fix: s'havien fotut els dos finals, pero ja estan corregits
This commit is contained in:
@@ -18,38 +18,21 @@
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// Constructor
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// Constructor
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Credits::Credits()
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Credits::Credits()
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: shining_sprite_(std::make_shared<AnimatedSprite>(Resource::get()->getTexture("shine.png"), Resource::get()->getAnimations("shine.ani")))
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{
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{
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// Reserva memoria para los punteros
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sprite_ = std::make_shared<AnimatedSprite>(Resource::get()->getTexture("shine.png"), Resource::get()->getAnimations("shine.ani"));
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// Inicializa variables
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// Inicializa variables
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options.section.section = Section::CREDITS;
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options.section.section = Section::CREDITS;
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options.section.subsection = Subsection::NONE;
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options.section.subsection = Subsection::NONE;
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sprite_->setPosition({194, 174, 8, 8});
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shining_sprite_->setPosition({194, 174, 8, 8});
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// Cambia el color del borde
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// Cambia el color del borde
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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// Crea la textura para el texto que se escribe en pantalla
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// Crea la textura para el texto que se escribe en pantalla
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text_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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text_texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height);
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if (text_texture_ == nullptr)
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{
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if (options.console)
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
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// Crea la textura para cubrir el rexto
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// Crea la textura para cubrir el rexto
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cover_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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cover_texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height);
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if (cover_texture_ == nullptr)
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{
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if (options.console)
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
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// Escribe el texto en la textura
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// Escribe el texto en la textura
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@@ -190,7 +173,7 @@ void Credits::fillTexture()
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text->writeColored(POS_X, 176, "}", stringToColor(options.video.palette, "bright_red"));
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text->writeColored(POS_X, 176, "}", stringToColor(options.video.palette, "bright_red"));
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// Recoloca el sprite del brillo
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// Recoloca el sprite del brillo
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sprite_->setPosX(POS_X + 2);
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shining_sprite_->setPosX(POS_X + 2);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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@@ -268,7 +251,7 @@ void Credits::update()
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// Actualiza el sprite con el brillo
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// Actualiza el sprite con el brillo
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if (counter_ > 770)
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if (counter_ > 770)
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{
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{
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sprite_->update();
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shining_sprite_->update();
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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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@@ -294,7 +277,7 @@ void Credits::render()
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SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
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SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
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// Dibuja el sprite con el brillo
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// Dibuja el sprite con el brillo
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sprite_->render();
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shining_sprite_->render();
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}
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}
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// Vuelca el contenido del renderizador en pantalla
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// Vuelca el contenido del renderizador en pantalla
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@@ -20,7 +20,7 @@ private:
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// Objetos y punteros
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// Objetos y punteros
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SDL_Texture *text_texture_; // Textura para dibujar el texto
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SDL_Texture *text_texture_; // Textura para dibujar el texto
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SDL_Texture *cover_texture_; // Textura para cubrir el texto
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SDL_Texture *cover_texture_; // Textura para cubrir el texto
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std::shared_ptr<AnimatedSprite> sprite_; // Sprite para el brillo del corazón
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std::shared_ptr<AnimatedSprite> shining_sprite_; // Sprite para el brillo del corazón
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// Variables
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// Variables
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int counter_ = 0; // Contador
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int counter_ = 0; // Contador
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@@ -7,7 +7,7 @@
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <algorithm> // for min
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#include <algorithm> // for min
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
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#include "defines.h" // for GAMECANVAS_HEIGHT, options.game.width
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#include "global_events.h" // for check
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "global_inputs.h" // for check
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#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
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#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
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@@ -42,15 +42,8 @@ Ending::Ending()
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// Cambia el color del borde
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// Cambia el color del borde
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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// Crea la textura para cubrir el rexto
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// Crea la textura para cubrir el texto
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cover_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
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cover_texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height + 8);
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if (cover_texture_ == nullptr)
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{
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if (options.console)
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{
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std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
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// Rellena la textura para la cortinilla
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// Rellena la textura para la cortinilla
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@@ -60,7 +53,6 @@ Ending::Ending()
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// Destructor
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// Destructor
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Ending::~Ending()
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Ending::~Ending()
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{
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{
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// Libera la memoria de los objetos
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SDL_DestroyTexture(cover_texture_);
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SDL_DestroyTexture(cover_texture_);
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}
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}
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@@ -99,19 +91,19 @@ void Ending::render()
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Screen::get()->start();
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Screen::get()->start();
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// Limpia la pantalla
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// Limpia la pantalla
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Screen::get()->clean(stringToColor(options.video.palette, "black"));
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Screen::get()->clean(stringToColor(options.video.palette, "yellow"));
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// Dibuja las imagenes de la escena
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// Dibuja las imagenes de la escena
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sprite_pics_[current_scene_].sprite->render();
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sprite_pics_.at(current_scene_).image_sprite->render();
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sprite_pics_[current_scene_].cover_sprite->render();
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sprite_pics_.at(current_scene_).cover_sprite->render();
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// Dibuja los textos de la escena
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// Dibuja los textos de la escena
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for (auto ti : scenes_[current_scene_].text_index)
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for (const auto &ti : scenes_.at(current_scene_).text_index)
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{
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{
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if (counter_ > ti.trigger)
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if (counter_ > ti.trigger)
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{
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{
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sprite_texts_[ti.index].sprite->render();
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sprite_texts_.at(ti.index).image_sprite->render();
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sprite_texts_[ti.index].cover_sprite->render();
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sprite_texts_.at(ti.index).cover_sprite->render();
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}
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}
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}
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}
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@@ -176,26 +168,26 @@ void Ending::iniTexts()
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// Crea los sprites
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// Crea los sprites
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sprite_texts_.clear();
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sprite_texts_.clear();
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for (const auto &t : texts)
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for (const auto &txt : texts)
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{
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{
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auto text = Resource::get()->getText("smb2");
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auto text = Resource::get()->getText("smb2");
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const int WIDTH = text->lenght(t.caption, 1) + 2 + 2;
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const int WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
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const int HEIGHT = text->getCharacterSize() + 2 + 2;
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const int HEIGHT = text->getCharacterSize() + 2 + 2;
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Color color = stringToColor(options.video.palette, "black");
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Color color = stringToColor(options.video.palette, "black");
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EndingTexture st;
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EndingTexture st;
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// Crea la texture
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// Crea la textura
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st.texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.image_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.texture->createBlank(WIDTH, HEIGHT);
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st.image_texture->createBlank(WIDTH, HEIGHT);
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st.texture->setAsRenderTarget(Screen::get()->getRenderer());
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st.image_texture->setAsRenderTarget(Screen::get()->getRenderer());
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st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
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st.image_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text->writeDX(TEXT_STROKE, 2, 2, t.caption, 1, color, 2, color);
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text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, color, 2, color);
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// Crea el sprite
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// Crea el sprite
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st.sprite = std::make_shared<Sprite>(st.texture, 0, 0, st.texture->getWidth(), st.texture->getHeight());
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st.image_sprite = std::make_shared<Sprite>(st.image_texture, 0, 0, st.image_texture->getWidth(), st.image_texture->getHeight());
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st.sprite->setPosition((GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos);
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st.image_sprite->setPosition((options.game.width - st.image_texture->getWidth()) / 2, txt.pos);
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// Crea la coverTexture
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// Crea la coverTexture
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st.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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@@ -207,7 +199,7 @@ void Ending::iniTexts()
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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SDL_RenderClear(Screen::get()->getRenderer());
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// Los primeros 8 pixels crea una malla
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// Crea una malla de 8 pixels de alto
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color = stringToColor(options.video.palette, "black");
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color = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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for (int i = 0; i < WIDTH; i += 2)
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for (int i = 0; i < WIDTH; i += 2)
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@@ -229,12 +221,12 @@ void Ending::iniTexts()
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// Crea el sprite
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// Crea el sprite
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st.cover_sprite = std::make_shared<Sprite>(st.cover_texture, 0, 0, st.cover_texture->getWidth(), st.cover_texture->getHeight() - 8);
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st.cover_sprite = std::make_shared<Sprite>(st.cover_texture, 0, 0, st.cover_texture->getWidth(), st.cover_texture->getHeight() - 8);
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st.cover_sprite->setPosition((GAMECANVAS_WIDTH - st.cover_texture->getWidth()) / 2, t.pos);
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st.cover_sprite->setPosition((options.game.width - st.cover_texture->getWidth()) / 2, txt.pos);
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st.cover_sprite->setClip(0, 8, -1, -1);
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st.cover_sprite->setClip(0, 8, st.cover_texture->getWidth(), st.cover_texture->getHeight());
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// Inicializa variables
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// Inicializa variables
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st.clip_desp = 8;
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st.cover_clip_desp = 8;
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st.clip_height = HEIGHT;
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st.cover_clip_height = HEIGHT;
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sprite_texts_.push_back(st);
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sprite_texts_.push_back(st);
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}
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}
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@@ -266,22 +258,22 @@ void Ending::iniPics()
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// Crea los sprites
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// Crea los sprites
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sprite_pics_.clear();
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sprite_pics_.clear();
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for (const auto &p : pics)
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for (const auto &pic : pics)
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{
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{
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EndingTexture sp;
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EndingTexture sp;
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// Crea la texture
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// Crea la texture
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sp.texture = Resource::get()->getTexture(p.caption);
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sp.image_texture = Resource::get()->getTexture(pic.caption);
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const int width = sp.texture->getWidth();
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const int WIDTH = sp.image_texture->getWidth();
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const int height = sp.texture->getHeight();
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const int HEIGHT = sp.image_texture->getHeight();
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// Crea el sprite
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// Crea el sprite
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sp.sprite = std::make_shared<Sprite>(sp.texture, 0, 0, width, height);
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sp.image_sprite = std::make_shared<Sprite>(sp.image_texture, 0, 0, WIDTH, HEIGHT);
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sp.sprite->setPosition((GAMECANVAS_WIDTH - width) / 2, p.pos);
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sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
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// Crea la coverTexture
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// Crea la coverTexture
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sp.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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sp.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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sp.cover_texture->createBlank(width, height + 8);
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sp.cover_texture->createBlank(WIDTH, HEIGHT + 8);
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sp.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
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sp.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
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sp.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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sp.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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@@ -289,10 +281,10 @@ void Ending::iniPics()
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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SDL_RenderClear(Screen::get()->getRenderer());
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// Los primeros 8 pixels crea una malla
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// Crea una malla en los primeros 8 pixels
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Color c = stringToColor(options.video.palette, "black");
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Color c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < width; i += 2)
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for (int i = 0; i < WIDTH; i += 2)
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{
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{
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
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@@ -304,19 +296,19 @@ void Ending::iniPics()
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}
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}
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// El resto se rellena de color sólido
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, width, height};
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SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
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c = stringToColor(options.video.palette, "black");
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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// Crea el sprite
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// Crea el sprite
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sp.cover_sprite = std::make_shared<Sprite>(sp.cover_texture, 0, 0, sp.cover_texture->getWidth(), sp.cover_texture->getHeight() - 8);
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sp.cover_sprite = std::make_shared<Sprite>(sp.cover_texture, 0, 0, sp.cover_texture->getWidth(), sp.cover_texture->getHeight() - 8);
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sp.cover_sprite->setPosition((GAMECANVAS_WIDTH - sp.cover_texture->getWidth()) / 2, p.pos);
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sp.cover_sprite->setPosition((options.game.width - sp.cover_texture->getWidth()) / 2, pic.pos);
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sp.cover_sprite->setClip(0, 8, -1, -1);
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sp.cover_sprite->setClip(0, 8, sp.cover_texture->getWidth(), sp.cover_texture->getHeight());
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// Inicializa variables
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// Inicializa variables
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sp.clip_desp = 8;
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sp.cover_clip_desp = 8;
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sp.clip_height = height;
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sp.cover_clip_height = HEIGHT;
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sprite_pics_.push_back(sp);
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sprite_pics_.push_back(sp);
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}
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}
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@@ -327,7 +319,7 @@ void Ending::iniScenes()
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{
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{
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// Variable para los tiempos
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// Variable para los tiempos
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int trigger;
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int trigger;
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const int lapse = 80;
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constexpr int LAPSE = 80;
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// Crea el contenedor
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// Crea el contenedor
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SceneData sc;
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SceneData sc;
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@@ -340,13 +332,13 @@ void Ending::iniScenes()
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sc.picture_index = 0;
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sc.picture_index = 0;
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sc.text_index.clear();
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sc.text_index.clear();
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trigger = 85 * 2;
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trigger = 85 * 2;
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({0, trigger});
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sc.text_index.push_back({0, trigger});
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({1, trigger});
|
sc.text_index.push_back({1, trigger});
|
||||||
trigger += lapse * 3;
|
trigger += LAPSE * 3;
|
||||||
sc.text_index.push_back({2, trigger});
|
sc.text_index.push_back({2, trigger});
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({3, trigger});
|
sc.text_index.push_back({3, trigger});
|
||||||
scenes_.push_back(sc);
|
scenes_.push_back(sc);
|
||||||
|
|
||||||
@@ -355,17 +347,17 @@ void Ending::iniScenes()
|
|||||||
sc.picture_index = 1;
|
sc.picture_index = 1;
|
||||||
sc.text_index.clear();
|
sc.text_index.clear();
|
||||||
trigger = 140 * 2;
|
trigger = 140 * 2;
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({4, trigger});
|
sc.text_index.push_back({4, trigger});
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({5, trigger});
|
sc.text_index.push_back({5, trigger});
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({6, trigger});
|
sc.text_index.push_back({6, trigger});
|
||||||
trigger += lapse * 3;
|
trigger += LAPSE * 3;
|
||||||
sc.text_index.push_back({7, trigger});
|
sc.text_index.push_back({7, trigger});
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({8, trigger});
|
sc.text_index.push_back({8, trigger});
|
||||||
trigger += lapse * 3;
|
trigger += LAPSE * 3;
|
||||||
sc.text_index.push_back({9, trigger});
|
sc.text_index.push_back({9, trigger});
|
||||||
scenes_.push_back(sc);
|
scenes_.push_back(sc);
|
||||||
|
|
||||||
@@ -374,9 +366,9 @@ void Ending::iniScenes()
|
|||||||
sc.picture_index = 2;
|
sc.picture_index = 2;
|
||||||
sc.text_index.clear();
|
sc.text_index.clear();
|
||||||
trigger = 148 / 2;
|
trigger = 148 / 2;
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({10, trigger});
|
sc.text_index.push_back({10, trigger});
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({11, trigger});
|
sc.text_index.push_back({11, trigger});
|
||||||
scenes_.push_back(sc);
|
scenes_.push_back(sc);
|
||||||
|
|
||||||
@@ -385,9 +377,9 @@ void Ending::iniScenes()
|
|||||||
sc.picture_index = 3;
|
sc.picture_index = 3;
|
||||||
sc.text_index.clear();
|
sc.text_index.clear();
|
||||||
trigger = 87 / 2;
|
trigger = 87 / 2;
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({12, trigger});
|
sc.text_index.push_back({12, trigger});
|
||||||
trigger += lapse / 2;
|
trigger += LAPSE / 2;
|
||||||
sc.text_index.push_back({13, trigger});
|
sc.text_index.push_back({13, trigger});
|
||||||
scenes_.push_back(sc);
|
scenes_.push_back(sc);
|
||||||
|
|
||||||
@@ -396,11 +388,11 @@ void Ending::iniScenes()
|
|||||||
sc.picture_index = 4;
|
sc.picture_index = 4;
|
||||||
sc.text_index.clear();
|
sc.text_index.clear();
|
||||||
trigger = 91 * 2;
|
trigger = 91 * 2;
|
||||||
trigger += lapse;
|
trigger += LAPSE;
|
||||||
sc.text_index.push_back({14, trigger});
|
sc.text_index.push_back({14, trigger});
|
||||||
trigger += lapse * 2;
|
trigger += LAPSE * 2;
|
||||||
sc.text_index.push_back({15, trigger});
|
sc.text_index.push_back({15, trigger});
|
||||||
trigger += lapse * 3;
|
trigger += LAPSE * 3;
|
||||||
sc.text_index.push_back({16, trigger});
|
sc.text_index.push_back({16, trigger});
|
||||||
scenes_.push_back(sc);
|
scenes_.push_back(sc);
|
||||||
}
|
}
|
||||||
@@ -442,44 +434,45 @@ void Ending::updateCounters()
|
|||||||
|
|
||||||
// Actualiza las cortinillas de los elementos
|
// Actualiza las cortinillas de los elementos
|
||||||
void Ending::updateSpriteCovers()
|
void Ending::updateSpriteCovers()
|
||||||
{ // Actualiza la cortinilla de los textos
|
{
|
||||||
|
// Actualiza la cortinilla de los textos
|
||||||
if (counter_ % 4 == 0)
|
if (counter_ % 4 == 0)
|
||||||
{
|
{
|
||||||
for (auto ti : scenes_[current_scene_].text_index)
|
for (auto ti : scenes_.at(current_scene_).text_index)
|
||||||
{
|
{
|
||||||
if (counter_ > ti.trigger)
|
if (counter_ > ti.trigger)
|
||||||
{
|
{
|
||||||
if (sprite_texts_[ti.index].clip_desp > 0)
|
if (sprite_texts_.at(ti.index).cover_clip_desp > 0)
|
||||||
{
|
{
|
||||||
sprite_texts_[ti.index].clip_desp -= 2;
|
sprite_texts_.at(ti.index).cover_clip_desp -= 2;
|
||||||
}
|
}
|
||||||
else if (sprite_texts_[ti.index].clip_height > 0)
|
else if (sprite_texts_.at(ti.index).cover_clip_height > 0)
|
||||||
{
|
{
|
||||||
sprite_texts_[ti.index].clip_height -= 2;
|
sprite_texts_.at(ti.index).cover_clip_height -= 2;
|
||||||
sprite_texts_[ti.index].cover_sprite->setY(sprite_texts_[ti.index].cover_sprite->getY() + 2);
|
sprite_texts_.at(ti.index).cover_sprite->setY(sprite_texts_.at(ti.index).cover_sprite->getY() + 2);
|
||||||
}
|
}
|
||||||
sprite_texts_[ti.index].cover_sprite->setClip(0, sprite_texts_[ti.index].clip_desp, sprite_texts_[ti.index].cover_sprite->getWidth(), sprite_texts_[ti.index].clip_height);
|
sprite_texts_.at(ti.index).cover_sprite->setClip(0, sprite_texts_.at(ti.index).cover_clip_desp, sprite_texts_.at(ti.index).cover_sprite->getWidth(), sprite_texts_.at(ti.index).cover_clip_height);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza la cortinilla de las imagenes
|
// Actualiza la cortinilla de las imágenes
|
||||||
if (counter_ % 2 == 0)
|
if (counter_ % 2 == 0)
|
||||||
{
|
{
|
||||||
if (sprite_pics_[current_scene_].clip_desp > 0)
|
if (sprite_pics_.at(current_scene_).cover_clip_desp > 0)
|
||||||
{
|
{
|
||||||
sprite_pics_[current_scene_].clip_desp -= 2;
|
sprite_pics_.at(current_scene_).cover_clip_desp -= 2;
|
||||||
}
|
}
|
||||||
else if (sprite_pics_[current_scene_].clip_height > 0)
|
else if (sprite_pics_.at(current_scene_).cover_clip_height > 0)
|
||||||
{
|
{
|
||||||
sprite_pics_[current_scene_].clip_height -= 2;
|
sprite_pics_.at(current_scene_).cover_clip_height -= 2;
|
||||||
if (sprite_pics_[current_scene_].clip_height < 0)
|
if (sprite_pics_.at(current_scene_).cover_clip_height < 0)
|
||||||
{
|
{
|
||||||
sprite_pics_[current_scene_].clip_height = 0;
|
sprite_pics_.at(current_scene_).cover_clip_height = 0;
|
||||||
}
|
}
|
||||||
sprite_pics_[current_scene_].cover_sprite->setY(sprite_pics_[current_scene_].cover_sprite->getY() + 2);
|
sprite_pics_.at(current_scene_).cover_sprite->setY(sprite_pics_.at(current_scene_).cover_sprite->getY() + 2);
|
||||||
}
|
}
|
||||||
sprite_pics_[current_scene_].cover_sprite->setClip(0, sprite_pics_[current_scene_].clip_desp, sprite_pics_[current_scene_].cover_sprite->getWidth(), sprite_pics_[current_scene_].clip_height);
|
sprite_pics_.at(current_scene_).cover_sprite->setClip(0, sprite_pics_.at(current_scene_).cover_clip_desp, sprite_pics_.at(current_scene_).cover_sprite->getWidth(), sprite_pics_.at(current_scene_).cover_clip_height);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -536,10 +529,11 @@ void Ending::fillCoverTexture()
|
|||||||
void Ending::renderCoverTexture()
|
void Ending::renderCoverTexture()
|
||||||
{
|
{
|
||||||
if (cover_counter_ > 0)
|
if (cover_counter_ > 0)
|
||||||
{ // Dibuja la textura que cubre el texto
|
{
|
||||||
const int offset = std::min(cover_counter_, 100);
|
// Dibuja la textura que cubre el texto
|
||||||
SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, offset * 2};
|
const int OFFSET = std::min(cover_counter_, 100);
|
||||||
SDL_Rect dstRect = {0, 0, 256, offset * 2};
|
SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
|
||||||
|
SDL_Rect dstRect = {0, 0, 256, OFFSET * 2};
|
||||||
SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
|
SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,12 +14,12 @@ private:
|
|||||||
// Estructuras
|
// Estructuras
|
||||||
struct EndingTexture // Estructura con dos texturas y sprites, uno para mostrar y el otro hace de cortinilla
|
struct EndingTexture // Estructura con dos texturas y sprites, uno para mostrar y el otro hace de cortinilla
|
||||||
{
|
{
|
||||||
std::shared_ptr<Texture> texture; // Textura a mostrar
|
std::shared_ptr<Texture> image_texture; // Textura a mostrar
|
||||||
std::shared_ptr<Sprite> sprite; // Sprite para mostrar la textura
|
std::shared_ptr<Sprite> image_sprite; // Sprite para mostrar la textura
|
||||||
std::shared_ptr<Texture> cover_texture; // Textura que cubre a la otra textura
|
std::shared_ptr<Texture> cover_texture; // Textura que cubre a la otra textura
|
||||||
std::shared_ptr<Sprite> cover_sprite; // Sprite para mostrar la textura que cubre a la otra textura
|
std::shared_ptr<Sprite> cover_sprite; // Sprite para mostrar la textura que cubre a la otra textura
|
||||||
int clip_desp; // Desplazamiento del spriteClip de la textura de cobertura
|
int cover_clip_desp; // Desplazamiento del spriteClip de la textura de cobertura
|
||||||
int clip_height; // Altura del spriteClip de la textura de cobertura
|
int cover_clip_height; // Altura del spriteClip de la textura de cobertura
|
||||||
};
|
};
|
||||||
|
|
||||||
struct TextAndPosition // Estructura con un texto y su posición en el eje Y
|
struct TextAndPosition // Estructura con un texto y su posición en el eje Y
|
||||||
|
|||||||
@@ -6,7 +6,7 @@
|
|||||||
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
|
||||||
#include <algorithm> // for max, min, replace
|
#include <algorithm> // for max, min, replace
|
||||||
#include "animated_sprite.h" // for AnimatedSprite
|
#include "animated_sprite.h" // for AnimatedSprite
|
||||||
#include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_CENTER_X
|
#include "defines.h" // for options.game.height, GAMECANVAS_CENTER_X
|
||||||
#include "global_events.h" // for check
|
#include "global_events.h" // for check
|
||||||
#include "global_inputs.h" // for check
|
#include "global_inputs.h" // for check
|
||||||
#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
|
#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
|
||||||
@@ -17,6 +17,7 @@
|
|||||||
#include "text.h" // for Text
|
#include "text.h" // for Text
|
||||||
#include "texture.h" // for Texture
|
#include "texture.h" // for Texture
|
||||||
#include "utils.h" // for Color, stringToColor
|
#include "utils.h" // for Color, stringToColor
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
Ending2::Ending2()
|
Ending2::Ending2()
|
||||||
@@ -279,9 +280,9 @@ void Ending2::loadSprites()
|
|||||||
sprite_max_height_ = 0;
|
sprite_max_height_ = 0;
|
||||||
|
|
||||||
// Carga los sprites
|
// Carga los sprites
|
||||||
for (const auto &sl : sprite_list_)
|
for (const auto &file : sprite_list_)
|
||||||
{
|
{
|
||||||
sprites_.emplace_back(std::make_shared<AnimatedSprite>(Resource::get()->getTexture(sl + ".png"), Resource::get()->getAnimations(sl + ".ani")));
|
sprites_.emplace_back(std::make_shared<AnimatedSprite>(Resource::get()->getTexture(file + ".png"), Resource::get()->getAnimations(file + ".ani")));
|
||||||
sprite_max_width_ = std::max(sprites_.back()->getWidth(), sprite_max_width_);
|
sprite_max_width_ = std::max(sprites_.back()->getWidth(), sprite_max_width_);
|
||||||
sprite_max_height_ = std::max(sprites_.back()->getHeight(), sprite_max_height_);
|
sprite_max_height_ = std::max(sprites_.back()->getHeight(), sprite_max_height_);
|
||||||
}
|
}
|
||||||
@@ -327,9 +328,9 @@ void Ending2::renderSprites()
|
|||||||
const Color color = stringToColor(options.video.palette, "red");
|
const Color color = stringToColor(options.video.palette, "red");
|
||||||
for (auto sprite : sprites_)
|
for (auto sprite : sprites_)
|
||||||
{
|
{
|
||||||
const bool a = sprite->getRect().y + sprite->getRect().h > 0;
|
const bool A = sprite->getRect().y + sprite->getRect().h > 0;
|
||||||
const bool b = sprite->getRect().y < GAMECANVAS_HEIGHT;
|
const bool B = sprite->getRect().y < options.game.height;
|
||||||
if (a && b)
|
if (A && B)
|
||||||
{
|
{
|
||||||
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
||||||
sprite->render();
|
sprite->render();
|
||||||
@@ -348,9 +349,9 @@ void Ending2::renderSpriteTexts()
|
|||||||
const Color color = stringToColor(options.video.palette, "white");
|
const Color color = stringToColor(options.video.palette, "white");
|
||||||
for (auto sprite : sprite_texts_)
|
for (auto sprite : sprite_texts_)
|
||||||
{
|
{
|
||||||
const bool a = sprite->getRect().y + sprite->getRect().h > 0;
|
const bool A = sprite->getRect().y + sprite->getRect().h > 0;
|
||||||
const bool b = sprite->getRect().y < GAMECANVAS_HEIGHT;
|
const bool B = sprite->getRect().y < options.game.height;
|
||||||
if (a && b)
|
if (A && B)
|
||||||
{
|
{
|
||||||
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
||||||
sprite->render();
|
sprite->render();
|
||||||
@@ -363,9 +364,9 @@ void Ending2::renderTexts()
|
|||||||
{
|
{
|
||||||
for (auto sprite : texts_)
|
for (auto sprite : texts_)
|
||||||
{
|
{
|
||||||
const bool a = sprite->getRect().y + sprite->getRect().h > 0;
|
const bool A = sprite->getRect().y + sprite->getRect().h > 0;
|
||||||
const bool b = sprite->getRect().y < GAMECANVAS_HEIGHT;
|
const bool B = sprite->getRect().y < options.game.height;
|
||||||
if (a && b)
|
if (A && B)
|
||||||
{
|
{
|
||||||
sprite->render();
|
sprite->render();
|
||||||
}
|
}
|
||||||
@@ -375,25 +376,23 @@ void Ending2::renderTexts()
|
|||||||
// Coloca los sprites en su sito
|
// Coloca los sprites en su sito
|
||||||
void Ending2::placeSprites()
|
void Ending2::placeSprites()
|
||||||
{
|
{
|
||||||
for (int i = 0; i < (int)sprites_.size(); ++i)
|
for (int i = 0; i < static_cast<int>(sprites_.size()); ++i)
|
||||||
{
|
{
|
||||||
const int X = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
|
const int X = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
|
||||||
const int Y = (i / 1) * (sprite_max_height_ + DIST_SPRITE_TEXT_ + Resource::get()->getText("smb2")->getCharacterSize() + DIST_SPRITE_SPRITE_) + GAMECANVAS_HEIGHT + 40;
|
const int Y = (i / 1) * (sprite_max_height_ + DIST_SPRITE_TEXT_ + Resource::get()->getText("smb2")->getCharacterSize() + DIST_SPRITE_SPRITE_) + options.game.height + 40;
|
||||||
const int W = sprites_.at(i)->getWidth();
|
const int W = sprites_.at(i)->getWidth();
|
||||||
const int H = sprites_.at(i)->getHeight();
|
const int H = sprites_.at(i)->getHeight();
|
||||||
const int DX = -(W / 2);
|
const int DX = -(W / 2);
|
||||||
const int DY = sprite_max_height_ - H;
|
const int DY = sprite_max_height_ - H;
|
||||||
|
|
||||||
sprites_.at(i)->setPosition({X + DX, Y + DY, W, H});
|
sprites_.at(i)->setPos({X + DX, Y + DY, W, H});
|
||||||
sprites_.at(i)->setVelY(SPRITE_DESP_SPEED_);
|
sprites_.at(i)->setVelY(SPRITE_DESP_SPEED_);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Recoloca el último sprite, que es el del jugador
|
// Recoloca el sprite del jugador, que es el último de la lista
|
||||||
const int W = sprites_.back()->getWidth();
|
const int X = (options.game.width - sprites_.back()->getWidth()) / 2;
|
||||||
const int X = GAMECANVAS_CENTER_X - (W / 2);
|
|
||||||
const int Y = sprites_.back()->getPosY() + sprite_max_height_ * 2;
|
const int Y = sprites_.back()->getPosY() + sprite_max_height_ * 2;
|
||||||
sprites_.back()->setPosX(X);
|
sprites_.back()->setPos(X, Y);
|
||||||
sprites_.back()->setPosY(Y);
|
|
||||||
sprites_.back()->setCurrentAnimation("walk");
|
sprites_.back()->setCurrentAnimation("walk");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -456,7 +455,7 @@ void Ending2::createTexts()
|
|||||||
const int h = text->getCharacterSize();
|
const int h = text->getCharacterSize();
|
||||||
const int x = GAMECANVAS_CENTER_X;
|
const int x = GAMECANVAS_CENTER_X;
|
||||||
const int dx = -(w / 2);
|
const int dx = -(w / 2);
|
||||||
const int y = GAMECANVAS_HEIGHT + (text->getCharacterSize() * (i * 2));
|
const int y = options.game.height + (text->getCharacterSize() * (i * 2));
|
||||||
|
|
||||||
// Crea la textura
|
// Crea la textura
|
||||||
auto texture = std::make_shared<Texture>(Screen::get()->getRenderer());
|
auto texture = std::make_shared<Texture>(Screen::get()->getRenderer());
|
||||||
@@ -473,7 +472,7 @@ void Ending2::createTexts()
|
|||||||
|
|
||||||
// Crea los últimos textos
|
// Crea los últimos textos
|
||||||
// El primer texto va a continuación del ultimo spriteText
|
// El primer texto va a continuación del ultimo spriteText
|
||||||
const int start = sprite_texts_.back()->getPosY() + text->getCharacterSize() * 15;
|
const int START = sprite_texts_.back()->getPosY() + text->getCharacterSize() * 15;
|
||||||
list.clear();
|
list.clear();
|
||||||
list.push_back("THANK YOU");
|
list.push_back("THANK YOU");
|
||||||
list.push_back("FOR PLAYING!");
|
list.push_back("FOR PLAYING!");
|
||||||
@@ -486,7 +485,7 @@ void Ending2::createTexts()
|
|||||||
const int h = text->getCharacterSize();
|
const int h = text->getCharacterSize();
|
||||||
const int x = GAMECANVAS_CENTER_X;
|
const int x = GAMECANVAS_CENTER_X;
|
||||||
const int dx = -(w / 2);
|
const int dx = -(w / 2);
|
||||||
const int y = start + (text->getCharacterSize() * (i * 2));
|
const int y = START + (text->getCharacterSize() * (i * 2));
|
||||||
|
|
||||||
// Crea la textura
|
// Crea la textura
|
||||||
auto texture = std::make_shared<Texture>(Screen::get()->getRenderer());
|
auto texture = std::make_shared<Texture>(Screen::get()->getRenderer());
|
||||||
|
|||||||
@@ -663,20 +663,11 @@ void Game::initPlayer(const PlayerSpawn &spawn_point, std::shared_ptr<Room> room
|
|||||||
void Game::createRoomNameTexture()
|
void Game::createRoomNameTexture()
|
||||||
{
|
{
|
||||||
auto text = Resource::get()->getText("smb2");
|
auto text = Resource::get()->getText("smb2");
|
||||||
room_name_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, text->getCharacterSize() * 2);
|
room_name_texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, text->getCharacterSize() * 2);
|
||||||
if (room_name_texture_ == nullptr)
|
|
||||||
{
|
|
||||||
if (options.console)
|
|
||||||
{
|
|
||||||
std::cout << "Error: room_name_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Establece el blend mode de la textura
|
|
||||||
SDL_SetTextureBlendMode(room_name_texture_, SDL_BLENDMODE_BLEND);
|
SDL_SetTextureBlendMode(room_name_texture_, SDL_BLENDMODE_BLEND);
|
||||||
|
|
||||||
// Establece el destino de la textura
|
// Establece el destino de la textura
|
||||||
room_name_rect_ = {0, PLAY_AREA_HEIGHT, GAMECANVAS_WIDTH, text->getCharacterSize() * 2};
|
room_name_rect_ = {0, PLAY_AREA_HEIGHT, options.game.width, text->getCharacterSize() * 2};
|
||||||
}
|
}
|
||||||
|
|
||||||
// DEMO MODE: Inicializa las variables para el modo demo
|
// DEMO MODE: Inicializa las variables para el modo demo
|
||||||
|
|||||||
@@ -33,14 +33,7 @@ LoadingScreen::LoadingScreen()
|
|||||||
mono_loading_screen_sprite_ = std::make_shared<Sprite>(mono_loading_screen_texture_, 0, 0, mono_loading_screen_texture_->getWidth(), mono_loading_screen_texture_->getHeight());
|
mono_loading_screen_sprite_ = std::make_shared<Sprite>(mono_loading_screen_texture_, 0, 0, mono_loading_screen_texture_->getWidth(), mono_loading_screen_texture_->getHeight());
|
||||||
color_loading_screen_sprite_ = std::make_shared<Sprite>(color_loading_screen_texture_, 0, 0, color_loading_screen_texture_->getWidth(), color_loading_screen_texture_->getHeight());
|
color_loading_screen_sprite_ = std::make_shared<Sprite>(color_loading_screen_texture_, 0, 0, color_loading_screen_texture_->getWidth(), color_loading_screen_texture_->getHeight());
|
||||||
|
|
||||||
texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, options.game.width, options.game.height);
|
texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height);
|
||||||
if (texture_ == nullptr)
|
|
||||||
{
|
|
||||||
if (options.console)
|
|
||||||
{
|
|
||||||
std::cout << "LoadingScreen::texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
clearTexture();
|
clearTexture();
|
||||||
|
|
||||||
// Inicializa variables
|
// Inicializa variables
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ MovingSprite::MovingSprite(std::shared_ptr<Texture> texture, SDL_Rect pos, Rotat
|
|||||||
rotate_(rotate),
|
rotate_(rotate),
|
||||||
zoom_w_(zoom_w),
|
zoom_w_(zoom_w),
|
||||||
zoom_h_(zoom_h),
|
zoom_h_(zoom_h),
|
||||||
flip_(flip) {}
|
flip_(flip) { Sprite::pos_ = pos; }
|
||||||
|
|
||||||
MovingSprite::MovingSprite(std::shared_ptr<Texture> texture, SDL_Rect pos)
|
MovingSprite::MovingSprite(std::shared_ptr<Texture> texture, SDL_Rect pos)
|
||||||
: Sprite(texture, pos),
|
: Sprite(texture, pos),
|
||||||
@@ -18,7 +18,7 @@ MovingSprite::MovingSprite(std::shared_ptr<Texture> texture, SDL_Rect pos)
|
|||||||
rotate_(Rotate()),
|
rotate_(Rotate()),
|
||||||
zoom_w_(1.0f),
|
zoom_w_(1.0f),
|
||||||
zoom_h_(1.0f),
|
zoom_h_(1.0f),
|
||||||
flip_(SDL_FLIP_NONE) {}
|
flip_(SDL_FLIP_NONE) { Sprite::pos_ = pos; }
|
||||||
|
|
||||||
MovingSprite::MovingSprite(std::shared_ptr<Texture> texture)
|
MovingSprite::MovingSprite(std::shared_ptr<Texture> texture)
|
||||||
: Sprite(texture),
|
: Sprite(texture),
|
||||||
|
|||||||
@@ -21,7 +21,7 @@ void initOptions()
|
|||||||
options = Options();
|
options = Options();
|
||||||
|
|
||||||
#ifdef DEBUG
|
#ifdef DEBUG
|
||||||
options.section = SectionState(Section::DEMO, Subsection::NONE);
|
options.section = SectionState(Section::ENDING2, Subsection::NONE);
|
||||||
options.console = true;
|
options.console = true;
|
||||||
#else
|
#else
|
||||||
options.section = SectionState(Section::LOGO, Subsection::LOGO_TO_INTRO);
|
options.section = SectionState(Section::LOGO, Subsection::LOGO_TO_INTRO);
|
||||||
|
|||||||
@@ -415,15 +415,7 @@ Room::Room(const std::string &room_path, std::shared_ptr<ScoreboardData> data)
|
|||||||
setAnimatedTiles();
|
setAnimatedTiles();
|
||||||
|
|
||||||
// Crea la textura para el mapa de tiles de la habitación
|
// Crea la textura para el mapa de tiles de la habitación
|
||||||
map_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
map_texture_ = createTexture(Screen::get()->getRenderer(), PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||||
if (map_texture_ == nullptr)
|
|
||||||
{
|
|
||||||
if (options.console)
|
|
||||||
{
|
|
||||||
std::cout << "Error: mapTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
SDL_SetTextureBlendMode(map_texture_, SDL_BLENDMODE_BLEND);
|
|
||||||
|
|
||||||
// Pinta el mapa de la habitación en la textura
|
// Pinta el mapa de la habitación en la textura
|
||||||
fillMapTexture();
|
fillMapTexture();
|
||||||
|
|||||||
@@ -27,14 +27,7 @@ Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
|
|||||||
player_sprite_ = std::make_shared<AnimatedSprite>(player_texture, player_animations);
|
player_sprite_ = std::make_shared<AnimatedSprite>(player_texture, player_animations);
|
||||||
player_sprite_->setCurrentAnimation("walk_menu");
|
player_sprite_->setCurrentAnimation("walk_menu");
|
||||||
|
|
||||||
texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, TEXTURE_WIDTH_, TEXTURE_HEIGHT_);
|
texture_ = createTexture(Screen::get()->getRenderer(), TEXTURE_WIDTH_, TEXTURE_HEIGHT_);
|
||||||
if (texture_ == nullptr)
|
|
||||||
{
|
|
||||||
if (options.console)
|
|
||||||
{
|
|
||||||
std::cout << "Scorebard::texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
texture_dest_ = {0, options.game.height - TEXTURE_HEIGHT_, TEXTURE_WIDTH_, TEXTURE_HEIGHT_};
|
texture_dest_ = {0, options.game.height - TEXTURE_HEIGHT_, TEXTURE_WIDTH_, TEXTURE_HEIGHT_};
|
||||||
|
|
||||||
// Inicializa las variables
|
// Inicializa las variables
|
||||||
|
|||||||
@@ -52,35 +52,13 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
|
|||||||
SDL_RenderSetIntegerScale(renderer_, options.video.integer_scale ? SDL_TRUE : SDL_FALSE);
|
SDL_RenderSetIntegerScale(renderer_, options.video.integer_scale ? SDL_TRUE : SDL_FALSE);
|
||||||
|
|
||||||
// Crea la textura donde se vuelcan las surfaces
|
// Crea la textura donde se vuelcan las surfaces
|
||||||
surface_texture_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width, options.game.height);
|
surface_texture_ = createTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width, options.game.height);
|
||||||
if (surface_texture_ == nullptr)
|
|
||||||
{
|
|
||||||
if (options.console)
|
|
||||||
{
|
|
||||||
std::cout << "surface_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//SDL_SetTextureBlendMode(surface_texture_, SDL_BLENDMODE_BLEND);
|
|
||||||
|
|
||||||
// Crea la textura donde se dibujan los graficos del juego
|
// Crea la textura donde se dibujan los graficos del juego
|
||||||
game_texture_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, options.game.width, options.game.height);
|
game_texture_ = createTexture(renderer, options.game.width, options.game.height);
|
||||||
if (game_texture_ == nullptr)
|
|
||||||
{
|
|
||||||
if (options.console)
|
|
||||||
{
|
|
||||||
std::cout << "game_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Crea la textura donde se dibuja el borde que rodea el area de juego
|
// Crea la textura donde se dibuja el borde que rodea el area de juego
|
||||||
border_texture_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
|
border_texture_ = createTexture(renderer,options.game.width + options.video.border.width * 2, options.game.height + options.video.border.height * 2);
|
||||||
if (border_texture_ == nullptr)
|
|
||||||
{
|
|
||||||
if (options.console)
|
|
||||||
{
|
|
||||||
std::cout << "border_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
setBorderColor(border_color_);
|
setBorderColor(border_color_);
|
||||||
|
|
||||||
// Crea la surface donde se pinta el juego
|
// Crea la surface donde se pinta el juego
|
||||||
|
|||||||
@@ -27,14 +27,7 @@ Title::Title()
|
|||||||
sprite_(std::make_shared<Sprite>(texture_, 0, 0, texture_->getWidth(), texture_->getHeight()))
|
sprite_(std::make_shared<Sprite>(texture_, 0, 0, texture_->getWidth(), texture_->getHeight()))
|
||||||
{
|
{
|
||||||
// Crea la textura para los graficos que aparecen en el fondo de la pantalla de titulo
|
// Crea la textura para los graficos que aparecen en el fondo de la pantalla de titulo
|
||||||
bg_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
bg_texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height);
|
||||||
if (bg_texture_ == nullptr)
|
|
||||||
{
|
|
||||||
if (options.console)
|
|
||||||
{
|
|
||||||
std::cout << "Error: bgTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
SDL_SetTextureBlendMode(bg_texture_, SDL_BLENDMODE_BLEND);
|
SDL_SetTextureBlendMode(bg_texture_, SDL_BLENDMODE_BLEND);
|
||||||
|
|
||||||
// Carga la surface con los gráficos de la pantalla de carga
|
// Carga la surface con los gráficos de la pantalla de carga
|
||||||
|
|||||||
@@ -551,3 +551,21 @@ void fillTextureWithColor(SDL_Renderer *renderer, SDL_Texture *texture, Uint8 r,
|
|||||||
// Restaurar el render target previo
|
// Restaurar el render target previo
|
||||||
SDL_SetRenderTarget(renderer, previous_target);
|
SDL_SetRenderTarget(renderer, previous_target);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Crea un SDL_Texture
|
||||||
|
SDL_Texture *createTexture(SDL_Renderer *renderer, int width, int height, Uint32 format, int access, bool logError)
|
||||||
|
{
|
||||||
|
// Crear la textura
|
||||||
|
SDL_Texture *texture = SDL_CreateTexture(renderer, format, access, width, height);
|
||||||
|
if (texture == nullptr)
|
||||||
|
{
|
||||||
|
// Registrar el error si está habilitado
|
||||||
|
if (logError)
|
||||||
|
{
|
||||||
|
std::cerr << "Error: Texture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
||||||
|
}
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
return texture;
|
||||||
|
}
|
||||||
|
|||||||
@@ -134,3 +134,6 @@ void playMusic(const std::string &music_path);
|
|||||||
|
|
||||||
// Rellena una textura de un color
|
// Rellena una textura de un color
|
||||||
void fillTextureWithColor(SDL_Renderer *renderer, SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
|
void fillTextureWithColor(SDL_Renderer *renderer, SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
|
||||||
|
|
||||||
|
// Crea un SDL_Texture
|
||||||
|
SDL_Texture *createTexture(SDL_Renderer *renderer, int width, int height, Uint32 format = SDL_PIXELFORMAT_RGBA8888, int access = SDL_TEXTUREACCESS_TARGET, bool logError = false);
|
||||||
Reference in New Issue
Block a user