canviat Options de struct a namespace

This commit is contained in:
2025-10-26 14:01:08 +01:00
parent 8f49e442de
commit df4965a84b
59 changed files with 1470 additions and 1533 deletions

View File

@@ -4,17 +4,17 @@
#include <algorithm> // Para min
#include "utils/defines.hpp" // Para GAME_SPEED
#include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
#include "utils/global_events.hpp" // Para check
#include "core/input/global_inputs.hpp" // Para check
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, SectionS...
#include "core/resources/resource.hpp" // Para Resource
#include "core/rendering/screen.hpp" // Para Screen
#include "core/input/global_inputs.hpp" // Para check
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/surface_sprite.hpp" // Para SSprite
#include "core/rendering/surface.hpp" // Para Surface
#include "core/rendering/text.hpp" // Para Text, TEXT_STROKE
#include "utils/utils.hpp" // Para PaletteColor
#include "core/rendering/text.hpp" // Para Text, TEXT_STROKE
#include "core/resources/resource.hpp" // Para Resource
#include "external/jail_audio.h" // Para JA_SetVolume, JA_PlayMusic, JA_StopMusic
#include "game/gameplay/options.hpp" // Para Options, options, OptionsGame, SectionS...
#include "utils/defines.hpp" // Para GAME_SPEED
#include "utils/global_events.hpp" // Para check
#include "utils/utils.hpp" // Para PaletteColor
// Constructor
Ending::Ending()
@@ -23,8 +23,8 @@ Ending::Ending()
cover_counter_(0),
ticks_(0),
current_scene_(0) {
options.section.section = Section::ENDING;
options.section.subsection = Subsection::NONE;
Options::section.section = Options::Scene::ENDING;
Options::section.subsection = Options::SceneOptions::NONE;
// Inicializa los textos
iniTexts();
@@ -39,7 +39,7 @@ Ending::Ending()
Screen::get()->setBorderColor(static_cast<Uint8>(PaletteColor::BLACK));
// Crea la textura para cubrir el texto
cover_surface_ = std::make_shared<Surface>(options.game.width, options.game.height + 8);
cover_surface_ = std::make_shared<Surface>(Options::game.width, Options::game.height + 8);
// Rellena la textura para la cortinilla
fillCoverTexture();
@@ -167,7 +167,7 @@ void Ending::iniTexts() {
// Crea el sprite
st.image_sprite = std::make_shared<SSprite>(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight());
st.image_sprite->setPosition((options.game.width - st.image_surface->getWidth()) / 2, txt.pos);
st.image_sprite->setPosition((Options::game.width - st.image_surface->getWidth()) / 2, txt.pos);
// Crea la cover_surface
st.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
@@ -195,7 +195,7 @@ void Ending::iniTexts() {
// Crea el sprite
st.cover_sprite = std::make_shared<SSprite>(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8);
st.cover_sprite->setPosition((options.game.width - st.cover_surface->getWidth()) / 2, txt.pos);
st.cover_sprite->setPosition((Options::game.width - st.cover_surface->getWidth()) / 2, txt.pos);
st.cover_sprite->setClip(0, 8, st.cover_surface->getWidth(), st.cover_surface->getHeight());
// Inicializa variables
@@ -232,7 +232,7 @@ void Ending::iniPics() {
// Crea el sprite
sp.image_sprite = std::make_shared<SSprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
sp.image_sprite->setPosition((Options::game.width - WIDTH) / 2, pic.pos);
// Crea la cover_surface
sp.cover_surface = std::make_shared<Surface>(WIDTH, HEIGHT + 8);
@@ -261,7 +261,7 @@ void Ending::iniPics() {
// Crea el sprite
sp.cover_sprite = std::make_shared<SSprite>(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8);
sp.cover_sprite->setPosition((options.game.width - sp.cover_surface->getWidth()) / 2, pic.pos);
sp.cover_sprite->setPosition((Options::game.width - sp.cover_surface->getWidth()) / 2, pic.pos);
sp.cover_sprite->setClip(0, 8, sp.cover_surface->getWidth(), sp.cover_surface->getHeight());
// Inicializa variables
@@ -359,7 +359,7 @@ void Ending::iniScenes() {
void Ending::run() {
JA_PlayMusic(Resource::get()->getMusic("ending1.ogg"));
while (options.section.section == Section::ENDING) {
while (Options::section.section == Options::Scene::ENDING) {
update();
checkEvents();
render();
@@ -423,7 +423,7 @@ void Ending::checkChangeScene() {
cover_counter_ = 0;
if (current_scene_ == 5) {
// Termina el bucle
options.section.section = Section::ENDING2;
Options::section.section = Options::Scene::ENDING2;
// Mantiene los valores anteriores
current_scene_ = 4;
@@ -443,17 +443,17 @@ void Ending::fillCoverTexture() {
const Uint8 color = static_cast<Uint8>(PaletteColor::BLACK);
auto surface = Screen::get()->getRendererSurface();
for (int i = 0; i < 256; i += 2) {
surface->putPixel(i + 0, options.game.height + 0, color);
surface->putPixel(i + 1, options.game.height + 1, color);
surface->putPixel(i + 0, options.game.height + 2, color);
surface->putPixel(i + 1, options.game.height + 3, color);
surface->putPixel(i + 0, Options::game.height + 0, color);
surface->putPixel(i + 1, Options::game.height + 1, color);
surface->putPixel(i + 0, Options::game.height + 2, color);
surface->putPixel(i + 1, Options::game.height + 3, color);
surface->putPixel(i, options.game.height + 4, color);
surface->putPixel(i, options.game.height + 6, color);
surface->putPixel(i, Options::game.height + 4, color);
surface->putPixel(i, Options::game.height + 6, color);
}
// El resto se rellena de color sólido
SDL_FRect rect = {0, 0, 256, options.game.height};
SDL_FRect rect = {0, 0, 256, Options::game.height};
surface->fillRect(&rect, color);
Screen::get()->setRendererSurface(previuos_renderer);