canvi de pc
This commit is contained in:
@@ -1,47 +1,46 @@
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#include "ending.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <algorithm> // for min
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include "asset.h" // for Asset
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#include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "input.h" // for Input
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#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
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#include "options.h" // for Options, options, OptionsVideo, Sect...
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text, TEXT_STROKE
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#include "texture.h" // for Texture
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#include "utils.h" // for Color, stringToColor, Palette
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <algorithm> // for min
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include "asset.h" // for Asset
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#include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "input.h" // for Input
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#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
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#include "options.h" // for Options, options, OptionsVideo, Sect...
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text, TEXT_STROKE
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#include "texture.h" // for Texture
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#include "utils.h" // for Color, stringToColor, Palette
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// Constructor
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Ending::Ending()
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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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: 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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{
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// Reserva memoria para los punteros a objetos
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text = resource->getText("smb2");
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music = resource->getMusic("ending1.ogg");
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text_ = resource_->getText("smb2");
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music = resource_->getMusic("ending1.ogg");
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// Inicializa variables
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counter = -1;
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preCounter = 0;
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coverCounter = 0;
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counter_ = -1;
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pre_counter_ = 0;
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cover_counter_ = 0;
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options.section.section = Section::ENDING;
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options.section.subsection = Subsection::NONE;
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ticks = 0;
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ticksSpeed = 15;
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scene = 0;
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ticks_ = 0;
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current_scene_ = 0;
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// Inicializa los textos
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iniTexts();
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@@ -53,18 +52,18 @@ Ending::Ending()
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iniScenes();
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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_->setBorderColor(stringToColor(options.video.palette, "black"));
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// Crea la textura para cubrir el rexto
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coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
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if (coverTexture == nullptr)
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cover_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
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if (cover_texture_ == nullptr)
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{
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if (options.console)
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{
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std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
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// Rellena la textura para la cortinilla
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fillCoverTexture();
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@@ -74,17 +73,17 @@ Ending::Ending()
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Ending::~Ending()
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{
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// Libera la memoria de los objetos
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SDL_DestroyTexture(coverTexture);
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SDL_DestroyTexture(cover_texture_);
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}
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// Actualiza el objeto
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void Ending::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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if (SDL_GetTicks() - ticks_ > GAME_SPEED)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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ticks_ = SDL_GetTicks();
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// Comprueba las entradas
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checkInput();
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@@ -101,7 +100,7 @@ void Ending::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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screen_->update();
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}
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}
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@@ -109,22 +108,22 @@ void Ending::update()
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void Ending::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_->start();
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// Limpia la pantalla
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screen->clean(stringToColor(options.video.palette, "black"));
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screen_->clean(stringToColor(options.video.palette, "black"));
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// Dibuja las imagenes de la escena
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spritePics[scene].sprite->render();
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spritePics[scene].coverSprite->render();
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sprite_pics_[current_scene_].sprite->render();
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sprite_pics_[current_scene_].cover_sprite->render();
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// Dibuja los textos de la escena
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for (auto ti : scenes[scene].textIndex)
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for (auto ti : scenes_[current_scene_].text_index)
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{
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if (counter > ti.trigger)
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if (counter_ > ti.trigger)
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{
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spriteTexts[ti.index].sprite->render();
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spriteTexts[ti.index].coverSprite->render();
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sprite_texts_[ti.index].sprite->render();
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sprite_texts_[ti.index].cover_sprite->render();
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}
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}
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@@ -132,7 +131,7 @@ void Ending::render()
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renderCoverTexture();
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// Vuelca el contenido del renderizador en pantalla
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screen->render();
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screen_->render();
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}
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// Comprueba el manejador de eventos
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@@ -155,7 +154,7 @@ void Ending::checkInput()
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void Ending::iniTexts()
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{
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// Vector con los textos
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std::vector<textAndPos_t> texts;
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std::vector<TextAndPosition> texts;
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// Escena #0
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texts.push_back({"HE FINALLY MANAGED", 32});
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@@ -187,66 +186,66 @@ void Ending::iniTexts()
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texts.push_back({"WERE BORN...", 158});
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// Crea los sprites
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spriteTexts.clear();
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sprite_texts_.clear();
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for (auto t : texts)
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{
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endingTexture_t st;
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const int width = text->lenght(t.caption, 1) + 2 + 2;
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const int height = text->getCharacterSize() + 2 + 2;
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EndingTexture st;
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const int width = text_->lenght(t.caption, 1) + 2 + 2;
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const int height = text_->getCharacterSize() + 2 + 2;
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Color c = stringToColor(options.video.palette, "black");
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// Crea la texture
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st.texture = std::make_shared<Texture>(renderer);
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st.texture = std::make_shared<Texture>(renderer_);
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st.texture->createBlank(width, height);
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st.texture->setAsRenderTarget(renderer);
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st.texture->setAsRenderTarget(renderer_);
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st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text->writeDX(TEXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
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text_->writeDX(TEXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
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// Crea el sprite
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st.sprite = std::make_shared<Sprite>(st.texture, 0, 0, st.texture->getWidth(), st.texture->getHeight());
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st.sprite->setPosition((GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos);
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// Crea la coverTexture
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st.coverTexture = std::make_shared<Texture>(renderer);
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st.coverTexture->createBlank(width, height + 8);
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st.coverTexture->setAsRenderTarget(renderer);
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st.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
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st.cover_texture = std::make_shared<Texture>(renderer_);
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st.cover_texture->createBlank(width, height + 8);
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st.cover_texture->setAsRenderTarget(renderer_);
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st.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Rellena la coverTexture con color transparente
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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// Los primeros 8 pixels crea una malla
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < width; i += 2)
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{
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SDL_RenderDrawPoint(renderer, i, 0);
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SDL_RenderDrawPoint(renderer, i, 2);
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SDL_RenderDrawPoint(renderer, i, 4);
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SDL_RenderDrawPoint(renderer, i, 6);
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SDL_RenderDrawPoint(renderer_, i, 0);
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SDL_RenderDrawPoint(renderer_, i, 2);
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SDL_RenderDrawPoint(renderer_, i, 4);
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SDL_RenderDrawPoint(renderer_, i, 6);
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SDL_RenderDrawPoint(renderer, i + 1, 5);
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SDL_RenderDrawPoint(renderer, i + 1, 7);
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SDL_RenderDrawPoint(renderer_, i + 1, 5);
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SDL_RenderDrawPoint(renderer_, i + 1, 7);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, width, height};
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer_, &rect);
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// Crea el sprite
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st.coverSprite = std::make_shared<Sprite>(st.coverTexture, 0, 0, st.coverTexture->getWidth(), st.coverTexture->getHeight() - 8);
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st.coverSprite->setPosition((GAMECANVAS_WIDTH - st.coverTexture->getWidth()) / 2, t.pos);
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st.coverSprite->setClip(0, 8, -1, -1);
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st.cover_sprite = std::make_shared<Sprite>(st.cover_texture, 0, 0, st.cover_texture->getWidth(), st.cover_texture->getHeight() - 8);
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st.cover_sprite->setPosition((GAMECANVAS_WIDTH - st.cover_texture->getWidth()) / 2, t.pos);
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st.cover_sprite->setClip(0, 8, -1, -1);
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// Inicializa variables
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st.clipDesp = 8;
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st.clipHeight = height;
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st.clip_desp = 8;
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st.clip_height = height;
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spriteTexts.push_back(st);
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sprite_texts_.push_back(st);
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}
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}
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@@ -254,7 +253,7 @@ void Ending::iniTexts()
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void Ending::iniPics()
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{
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// Vector con las rutas y la posición
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std::vector<textAndPos_t> pics;
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std::vector<TextAndPosition> pics;
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if (options.video.palette == Palette::ZXSPECTRUM)
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{
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@@ -274,14 +273,14 @@ void Ending::iniPics()
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}
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// Crea los sprites
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spritePics.clear();
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sprite_pics_.clear();
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for (auto p : pics)
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{
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endingTexture_t sp;
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EndingTexture sp;
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// Crea la texture
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sp.texture = resource->getTexture(p.caption);
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sp.texture = resource_->getTexture(p.caption);
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const int width = sp.texture->getWidth();
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const int height = sp.texture->getHeight();
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@@ -290,45 +289,45 @@ void Ending::iniPics()
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sp.sprite->setPosition((GAMECANVAS_WIDTH - width) / 2, p.pos);
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// Crea la coverTexture
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sp.coverTexture = std::make_shared<Texture>(renderer);
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sp.coverTexture->createBlank(width, height + 8);
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sp.coverTexture->setAsRenderTarget(renderer);
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sp.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
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sp.cover_texture = std::make_shared<Texture>(renderer_);
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sp.cover_texture->createBlank(width, height + 8);
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sp.cover_texture->setAsRenderTarget(renderer_);
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sp.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Rellena la coverTexture con color transparente
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
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SDL_RenderClear(renderer_);
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// Los primeros 8 pixels crea una malla
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Color c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < width; i += 2)
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{
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SDL_RenderDrawPoint(renderer, i, 0);
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SDL_RenderDrawPoint(renderer, i, 2);
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SDL_RenderDrawPoint(renderer, i, 4);
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SDL_RenderDrawPoint(renderer, i, 6);
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SDL_RenderDrawPoint(renderer_, i, 0);
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SDL_RenderDrawPoint(renderer_, i, 2);
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SDL_RenderDrawPoint(renderer_, i, 4);
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SDL_RenderDrawPoint(renderer_, i, 6);
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SDL_RenderDrawPoint(renderer, i + 1, 5);
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SDL_RenderDrawPoint(renderer, i + 1, 7);
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SDL_RenderDrawPoint(renderer_, i + 1, 5);
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SDL_RenderDrawPoint(renderer_, i + 1, 7);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, width, height};
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(renderer_, &rect);
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// Crea el sprite
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sp.coverSprite = std::make_shared<Sprite>(sp.coverTexture, 0, 0, sp.coverTexture->getWidth(), sp.coverTexture->getHeight() - 8);
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sp.coverSprite->setPosition((GAMECANVAS_WIDTH - sp.coverTexture->getWidth()) / 2, p.pos);
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sp.coverSprite->setClip(0, 8, -1, -1);
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sp.cover_sprite = std::make_shared<Sprite>(sp.cover_texture, 0, 0, sp.cover_texture->getWidth(), sp.cover_texture->getHeight() - 8);
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sp.cover_sprite->setPosition((GAMECANVAS_WIDTH - sp.cover_texture->getWidth()) / 2, p.pos);
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sp.cover_sprite->setClip(0, 8, -1, -1);
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// Inicializa variables
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sp.clipDesp = 8;
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sp.clipHeight = height;
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sp.clip_desp = 8;
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sp.clip_height = height;
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spritePics.push_back(sp);
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sprite_pics_.push_back(sp);
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}
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}
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@@ -340,79 +339,79 @@ void Ending::iniScenes()
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const int lapse = 80;
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// Crea el contenedor
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scene_t sc;
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SceneData sc;
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// Inicializa el vector
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scenes.clear();
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scenes_.clear();
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// Crea la escena #0
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sc.counterEnd = 1000;
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sc.pictureIndex = 0;
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sc.textIndex.clear();
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sc.counter_end = 1000;
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sc.picture_index = 0;
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sc.text_index.clear();
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trigger = 85 * 2;
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trigger += lapse;
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sc.textIndex.push_back({0, trigger});
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sc.text_index.push_back({0, trigger});
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trigger += lapse;
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sc.textIndex.push_back({1, trigger});
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sc.text_index.push_back({1, trigger});
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trigger += lapse * 3;
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sc.textIndex.push_back({2, trigger});
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sc.text_index.push_back({2, trigger});
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trigger += lapse;
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sc.textIndex.push_back({3, trigger});
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scenes.push_back(sc);
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sc.text_index.push_back({3, trigger});
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scenes_.push_back(sc);
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// Crea la escena #1
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sc.counterEnd = 1400;
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sc.pictureIndex = 1;
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sc.textIndex.clear();
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sc.counter_end = 1400;
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sc.picture_index = 1;
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sc.text_index.clear();
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trigger = 140 * 2;
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trigger += lapse;
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sc.textIndex.push_back({4, trigger});
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sc.text_index.push_back({4, trigger});
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trigger += lapse;
|
||||
sc.textIndex.push_back({5, trigger});
|
||||
sc.text_index.push_back({5, trigger});
|
||||
trigger += lapse;
|
||||
sc.textIndex.push_back({6, trigger});
|
||||
sc.text_index.push_back({6, trigger});
|
||||
trigger += lapse * 3;
|
||||
sc.textIndex.push_back({7, trigger});
|
||||
sc.text_index.push_back({7, trigger});
|
||||
trigger += lapse;
|
||||
sc.textIndex.push_back({8, trigger});
|
||||
sc.text_index.push_back({8, trigger});
|
||||
trigger += lapse * 3;
|
||||
sc.textIndex.push_back({9, trigger});
|
||||
scenes.push_back(sc);
|
||||
sc.text_index.push_back({9, trigger});
|
||||
scenes_.push_back(sc);
|
||||
|
||||
// Crea la escena #2
|
||||
sc.counterEnd = 1000;
|
||||
sc.pictureIndex = 2;
|
||||
sc.textIndex.clear();
|
||||
sc.counter_end = 1000;
|
||||
sc.picture_index = 2;
|
||||
sc.text_index.clear();
|
||||
trigger = 148 / 2;
|
||||
trigger += lapse;
|
||||
sc.textIndex.push_back({10, trigger});
|
||||
sc.text_index.push_back({10, trigger});
|
||||
trigger += lapse;
|
||||
sc.textIndex.push_back({11, trigger});
|
||||
scenes.push_back(sc);
|
||||
sc.text_index.push_back({11, trigger});
|
||||
scenes_.push_back(sc);
|
||||
|
||||
// Crea la escena #3
|
||||
sc.counterEnd = 800;
|
||||
sc.pictureIndex = 3;
|
||||
sc.textIndex.clear();
|
||||
sc.counter_end = 800;
|
||||
sc.picture_index = 3;
|
||||
sc.text_index.clear();
|
||||
trigger = 87 / 2;
|
||||
trigger += lapse;
|
||||
sc.textIndex.push_back({12, trigger});
|
||||
sc.text_index.push_back({12, trigger});
|
||||
trigger += lapse / 2;
|
||||
sc.textIndex.push_back({13, trigger});
|
||||
scenes.push_back(sc);
|
||||
sc.text_index.push_back({13, trigger});
|
||||
scenes_.push_back(sc);
|
||||
|
||||
// Crea la escena #4
|
||||
sc.counterEnd = 1000;
|
||||
sc.pictureIndex = 4;
|
||||
sc.textIndex.clear();
|
||||
sc.counter_end = 1000;
|
||||
sc.picture_index = 4;
|
||||
sc.text_index.clear();
|
||||
trigger = 91 * 2;
|
||||
trigger += lapse;
|
||||
sc.textIndex.push_back({14, trigger});
|
||||
sc.text_index.push_back({14, trigger});
|
||||
trigger += lapse * 2;
|
||||
sc.textIndex.push_back({15, trigger});
|
||||
sc.text_index.push_back({15, trigger});
|
||||
trigger += lapse * 3;
|
||||
sc.textIndex.push_back({16, trigger});
|
||||
scenes.push_back(sc);
|
||||
sc.text_index.push_back({16, trigger});
|
||||
scenes_.push_back(sc);
|
||||
}
|
||||
|
||||
// Bucle principal
|
||||
@@ -435,80 +434,80 @@ void Ending::run()
|
||||
void Ending::updateCounters()
|
||||
{
|
||||
// Incrementa el contador
|
||||
if (preCounter < 200)
|
||||
if (pre_counter_ < 200)
|
||||
{
|
||||
preCounter++;
|
||||
pre_counter_++;
|
||||
}
|
||||
else
|
||||
{
|
||||
counter++;
|
||||
counter_++;
|
||||
}
|
||||
|
||||
if (counter > scenes[scene].counterEnd - 100)
|
||||
if (counter_ > scenes_[current_scene_].counter_end - 100)
|
||||
{
|
||||
coverCounter++;
|
||||
cover_counter_++;
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las cortinillas de los elementos
|
||||
void Ending::updateSpriteCovers()
|
||||
{ // Actualiza la cortinilla de los textos
|
||||
if (counter % 4 == 0)
|
||||
if (counter_ % 4 == 0)
|
||||
{
|
||||
for (auto ti : scenes[scene].textIndex)
|
||||
for (auto ti : scenes_[current_scene_].text_index)
|
||||
{
|
||||
if (counter > ti.trigger)
|
||||
if (counter_ > ti.trigger)
|
||||
{
|
||||
if (spriteTexts[ti.index].clipDesp > 0)
|
||||
if (sprite_texts_[ti.index].clip_desp > 0)
|
||||
{
|
||||
spriteTexts[ti.index].clipDesp -= 2;
|
||||
sprite_texts_[ti.index].clip_desp -= 2;
|
||||
}
|
||||
else if (spriteTexts[ti.index].clipHeight > 0)
|
||||
else if (sprite_texts_[ti.index].clip_height > 0)
|
||||
{
|
||||
spriteTexts[ti.index].clipHeight -= 2;
|
||||
spriteTexts[ti.index].coverSprite->setY(spriteTexts[ti.index].coverSprite->getY() + 2);
|
||||
sprite_texts_[ti.index].clip_height -= 2;
|
||||
sprite_texts_[ti.index].cover_sprite->setY(sprite_texts_[ti.index].cover_sprite->getY() + 2);
|
||||
}
|
||||
spriteTexts[ti.index].coverSprite->setClip(0, spriteTexts[ti.index].clipDesp, spriteTexts[ti.index].coverSprite->getWidth(), spriteTexts[ti.index].clipHeight);
|
||||
sprite_texts_[ti.index].cover_sprite->setClip(0, sprite_texts_[ti.index].clip_desp, sprite_texts_[ti.index].cover_sprite->getWidth(), sprite_texts_[ti.index].clip_height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza la cortinilla de las imagenes
|
||||
if (counter % 2 == 0)
|
||||
if (counter_ % 2 == 0)
|
||||
{
|
||||
if (spritePics[scene].clipDesp > 0)
|
||||
if (sprite_pics_[current_scene_].clip_desp > 0)
|
||||
{
|
||||
spritePics[scene].clipDesp -= 2;
|
||||
sprite_pics_[current_scene_].clip_desp -= 2;
|
||||
}
|
||||
else if (spritePics[scene].clipHeight > 0)
|
||||
else if (sprite_pics_[current_scene_].clip_height > 0)
|
||||
{
|
||||
spritePics[scene].clipHeight -= 2;
|
||||
if (spritePics[scene].clipHeight < 0)
|
||||
sprite_pics_[current_scene_].clip_height -= 2;
|
||||
if (sprite_pics_[current_scene_].clip_height < 0)
|
||||
{
|
||||
spritePics[scene].clipHeight = 0;
|
||||
sprite_pics_[current_scene_].clip_height = 0;
|
||||
}
|
||||
spritePics[scene].coverSprite->setY(spritePics[scene].coverSprite->getY() + 2);
|
||||
sprite_pics_[current_scene_].cover_sprite->setY(sprite_pics_[current_scene_].cover_sprite->getY() + 2);
|
||||
}
|
||||
spritePics[scene].coverSprite->setClip(0, spritePics[scene].clipDesp, spritePics[scene].coverSprite->getWidth(), spritePics[scene].clipHeight);
|
||||
sprite_pics_[current_scene_].cover_sprite->setClip(0, sprite_pics_[current_scene_].clip_desp, sprite_pics_[current_scene_].cover_sprite->getWidth(), sprite_pics_[current_scene_].clip_height);
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba si se ha de cambiar de escena
|
||||
void Ending::checkChangeScene()
|
||||
{
|
||||
if (counter > scenes[scene].counterEnd)
|
||||
if (counter_ > scenes_[current_scene_].counter_end)
|
||||
{
|
||||
scene++;
|
||||
counter = 0;
|
||||
coverCounter = 0;
|
||||
if (scene == 5)
|
||||
current_scene_++;
|
||||
counter_ = 0;
|
||||
cover_counter_ = 0;
|
||||
if (current_scene_ == 5)
|
||||
{
|
||||
// Termina el bucle
|
||||
options.section.section = Section::ENDING2;
|
||||
|
||||
// Mantiene los valores anteriores
|
||||
scene = 4;
|
||||
coverCounter = 100;
|
||||
current_scene_ = 4;
|
||||
cover_counter_ = 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -517,49 +516,49 @@ void Ending::checkChangeScene()
|
||||
void Ending::fillCoverTexture()
|
||||
{
|
||||
// Rellena la textura que cubre el texto con color transparente
|
||||
SDL_SetRenderTarget(renderer, coverTexture);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_SetRenderTarget(renderer_, cover_texture_);
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer_);
|
||||
|
||||
// Los primeros 8 pixels crea una malla
|
||||
const Color color = stringToColor(options.video.palette, "black");
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
|
||||
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
|
||||
for (int i = 0; i < 256; i += 2)
|
||||
{
|
||||
SDL_RenderDrawPoint(renderer, i + 0, GAMECANVAS_HEIGHT + 0);
|
||||
SDL_RenderDrawPoint(renderer, i + 1, GAMECANVAS_HEIGHT + 1);
|
||||
SDL_RenderDrawPoint(renderer, i + 0, GAMECANVAS_HEIGHT + 2);
|
||||
SDL_RenderDrawPoint(renderer, i + 1, GAMECANVAS_HEIGHT + 3);
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, GAMECANVAS_HEIGHT + 0);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, GAMECANVAS_HEIGHT + 1);
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, GAMECANVAS_HEIGHT + 2);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, GAMECANVAS_HEIGHT + 3);
|
||||
|
||||
SDL_RenderDrawPoint(renderer, i, GAMECANVAS_HEIGHT + 4);
|
||||
SDL_RenderDrawPoint(renderer, i, GAMECANVAS_HEIGHT + 6);
|
||||
SDL_RenderDrawPoint(renderer_, i, GAMECANVAS_HEIGHT + 4);
|
||||
SDL_RenderDrawPoint(renderer_, i, GAMECANVAS_HEIGHT + 6);
|
||||
}
|
||||
|
||||
// El resto se rellena de color sólido
|
||||
SDL_Rect rect = {0, 0, 256, GAMECANVAS_HEIGHT};
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
SDL_RenderFillRect(renderer_, &rect);
|
||||
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
SDL_SetRenderTarget(renderer_, nullptr);
|
||||
}
|
||||
|
||||
// Dibuja la cortinilla de cambio de escena
|
||||
void Ending::renderCoverTexture()
|
||||
{
|
||||
if (coverCounter > 0)
|
||||
if (cover_counter_ > 0)
|
||||
{ // Dibuja la textura que cubre el texto
|
||||
const int offset = std::min(coverCounter, 100);
|
||||
SDL_Rect srcRect = {0, 200 - (coverCounter * 2), 256, offset * 2};
|
||||
const int offset = std::min(cover_counter_, 100);
|
||||
SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, offset * 2};
|
||||
SDL_Rect dstRect = {0, 0, 256, offset * 2};
|
||||
SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect);
|
||||
SDL_RenderCopy(renderer_, cover_texture_, &srcRect, &dstRect);
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza el volumen de la musica
|
||||
void Ending::updateMusicVolume()
|
||||
{
|
||||
if (scene == 4 && coverCounter > 0)
|
||||
if (current_scene_ == 4 && cover_counter_ > 0)
|
||||
{
|
||||
const float step = (100.0f - coverCounter) / 100.0f;
|
||||
const float step = (100.0f - cover_counter_) / 100.0f;
|
||||
const int volume = 128 * step;
|
||||
JA_SetVolume(volume);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user