afegit gif.cpp i jail_shader.cpp desde coffee_crisis_arcade_edition

This commit is contained in:
2025-03-16 15:44:38 +01:00
parent a14f6fcf6f
commit 40dcbabfe8
61 changed files with 1185 additions and 1231 deletions

View File

@@ -1,23 +1,20 @@
#include "ending.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <algorithm> // for min
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include "defines.h" // for options.game.height, options.game.width
#include "global_events.h" // for check
#include "global_inputs.h" // for check
#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
#include "options.h" // for Options, options, OptionsVideo, Sect...
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "s_sprite.h" // for SSprite
#include "text.h" // for Text, TEXT_STROKE
#include "surface.h" // for Surface
#include "utils.h" // for Color, static_cast<Uint8>,PaletteColor::PALETTE
#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para min
#include "defines.h" // Para GAME_SPEED
#include "global_events.h" // Para check
#include "global_inputs.h" // Para check
#include "jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
#include "options.h" // Para Options, options, OptionsGame, SectionS...
#include "resource.h" // Para Resource
#include "s_sprite.h" // Para SSprite
#include "screen.h" // Para Screen
#include "surface.h" // Para Surface
#include "text.h" // Para Text, TEXT_STROKE
#include "utils.h" // Para PaletteColor
// Constructor
Ending::Ending()
: counter_(-1),
@@ -476,7 +473,7 @@ void Ending::checkChangeScene()
void Ending::fillCoverTexture()
{
// Rellena la textura que cubre el texto con color transparente
auto previuos_renderer = Screen::get()->getRendererSurface();
auto previuos_renderer = Screen::get()->getRendererSurface();
Screen::get()->setRendererSurface(cover_surface_);
cover_surface_->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));