migrant a SDL3
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@@ -408,11 +408,11 @@ void Credits::updateBlackRects()
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if (counter_ % 4 == 0)
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{
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// Incrementa la altura del rectangulo superior
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top_black_rect_.h = std::min(static_cast<int>(top_black_rect_.h) + 1, param.game.game_area.center_y - 1);
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top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1);
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// Incrementa la altura y modifica la posición del rectangulo inferior
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++bottom_black_rect_.h;
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bottom_black_rect_.y = std::max(static_cast<int>(bottom_black_rect_.y) - 1, param.game.game_area.center_y + 1);
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bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1, param.game.game_area.center_y + 1);
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--current_step;
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setVolume(static_cast<int>(initial_volume_ * current_step / steps_));
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@@ -426,11 +426,11 @@ void Credits::updateBlackRects()
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constexpr int SPEED = 2;
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// Si los rectangulos izquierdo y derecho no han llegado al centro
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// Incrementa la anchura del rectangulo situado a la izquierda
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left_black_rect_.w = std::min(static_cast<int>(left_black_rect_.w) + SPEED, param.game.game_area.center_x);
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left_black_rect_.w = std::min(left_black_rect_.w + SPEED, param.game.game_area.center_x);
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// Incrementa la anchura y modifica la posición del rectangulo situado a la derecha
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right_black_rect_.w += SPEED;
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right_black_rect_.x = std::max(static_cast<int>(right_black_rect_.x) - SPEED, param.game.game_area.center_x);
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right_black_rect_.x = std::max(right_black_rect_.x - SPEED, param.game.game_area.center_x);
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--current_step;
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setVolume(static_cast<int>(initial_volume_ * current_step / steps_));
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