295 lines
6.7 KiB
C++
295 lines
6.7 KiB
C++
#include "logo.h"
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#include <iostream>
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// Constructor
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Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, param_t *param, section_t *section)
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{
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// Copia la dirección de los objetos
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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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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// 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, renderer);
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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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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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// Crea los sprites de cada linea
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for (int i = 0; i < jailTexture->getHeight(); ++i)
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{
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Sprite *temp = new Sprite(0, i, jailTexture->getWidth(), 1, jailTexture, renderer);
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temp->setSpriteClip(0, i, jailTexture->getWidth(), 1);
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const int posX = (i % 2 == 0) ? param->gameWidth + (i * 3) : -jailTexture->getWidth() - (i * 3);
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temp->setPosX(posX);
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temp->setPosY(dest.y + i);
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jailSprite.push_back(temp);
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}
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// Inicializa el vector de colores
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color.push_back({0x00, 0x00, 0x00}); // Black
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color.push_back({0x00, 0x00, 0xd8}); // Blue
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color.push_back({0xd8, 0x00, 0x00}); // Red
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color.push_back({0xd8, 0x00, 0xd8}); // Magenta
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color.push_back({0x00, 0xd8, 0x00}); // Green
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color.push_back({0x00, 0xd8, 0xd8}); // Cyan
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color.push_back({0xd8, 0xd8, 0x00}); // Yellow
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color.push_back({0xFF, 0xFF, 0xFF}); // Bright white
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}
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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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{
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delete s;
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}
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delete sinceSprite;
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delete eventHandler;
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}
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// Comprueba el manejador de eventos
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void Logo::checkEvents()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section->name = SECTION_PROG_QUIT;
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break;
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}
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}
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}
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// Comprueba las entradas
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void Logo::checkInput()
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{
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if (input->checkInput(input_exit, REPEAT_FALSE))
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{
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section->name = SECTION_PROG_TITLE;
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}
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else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
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{
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screen->switchVideoMode();
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}
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else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
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{
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screen->decWindowSize();
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}
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else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
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{
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screen->incWindowSize();
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}
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else if (input->checkAnyInput())
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{
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section->name = SECTION_PROG_TITLE;
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section->subsection = SUBSECTION_TITLE_1;
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}
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}
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// Gestiona el logo de JAILGAME
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void Logo::updateJAILGAMES()
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{
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if (counter > 30)
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{
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for (int i = 0; i < (int)jailSprite.size(); ++i)
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{
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if (jailSprite[i]->getPosX() != dest.x)
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{
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if (i % 2 == 0)
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{
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jailSprite[i]->incPosX(-speed);
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if (jailSprite[i]->getPosX() < dest.x)
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{
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jailSprite[i]->setPosX(dest.x);
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}
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}
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else
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{
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jailSprite[i]->incPosX(speed);
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if (jailSprite[i]->getPosX() > dest.x)
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{
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jailSprite[i]->setPosX(dest.x);
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}
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}
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}
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}
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}
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}
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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}
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}
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// Actualiza las variables
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void Logo::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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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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// Comprueba si ha terminado el logo
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if (counter == endLogo + postLogo)
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{
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section->name = SECTION_PROG_INTRO;
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}
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}
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}
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// Dibuja en pantalla
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void Logo::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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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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{
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s->render();
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}
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sinceSprite->render();
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Bucle para el logo del juego
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void Logo::run()
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{
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// Detiene la música
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JA_StopMusic();
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while (section->name == SECTION_PROG_LOGO)
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{
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update();
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checkEvents();
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render();
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}
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} |