Ajustado el logo para permitir diferentes resoluciones

This commit is contained in:
2024-06-15 14:04:26 +02:00
parent a5386a606a
commit e0a8636b67
6 changed files with 82 additions and 92 deletions

View File

@@ -13,27 +13,11 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, s
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new Texture(renderer, asset->get("logo_jailgames.png"));
texture2 = new Texture(renderer, asset->get("logo_since_1998.png"));
sprite2 = new Sprite((256 - texture2->getWidth()) / 2, 83 + texture->getHeight() + 5, texture2->getWidth(), texture2->getHeight(), texture2, renderer);
sprite2->setSpriteClip(0, 0, texture2->getWidth(), texture2->getHeight());
texture2->setColor(0, 0, 0);
// Crea los sprites de cada linea
for (int i = 0; i < texture->getHeight(); ++i)
{
sprite.push_back(new Sprite(0, i, texture->getWidth(), 1, texture, renderer));
sprite.back()->setSpriteClip(0, i, texture->getWidth(), 1);
if (i % 2 == 0)
{
sprite[i]->setPosX(256 + (i * 3));
}
else
{
sprite[i]->setPosX(-181 - (i * 3));
}
sprite[i]->setPosY(83 + i);
}
jailTexture = new Texture(renderer, asset->get("logo_jailgames.png"));
sinceTexture = new Texture(renderer, asset->get("logo_since_1998.png"));
sinceSprite = new Sprite((GAMECANVAS_WIDTH - sinceTexture->getWidth()) / 2, 83 + jailTexture->getHeight() + 5, sinceTexture->getWidth(), sinceTexture->getHeight(), sinceTexture, renderer);
sinceSprite->setSpriteClip(0, 0, sinceTexture->getWidth(), sinceTexture->getHeight());
sinceTexture->setColor(0, 0, 0);
// Inicializa variables
counter = 0;
@@ -43,6 +27,21 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, s
initFade = 300;
endLogo = 400;
postLogo = 20;
speed = 8;
dest.x = GAMECANVAS_CENTER_X - jailTexture->getWidth() / 2;
dest.y = GAMECANVAS_CENTER_Y - jailTexture->getHeight() / 2;
sinceSprite->setPosY(dest.y + jailTexture->getHeight() + 5);
// Crea los sprites de cada linea
for (int i = 0; i < jailTexture->getHeight(); ++i)
{
Sprite *temp = new Sprite(0, i, jailTexture->getWidth(), 1, jailTexture, renderer);
temp->setSpriteClip(0, i, jailTexture->getWidth(), 1);
const int posX = (i % 2 == 0) ? GAMECANVAS_WIDTH + (i * 3) : -jailTexture->getWidth() - (i * 3);
temp->setPosX(posX);
temp->setPosY(dest.y + i);
jailSprite.push_back(temp);
}
// Inicializa el vector de colores
color.push_back({0x00, 0x00, 0x00}); // Black
@@ -58,12 +57,12 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, s
// Destructor
Logo::~Logo()
{
for (auto s : sprite)
for (auto s : jailSprite)
{
delete s;
}
delete sprite2;
delete sinceSprite;
delete eventHandler;
}
@@ -117,26 +116,24 @@ void Logo::updateJAILGAMES()
{
if (counter > 30)
{
for (int i = 1; i < (int)sprite.size(); ++i)
for (int i = 0; i < (int)jailSprite.size(); ++i)
{
const int speed = 8;
const int dest = 37;
if (sprite[i]->getPosX() != 37)
if (jailSprite[i]->getPosX() != dest.x)
{
if (i % 2 == 0)
{
sprite[i]->incPosX(-speed);
if (sprite[i]->getPosX() < dest)
jailSprite[i]->incPosX(-speed);
if (jailSprite[i]->getPosX() < dest.x)
{
sprite[i]->setPosX(dest);
jailSprite[i]->setPosX(dest.x);
}
}
else
{
sprite[i]->incPosX(speed);
if (sprite[i]->getPosX() > dest)
jailSprite[i]->incPosX(speed);
if (jailSprite[i]->getPosX() > dest.x)
{
sprite[i]->setPosX(dest);
jailSprite[i]->setPosX(dest.x);
}
}
}
@@ -152,84 +149,84 @@ void Logo::updateTextureColors()
if (counter == ini + inc * 0)
{
texture2->setColor(color[0].r, color[0].g, color[0].b);
sinceTexture->setColor(color[0].r, color[0].g, color[0].b);
}
else if (counter == ini + inc * 1)
{
texture2->setColor(color[1].r, color[1].g, color[1].b);
sinceTexture->setColor(color[1].r, color[1].g, color[1].b);
}
else if (counter == ini + inc * 2)
{
texture2->setColor(color[2].r, color[2].g, color[2].b);
sinceTexture->setColor(color[2].r, color[2].g, color[2].b);
}
else if (counter == ini + inc * 3)
{
texture2->setColor(color[3].r, color[3].g, color[3].b);
sinceTexture->setColor(color[3].r, color[3].g, color[3].b);
}
else if (counter == ini + inc * 4)
{
texture2->setColor(color[4].r, color[4].g, color[4].b);
sinceTexture->setColor(color[4].r, color[4].g, color[4].b);
}
else if (counter == ini + inc * 5)
{
texture2->setColor(color[5].r, color[5].g, color[5].b);
sinceTexture->setColor(color[5].r, color[5].g, color[5].b);
}
else if (counter == ini + inc * 6)
{
texture2->setColor(color[6].r, color[6].g, color[6].b);
sinceTexture->setColor(color[6].r, color[6].g, color[6].b);
}
else if (counter == ini + inc * 7)
{
texture2->setColor(color[7].r, color[7].g, color[7].b);
sinceTexture->setColor(color[7].r, color[7].g, color[7].b);
}
else if (counter == initFade + inc * 0)
{
texture->setColor(color[6].r, color[6].g, color[6].b);
texture2->setColor(color[6].r, color[6].g, color[6].b);
jailTexture->setColor(color[6].r, color[6].g, color[6].b);
sinceTexture->setColor(color[6].r, color[6].g, color[6].b);
}
else if (counter == initFade + inc * 1)
{
texture->setColor(color[5].r, color[5].g, color[5].b);
texture2->setColor(color[5].r, color[5].g, color[5].b);
jailTexture->setColor(color[5].r, color[5].g, color[5].b);
sinceTexture->setColor(color[5].r, color[5].g, color[5].b);
}
else if (counter == initFade + inc * 2)
{
texture->setColor(color[4].r, color[4].g, color[4].b);
texture2->setColor(color[4].r, color[4].g, color[4].b);
jailTexture->setColor(color[4].r, color[4].g, color[4].b);
sinceTexture->setColor(color[4].r, color[4].g, color[4].b);
}
else if (counter == initFade + inc * 3)
{
texture->setColor(color[3].r, color[3].g, color[3].b);
texture2->setColor(color[3].r, color[3].g, color[3].b);
jailTexture->setColor(color[3].r, color[3].g, color[3].b);
sinceTexture->setColor(color[3].r, color[3].g, color[3].b);
}
else if (counter == initFade + inc * 4)
{
texture->setColor(color[2].r, color[2].g, color[2].b);
texture2->setColor(color[2].r, color[2].g, color[2].b);
jailTexture->setColor(color[2].r, color[2].g, color[2].b);
sinceTexture->setColor(color[2].r, color[2].g, color[2].b);
}
else if (counter == initFade + inc * 5)
{
texture->setColor(color[1].r, color[1].g, color[1].b);
texture2->setColor(color[1].r, color[1].g, color[1].b);
jailTexture->setColor(color[1].r, color[1].g, color[1].b);
sinceTexture->setColor(color[1].r, color[1].g, color[1].b);
}
else if (counter == initFade + inc * 6)
{
texture->setColor(color[0].r, color[0].g, color[0].b);
texture2->setColor(color[0].r, color[0].g, color[0].b);
jailTexture->setColor(color[0].r, color[0].g, color[0].b);
sinceTexture->setColor(color[0].r, color[0].g, color[0].b);
}
}
@@ -271,12 +268,12 @@ void Logo::render()
// Limpia la pantalla
screen->clean();
// Dibuja los objetos
for (auto s : sprite)
// Dibuja los sprites
for (auto s : jailSprite)
{
s->render();
}
sprite2->render();
sinceSprite->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();