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@@ -104,13 +104,13 @@ void Ending::render() {
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void Ending::checkEvents() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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globalEvents::check(event);
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GlobalEvents::check(event);
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}
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}
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// Comprueba las entradas
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void Ending::checkInput() {
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globalInputs::check();
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GlobalInputs::check();
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}
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// Inicializa los textos
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@@ -407,9 +407,7 @@ void Ending::updateSpriteCovers() {
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sprite_pics_.at(current_scene_).cover_clip_desp -= 2;
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} else if (sprite_pics_.at(current_scene_).cover_clip_height > 0) {
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sprite_pics_.at(current_scene_).cover_clip_height -= 2;
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if (sprite_pics_.at(current_scene_).cover_clip_height < 0) {
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sprite_pics_.at(current_scene_).cover_clip_height = 0;
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}
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sprite_pics_.at(current_scene_).cover_clip_height = std::max(sprite_pics_.at(current_scene_).cover_clip_height, 0);
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sprite_pics_.at(current_scene_).cover_sprite->setY(sprite_pics_.at(current_scene_).cover_sprite->getY() + 2);
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}
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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);
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@@ -441,21 +439,21 @@ void Ending::fillCoverTexture() {
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cover_surface_->clear(static_cast<Uint8>(PaletteColor::TRANSPARENT));
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// Los primeros 8 pixels crea una malla
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const Uint8 color = static_cast<Uint8>(PaletteColor::BLACK);
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const Uint8 COLOR = static_cast<Uint8>(PaletteColor::BLACK);
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auto surface = Screen::get()->getRendererSurface();
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for (int i = 0; i < 256; i += 2) {
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surface->putPixel(i + 0, Options::game.height + 0, color);
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surface->putPixel(i + 1, Options::game.height + 1, color);
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surface->putPixel(i + 0, Options::game.height + 2, color);
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surface->putPixel(i + 1, Options::game.height + 3, color);
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surface->putPixel(i + 0, Options::game.height + 0, COLOR);
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surface->putPixel(i + 1, Options::game.height + 1, COLOR);
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surface->putPixel(i + 0, Options::game.height + 2, COLOR);
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surface->putPixel(i + 1, Options::game.height + 3, COLOR);
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surface->putPixel(i, Options::game.height + 4, color);
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surface->putPixel(i, Options::game.height + 6, color);
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surface->putPixel(i, Options::game.height + 4, COLOR);
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surface->putPixel(i, Options::game.height + 6, COLOR);
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}
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// El resto se rellena de color sólido
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SDL_FRect rect = {0, 0, 256, Options::game.height};
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surface->fillRect(&rect, color);
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surface->fillRect(&rect, COLOR);
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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@@ -465,17 +463,17 @@ void Ending::renderCoverTexture() {
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if (cover_counter_ > 0) {
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// Dibuja la textura que cubre el texto
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const int OFFSET = std::min(cover_counter_, 100);
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SDL_FRect srcRect = {0.0F, 200.0F - (cover_counter_ * 2.0F), 256.0F, OFFSET * 2.0F};
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SDL_FRect dstRect = {0.0F, 0.0F, 256.0F, OFFSET * 2.0F};
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cover_surface_->render(&srcRect, &dstRect);
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SDL_FRect src_rect = {0.0F, 200.0F - (cover_counter_ * 2.0F), 256.0F, OFFSET * 2.0F};
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SDL_FRect dst_rect = {0.0F, 0.0F, 256.0F, OFFSET * 2.0F};
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cover_surface_->render(&src_rect, &dst_rect);
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}
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}
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// Actualiza el volumen de la musica
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void Ending::updateMusicVolume() {
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void Ending::updateMusicVolume() const {
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if (current_scene_ == 4 && cover_counter_ > 0) {
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const float step = (100.0f - cover_counter_) / 100.0f;
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const int volume = 128 * step;
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JA_SetVolume(volume);
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const float STEP = (100.0F - cover_counter_) / 100.0F;
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const int VOLUME = 128 * STEP;
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JA_SetVolume(VOLUME);
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}
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}
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