Transició a surface: vaig per title.cpp
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@@ -1,18 +1,18 @@
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// IWYU pragma: no_include <bits/std_abs.h>
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#include "player.h"
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#include <stdlib.h> // for rand
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#include <algorithm> // for max, min
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#include <cmath> // for ceil, abs
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#include "animated_sprite.h" // for AnimatedSprite
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#include "debug.h" // for Debug
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#include "defines.h" // for BORDER_BOTTOM, BORDER_LEFT, BORDER_RIGHT
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#include "input.h" // for Input, InputAction
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#include "jail_audio.h" // for JA_PlaySound
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#include "options.h" // for Options, options, Cheat, OptionsVideo
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#include "resource.h" // for Resource
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#include "room.h" // for Room, JA_Sound_t, TileType
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#include "screen.h" // for Screen
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#include "texture.h" // for Texture
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#include <stdlib.h> // for rand
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#include <algorithm> // for max, min
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#include <cmath> // for ceil, abs
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#include "s_animated_sprite.h" // for AnimatedSprite
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#include "debug.h" // for Debug
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#include "defines.h" // for BORDER_BOTTOM, BORDER_LEFT, BORDER_RIGHT
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#include "input.h" // for Input, InputAction
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#include "jail_audio.h" // for JA_PlaySound
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#include "options.h" // for Options, options, Cheat, OptionsVideo
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#include "resource.h" // for Resource
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#include "room.h" // for Room, JA_Sound_t, TileType
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#include "screen.h" // for Screen
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#include "surface.h" // for Texture
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// Constructor
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Player::Player(const PlayerData &player)
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@@ -715,7 +715,7 @@ void Player::applySpawnValues(const PlayerSpawn &spawn)
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// Inicializa el sprite del jugador
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void Player::initSprite(const std::string &texture_path, const std::string &animations_path)
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{
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auto texture = Resource::get()->getTexture(texture_path);
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auto texture = Resource::get()->getSurface(texture_path);
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auto animations = Resource::get()->getAnimations(animations_path);
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sprite_ = std::make_shared<AnimatedSprite>(texture, animations);
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