Marcador transparente. Area de juego ocupa toda la pantalla

This commit is contained in:
2022-09-22 20:50:34 +02:00
parent 44c9bb0a44
commit 96c0ddf8ed
18 changed files with 238 additions and 141 deletions

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View File

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<layer id="2" name="Colisiones" width="40" height="30">
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</layer>
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View File

@@ -1,7 +1,7 @@
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<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="3" nextobjectid="1">
<tileset firstgid="1" source="surface.tsx"/>
<layer id="1" name="Mapa" width="40" height="26">
<layer id="1" name="Mapa" width="40" height="30">
<data encoding="csv">
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@@ -28,10 +28,14 @@
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</data>
</layer>
<layer id="2" name="Colisiones" width="40" height="26">
<layer id="2" name="Colisiones" width="40" height="30">
<data encoding="csv">
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@@ -58,6 +62,10 @@
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View File

@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="26" tilewidth="8" tileheight="8" infinite="0" nextlayerid="3" nextobjectid="1">
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="3" nextobjectid="1">
<tileset firstgid="1" source="surface.tsx"/>
<layer id="1" name="Mapa" width="40" height="26">
<layer id="1" name="Mapa" width="40" height="30">
<data encoding="csv">
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@@ -28,10 +28,14 @@
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<layer id="2" name="Colisiones" width="40" height="26">
<layer id="2" name="Colisiones" width="40" height="30">
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@@ -58,6 +62,10 @@
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View File

@@ -2,73 +2,73 @@
"maps": [
{
"fileName": "02.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": 256,
"y": 0
},
{
"fileName": "01.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": -64,
"y": 0
},
{
"fileName": "03.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": 256,
"y": 208
"y": 240
},
{
"fileName": "04.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": -384,
"y": 0
},
{
"fileName": "05.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": 576,
"y": 0
},
{
"fileName": "06.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": 576,
"y": 208
"y": 240
},
{
"fileName": "07.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": 896,
"y": 0
},
{
"fileName": "08.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": 896,
"y": -208
"y": -240
},
{
"fileName": "09.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": 1216,
"y": -208
"y": -240
},
{
"fileName": "10.tmx",
"height": 208,
"height": 240,
"width": 320,
"x": 576,
"y": -208
"y": -240
}
],
"onlyShowAdjacentMaps": false,

View File

@@ -19,10 +19,10 @@
#define GAMECANVAS_HEIGHT 240
// Zona de juego
const int PLAY_AREA_X = 0;
const int PLAY_AREA_Y = (4 * BLOCK);
const int PLAY_AREA_X = (0 * BLOCK);
const int PLAY_AREA_Y = (0 * BLOCK);
const int PLAY_AREA_TOP = (0 * BLOCK);
const int PLAY_AREA_BOTTOM = (26 * BLOCK);
const int PLAY_AREA_BOTTOM = (30 * BLOCK);
const int PLAY_AREA_LEFT = (0 * BLOCK);
const int PLAY_AREA_RIGHT = (40 * BLOCK);
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;

View File

@@ -265,11 +265,10 @@ void Game::renderDebugInfo()
// Pinta mascaras
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
SDL_Rect rect = player->sprite->getRect();
rect.y += SCOREBOARD_HEIGHT;
SDL_RenderFillRect(renderer, &rect);
// Pinta el texto
debug->setPos({1, 1 + SCOREBOARD_HEIGHT});
debug->setPos({1, 1});
debug->render();
}

View File

@@ -6,7 +6,7 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
// Inicializa variables
tile_size = 8;
map_width = 40;
map_height = 26;
map_height = 30;
name = file.substr(file.find_last_of("\\/") + 1);
enemy_file = "";
bgColor1 = bgColor2 = {0, 0, 0};
@@ -508,7 +508,6 @@ e_tile_map Map::getTile(SDL_Point p)
// Calcula el tile
const int tile = collisionmap[((y / tile_size) * map_width) + (x / tile_size)];
// Las 8 primeras filas son tiles de fondo
if (tile == 0)
{
return nothing;

View File

@@ -40,8 +40,7 @@ void ScoreBoard::fillTexture()
{
// Cambia el puntero del renderizador a la textura y la limpia
SDL_SetRenderTarget(renderer, layer);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_SetRenderDrawColor(renderer, 0, 171, 159, 255);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
// Escribe los textos