Estandaritzant noms segons convencions
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@@ -18,7 +18,7 @@
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#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
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#include "texture.h" // for Texture
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#include "tiled_bg.h" // for Tiledbg, TILED_MODE_STATIC
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#include "utils.h" // for param_t, paramGame_t, color_t, shdwT...
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#include "utils.h" // for Param, ParamGame, Color, shdwT...
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struct JA_Music_t;
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// Constructor
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@@ -98,8 +98,8 @@ void Instructions::iniSprites()
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// Inicializa los sprites
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for (int i = 0; i < (int)itemTextures.size(); ++i)
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{
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auto sprite = std::make_unique<Sprite>(0, 0, param.game.itemSize, param.game.itemSize, itemTextures[i]);
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sprite->setPos((SDL_Point){spritePos.x, spritePos.y + ((param.game.itemSize + itemSpace) * i)});
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auto sprite = std::make_unique<Sprite>(0, 0, param.game.item_size, param.game.item_size, itemTextures[i]);
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sprite->setPos((SDL_Point){spritePos.x, spritePos.y + ((param.game.item_size + itemSpace) * i)});
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sprites.push_back(std::move(sprite));
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}
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}
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@@ -107,33 +107,33 @@ void Instructions::iniSprites()
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// Actualiza los sprites
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void Instructions::updateSprites()
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{
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SDL_Rect srcRect = {0, 0, param.game.itemSize, param.game.itemSize};
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SDL_Rect srcRect = {0, 0, param.game.item_size, param.game.item_size};
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// Disquito
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srcRect.y = param.game.itemSize * (((counter + 12) / 36) % 2);
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srcRect.y = param.game.item_size * (((counter + 12) / 36) % 2);
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sprites[0]->setSpriteClip(srcRect);
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// Gavineixon
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srcRect.y = param.game.itemSize * (((counter + 9) / 36) % 2);
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srcRect.y = param.game.item_size * (((counter + 9) / 36) % 2);
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sprites[1]->setSpriteClip(srcRect);
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// Pacmar
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srcRect.y = param.game.itemSize * (((counter + 6) / 36) % 2);
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srcRect.y = param.game.item_size * (((counter + 6) / 36) % 2);
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sprites[2]->setSpriteClip(srcRect);
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// Time Stopper
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srcRect.y = param.game.itemSize * (((counter + 3) / 36) % 2);
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srcRect.y = param.game.item_size * (((counter + 3) / 36) % 2);
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sprites[3]->setSpriteClip(srcRect);
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// Coffee
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srcRect.y = param.game.itemSize * (((counter + 0) / 36) % 2);
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srcRect.y = param.game.item_size * (((counter + 0) / 36) % 2);
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sprites[4]->setSpriteClip(srcRect);
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}
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// Rellena la textura de texto
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void Instructions::fillTexture()
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{
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const int despX = param.game.itemSize + 8;
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const int despX = param.game.item_size + 8;
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// Modifica el renderizador para pintar en la textura
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SDL_Texture *temp = SDL_GetRenderTarget(renderer);
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@@ -152,7 +152,7 @@ void Instructions::fillTexture()
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const int spacePostHeader = 20;
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const int spacePreHeader = 28;
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const int spaceBetweenLines = text->getCharacterSize() * 1.5f;
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const int spaceBetweenItemLines = param.game.itemSize + itemSpace;
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const int spaceBetweenItemLines = param.game.item_size + itemSpace;
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const int spaceNewParagraph = spaceBetweenLines * 0.5f;
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const int size = (numLines * spaceBetweenLines) + (numItemLines * spaceBetweenItemLines) + (numPostHeaders * spacePostHeader) + (numPreHeaders * spacePreHeader) + (spaceNewParagraph);
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@@ -168,20 +168,20 @@ void Instructions::fillTexture()
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const int anchorItem = (param.game.width - (lenght + despX)) / 2;
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// Escribe el texto de las instrucciones
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, firstLine, lang::getText(11), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, firstLine, lang::getText(11), 1, orangeColor, 1, shdwTxtColor);
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const int anchor1 = firstLine + spacePostHeader;
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor1 + spaceBetweenLines * 0, lang::getText(12), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor1 + spaceBetweenLines * 1, lang::getText(13), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 2, lang::getText(14), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 3, lang::getText(15), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor1 + spaceBetweenLines * 0, lang::getText(12), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor1 + spaceBetweenLines * 1, lang::getText(13), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 2, lang::getText(14), 1, noColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 3, lang::getText(15), 1, noColor, 1, shdwTxtColor);
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// Escribe el texto de los objetos y sus puntos
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const int anchor2 = anchor1 + spacePreHeader + spaceNewParagraph + spaceBetweenLines * 3;
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.gameArea.centerX, anchor2, lang::getText(16), 1, orangeColor, 1, shdwTxtColor);
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor2, lang::getText(16), 1, orangeColor, 1, shdwTxtColor);
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const int anchor3 = anchor2 + spacePostHeader;
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// const int anchor4 = anchor3 + ((param.game.itemSize + text->getCharacterSize()) / 2);
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// const int anchor4 = anchor3 + ((param.game.item_size + text->getCharacterSize()) / 2);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 0, lang::getText(17), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 1, lang::getText(18), shdwTxtColor);
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text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 2, lang::getText(19), shdwTxtColor);
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@@ -193,7 +193,7 @@ void Instructions::fillTexture()
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// Da valor a la variable
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spritePos.x = anchorItem;
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spritePos.y = anchor3 - ((param.game.itemSize - text->getCharacterSize()) / 2);
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spritePos.y = anchor3 - ((param.game.item_size - text->getCharacterSize()) / 2);
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}
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// Rellena el backbuffer
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