Estandaritzant noms segons convencions
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@@ -5,17 +5,17 @@
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#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
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#include <algorithm> // for max
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#include <vector> // for vector
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#include "asset.h" // for Asset
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#include "background.h" // for Background
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#include "global_inputs.h" // for globalInputs::check
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#include "input.h" // for Input
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#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
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#include "lang.h" // for getText
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#include "options.h" // for options
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#include "param.h" // for param
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#include "screen.h" // for Screen
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#include "text.h" // for Text, TXT_CENTER, TXT_SHADOW, TXT_COLOR
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#include "utils.h" // for param_t, paramGame_t, hiScoreEntry_t
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#include "asset.h" // for Asset
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#include "background.h" // for Background
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#include "global_inputs.h" // for globalInputs::check
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#include "input.h" // for Input
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#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
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#include "lang.h" // for getText
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#include "options.h" // for options
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#include "param.h" // for param
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#include "screen.h" // for Screen
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#include "text.h" // for Text, TXT_CENTER, TXT_SHADOW, TXT_COLOR
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#include "utils.h" // for Param, ParamGame, HiScoreEntry
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// Constructor
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HiScoreTable::HiScoreTable(JA_Music_t *music)
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@@ -44,7 +44,7 @@ HiScoreTable::HiScoreTable(JA_Music_t *music)
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fadeMode = FadeMode::IN;
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// Inicializa objetos
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background->setPos(param.game.gameArea.rect);
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background->setPos(param.game.game_area.rect);
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background->setCloudsSpeed(-0.1f);
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background->setGradientNumber(1);
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background->setTransition(0.8f);
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@@ -121,7 +121,7 @@ void HiScoreTable::fillTexture()
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SDL_RenderClear(renderer);
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// Escribe el texto: Mejores puntuaciones
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, firstLine, lang::getText(42), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, firstLine, lang::getText(42), 1, orangeColor, 1, shdwTxtColor);
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// Escribe los nombres de la tabla de puntuaciones
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for (int i = 0; i < maxNames; ++i)
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@@ -136,7 +136,7 @@ void HiScoreTable::fillTexture()
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dots = dots + ".";
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}
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const auto line = options.game.hiScoreTable[i].name + dots + score;
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text->writeDX(TXT_CENTER | TXT_SHADOW, param.game.gameArea.centerX, (i * spaceBetweenLines) + firstLine + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_SHADOW, param.game.game_area.centerX, (i * spaceBetweenLines) + firstLine + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor);
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}
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// Cambia el destino de renderizado
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