugEvents(const SDL_Event &event)
}
case SDLK_8:
{
for (auto player : players_)
for (const auto &player : players_)
{
if (player->isPlaying())
{

View File

@@ -327,7 +327,7 @@ void Intro::initSprites()
sprites_.at(0)->addPath(-SPRITE_WIDTH - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeOutBounce, 0);
sprites_.at(2)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 800, easeOutQuint, 0);
sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 600, easeOutQuint, 0);
sprites_.at(4)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0);
sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 400, easeOutQuad, 300);
sprites_.at(5)->addPath(X_DEST, -SPRITE_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0);
@@ -377,7 +377,7 @@ 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(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 800, easeOutQuint, 0);
shadow_sprites_.at(3)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 600, easeOutQuint, 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, 400, easeOutQuad, 300);
shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, 80, easeInElastic, 0);
@@ -493,11 +493,15 @@ void Intro::updatePostState()
tiled_bg_->stopGracefully();
// Modifica el color del fondo hasta llegar a blanco
if (bg_color_ < 255)
if (bg_color_ <= 253) // Garantiza que no se exceda de 255 al incrementar de 2 en 2
{
++bg_color_;
tiled_bg_->setColor(Color(bg_color_, bg_color_, bg_color_));
bg_color_ += 2;
}
else
{
bg_color_ = 255; // Asegura que bg_color_ no exceda el límite máximo
}
tiled_bg_->setColor(Color(bg_color_, bg_color_, bg_color_));
}
// Cambia de estado si el fondo se ha detenido y recuperado el color
@@ -509,7 +513,7 @@ void Intro::updatePostState()
break;
case IntroPostState::END:
// Finaliza la intro después de 3 segundos
// Finaliza la intro después de 2 segundos
if (ELAPSED_TIME >= 2000)
{
JA_StopMusic();

View File

@@ -40,7 +40,7 @@ private:
IntroState state_ = IntroState::SCENES; // Estado
IntroPostState post_state_ = IntroPostState::STOP_BG; // Estado
Uint32 state_start_time_;
Uint8 bg_color_ = 96;
Uint8 bg_color_ = 112;
// Actualiza las variables del objeto
void update();

View File

@@ -348,15 +348,15 @@ std::vector<Uint32> Texture::loadPaletteFromFile(const std::string &file_path)
throw std::runtime_error("Error al leer el fichero: " + getFileName(file_path));
}
const auto pal = LoadPalette(buffer.data());
if (!pal)
const auto *PAL = LoadPalette(buffer.data());
if (!PAL)
{
return palette;
}
for (int i = 0; i < 256; ++i)
{
palette.push_back((pal[i] << 8) + 255);
palette.push_back((PAL[i] << 8) + 255);
}
return palette;

View File

@@ -31,7 +31,6 @@ TiledBG::TiledBG(SDL_Rect pos, TiledBGMode mode)
break;
case TiledBGMode::CIRCLE:
window_ = {128, 128, pos_.w, pos_.h};
speed_ = 0.8f;
break;
default:
window_ = {0, 0, pos_.w, pos_.h};

View File

@@ -34,7 +34,6 @@ private:
// Variables
SDL_Rect pos_; // Posición y tamaño del mosaico
SDL_Rect window_; // Ventana visible para la textura de fondo del titulo
int counter_ = 0; // Contador
TiledBGMode mode_; // Tipo de movimiento del mosaico
double sin_[360]; // Vector con los valores del seno precalculados
float desp_ = 0.0f; // Desplazamiento aplicado