Commit de vesprà tirada a la brossa
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@@ -1,12 +1,12 @@
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#include "background.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <algorithm> // for clamp, max
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#include "asset.h" // for Asset
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <algorithm> // for clamp, max
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#include "asset.h" // for Asset
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#include "moving_sprite.h" // for MovingSprite
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#include "param.h" // for param
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#include "sprite.h" // for Sprite
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#include "texture.h" // for Texture
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#include "param.h" // for param
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#include "sprite.h" // for Sprite
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#include "texture.h" // for Texture
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// Constructor
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Background::Background(SDL_Renderer *renderer)
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@@ -19,55 +19,71 @@ Background::Background(SDL_Renderer *renderer)
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{
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// Inicializa variables
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gradient_number_ = 0;
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alpha_ = 0;
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clouds_speed_ = 0;
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transition_ = 0;
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counter_ = 0;
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rect_ = {0, 0, gradients_texture_->getWidth() / 2, gradients_texture_->getHeight() / 2};
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src_rect_ = {0, 0, 320, 240};
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dst_rect_ = {0, 0, 320, 240};
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base_ = rect_.h;
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color_ = {param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b};
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alpha_color_text_ = alpha_color_text_temp_ = param.background.attenuate_alpha;
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gradient_rect_[0] = {0, 0, rect_.w, rect_.h};
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gradient_rect_[1] = {rect_.w, 0, rect_.w, rect_.h};
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gradient_rect_[2] = {0, rect_.h, rect_.w, rect_.h};
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gradient_rect_[3] = {rect_.w, rect_.h, rect_.w, rect_.h};
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const int top_clouds_texture_height = top_clouds_texture_->getHeight() / 4;
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const int bottom_clouds_texture_height = bottom_clouds_texture_->getHeight() / 4;
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for (int i = 0; i < 4; ++i)
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{
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top_clouds_rect_[i] = {0, i * top_clouds_texture_height, top_clouds_texture_->getWidth(), top_clouds_texture_height};
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bottom_clouds_rect_[i] = {0, i * bottom_clouds_texture_height, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_height};
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gradient_number_ = 0;
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alpha_ = 0;
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clouds_speed_ = 0;
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transition_ = 0;
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counter_ = 0;
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rect_ = {0, 0, gradients_texture_->getWidth() / 2, gradients_texture_->getHeight() / 2};
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src_rect_ = {0, 0, 320, 240};
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dst_rect_ = {0, 0, 320, 240};
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base_ = rect_.h;
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color_ = {param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b};
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alpha_color_text_ = alpha_color_text_temp_ = param.background.attenuate_alpha;
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gradient_rect_[0] = {0, 0, rect_.w, rect_.h};
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gradient_rect_[1] = {rect_.w, 0, rect_.w, rect_.h};
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gradient_rect_[2] = {0, rect_.h, rect_.w, rect_.h};
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gradient_rect_[3] = {rect_.w, rect_.h, rect_.w, rect_.h};
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const int top_clouds_texture_height = top_clouds_texture_->getHeight() / 4;
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const int bottom_clouds_texture_height = bottom_clouds_texture_->getHeight() / 4;
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for (int i = 0; i < 4; ++i)
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{
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top_clouds_rect_[i] = {0, i * top_clouds_texture_height, top_clouds_texture_->getWidth(), top_clouds_texture_height};
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bottom_clouds_rect_[i] = {0, i * bottom_clouds_texture_height, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_height};
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}
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}
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// Crea los sprites
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const int top_clouds_y = base_ - 165;
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const int bottom_clouds_y = base_ - 101;
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constexpr float top_clouds_speed = 0.1f;
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constexpr float bottom_clouds_speed = 0.05f;
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(0, top_clouds_y, rect_.w, top_clouds_texture_->getHeight(), -top_clouds_speed, 0.0f, 0.0f, 0.0f, top_clouds_texture_);
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top_clouds_sprite_b_ = std::make_unique<MovingSprite>(rect_.w, top_clouds_y, rect_.w, top_clouds_texture_->getHeight(), -top_clouds_speed, 0.0f, 0.0f, 0.0f, top_clouds_texture_);
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{
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const int top_clouds_y = base_ - 165;
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const int bottom_clouds_y = base_ - 101;
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(0, bottom_clouds_y, rect_.w, bottom_clouds_texture_->getHeight(), -bottom_clouds_speed, 0.0f, 0.0f, 0.0f, bottom_clouds_texture_);
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bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(rect_.w, bottom_clouds_y, rect_.w, bottom_clouds_texture_->getHeight(), -bottom_clouds_speed, 0.0f, 0.0f, 0.0f, bottom_clouds_texture_);
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top_clouds_sprite_a_ = std::make_unique<MovingSprite>(top_clouds_texture_, (SDL_Rect){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_Rect){rect_.w, top_clouds_y, rect_.w, top_clouds_texture_->getHeight()});
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buildings_sprite_ = std::make_unique<Sprite>(0, 0, buildings_texture_->getWidth(), buildings_texture_->getHeight(), buildings_texture_);
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gradient_sprite_ = std::make_unique<Sprite>(0, 0, rect_.w, rect_.h, gradients_texture_);
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grass_sprite_ = std::make_unique<Sprite>(0, 0, grass_texture_->getWidth(), grass_texture_->getHeight() / 2, grass_texture_);
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bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_Rect){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_Rect){rect_.w, bottom_clouds_y, rect_.w, bottom_clouds_texture_->getHeight()});
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buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_, 0, 0, buildings_texture_->getWidth(), buildings_texture_->getHeight());
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gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
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grass_sprite_ = std::make_unique<Sprite>(grass_texture_, 0, 0, grass_texture_->getWidth(), grass_texture_->getHeight() / 2);
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}
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// Inicializa objetos
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top_clouds_sprite_a_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
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top_clouds_sprite_b_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
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bottom_clouds_sprite_a_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
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bottom_clouds_sprite_b_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
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buildings_sprite_->setPosY(base_ - buildings_sprite_->getHeight());
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grass_sprite_->setPosY(base_ - grass_sprite_->getHeight());
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{
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constexpr float top_clouds_speed = 0.1f;
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constexpr float bottom_clouds_speed = 0.05f;
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top_clouds_sprite_a_->setVelX(-top_clouds_speed);
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top_clouds_sprite_a_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
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top_clouds_sprite_b_->setVelX(-top_clouds_speed);
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top_clouds_sprite_b_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
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bottom_clouds_sprite_a_->setVelX(-bottom_clouds_speed);
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bottom_clouds_sprite_a_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
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bottom_clouds_sprite_b_->setVelX(-bottom_clouds_speed);
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bottom_clouds_sprite_b_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
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buildings_sprite_->setPosY(base_ - buildings_sprite_->getHeight());
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grass_sprite_->setPosY(base_ - grass_sprite_->getHeight());
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}
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// Crea la textura para componer el fondo
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canvas_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect_.w, rect_.h);
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@@ -297,10 +313,10 @@ void Background::updateClouds()
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bottom_clouds_sprite_b_->setVelX(clouds_speed_ / 2);
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// Mueve las nubes
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top_clouds_sprite_a_->move();
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top_clouds_sprite_b_->move();
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bottom_clouds_sprite_a_->move();
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bottom_clouds_sprite_b_->move();
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top_clouds_sprite_a_->update();
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top_clouds_sprite_b_->update();
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bottom_clouds_sprite_a_->update();
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bottom_clouds_sprite_b_->update();
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// Calcula el offset de las nubes
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if (top_clouds_sprite_a_->getPosX() < -top_clouds_sprite_a_->getWidth())
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