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@@ -10,28 +10,30 @@ Logo::Logo(Screen *screen, Asset *asset, Input *input, param_t *param, section_t
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this->input = input;
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this->param = param;
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this->section = section;
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SDL_Renderer *renderer = screen->getRenderer();
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SDL_Renderer *renderer = screen->getRenderer();
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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jailTexture = new Texture(renderer, asset->get("logo_jailgames.png"));
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sinceTexture = new Texture(renderer, asset->get("logo_since_1998.png"));
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sinceSprite = new Sprite((param->gameWidth - sinceTexture->getWidth()) / 2, 83 + jailTexture->getHeight() + 5, sinceTexture->getWidth(), sinceTexture->getHeight(), sinceTexture);
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sinceSprite->setSpriteClip(0, 0, sinceTexture->getWidth(), sinceTexture->getHeight());
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sinceTexture->setColor(0, 0, 0);
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// Inicializa variables
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counter = 0;
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section->name = SECTION_PROG_LOGO;
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ticks = 0;
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ticksSpeed = 15;
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initFade = 300;
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endLogo = 400;
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postLogo = 20;
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showSinceSprite_cm = 70;
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initFade_cm = 300;
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endLogo_cm = 400;
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postLogoDuration = 20;
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speed = 8;
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dest.x = GAMECANVAS_CENTER_X - jailTexture->getWidth() / 2;
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dest.y = GAMECANVAS_CENTER_Y - jailTexture->getHeight() / 2;
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sinceSprite->setPosY(dest.y + jailTexture->getHeight() + 5);
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sinceSprite->setSpriteClip(0, 0, sinceTexture->getWidth(), sinceTexture->getHeight());
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sinceSprite->setEnabled(false);
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sinceTexture->setColor(0x00, 0x00, 0x00); // Esto en linux no hace nada ??
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// Crea los sprites de cada linea
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for (int i = 0; i < jailTexture->getHeight(); ++i)
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@@ -58,9 +60,9 @@ Logo::Logo(Screen *screen, Asset *asset, Input *input, param_t *param, section_t
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// Destructor
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Logo::~Logo()
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{
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for (auto s : jailSprite)
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for (auto sprite : jailSprite)
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{
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delete s;
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delete sprite;
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}
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delete sinceSprite;
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@@ -149,86 +151,85 @@ void Logo::updateJAILGAMES()
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// Gestiona el color de las texturas
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void Logo::updateTextureColors()
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{
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const int ini = 70;
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const int inc = 4;
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if (counter == ini + inc * 0)
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if (counter <= showSinceSprite_cm + inc * 0)
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{
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sinceTexture->setColor(color[0].r, color[0].g, color[0].b);
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}
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else if (counter == ini + inc * 1)
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else if (counter == showSinceSprite_cm + inc * 1)
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{
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sinceTexture->setColor(color[1].r, color[1].g, color[1].b);
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}
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else if (counter == ini + inc * 2)
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else if (counter == showSinceSprite_cm + inc * 2)
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{
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sinceTexture->setColor(color[2].r, color[2].g, color[2].b);
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}
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else if (counter == ini + inc * 3)
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else if (counter == showSinceSprite_cm + inc * 3)
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{
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sinceTexture->setColor(color[3].r, color[3].g, color[3].b);
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}
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else if (counter == ini + inc * 4)
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else if (counter == showSinceSprite_cm + inc * 4)
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{
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sinceTexture->setColor(color[4].r, color[4].g, color[4].b);
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}
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else if (counter == ini + inc * 5)
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else if (counter == showSinceSprite_cm + inc * 5)
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{
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sinceTexture->setColor(color[5].r, color[5].g, color[5].b);
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}
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else if (counter == ini + inc * 6)
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else if (counter == showSinceSprite_cm + inc * 6)
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{
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sinceTexture->setColor(color[6].r, color[6].g, color[6].b);
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}
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else if (counter == ini + inc * 7)
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else if (counter == showSinceSprite_cm + inc * 7)
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{
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sinceTexture->setColor(color[7].r, color[7].g, color[7].b);
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}
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else if (counter == initFade + inc * 0)
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else if (counter == initFade_cm + inc * 0)
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{
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jailTexture->setColor(color[6].r, color[6].g, color[6].b);
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sinceTexture->setColor(color[6].r, color[6].g, color[6].b);
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}
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else if (counter == initFade + inc * 1)
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else if (counter == initFade_cm + inc * 1)
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{
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jailTexture->setColor(color[5].r, color[5].g, color[5].b);
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sinceTexture->setColor(color[5].r, color[5].g, color[5].b);
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}
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else if (counter == initFade + inc * 2)
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else if (counter == initFade_cm + inc * 2)
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{
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jailTexture->setColor(color[4].r, color[4].g, color[4].b);
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sinceTexture->setColor(color[4].r, color[4].g, color[4].b);
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}
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else if (counter == initFade + inc * 3)
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else if (counter == initFade_cm + inc * 3)
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{
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jailTexture->setColor(color[3].r, color[3].g, color[3].b);
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sinceTexture->setColor(color[3].r, color[3].g, color[3].b);
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}
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else if (counter == initFade + inc * 4)
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else if (counter == initFade_cm + inc * 4)
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{
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jailTexture->setColor(color[2].r, color[2].g, color[2].b);
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sinceTexture->setColor(color[2].r, color[2].g, color[2].b);
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}
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else if (counter == initFade + inc * 5)
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else if (counter == initFade_cm + inc * 5)
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{
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jailTexture->setColor(color[1].r, color[1].g, color[1].b);
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sinceTexture->setColor(color[1].r, color[1].g, color[1].b);
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}
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else if (counter == initFade + inc * 6)
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else if (counter == initFade_cm + inc * 6)
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{
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jailTexture->setColor(color[0].r, color[0].g, color[0].b);
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sinceTexture->setColor(color[0].r, color[0].g, color[0].b);
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@@ -250,20 +251,26 @@ void Logo::update()
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// Comprueba las entradas
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checkInput();
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// Incrementa el contador
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counter++;
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// Gestiona el logo de JAILGAME
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updateJAILGAMES();
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// Gestiona el color de las texturas
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updateTextureColors();
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// Gestiona el contador y sus eventos
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counter++;
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// Comprueba si ha terminado el logo
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if (counter == endLogo + postLogo)
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if (counter == endLogo_cm + postLogoDuration)
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{
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section->name = SECTION_PROG_INTRO;
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}
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// Comprueba si se ha de mostrar el sprite
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else if (counter == showSinceSprite_cm)
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{
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sinceSprite->setEnabled(true);
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}
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}
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}
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@@ -277,9 +284,9 @@ void Logo::render()
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screen->clean();
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// Dibuja los sprites
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for (auto s : jailSprite)
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for (auto sprite : jailSprite)
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{
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s->render();
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sprite->render();
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}
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sinceSprite->render();
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