Trabajando en el marcador
This commit is contained in:
+2
-2
@@ -19,8 +19,8 @@ tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=13
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y=17
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x=14
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y=12
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[/diamond]
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[diamond]
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+19
-19
@@ -23,10 +23,10 @@
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@@ -53,21 +53,21 @@
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</data>
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</layer>
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<layer id="2" name="colisiones" width="40" height="30">
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@@ -87,12 +87,12 @@
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@@ -89,6 +89,8 @@ void Game::update()
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// Comprueba los eventos de la cola
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checkEventHandler();
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board.diamonds = player->diamonds;
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// Actualiza los objetos
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debug->clear();
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scoreboard->update();
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+1
-1
@@ -30,7 +30,7 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
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if (map_layer1 == NULL)
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printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError());
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// Pinta el mapa de la habitación en la textura
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// Pinta el mapa en las texturas
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fillMapTexture();
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}
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@@ -43,6 +43,17 @@ void ScoreBoard::fillTexture()
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(renderer);
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// Pinta el degradado
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const float num_lines = (SCOREBOARD_BOTTOM / 2) - SCOREBOARD_TOP;
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for (int i = SCOREBOARD_TOP; i < SCOREBOARD_TOP + num_lines; i++)
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{
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float step = ((float)i / num_lines);
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int alpha = 64 + ((0 - 64) * step);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, alpha);
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SDL_RenderDrawLine(renderer, SCOREBOARD_LEFT, i, SCOREBOARD_RIGHT, i);
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}
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// Escribe los textos
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text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_FIRST_QUARTER_X, 8, "-LIVES-");
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text->writeDX(TXT_CENTER | TXT_SHADOW, PLAY_AREA_CENTER_FIRST_QUARTER_X, 8 + text->getCharacterSize(), std::to_string(board->lives));
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