Arreglos en la estructura i format del codi
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@@ -21,25 +21,14 @@
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// Constructor
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Ending2::Ending2()
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: screen_(Screen::get()),
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renderer_(Screen::get()->getRenderer()),
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resource_(Resource::get()),
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asset_(Asset::get()),
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input_(Input::get()),
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text_(resource_->getText("smb2")),
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music_(resource_->getMusic("ending2.ogg"))
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: counter_enabled_(false),
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pre_counter_(0),
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post_counter_(0),
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post_counter_enabled_(false),
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ticks_(0)
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{
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// Inicializa variables
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counter_enabled_ = false;
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pre_counter_ = 0;
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post_counter_ = 0;
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post_counter_enabled_ = false;
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options.section.section = Section::ENDING2;
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options.section.subsection = Subsection::NONE;
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ticks_ = 0;
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dist_sprite_text_ = 8;
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dist_sprite_sprite_ = 0;
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sprite_desp_speed_ = -0.2f;
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// Inicializa el vector de colores
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const std::vector<std::string> color_list = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"};
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@@ -49,7 +38,7 @@ Ending2::Ending2()
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}
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// Cambia el color del borde
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screen_->setBorderColor(stringToColor(options.video.palette, "black"));
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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// Inicializa la lista de sprites
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iniSpriteList();
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@@ -100,7 +89,8 @@ void Ending2::update()
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// Actualiza el volumen de la musica
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updateMusicVolume();
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screen_->update();
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// Actualiza el objeto
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Screen::get()->update();
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}
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}
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@@ -108,10 +98,10 @@ void Ending2::update()
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void Ending2::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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Screen::get()->start();
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// Limpia la pantalla
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screen_->clean(stringToColor(options.video.palette, "black"));
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Screen::get()->clean(stringToColor(options.video.palette, "black"));
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// Dibuja los sprites
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renderSprites();
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@@ -123,28 +113,28 @@ void Ending2::render()
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renderTexts();
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// Dibuja una trama arriba y abajo
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0xFF);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0xFF);
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for (int i = 0; i < 256; i += 2)
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{
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SDL_RenderDrawPoint(renderer_, i + 0, 0);
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SDL_RenderDrawPoint(renderer_, i + 1, 1);
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SDL_RenderDrawPoint(renderer_, i + 0, 2);
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SDL_RenderDrawPoint(renderer_, i + 1, 3);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 1);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, 2);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 3);
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SDL_RenderDrawPoint(renderer_, i, 4);
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SDL_RenderDrawPoint(renderer_, i, 6);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6);
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SDL_RenderDrawPoint(renderer_, i + 0, 191);
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SDL_RenderDrawPoint(renderer_, i + 1, 190);
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SDL_RenderDrawPoint(renderer_, i + 0, 189);
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SDL_RenderDrawPoint(renderer_, i + 1, 188);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, 191);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 190);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 0, 189);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 188);
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SDL_RenderDrawPoint(renderer_, i, 187);
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SDL_RenderDrawPoint(renderer_, i, 185);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 187);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 185);
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}
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// Vuelca el contenido del renderizador en pantalla
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screen_->render();
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Screen::get()->render();
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}
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// Comprueba el manejador de eventos
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@@ -166,7 +156,7 @@ void Ending2::checkInput()
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// Bucle principal
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void Ending2::run()
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{
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JA_PlayMusic(music_);
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JA_PlayMusic(Resource::get()->getMusic("ending2.ogg"));
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while (options.section.section == Section::ENDING2)
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{
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@@ -292,7 +282,7 @@ void Ending2::loadSprites()
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// Carga los sprites
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for (const auto &sl : sprite_list_)
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{
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sprites_.emplace_back(std::make_shared<AnimatedSprite>(resource_->getTexture(sl + ".png"), resource_->getAnimations(sl + ".ani")));
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sprites_.emplace_back(std::make_shared<AnimatedSprite>(Resource::get()->getTexture(sl + ".png"), Resource::get()->getAnimations(sl + ".ani")));
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sprite_max_width_ = std::max(sprites_.back()->getWidth(), sprite_max_width_);
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sprite_max_height_ = std::max(sprites_.back()->getHeight(), sprite_max_height_);
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}
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@@ -389,14 +379,14 @@ void Ending2::placeSprites()
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for (int i = 0; i < (int)sprites_.size(); ++i)
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{
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const int X = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
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const int Y = (i / 1) * (sprite_max_height_ + dist_sprite_text_ + text_->getCharacterSize() + dist_sprite_sprite_) + GAMECANVAS_HEIGHT + 40;
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const int Y = (i / 1) * (sprite_max_height_ + DIST_SPRITE_TEXT_ + Resource::get()->getText("smb2")->getCharacterSize() + DIST_SPRITE_SPRITE_) + GAMECANVAS_HEIGHT + 40;
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const int W = sprites_.at(i)->getWidth();
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const int H = sprites_.at(i)->getHeight();
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const int DX = -(W / 2);
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const int DY = sprite_max_height_ - H;
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sprites_.at(i)->setPosition({X + DX, Y + DY, W, H});
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sprites_.at(i)->setVelY(sprite_desp_speed_);
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sprites_.at(i)->setVelY(SPRITE_DESP_SPEED_);
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}
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// Recoloca el último sprite, que es el del jugador
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@@ -412,32 +402,41 @@ void Ending2::placeSprites()
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void Ending2::createSpriteTexts()
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{
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// Crea los sprites de texto a partir de la lista
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for (int i = 0; i < (int)sprite_list_.size(); ++i)
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for (int i = 0; i < static_cast<int>(sprite_list_.size()); ++i)
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{
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// Calcula constantes
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std::string txt = sprite_list_[i];
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std::replace(txt.begin(), txt.end(), '_', ' ');
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txt = txt == "player" ? "JAILDOCTOR" : txt; // Reemplaza el texto
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const int w = text_->lenght(txt, 1);
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const int h = text_->getCharacterSize();
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const int x = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
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const int dx = -(w / 2);
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const int y = sprites_.at(i)->getPosY() + sprites_.at(i)->getHeight() + dist_sprite_text_;
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auto text = Resource::get()->getText("smb2");
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// Cambia la posición del último sprite
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const int X = (i == (int)sprite_list_.size() - 1) ? GAMECANVAS_CENTER_X - (w / 2) : x + dx;
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// Procesa y ajusta el texto del sprite actual
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std::string txt = sprite_list_[i];
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std::replace(txt.begin(), txt.end(), '_', ' '); // Reemplaza '_' por ' '
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if (txt == "player")
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{
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txt = "JAILDOCTOR"; // Reemplaza "player" por "JAILDOCTOR"
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}
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// Calcula las dimensiones del texto
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const int W = text->lenght(txt, 1);
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const int H = text->getCharacterSize();
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// Determina la columna y la posición X del texto
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const int X = (i == static_cast<int>(sprite_list_.size()) - 1)
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? (GAMECANVAS_CENTER_X - (W / 2))
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: ((i % 2 == 0 ? FIRST_COL_ : SECOND_COL_) - (W / 2));
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// Calcula la posición Y del texto en base a la posición y altura del sprite
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const int Y = sprites_.at(i)->getPosY() + sprites_.at(i)->getHeight() + DIST_SPRITE_TEXT_;
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// Crea la textura
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auto texture = std::make_shared<Texture>(renderer_);
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texture->createBlank(w, h);
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texture->setAsRenderTarget(renderer_);
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auto texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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texture->createBlank(W, H);
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texture->setAsRenderTarget(Screen::get()->getRenderer());
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texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text_->write(0, 0, txt);
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text->write(0, 0, txt);
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// Crea el sprite
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SDL_Rect pos = {X, y, w, h};
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SDL_Rect pos = {X, Y, W, H};
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sprite_texts_.emplace_back(std::make_shared<MovingSprite>(texture, pos));
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sprite_texts_.back()->setVelY(sprite_desp_speed_);
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sprite_texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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}
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}
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@@ -448,32 +447,34 @@ void Ending2::createTexts()
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std::vector<std::string> list;
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list.push_back("STARRING");
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auto text = Resource::get()->getText("smb2");
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// Crea los sprites de texto a partir de la lista
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for (int i = 0; i < (int)list.size(); ++i)
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{
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// Calcula constantes
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const int w = text_->lenght(list[i], 1);
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const int h = text_->getCharacterSize();
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const int w = text->lenght(list[i], 1);
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const int h = text->getCharacterSize();
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const int x = GAMECANVAS_CENTER_X;
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const int dx = -(w / 2);
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const int y = GAMECANVAS_HEIGHT + (text_->getCharacterSize() * (i * 2));
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const int y = GAMECANVAS_HEIGHT + (text->getCharacterSize() * (i * 2));
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// Crea la textura
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auto texture = std::make_shared<Texture>(renderer_);
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auto texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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texture->createBlank(w, h);
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texture->setAsRenderTarget(renderer_);
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texture->setAsRenderTarget(Screen::get()->getRenderer());
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texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text_->write(0, 0, list[i]);
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text->write(0, 0, list[i]);
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// Crea el sprite
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SDL_Rect pos = {x + dx, y, w, h};
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texts_.emplace_back(std::make_shared<MovingSprite>(texture, pos));
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texts_.back()->setVelY(sprite_desp_speed_);
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texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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}
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// Crea los últimos textos
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// El primer texto va a continuación del ultimo spriteText
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const int start = sprite_texts_.back()->getPosY() + text_->getCharacterSize() * 15;
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const int start = sprite_texts_.back()->getPosY() + text->getCharacterSize() * 15;
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list.clear();
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list.push_back("THANK YOU");
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list.push_back("FOR PLAYING!");
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@@ -482,23 +483,23 @@ void Ending2::createTexts()
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for (int i = 0; i < (int)list.size(); ++i)
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{
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// Calcula constantes
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const int w = text_->lenght(list[i], 1);
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const int h = text_->getCharacterSize();
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const int w = text->lenght(list[i], 1);
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const int h = text->getCharacterSize();
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const int x = GAMECANVAS_CENTER_X;
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const int dx = -(w / 2);
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const int y = start + (text_->getCharacterSize() * (i * 2));
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const int y = start + (text->getCharacterSize() * (i * 2));
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// Crea la textura
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auto texture = std::make_shared<Texture>(renderer_);
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auto texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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texture->createBlank(w, h);
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texture->setAsRenderTarget(renderer_);
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texture->setAsRenderTarget(Screen::get()->getRenderer());
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texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text_->write(0, 0, list[i]);
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text->write(0, 0, list[i]);
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// Crea el sprite
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SDL_Rect pos = {x + dx, y, w, h};
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texts_.emplace_back(std::make_shared<MovingSprite>(texture, pos));
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texts_.back()->setVelY(sprite_desp_speed_);
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texts_.back()->setVelY(SPRITE_DESP_SPEED_);
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}
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}
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@@ -506,12 +507,12 @@ void Ending2::createTexts()
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void Ending2::updateFinalFade()
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{
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// La variable step va de 0 a 40 en el tramo de postCounter que va de 500 a 540. Al dividirlo por 40, va de 0.0f a 1.0f
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const float step = std::min(std::max(post_counter_, 500) - 500, 40) / 40.0f;
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const int index = (colors_.size() - 1) * step;
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const float STEP = std::min(std::max(post_counter_, 500) - 500, 40) / 40.0f;
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const int INDEX = (colors_.size() - 1) * STEP;
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for (const auto &t : texts_)
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for (const auto &text : texts_)
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{
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t->getTexture()->setColor(colors_[index].r, colors_[index].g, colors_[index].b);
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text->getTexture()->setColor(colors_.at(INDEX).r, colors_.at(INDEX).g, colors_.at(INDEX).b);
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}
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}
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