migrant a SDL3
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@@ -57,11 +57,11 @@ Background::Background()
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const float TOP_CLOUDS_Y = base_ - 165;
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const float BOTTOM_CLOUDS_Y = base_ - 101;
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){0, TOP_CLOUDS_Y, rect_.w, top_clouds_texture_->getHeight()});
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){rect_.w, TOP_CLOUDS_Y, rect_.w, top_clouds_texture_->getHeight()});
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){0, TOP_CLOUDS_Y, rect_.w, static_cast<float>(top_clouds_texture_->getHeight())});
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_FRect){rect_.w, TOP_CLOUDS_Y, rect_.w, static_cast<float>(top_clouds_texture_->getHeight())});
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){0, BOTTOM_CLOUDS_Y, rect_.w, bottom_clouds_texture_->getHeight()});
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){rect_.w, BOTTOM_CLOUDS_Y, rect_.w, bottom_clouds_texture_->getHeight()});
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){0, BOTTOM_CLOUDS_Y, rect_.w, static_cast<float>(bottom_clouds_texture_->getHeight())});
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_FRect){rect_.w, BOTTOM_CLOUDS_Y, rect_.w, static_cast<float>(bottom_clouds_texture_->getHeight())});
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buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
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gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
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@@ -337,21 +337,21 @@ void Background::updateClouds()
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// Precalcula el vector con el recorrido del sol
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void Background::createSunPath()
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{
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constexpr int CENTER_X = 170;
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const int center_y = base_ - 80;
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constexpr int RADIUS = 120;
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constexpr float CENTER_X = 170;
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const float center_y = base_ - 80;
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constexpr float RADIUS = 120;
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// Generar puntos de la curva desde 90 a 180 grados
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for (double theta = M_PI / 2; theta <= M_PI; theta += 0.01)
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{
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int x = CENTER_X + static_cast<int>(RADIUS * cos(theta));
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int y = center_y - static_cast<int>(RADIUS * sin(theta));
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float x = CENTER_X + (RADIUS * cos(theta));
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float y = center_y - (RADIUS * sin(theta));
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sun_path_.push_back({x, y});
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}
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// Agregar puntos en línea recta después de la curva
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constexpr int EXTRA_PIXELS = 40;
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SDL_Point last_point = sun_path_.back();
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SDL_FPoint last_point = sun_path_.back();
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for (int i = 1; i <= EXTRA_PIXELS; ++i)
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{
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sun_path_.push_back({last_point.x, last_point.y + i});
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@@ -361,15 +361,15 @@ void Background::createSunPath()
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// Precalcula el vector con el recorrido de la luna
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void Background::createMoonPath()
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{
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constexpr int CENTER_X = 100;
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const int center_y = base_ - 50;
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constexpr int RADIUS = 140;
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constexpr float CENTER_X = 100;
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const float center_y = base_ - 50;
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constexpr float RADIUS = 140;
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// Generar puntos de la curva desde 0 a 90 grados
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for (double theta = 0; theta <= M_PI / 2; theta += 0.01)
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{
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int x = CENTER_X + static_cast<int>(RADIUS * cos(theta));
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int y = center_y - static_cast<int>(RADIUS * sin(theta));
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float x = CENTER_X + (RADIUS * cos(theta));
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float y = center_y - (RADIUS * sin(theta));
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moon_path_.push_back({x, y});
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}
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}
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