Retocados los parametros del shader
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@@ -41,10 +41,10 @@ MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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#define CURVATURE
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//#define CURVATURE
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//#define SHARPER
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// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
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#define MASK_TYPE 1
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#define MASK_TYPE 2
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#ifdef GL_ES
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@@ -64,12 +64,12 @@ uniform COMPAT_PRECISION float BLOOM_FACTOR;
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uniform COMPAT_PRECISION float INPUT_GAMMA;
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uniform COMPAT_PRECISION float OUTPUT_GAMMA;
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#else
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#define CURVATURE_X 0.25
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#define CURVATURE_Y 0.45
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#define MASK_BRIGHTNESS 0.70
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 1.5
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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#endif
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@@ -1,7 +1,7 @@
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#include "game.h"
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// Constructor
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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)
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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)
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{
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// Copia los punteros
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this->renderer = renderer;
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@@ -18,11 +18,6 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
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this->numPlayers = numPlayers;
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this->currentStage = currentStage;
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lastStageReached = currentStage;
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if (numPlayers == 1)
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{ // Si solo juega un jugador, permite jugar tanto con teclado como con mando
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onePlayerControl = options->game.input[0].deviceType;
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options->game.input[0].deviceType = INPUT_USE_ANY;
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}
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difficulty = options->game.difficulty;
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// Crea los objetos
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@@ -59,12 +54,6 @@ Game::~Game()
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saveScoreFile();
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saveDemoFile();
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// Restaura el metodo de control
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if (numPlayers == 1)
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{
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options->game.input[0].deviceType = onePlayerControl;
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}
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// Elimina todos los objetos contenidos en vectores
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deleteAllVectorObjects();
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@@ -178,19 +167,13 @@ void Game::init()
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players.clear();
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// Crea los jugadores
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if (numPlayers == 1)
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{
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Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[options->game.playerSelected], playerAnimations);
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players.push_back(player);
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}
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Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[0], playerAnimations);
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players.push_back(player1);
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Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[1], playerAnimations);
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players.push_back(player2);
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else if (numPlayers == 2)
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{
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Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[0], playerAnimations);
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Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[1], playerAnimations);
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players.push_back(player1);
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players.push_back(player2);
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}
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// Variables relacionadas con la dificultad
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switch (difficulty)
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@@ -3352,6 +3335,8 @@ void Game::updateScoreboard()
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{
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scoreboard->setScore1(players[0]->getScore());
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scoreboard->setMult1(players[0]->getScoreMultiplier());
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scoreboard->setScore2(players[0]->getScore());
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scoreboard->setMult2(players[0]->getScoreMultiplier());
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scoreboard->setStage(stage[currentStage].number);
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scoreboard->setPower((float)stage[currentStage].currentPower / (float)stage[currentStage].powerToComplete);
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scoreboard->setHiScore(hiScore);
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@@ -208,7 +208,6 @@ private:
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color_t difficultyColor; // Color asociado a la dificultad
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options_t *options; // Variable con todas las opciones del programa
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param_t *param; // Puntero con todos los parametros del programa
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Uint8 onePlayerControl; // Variable para almacenar el valor de las opciones
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enemyFormation_t enemyFormation[NUMBER_OF_ENEMY_FORMATIONS]; // Vector con todas las formaciones enemigas
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enemyPool_t enemyPool[10]; // Variable con los diferentes conjuntos de formaciones enemigas
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Uint8 lastStageReached; // Contiene el numero de la última pantalla que se ha alcanzado
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@@ -473,7 +472,7 @@ private:
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public:
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// Constructor
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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);
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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);
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// Destructor
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~Game();
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