migrant a SDL3
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@@ -308,10 +308,10 @@ void Intro::initSprites()
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// Constantes
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auto texture = Resource::get()->getTexture(TEXTURE_LIST.front());
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const int SPRITE_WIDTH = texture->getWidth();
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const int SPRITE_HEIGHT = texture->getHeight();
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const int X_DEST = param.game.game_area.center_x - SPRITE_WIDTH / 2;
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const int Y_DEST = param.game.game_area.first_quarter_y - (SPRITE_HEIGHT / 4);
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const float SPRITE_WIDTH = texture->getWidth();
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const float SPRITE_HEIGHT = texture->getHeight();
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const float X_DEST = param.game.game_area.center_x - SPRITE_WIDTH / 2;
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const float Y_DEST = param.game.game_area.first_quarter_y - (SPRITE_HEIGHT / 4);
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// Inicializa los sprites con las imagenes
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constexpr int TOTAL_SPRITES = 6;
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@@ -333,11 +333,11 @@ void Intro::initSprites()
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sprites_.at(5)->addPath(X_DEST, -SPRITE_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0);
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// Constantes
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const int BORDER = 4;
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const int SHADOW_SPRITE_WIDTH = SPRITE_WIDTH + BORDER;
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const int SHADOW_SPRITE_HEIGHT = SPRITE_HEIGHT + BORDER;
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const int S_X_DEST = X_DEST - BORDER / 2;
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const int S_Y_DEST = Y_DEST - BORDER / 2;
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const float BORDER = 4;
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const float SHADOW_SPRITE_WIDTH = SPRITE_WIDTH + BORDER;
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const float SHADOW_SPRITE_HEIGHT = SPRITE_HEIGHT + BORDER;
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const float S_X_DEST = X_DEST - BORDER / 2;
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const float S_Y_DEST = Y_DEST - BORDER / 2;
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// Crea las texturas para las imágenes traseras
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std::vector<std::shared_ptr<Texture>> shadow_textures;
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