afegit intro04.png
retocat el timing en la intro
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Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 6.9 KiB |
@@ -55,7 +55,7 @@ Director::Director(int argc, const char *argv[])
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section::name = section::Name::GAME;
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section::options = section::Options::GAME_PLAY_1P;
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#elif DEBUG
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section::name = section::Name::GAME;
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section::name = section::Name::LOGO;
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#else // NORMAL GAME
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section::name = section::Name::LOGO;
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section::options = section::Options::NONE;
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@@ -327,9 +327,9 @@ void Intro::initSprites()
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sprites_.at(0)->addPath(-SPRITE_WIDTH - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
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sprites_.at(1)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeOutBounce, 0);
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sprites_.at(2)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 40, easeOutQuint, 0);
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sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 600, easeOutQuint, 0);
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sprites_.at(3)->addPath(param.game.height, Y_DEST, PathType::VERTICAL, X_DEST, 300, easeInOutExpo, 0);
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sprites_.at(4)->addPath(-SPRITE_HEIGHT, Y_DEST, PathType::VERTICAL, X_DEST, 70, easeOutElastic, 0);
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sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 400, easeOutQuad, 300);
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sprites_.at(5)->addPath(param.game.width, X_DEST, PathType::HORIZONTAL, Y_DEST, 250, easeOutQuad, 450);
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sprites_.at(5)->addPath(X_DEST, -SPRITE_WIDTH, PathType::HORIZONTAL, Y_DEST, 80, easeInElastic, 0);
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// Constantes
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@@ -377,9 +377,9 @@ void Intro::initSprites()
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shadow_sprites_.at(0)->addPath(param.game.height + 10, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeInOutExpo, 0);
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shadow_sprites_.at(1)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 100, easeOutBounce, 0);
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shadow_sprites_.at(2)->addPath(-SHADOW_SPRITE_WIDTH, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 40, easeOutQuint, 0);
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shadow_sprites_.at(3)->addPath(param.game.width, S_X_DEST, PathType::HORIZONTAL, S_Y_DEST, 600, easeOutQuint, 0);
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shadow_sprites_.at(3)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 400, easeInOutExpo, 0);
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shadow_sprites_.at(4)->addPath(param.game.height, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 70, easeOutElastic, 0);
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shadow_sprites_.at(5)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 400, easeOutQuad, 300);
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shadow_sprites_.at(5)->addPath(-SHADOW_SPRITE_HEIGHT, S_Y_DEST, PathType::VERTICAL, S_X_DEST, 250, easeOutQuad, 450);
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shadow_sprites_.at(5)->addPath(S_X_DEST, param.game.width, PathType::HORIZONTAL, S_Y_DEST, 80, easeInElastic, 0);
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}
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@@ -432,7 +432,7 @@ void Intro::initTexts()
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// Blop... blop... blop...
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texts_.at(8)->setCaption(lang::getText(35));
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texts_.at(8)->setSpeed(16);
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texts_.at(8)->setSpeed(20);
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for (auto &text : texts_)
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{
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@@ -513,8 +513,8 @@ void Intro::updatePostState()
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break;
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case IntroPostState::END:
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// Finaliza la intro después de 2 segundos
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if (ELAPSED_TIME >= 2000)
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// Finaliza la intro después de 1 segundo
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if (ELAPSED_TIME >= 1000)
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{
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JA_StopMusic();
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section::name = section::Name::TITLE;
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