From eb3cba879abee7eda6376c0f7ba5f7b5f3cc88a4 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Sun, 30 Jun 2024 18:27:02 +0200 Subject: [PATCH] Retocados los parametros del shader --- data/shaders/crtpi.glsl | 12 ++++++------ source/game.cpp | 33 +++++++++------------------------ source/game.h | 3 +-- 3 files changed, 16 insertions(+), 32 deletions(-) diff --git a/data/shaders/crtpi.glsl b/data/shaders/crtpi.glsl index 7739b85..068a6f1 100644 --- a/data/shaders/crtpi.glsl +++ b/data/shaders/crtpi.glsl @@ -41,10 +41,10 @@ MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how #define MULTISAMPLE #define GAMMA //#define FAKE_GAMMA -#define CURVATURE +//#define CURVATURE //#define SHARPER // MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish) -#define MASK_TYPE 1 +#define MASK_TYPE 2 #ifdef GL_ES @@ -64,12 +64,12 @@ uniform COMPAT_PRECISION float BLOOM_FACTOR; uniform COMPAT_PRECISION float INPUT_GAMMA; uniform COMPAT_PRECISION float OUTPUT_GAMMA; #else -#define CURVATURE_X 0.25 -#define CURVATURE_Y 0.45 -#define MASK_BRIGHTNESS 0.70 +#define CURVATURE_X 0.05 +#define CURVATURE_Y 0.1 +#define MASK_BRIGHTNESS 0.80 #define SCANLINE_WEIGHT 6.0 #define SCANLINE_GAP_BRIGHTNESS 0.12 -#define BLOOM_FACTOR 1.5 +#define BLOOM_FACTOR 3.5 #define INPUT_GAMMA 2.4 #define OUTPUT_GAMMA 2.2 #endif diff --git a/source/game.cpp b/source/game.cpp index 7de9e07..ccda8b3 100644 --- a/source/game.cpp +++ b/source/game.cpp @@ -1,7 +1,7 @@ #include "game.h" // Constructor -Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section) +Game::Game(int playerID, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section) { // Copia los punteros this->renderer = renderer; @@ -18,11 +18,6 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr this->numPlayers = numPlayers; this->currentStage = currentStage; lastStageReached = currentStage; - if (numPlayers == 1) - { // Si solo juega un jugador, permite jugar tanto con teclado como con mando - onePlayerControl = options->game.input[0].deviceType; - options->game.input[0].deviceType = INPUT_USE_ANY; - } difficulty = options->game.difficulty; // Crea los objetos @@ -59,12 +54,6 @@ Game::~Game() saveScoreFile(); saveDemoFile(); - // Restaura el metodo de control - if (numPlayers == 1) - { - options->game.input[0].deviceType = onePlayerControl; - } - // Elimina todos los objetos contenidos en vectores deleteAllVectorObjects(); @@ -178,19 +167,13 @@ void Game::init() players.clear(); // Crea los jugadores - if (numPlayers == 1) - { - Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[options->game.playerSelected], playerAnimations); - players.push_back(player); - } + Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[0], playerAnimations); + players.push_back(player1); + + Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[1], playerAnimations); + players.push_back(player2); - else if (numPlayers == 2) - { - Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[0], playerAnimations); - Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[1], playerAnimations); - players.push_back(player1); - players.push_back(player2); - } + // Variables relacionadas con la dificultad switch (difficulty) @@ -3352,6 +3335,8 @@ void Game::updateScoreboard() { scoreboard->setScore1(players[0]->getScore()); scoreboard->setMult1(players[0]->getScoreMultiplier()); + scoreboard->setScore2(players[0]->getScore()); + scoreboard->setMult2(players[0]->getScoreMultiplier()); scoreboard->setStage(stage[currentStage].number); scoreboard->setPower((float)stage[currentStage].currentPower / (float)stage[currentStage].powerToComplete); scoreboard->setHiScore(hiScore); diff --git a/source/game.h b/source/game.h index 74533ca..c517fbb 100644 --- a/source/game.h +++ b/source/game.h @@ -208,7 +208,6 @@ private: color_t difficultyColor; // Color asociado a la dificultad options_t *options; // Variable con todas las opciones del programa param_t *param; // Puntero con todos los parametros del programa - Uint8 onePlayerControl; // Variable para almacenar el valor de las opciones enemyFormation_t enemyFormation[NUMBER_OF_ENEMY_FORMATIONS]; // Vector con todas las formaciones enemigas enemyPool_t enemyPool[10]; // Variable con los diferentes conjuntos de formaciones enemigas Uint8 lastStageReached; // Contiene el numero de la Ășltima pantalla que se ha alcanzado @@ -473,7 +472,7 @@ private: public: // Constructor - Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section); + Game(int playerID, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section); // Destructor ~Game();