feat(title): paleta neon synthwave per element a l'escena de títol
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@@ -59,6 +59,7 @@ TitleScene::TitleScene(SDLManager& sdl, SceneContext& context)
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sdl_.getRenderer(),
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camera_.get(),
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200);
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starfield_->setColor(Defaults::Title::Colors::STARFIELD);
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if (estat_actual_ == TitleState::MAIN) {
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starfield_->setBrightness(BRIGHTNESS_STARFIELD);
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} else {
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@@ -251,7 +252,7 @@ void TitleScene::inicialitzarJailgames() {
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void TitleScene::dibuixarPeuTitol(float spacing) const {
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for (const auto& lletra : lletres_jailgames_) {
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Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::JAILGAMES_SCALE, 1.0F);
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Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::JAILGAMES_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::JAILGAMES_LOGO);
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}
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std::string copyright = Project::COPYRIGHT;
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for (char& c : copyright) {
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@@ -261,7 +262,7 @@ void TitleScene::dibuixarPeuTitol(float spacing) const {
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}
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const float Y_COPY = Defaults::Game::HEIGHT * Defaults::Title::Layout::COPYRIGHT1_POS;
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const float CENTRE_X = Defaults::Game::WIDTH / 2.0F;
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text_.renderCentered(copyright, {.x = CENTRE_X, .y = Y_COPY}, Defaults::Title::Layout::COPYRIGHT_SCALE, spacing);
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text_.renderCentered(copyright, {.x = CENTRE_X, .y = Y_COPY}, Defaults::Title::Layout::COPYRIGHT_SCALE, spacing, 1.0F, Defaults::Title::Colors::COPYRIGHT);
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}
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auto TitleScene::isFinished() const -> bool {
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@@ -476,22 +477,22 @@ void TitleScene::draw() {
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.x = posicions_originals_orni_[i].x + std::round(SHADOW_OX),
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.y = posicions_originals_orni_[i].y + std::round(SHADOW_OY),
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};
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Rendering::renderShape(sdl_.getRenderer(), lletres_orni_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS);
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Rendering::renderShape(sdl_.getRenderer(), lletres_orni_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS, Defaults::Title::Colors::LOGO_SHADOW);
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}
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for (std::size_t i = 0; i < lletres_attack_.size(); ++i) {
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const Vec2 POS_SHADOW{
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.x = posicions_originals_attack_[i].x + std::round(SHADOW_OX),
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.y = posicions_originals_attack_[i].y + std::round(SHADOW_OY),
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};
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Rendering::renderShape(sdl_.getRenderer(), lletres_attack_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS);
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Rendering::renderShape(sdl_.getRenderer(), lletres_attack_[i].shape, POS_SHADOW, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, SHADOW_BRIGHTNESS, Defaults::Title::Colors::LOGO_SHADOW);
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}
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}
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for (const auto& lletra : lletres_orni_) {
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Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F);
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Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::LOGO_MAIN);
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}
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for (const auto& lletra : lletres_attack_) {
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Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F);
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Rendering::renderShape(sdl_.getRenderer(), lletra.shape, lletra.position, 0.0F, Defaults::Title::Layout::LOGO_SCALE, 1.0F, 1.0F, Defaults::Title::Colors::LOGO_MAIN);
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}
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const float SPACING = Defaults::Title::Layout::TEXT_SPACING;
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@@ -506,7 +507,7 @@ void TitleScene::draw() {
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const float MAIN_SCALE = Defaults::Title::Layout::PRESS_START_SCALE;
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const float CENTRE_X = Defaults::Game::WIDTH / 2.0F;
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const float CENTRE_Y = Defaults::Game::HEIGHT * Defaults::Title::Layout::PRESS_START_POS;
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text_.renderCentered(MAIN_TEXT, {.x = CENTRE_X, .y = CENTRE_Y}, MAIN_SCALE, SPACING);
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text_.renderCentered(MAIN_TEXT, {.x = CENTRE_X, .y = CENTRE_Y}, MAIN_SCALE, SPACING, 1.0F, Defaults::Title::Colors::PRESS_START);
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}
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dibuixarPeuTitol(SPACING);
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@@ -5,6 +5,7 @@
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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#include "core/defaults.hpp"
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#include "core/graphics/shape_loader.hpp"
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@@ -150,7 +151,8 @@ namespace Title {
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if (camera_ == nullptr || renderer_ == nullptr) {
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return;
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}
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for (const auto& ship : ships_) {
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for (std::size_t i = 0; i < ships_.size(); ++i) {
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const auto& ship = ships_[i];
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if (!ship.visible) {
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continue;
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}
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@@ -160,7 +162,10 @@ namespace Title {
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.rotation_euler = Vec3{.x = EULER.x, .y = EULER.y, .z = 0.0F},
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.scale = ship.current_scale,
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};
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Graphics::drawWireframe(renderer_, *camera_, ship.mesh, TRANSFORM, 1.0F);
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const SDL_Color SHIP_COLOR = (i == 0)
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? Defaults::Title::Colors::SHIP_P1
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: Defaults::Title::Colors::SHIP_P2;
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Graphics::drawWireframe(renderer_, *camera_, ship.mesh, TRANSFORM, 1.0F, SHIP_COLOR);
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}
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}
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