Separados los elementos de la pantalla en diferentes texturas

This commit is contained in:
2022-09-22 12:42:37 +02:00
parent 5806f7352f
commit c97063e728
11 changed files with 339 additions and 27 deletions

View File

@@ -13,7 +13,13 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board)
// Reserva memoria para los objetos
texture = new LTexture(renderer, asset->get("player.png"));
sprite = new Sprite({0, 0, 0, 0}, texture, renderer);
text = new Text(asset->get("dogica.png"), asset->get("dogica.txt"), renderer);
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
// Crea la textura para dibujar el marcador
layer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCOREBOARD_WIDTH, SCOREBOARD_HEIGHT);
if (layer == nullptr)
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
SDL_SetTextureBlendMode(layer, SDL_BLENDMODE_BLEND);
// Inicializa las variables
counter = 0;
@@ -22,24 +28,37 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board)
// Destructor
ScoreBoard::~ScoreBoard()
{
SDL_DestroyTexture(layer);
delete texture;
delete sprite;
delete text;
}
// Pinta el objeto en pantalla
void ScoreBoard::render()
// Dibuja el marcador en la textura
void ScoreBoard::fillTexture()
{
// Ponenegro el fondo del marcador
const SDL_Rect rect = {0, 0, PLAY_AREA_WIDTH, 2 * 8};
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderFillRect(renderer, &rect);
// Cambia el puntero del renderizador a la textura y la limpia
SDL_SetRenderTarget(renderer, layer);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer);
// Escribe los textos
text->writeCentered(PLAY_AREA_CENTER_FIRST_QUARTER_X, 1, "-LIVES-");
text->writeCentered(PLAY_AREA_CENTER_FIRST_QUARTER_X, 1 + text->getCharacterSize(), std::to_string(board->lives));
text->writeCentered(PLAY_AREA_CENTER_THIRD_QUARTER_X, 1, "-DIAMONDS-");
text->writeCentered(PLAY_AREA_CENTER_THIRD_QUARTER_X, 1 + text->getCharacterSize(), std::to_string(board->diamonds));
// Vuelve a colocar el renderizador apuntando a la pantalla
SDL_SetRenderTarget(renderer, nullptr);
}
// Pinta el objeto en pantalla
void ScoreBoard::render()
{
// Dibuja la textura con el marcador en pantalla
SDL_Rect rect = {SCOREBOARD_X, SCOREBOARD_Y, SCOREBOARD_WIDTH, SCOREBOARD_HEIGHT};
SDL_RenderCopy(renderer, layer, NULL, &rect);
}
// Actualiza las variables del objeto