Puesta la musica para que suene durante el titulo->creditos->demo->logo

This commit is contained in:
2022-10-13 13:36:13 +02:00
parent 4d462e6564
commit 986d7fd04a
5 changed files with 243 additions and 241 deletions

View File

@@ -36,6 +36,7 @@ Director::Director(std::string path)
screen->setBorderColor(borderColor); screen->setBorderColor(borderColor);
screen->setVideoMode(options->fullScreenMode); screen->setVideoMode(options->fullScreenMode);
debug = new Debug(renderer, screen, asset); debug = new Debug(renderer, screen, asset);
music = JA_LoadMusic(asset->get("title.ogg").c_str());
} }
Director::~Director() Director::~Director()
@@ -49,6 +50,7 @@ Director::~Director()
delete input; delete input;
delete screen; delete screen;
delete debug; delete debug;
JA_DeleteMusic(music);
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
@@ -351,239 +353,239 @@ bool Director::initSDL()
// Crea el indice de ficheros // Crea el indice de ficheros
bool Director::setFileList() bool Director::setFileList()
{ {
asset->add("/data/font/smb2.png", font); asset->add("/data/font/smb2.png", t_font);
asset->add("/data/font/smb2.txt", font); asset->add("/data/font/smb2.txt", t_font);
asset->add("/data/font/debug.png", font); asset->add("/data/font/debug.png", t_font);
asset->add("/data/font/debug.txt", font); asset->add("/data/font/debug.txt", t_font);
asset->add("/data/input/gamecontrollerdb.txt", data); asset->add("/data/input/gamecontrollerdb.txt", t_data);
asset->add("/data/config/config.txt", data, false); asset->add("/data/config/config.txt", t_data, false);
asset->add("/data/room/01.room", room); asset->add("/data/room/01.room", t_room);
asset->add("/data/room/02.room", room); asset->add("/data/room/02.room", t_room);
asset->add("/data/room/03.room", room); asset->add("/data/room/03.room", t_room);
asset->add("/data/room/04.room", room); asset->add("/data/room/04.room", t_room);
asset->add("/data/room/05.room", room); asset->add("/data/room/05.room", t_room);
asset->add("/data/room/06.room", room); asset->add("/data/room/06.room", t_room);
asset->add("/data/room/07.room", room); asset->add("/data/room/07.room", t_room);
asset->add("/data/room/08.room", room); asset->add("/data/room/08.room", t_room);
asset->add("/data/room/09.room", room); asset->add("/data/room/09.room", t_room);
asset->add("/data/room/10.room", room); asset->add("/data/room/10.room", t_room);
asset->add("/data/room/11.room", room); asset->add("/data/room/11.room", t_room);
asset->add("/data/room/12.room", room); asset->add("/data/room/12.room", t_room);
asset->add("/data/room/13.room", room); asset->add("/data/room/13.room", t_room);
asset->add("/data/room/14.room", room); asset->add("/data/room/14.room", t_room);
asset->add("/data/room/15.room", room); asset->add("/data/room/15.room", t_room);
asset->add("/data/room/16.room", room); asset->add("/data/room/16.room", t_room);
asset->add("/data/room/17.room", room); asset->add("/data/room/17.room", t_room);
asset->add("/data/room/18.room", room); asset->add("/data/room/18.room", t_room);
asset->add("/data/room/19.room", room); asset->add("/data/room/19.room", t_room);
asset->add("/data/room/20.room", room); asset->add("/data/room/20.room", t_room);
asset->add("/data/room/21.room", room); asset->add("/data/room/21.room", t_room);
asset->add("/data/room/22.room", room); asset->add("/data/room/22.room", t_room);
asset->add("/data/room/23.room", room); asset->add("/data/room/23.room", t_room);
asset->add("/data/room/24.room", room); asset->add("/data/room/24.room", t_room);
asset->add("/data/room/25.room", room); asset->add("/data/room/25.room", t_room);
asset->add("/data/room/26.room", room); asset->add("/data/room/26.room", t_room);
asset->add("/data/room/27.room", room); asset->add("/data/room/27.room", t_room);
asset->add("/data/room/28.room", room); asset->add("/data/room/28.room", t_room);
asset->add("/data/room/29.room", room); asset->add("/data/room/29.room", t_room);
asset->add("/data/room/30.room", room); asset->add("/data/room/30.room", t_room);
asset->add("/data/room/31.room", room); asset->add("/data/room/31.room", t_room);
asset->add("/data/room/32.room", room); asset->add("/data/room/32.room", t_room);
asset->add("/data/room/33.room", room); asset->add("/data/room/33.room", t_room);
asset->add("/data/room/34.room", room); asset->add("/data/room/34.room", t_room);
asset->add("/data/room/35.room", room); asset->add("/data/room/35.room", t_room);
asset->add("/data/room/36.room", room); asset->add("/data/room/36.room", t_room);
asset->add("/data/room/37.room", room); asset->add("/data/room/37.room", t_room);
asset->add("/data/room/38.room", room); asset->add("/data/room/38.room", t_room);
asset->add("/data/room/39.room", room); asset->add("/data/room/39.room", t_room);
asset->add("/data/room/40.room", room); asset->add("/data/room/40.room", t_room);
asset->add("/data/room/41.room", room); asset->add("/data/room/41.room", t_room);
asset->add("/data/room/42.room", room); asset->add("/data/room/42.room", t_room);
asset->add("/data/room/43.room", room); asset->add("/data/room/43.room", t_room);
asset->add("/data/room/44.room", room); asset->add("/data/room/44.room", t_room);
asset->add("/data/room/45.room", room); asset->add("/data/room/45.room", t_room);
asset->add("/data/room/46.room", room); asset->add("/data/room/46.room", t_room);
asset->add("/data/room/47.room", room); asset->add("/data/room/47.room", t_room);
asset->add("/data/room/48.room", room); asset->add("/data/room/48.room", t_room);
asset->add("/data/room/49.room", room); asset->add("/data/room/49.room", t_room);
asset->add("/data/room/50.room", room); asset->add("/data/room/50.room", t_room);
asset->add("/data/room/51.room", room); asset->add("/data/room/51.room", t_room);
asset->add("/data/room/52.room", room); asset->add("/data/room/52.room", t_room);
asset->add("/data/room/53.room", room); asset->add("/data/room/53.room", t_room);
asset->add("/data/room/54.room", room); asset->add("/data/room/54.room", t_room);
asset->add("/data/room/55.room", room); asset->add("/data/room/55.room", t_room);
asset->add("/data/room/56.room", room); asset->add("/data/room/56.room", t_room);
asset->add("/data/room/57.room", room); asset->add("/data/room/57.room", t_room);
asset->add("/data/room/58.room", room); asset->add("/data/room/58.room", t_room);
asset->add("/data/room/59.room", room); asset->add("/data/room/59.room", t_room);
asset->add("/data/room/60.room", room); asset->add("/data/room/60.room", t_room);
asset->add("/data/room/01.tmx", room); asset->add("/data/room/01.tmx", t_room);
asset->add("/data/room/02.tmx", room); asset->add("/data/room/02.tmx", t_room);
asset->add("/data/room/03.tmx", room); asset->add("/data/room/03.tmx", t_room);
asset->add("/data/room/04.tmx", room); asset->add("/data/room/04.tmx", t_room);
asset->add("/data/room/05.tmx", room); asset->add("/data/room/05.tmx", t_room);
asset->add("/data/room/06.tmx", room); asset->add("/data/room/06.tmx", t_room);
asset->add("/data/room/07.tmx", room); asset->add("/data/room/07.tmx", t_room);
asset->add("/data/room/08.tmx", room); asset->add("/data/room/08.tmx", t_room);
asset->add("/data/room/09.tmx", room); asset->add("/data/room/09.tmx", t_room);
asset->add("/data/room/10.tmx", room); asset->add("/data/room/10.tmx", t_room);
asset->add("/data/room/11.tmx", room); asset->add("/data/room/11.tmx", t_room);
asset->add("/data/room/12.tmx", room); asset->add("/data/room/12.tmx", t_room);
asset->add("/data/room/13.tmx", room); asset->add("/data/room/13.tmx", t_room);
asset->add("/data/room/14.tmx", room); asset->add("/data/room/14.tmx", t_room);
asset->add("/data/room/15.tmx", room); asset->add("/data/room/15.tmx", t_room);
asset->add("/data/room/16.tmx", room); asset->add("/data/room/16.tmx", t_room);
asset->add("/data/room/17.tmx", room); asset->add("/data/room/17.tmx", t_room);
asset->add("/data/room/18.tmx", room); asset->add("/data/room/18.tmx", t_room);
asset->add("/data/room/19.tmx", room); asset->add("/data/room/19.tmx", t_room);
asset->add("/data/room/20.tmx", room); asset->add("/data/room/20.tmx", t_room);
asset->add("/data/room/21.tmx", room); asset->add("/data/room/21.tmx", t_room);
asset->add("/data/room/22.tmx", room); asset->add("/data/room/22.tmx", t_room);
asset->add("/data/room/23.tmx", room); asset->add("/data/room/23.tmx", t_room);
asset->add("/data/room/24.tmx", room); asset->add("/data/room/24.tmx", t_room);
asset->add("/data/room/25.tmx", room); asset->add("/data/room/25.tmx", t_room);
asset->add("/data/room/26.tmx", room); asset->add("/data/room/26.tmx", t_room);
asset->add("/data/room/27.tmx", room); asset->add("/data/room/27.tmx", t_room);
asset->add("/data/room/28.tmx", room); asset->add("/data/room/28.tmx", t_room);
asset->add("/data/room/29.tmx", room); asset->add("/data/room/29.tmx", t_room);
asset->add("/data/room/30.tmx", room); asset->add("/data/room/30.tmx", t_room);
asset->add("/data/room/31.tmx", room); asset->add("/data/room/31.tmx", t_room);
asset->add("/data/room/32.tmx", room); asset->add("/data/room/32.tmx", t_room);
asset->add("/data/room/33.tmx", room); asset->add("/data/room/33.tmx", t_room);
asset->add("/data/room/34.tmx", room); asset->add("/data/room/34.tmx", t_room);
asset->add("/data/room/35.tmx", room); asset->add("/data/room/35.tmx", t_room);
asset->add("/data/room/36.tmx", room); asset->add("/data/room/36.tmx", t_room);
asset->add("/data/room/37.tmx", room); asset->add("/data/room/37.tmx", t_room);
asset->add("/data/room/38.tmx", room); asset->add("/data/room/38.tmx", t_room);
asset->add("/data/room/39.tmx", room); asset->add("/data/room/39.tmx", t_room);
asset->add("/data/room/40.tmx", room); asset->add("/data/room/40.tmx", t_room);
asset->add("/data/room/41.tmx", room); asset->add("/data/room/41.tmx", t_room);
asset->add("/data/room/42.tmx", room); asset->add("/data/room/42.tmx", t_room);
asset->add("/data/room/43.tmx", room); asset->add("/data/room/43.tmx", t_room);
asset->add("/data/room/44.tmx", room); asset->add("/data/room/44.tmx", t_room);
asset->add("/data/room/45.tmx", room); asset->add("/data/room/45.tmx", t_room);
asset->add("/data/room/46.tmx", room); asset->add("/data/room/46.tmx", t_room);
asset->add("/data/room/47.tmx", room); asset->add("/data/room/47.tmx", t_room);
asset->add("/data/room/48.tmx", room); asset->add("/data/room/48.tmx", t_room);
asset->add("/data/room/49.tmx", room); asset->add("/data/room/49.tmx", t_room);
asset->add("/data/room/50.tmx", room); asset->add("/data/room/50.tmx", t_room);
asset->add("/data/room/51.tmx", room); asset->add("/data/room/51.tmx", t_room);
asset->add("/data/room/52.tmx", room); asset->add("/data/room/52.tmx", t_room);
asset->add("/data/room/53.tmx", room); asset->add("/data/room/53.tmx", t_room);
asset->add("/data/room/54.tmx", room); asset->add("/data/room/54.tmx", t_room);
asset->add("/data/room/55.tmx", room); asset->add("/data/room/55.tmx", t_room);
asset->add("/data/room/56.tmx", room); asset->add("/data/room/56.tmx", t_room);
asset->add("/data/room/57.tmx", room); asset->add("/data/room/57.tmx", t_room);
asset->add("/data/room/58.tmx", room); asset->add("/data/room/58.tmx", t_room);
asset->add("/data/room/59.tmx", room); asset->add("/data/room/59.tmx", t_room);
asset->add("/data/room/60.tmx", room); asset->add("/data/room/60.tmx", t_room);
asset->add("/data/tilesets/standard.png", bitmap); asset->add("/data/tilesets/standard.png", t_bitmap);
asset->add("/data/enemies/paco.png", bitmap); asset->add("/data/enemies/paco.png", t_bitmap);
asset->add("/data/enemies/paco.ani", data); asset->add("/data/enemies/paco.ani", t_data);
asset->add("/data/enemies/chip.png", bitmap); asset->add("/data/enemies/chip.png", t_bitmap);
asset->add("/data/enemies/chip.ani", data); asset->add("/data/enemies/chip.ani", t_data);
asset->add("/data/enemies/wave.png", bitmap); asset->add("/data/enemies/wave.png", t_bitmap);
asset->add("/data/enemies/wave.ani", data); asset->add("/data/enemies/wave.ani", t_data);
asset->add("/data/enemies/wave_v.png", bitmap); asset->add("/data/enemies/wave_v.png", t_bitmap);
asset->add("/data/enemies/wave_v.ani", data); asset->add("/data/enemies/wave_v.ani", t_data);
asset->add("/data/enemies/sigmasua.png", bitmap); asset->add("/data/enemies/sigmasua.png", t_bitmap);
asset->add("/data/enemies/sigmasua.ani", data); asset->add("/data/enemies/sigmasua.ani", t_data);
asset->add("/data/enemies/diskette.png", bitmap); asset->add("/data/enemies/diskette.png", t_bitmap);
asset->add("/data/enemies/diskette.ani", data); asset->add("/data/enemies/diskette.ani", t_data);
asset->add("/data/enemies/bird.png", bitmap); asset->add("/data/enemies/bird.png", t_bitmap);
asset->add("/data/enemies/bird.ani", data); asset->add("/data/enemies/bird.ani", t_data);
asset->add("/data/enemies/bin.png", bitmap); asset->add("/data/enemies/bin.png", t_bitmap);
asset->add("/data/enemies/bin.ani", data); asset->add("/data/enemies/bin.ani", t_data);
asset->add("/data/enemies/qvoid.png", bitmap); asset->add("/data/enemies/qvoid.png", t_bitmap);
asset->add("/data/enemies/qvoid.ani", data); asset->add("/data/enemies/qvoid.ani", t_data);
asset->add("/data/enemies/batman.png", bitmap); asset->add("/data/enemies/batman.png", t_bitmap);
asset->add("/data/enemies/batman.ani", data); asset->add("/data/enemies/batman.ani", t_data);
asset->add("/data/enemies/tuno.png", bitmap); asset->add("/data/enemies/tuno.png", t_bitmap);
asset->add("/data/enemies/tuno.ani", data); asset->add("/data/enemies/tuno.ani", t_data);
asset->add("/data/enemies/matatunos.png", bitmap); asset->add("/data/enemies/matatunos.png", t_bitmap);
asset->add("/data/enemies/matatunos.ani", data); asset->add("/data/enemies/matatunos.ani", t_data);
asset->add("/data/enemies/abad.png", bitmap); asset->add("/data/enemies/abad.png", t_bitmap);
asset->add("/data/enemies/abad.ani", data); asset->add("/data/enemies/abad.ani", t_data);
asset->add("/data/enemies/jailbattle_human.png", bitmap); asset->add("/data/enemies/jailbattle_human.png", t_bitmap);
asset->add("/data/enemies/jailbattle_human.ani", data); asset->add("/data/enemies/jailbattle_human.ani", t_data);
asset->add("/data/enemies/jailbattle_alien.png", bitmap); asset->add("/data/enemies/jailbattle_alien.png", t_bitmap);
asset->add("/data/enemies/jailbattle_alien.ani", data); asset->add("/data/enemies/jailbattle_alien.ani", t_data);
asset->add("/data/enemies/jailer.png", bitmap); asset->add("/data/enemies/jailer.png", t_bitmap);
asset->add("/data/enemies/jailer.ani", data); asset->add("/data/enemies/jailer.ani", t_data);
asset->add("/data/enemies/jailer2.png", bitmap); asset->add("/data/enemies/jailer2.png", t_bitmap);
asset->add("/data/enemies/jailer2.ani", data); asset->add("/data/enemies/jailer2.ani", t_data);
asset->add("/data/enemies/jailer3.png", bitmap); asset->add("/data/enemies/jailer3.png", t_bitmap);
asset->add("/data/enemies/jailer3.ani", data); asset->add("/data/enemies/jailer3.ani", t_data);
asset->add("/data/enemies/printer.png", bitmap); asset->add("/data/enemies/printer.png", t_bitmap);
asset->add("/data/enemies/printer.ani", data); asset->add("/data/enemies/printer.ani", t_data);
asset->add("/data/enemies/code.png", bitmap); asset->add("/data/enemies/code.png", t_bitmap);
asset->add("/data/enemies/code.ani", data); asset->add("/data/enemies/code.ani", t_data);
asset->add("/data/enemies/demon.png", bitmap); asset->add("/data/enemies/demon.png", t_bitmap);
asset->add("/data/enemies/demon.ani", data); asset->add("/data/enemies/demon.ani", t_data);
asset->add("/data/enemies/dimallas.png", bitmap); asset->add("/data/enemies/dimallas.png", t_bitmap);
asset->add("/data/enemies/dimallas.ani", data); asset->add("/data/enemies/dimallas.ani", t_data);
asset->add("/data/enemies/dimallas_v.png", bitmap); asset->add("/data/enemies/dimallas_v.png", t_bitmap);
asset->add("/data/enemies/dimallas_v.ani", data); asset->add("/data/enemies/dimallas_v.ani", t_data);
asset->add("/data/enemies/heavy.png", bitmap); asset->add("/data/enemies/heavy.png", t_bitmap);
asset->add("/data/enemies/heavy.ani", data); asset->add("/data/enemies/heavy.ani", t_data);
asset->add("/data/enemies/spider.png", bitmap); asset->add("/data/enemies/spider.png", t_bitmap);
asset->add("/data/enemies/spider.ani", data); asset->add("/data/enemies/spider.ani", t_data);
asset->add("/data/enemies/macaronni_ted.png", bitmap); asset->add("/data/enemies/macaronni_ted.png", t_bitmap);
asset->add("/data/enemies/macaronni_ted.ani", data); asset->add("/data/enemies/macaronni_ted.ani", t_data);
asset->add("/data/enemies/mummy.png", bitmap); asset->add("/data/enemies/mummy.png", t_bitmap);
asset->add("/data/enemies/mummy.ani", data); asset->add("/data/enemies/mummy.ani", t_data);
asset->add("/data/enemies/sam.png", bitmap); asset->add("/data/enemies/sam.png", t_bitmap);
asset->add("/data/enemies/sam.ani", data); asset->add("/data/enemies/sam.ani", t_data);
asset->add("/data/player/player.png", bitmap); asset->add("/data/player/player.png", t_bitmap);
asset->add("/data/player/player.ani", data); asset->add("/data/player/player.ani", t_data);
asset->add("/data/items/items.png", bitmap); asset->add("/data/items/items.png", t_bitmap);
asset->add("/data/music/title.ogg", music); asset->add("/data/music/title.ogg", t_music);
asset->add("/data/music/game.ogg", music); asset->add("/data/music/game.ogg", t_music);
asset->add("/data/music/loading_sound1.ogg", music); asset->add("/data/music/loading_sound1.ogg", t_music);
asset->add("/data/music/loading_sound2.ogg", music); asset->add("/data/music/loading_sound2.ogg", t_music);
asset->add("/data/music/loading_sound3.ogg", music); asset->add("/data/music/loading_sound3.ogg", t_music);
asset->add("/data/sound/item.wav", sound); asset->add("/data/sound/item.wav", t_sound);
asset->add("/data/sound/death.wav", sound); asset->add("/data/sound/death.wav", t_sound);
asset->add("/data/sound/jump1.wav", sound); asset->add("/data/sound/jump1.wav", t_sound);
asset->add("/data/sound/jump2.wav", sound); asset->add("/data/sound/jump2.wav", t_sound);
asset->add("/data/sound/jump3.wav", sound); asset->add("/data/sound/jump3.wav", t_sound);
asset->add("/data/sound/jump4.wav", sound); asset->add("/data/sound/jump4.wav", t_sound);
asset->add("/data/sound/jump5.wav", sound); asset->add("/data/sound/jump5.wav", t_sound);
asset->add("/data/sound/jump6.wav", sound); asset->add("/data/sound/jump6.wav", t_sound);
asset->add("/data/sound/jump7.wav", sound); asset->add("/data/sound/jump7.wav", t_sound);
asset->add("/data/sound/jump8.wav", sound); asset->add("/data/sound/jump8.wav", t_sound);
asset->add("/data/sound/jump9.wav", sound); asset->add("/data/sound/jump9.wav", t_sound);
asset->add("/data/sound/jump10.wav", sound); asset->add("/data/sound/jump10.wav", t_sound);
asset->add("/data/sound/jump11.wav", sound); asset->add("/data/sound/jump11.wav", t_sound);
asset->add("/data/sound/jump12.wav", sound); asset->add("/data/sound/jump12.wav", t_sound);
asset->add("/data/sound/jump13.wav", sound); asset->add("/data/sound/jump13.wav", t_sound);
asset->add("/data/sound/jump14.wav", sound); asset->add("/data/sound/jump14.wav", t_sound);
asset->add("/data/sound/jump15.wav", sound); asset->add("/data/sound/jump15.wav", t_sound);
asset->add("/data/sound/jump16.wav", sound); asset->add("/data/sound/jump16.wav", t_sound);
asset->add("/data/sound/jump17.wav", sound); asset->add("/data/sound/jump17.wav", t_sound);
asset->add("/data/sound/jump18.wav", sound); asset->add("/data/sound/jump18.wav", t_sound);
asset->add("/data/sound/jump19.wav", sound); asset->add("/data/sound/jump19.wav", t_sound);
asset->add("/data/sound/jump20.wav", sound); asset->add("/data/sound/jump20.wav", t_sound);
asset->add("/data/sound/jump21.wav", sound); asset->add("/data/sound/jump21.wav", t_sound);
asset->add("/data/sound/jump22.wav", sound); asset->add("/data/sound/jump22.wav", t_sound);
asset->add("/data/sound/jump23.wav", sound); asset->add("/data/sound/jump23.wav", t_sound);
asset->add("/data/sound/jump24.wav", sound); asset->add("/data/sound/jump24.wav", t_sound);
asset->add("/data/logo/jailgames.png", bitmap); asset->add("/data/logo/jailgames.png", t_bitmap);
asset->add("/data/logo/since_1998.png", bitmap); asset->add("/data/logo/since_1998.png", t_bitmap);
asset->add("/data/logo/seagull.png", bitmap); asset->add("/data/logo/seagull.png", t_bitmap);
asset->add("/data/title/loading_screen1.png", bitmap); asset->add("/data/title/loading_screen1.png", t_bitmap);
asset->add("/data/title/loading_screen2.png", bitmap); asset->add("/data/title/loading_screen2.png", t_bitmap);
return asset->check(); return asset->check();
} }
@@ -625,6 +627,10 @@ void Director::runIntro()
// Ejecuta la seccion de juego con el titulo y los menus // Ejecuta la seccion de juego con el titulo y los menus
void Director::runTitle() void Director::runTitle()
{ {
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{
JA_PlayMusic(music);
}
title = new Title(renderer, screen, asset); title = new Title(renderer, screen, asset);
setSection(title->run()); setSection(title->run());
delete title; delete title;
@@ -649,6 +655,7 @@ void Director::runDemo()
// Ejecuta la seccion de juego donde se juega // Ejecuta la seccion de juego donde se juega
void Director::runGame() void Director::runGame()
{ {
JA_StopMusic();
game = new Game(renderer, screen, asset, input, debug); game = new Game(renderer, screen, asset, input, debug);
setSection(game->run()); setSection(game->run());
delete game; delete game;

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@@ -23,6 +23,7 @@
class Director class Director
{ {
private: private:
// Objetos
SDL_Window *window; // La ventana donde dibujamos SDL_Window *window; // La ventana donde dibujamos
SDL_Renderer *renderer; // El renderizador de la ventana SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla Screen *screen; // Objeto encargado de dibujar en pantalla
@@ -36,8 +37,9 @@ private:
Asset *asset; // Objeto que gestiona todos los ficheros de recursos Asset *asset; // Objeto que gestiona todos los ficheros de recursos
Debug *debug; // Objeto para getsionar la información de debug Debug *debug; // Objeto para getsionar la información de debug
// Variables
JA_Music music; // Musica del titulo
struct options_t *options; // Variable con todas las opciones del programa struct options_t *options; // Variable con todas las opciones del programa
std::string executablePath; // Path del ejecutable std::string executablePath; // Path del ejecutable
section_t section; // Sección y subsección actual del programa; section_t section; // Sección y subsección actual del programa;

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@@ -13,7 +13,6 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset)
texture = new LTexture(renderer, asset->get("loading_screen2.png")); texture = new LTexture(renderer, asset->get("loading_screen2.png"));
sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer); sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
music = JA_LoadMusic(asset->get("title.ogg").c_str());
// Inicializa variables // Inicializa variables
counter = 0; counter = 0;
@@ -44,7 +43,6 @@ Title::~Title()
delete texture; delete texture;
delete sprite; delete sprite;
delete text; delete text;
JA_DeleteMusic(music);
} }
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
@@ -198,15 +196,11 @@ void Title::render()
// Bucle para el logo del juego // Bucle para el logo del juego
section_t Title::run() section_t Title::run()
{ {
JA_PlayMusic(music);
while (section.name == SECTION_PROG_TITLE) while (section.name == SECTION_PROG_TITLE)
{ {
update(); update();
render(); render();
} }
JA_StopMusic();
return section; return section;
} }

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@@ -31,7 +31,6 @@ private:
LTexture *texture; // Textura con los graficos LTexture *texture; // Textura con los graficos
Sprite *sprite; // Sprite para manejar la textura Sprite *sprite; // Sprite para manejar la textura
Text *text; // Objeto para escribir texto en pantalla Text *text; // Objeto para escribir texto en pantalla
JA_Music music; // Musica del titulo
int counter; // Contador int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale section_t section; // Estado del bucle principal para saber si continua o se sale
std::string longText; // Texto que aparece en la parte inferior del titulo std::string longText; // Texto que aparece en la parte inferior del titulo

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@@ -9,16 +9,16 @@
enum assetType enum assetType
{ {
bitmap, t_bitmap,
music, t_music,
sound, t_sound,
font, t_font,
lang, t_lang,
data, t_data,
room, t_room,
enemy, t_enemy,
item, t_item,
maxAssetType t_maxAssetType
}; };
// Clase Asset // Clase Asset