Añadido el degradado de fondo al archivo de mapa
This commit is contained in:
@@ -1,4 +1,6 @@
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tileset_img=surface.png
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bgColor1=234,171,159
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bgColor2=144,225,231
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room_up=0
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room_down=0
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@@ -7,4 +9,34 @@ room_right=02.map
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[tilemap]
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01.tmx
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[/tilemap]
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[/tilemap]
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[enemy]
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tileset=walking_eye.png
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animation=walking_eye.ani
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width=16
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height=16
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x=11
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y=17
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vx=0.3
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vy=0
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x1=11
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y1=17
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x2=15
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y2=17
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[/enemy]
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[enemy]
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tileset=flying_eye_horn.png
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animation=flying_eye_horn.ani
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width=16
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height=16
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x=20
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y=8
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vx=0
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vy=0.7
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x1=5
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y1=8
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x2=33
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y2=8
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[/enemy]
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@@ -14,19 +14,19 @@
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</data>
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@@ -1,4 +1,6 @@
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tileset_img=surface.png
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bgColor1=234,100,159
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bgColor2=144,235,231
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room_up=0
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room_down=03.map
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@@ -9,21 +11,6 @@ room_right=0
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02.tmx
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[/tilemap]
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[enemy]
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tileset=walking_eye.png
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animation=walking_eye.ani
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width=16
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height=16
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x=3
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y=17
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vx=0.4
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vy=0
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x1=3
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y1=17
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x2=13
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y2=17
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[/enemy]
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[enemy]
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tileset=flying_eye.png
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animation=flying_eye.ani
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@@ -4,31 +4,31 @@
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</data>
|
||||
</layer>
|
||||
</map>
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
tileset_img=surface.png
|
||||
bgColor1=234,100,159
|
||||
bgColor2=144,235,231
|
||||
|
||||
room_up=02.map
|
||||
room_down=0
|
||||
|
||||
@@ -167,6 +167,30 @@ bool Map::setVars(std::string var, std::string value)
|
||||
{
|
||||
tileset_img = value;
|
||||
}
|
||||
else if (var == "bgColor1")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
bgColor1.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
bgColor1.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
bgColor1.b = std::stoi(tmp);
|
||||
}
|
||||
else if (var == "bgColor2")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
bgColor2.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
bgColor2.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
bgColor2.b = std::stoi(tmp);
|
||||
}
|
||||
else if (var == "room_up")
|
||||
{
|
||||
room_up = value;
|
||||
@@ -270,17 +294,14 @@ void Map::fillMapTexture()
|
||||
// Dibuja el degradado de fondo
|
||||
const int num_lines = 208;
|
||||
|
||||
const color_t color1 = {234, 171, 159};
|
||||
const color_t color2 = {144, 225, 231};
|
||||
|
||||
for (int i = 0; i < num_lines; i++)
|
||||
{
|
||||
float step = ((float)i / (float)num_lines);
|
||||
int r = color1.r + ((color2.r - color1.r) * step);
|
||||
int g = color1.g + ((color2.g - color1.g) * step);
|
||||
int b = color1.b + ((color2.b - color1.b) * step);
|
||||
int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step);
|
||||
int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
|
||||
int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 0, i, 320, i);
|
||||
SDL_RenderDrawLine(renderer, 0, i, 319, i);
|
||||
}
|
||||
|
||||
// Dibuja el mapeado de tiles
|
||||
@@ -343,7 +364,7 @@ e_tile_map Map::getTile(SDL_Point p)
|
||||
// Normalizamos los puntos para que no busque fuera del mapa
|
||||
const int x = std::max(getPlayArea(b_left), (std::min(p.x, getPlayArea(b_right) - 1)));
|
||||
const int y = std::max(getPlayArea(b_top), (std::min(p.y, getPlayArea(b_bottom) - 1)));
|
||||
|
||||
|
||||
// Calcula el tile
|
||||
const int tile = tilemap[((y / tile_size) * map_width) + (x / tile_size)];
|
||||
const int png_width = 32;
|
||||
|
||||
@@ -44,6 +44,8 @@ private:
|
||||
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
|
||||
SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación
|
||||
std::vector<Enemy *> enemy_list; // Listado con los enemigos de la habitación
|
||||
color_t bgColor1; // Color superior del degradado de fondo
|
||||
color_t bgColor2; // Color inferior del degradado de fondo
|
||||
|
||||
int tile_size; // Ancho del tile en pixels
|
||||
int map_width; // Ancho del mapa en tiles
|
||||
|
||||
@@ -16,7 +16,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get("intro.ani"));
|
||||
sprite->setCurrentAnimation("menu");
|
||||
text = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
|
||||
music = JA_LoadMusic(asset->get("music_title.ogg").c_str());
|
||||
music = JA_LoadMusic(asset->get("music_title.ogg").c_str());
|
||||
|
||||
// Inicializa variables
|
||||
section = {SECTION_PROG_TITLE, 0};
|
||||
@@ -44,7 +44,7 @@ Title::~Title()
|
||||
delete text;
|
||||
text = nullptr;
|
||||
|
||||
JA_DeleteMusic(music);
|
||||
JA_DeleteMusic(music);
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
@@ -88,9 +88,7 @@ void Title::render()
|
||||
|
||||
// Dibuja los objetos
|
||||
sprite->render();
|
||||
//text->writeCentered(160, 200, "@2016,2022 JAILDESIGNER & JAILBROTHER (v0.6)", -1);
|
||||
const color_t color = {179,83,71};
|
||||
text->writeDX(TXT_CENTER|TXT_COLOR,160, 200, "@2016,2022 JAILDESIGNER & JAILBROTHER (v0.6)", -1, color);
|
||||
text->writeDX(TXT_CENTER | TXT_COLOR, 160, 200, "@2016,2022 JAILDESIGNER & JAILBROTHER (v0.6)", -1, {255, 93, 4});
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
@@ -99,8 +97,8 @@ void Title::render()
|
||||
// Bucle principal
|
||||
section_t Title::run()
|
||||
{
|
||||
JA_PlayMusic(music);
|
||||
|
||||
JA_PlayMusic(music);
|
||||
|
||||
while (section.name == SECTION_PROG_TITLE)
|
||||
{
|
||||
update();
|
||||
@@ -109,5 +107,5 @@ section_t Title::run()
|
||||
|
||||
return section;
|
||||
|
||||
JA_StopMusic();
|
||||
JA_StopMusic();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user