forked from jaildesigner-jailgames/jaildoctors_dilemma
fix: s'havien fotut els dos finals, pero ja estan corregits
This commit is contained in:
@@ -1,23 +1,23 @@
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#include "ending.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <algorithm> // for min
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include "defines.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
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#include "options.h" // for Options, options, OptionsVideo, Sect...
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text, TEXT_STROKE
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#include "texture.h" // for Texture
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#include "utils.h" // for Color, stringToColor, Palette
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // for SDL_Rect
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <algorithm> // for min
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include "defines.h" // for GAMECANVAS_HEIGHT, options.game.width
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "jail_audio.h" // for JA_SetVolume, JA_PlayMusic, JA_StopM...
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#include "options.h" // for Options, options, OptionsVideo, Sect...
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text, TEXT_STROKE
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#include "texture.h" // for Texture
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#include "utils.h" // for Color, stringToColor, Palette
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// Constructor
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Ending::Ending()
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@@ -42,15 +42,8 @@ Ending::Ending()
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// Cambia el color del borde
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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// Crea la textura para cubrir el rexto
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cover_texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT + 8);
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if (cover_texture_ == nullptr)
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{
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if (options.console)
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{
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std::cout << "Error: canvasTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Crea la textura para cubrir el texto
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cover_texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height + 8);
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SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
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// Rellena la textura para la cortinilla
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@@ -60,7 +53,6 @@ Ending::Ending()
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// Destructor
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Ending::~Ending()
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{
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// Libera la memoria de los objetos
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SDL_DestroyTexture(cover_texture_);
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}
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@@ -99,19 +91,19 @@ void Ending::render()
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(stringToColor(options.video.palette, "black"));
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Screen::get()->clean(stringToColor(options.video.palette, "yellow"));
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// Dibuja las imagenes de la escena
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sprite_pics_[current_scene_].sprite->render();
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sprite_pics_[current_scene_].cover_sprite->render();
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sprite_pics_.at(current_scene_).image_sprite->render();
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sprite_pics_.at(current_scene_).cover_sprite->render();
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// Dibuja los textos de la escena
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for (auto ti : scenes_[current_scene_].text_index)
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for (const auto &ti : scenes_.at(current_scene_).text_index)
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{
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if (counter_ > ti.trigger)
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{
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sprite_texts_[ti.index].sprite->render();
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sprite_texts_[ti.index].cover_sprite->render();
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sprite_texts_.at(ti.index).image_sprite->render();
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sprite_texts_.at(ti.index).cover_sprite->render();
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}
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}
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@@ -176,26 +168,26 @@ void Ending::iniTexts()
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// Crea los sprites
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sprite_texts_.clear();
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for (const auto &t : texts)
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for (const auto &txt : texts)
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{
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auto text = Resource::get()->getText("smb2");
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const int WIDTH = text->lenght(t.caption, 1) + 2 + 2;
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const int WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
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const int HEIGHT = text->getCharacterSize() + 2 + 2;
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Color color = stringToColor(options.video.palette, "black");
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EndingTexture st;
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// Crea la texture
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st.texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.texture->createBlank(WIDTH, HEIGHT);
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st.texture->setAsRenderTarget(Screen::get()->getRenderer());
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st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text->writeDX(TEXT_STROKE, 2, 2, t.caption, 1, color, 2, color);
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// Crea la textura
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st.image_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.image_texture->createBlank(WIDTH, HEIGHT);
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st.image_texture->setAsRenderTarget(Screen::get()->getRenderer());
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st.image_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, color, 2, color);
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// Crea el sprite
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st.sprite = std::make_shared<Sprite>(st.texture, 0, 0, st.texture->getWidth(), st.texture->getHeight());
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st.sprite->setPosition((GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos);
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st.image_sprite = std::make_shared<Sprite>(st.image_texture, 0, 0, st.image_texture->getWidth(), st.image_texture->getHeight());
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st.image_sprite->setPosition((options.game.width - st.image_texture->getWidth()) / 2, txt.pos);
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// Crea la coverTexture
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st.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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@@ -207,7 +199,7 @@ void Ending::iniTexts()
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Los primeros 8 pixels crea una malla
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// Crea una malla de 8 pixels de alto
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color = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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for (int i = 0; i < WIDTH; i += 2)
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@@ -229,12 +221,12 @@ void Ending::iniTexts()
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// Crea el sprite
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st.cover_sprite = std::make_shared<Sprite>(st.cover_texture, 0, 0, st.cover_texture->getWidth(), st.cover_texture->getHeight() - 8);
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st.cover_sprite->setPosition((GAMECANVAS_WIDTH - st.cover_texture->getWidth()) / 2, t.pos);
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st.cover_sprite->setClip(0, 8, -1, -1);
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st.cover_sprite->setPosition((options.game.width - st.cover_texture->getWidth()) / 2, txt.pos);
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st.cover_sprite->setClip(0, 8, st.cover_texture->getWidth(), st.cover_texture->getHeight());
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// Inicializa variables
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st.clip_desp = 8;
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st.clip_height = HEIGHT;
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st.cover_clip_desp = 8;
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st.cover_clip_height = HEIGHT;
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sprite_texts_.push_back(st);
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}
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@@ -266,22 +258,22 @@ void Ending::iniPics()
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// Crea los sprites
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sprite_pics_.clear();
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for (const auto &p : pics)
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for (const auto &pic : pics)
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{
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EndingTexture sp;
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// Crea la texture
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sp.texture = Resource::get()->getTexture(p.caption);
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const int width = sp.texture->getWidth();
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const int height = sp.texture->getHeight();
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sp.image_texture = Resource::get()->getTexture(pic.caption);
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const int WIDTH = sp.image_texture->getWidth();
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const int HEIGHT = sp.image_texture->getHeight();
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// Crea el sprite
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sp.sprite = std::make_shared<Sprite>(sp.texture, 0, 0, width, height);
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sp.sprite->setPosition((GAMECANVAS_WIDTH - width) / 2, p.pos);
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sp.image_sprite = std::make_shared<Sprite>(sp.image_texture, 0, 0, WIDTH, HEIGHT);
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sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
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// Crea la coverTexture
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sp.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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sp.cover_texture->createBlank(width, height + 8);
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sp.cover_texture->createBlank(WIDTH, HEIGHT + 8);
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sp.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
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sp.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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@@ -289,10 +281,10 @@ void Ending::iniPics()
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Los primeros 8 pixels crea una malla
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// Crea una malla en los primeros 8 pixels
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Color c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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for (int i = 0; i < width; i += 2)
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for (int i = 0; i < WIDTH; i += 2)
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{
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
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@@ -304,19 +296,19 @@ void Ending::iniPics()
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, width, height};
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SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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// Crea el sprite
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sp.cover_sprite = std::make_shared<Sprite>(sp.cover_texture, 0, 0, sp.cover_texture->getWidth(), sp.cover_texture->getHeight() - 8);
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sp.cover_sprite->setPosition((GAMECANVAS_WIDTH - sp.cover_texture->getWidth()) / 2, p.pos);
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sp.cover_sprite->setClip(0, 8, -1, -1);
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sp.cover_sprite->setPosition((options.game.width - sp.cover_texture->getWidth()) / 2, pic.pos);
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sp.cover_sprite->setClip(0, 8, sp.cover_texture->getWidth(), sp.cover_texture->getHeight());
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// Inicializa variables
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sp.clip_desp = 8;
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sp.clip_height = height;
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sp.cover_clip_desp = 8;
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sp.cover_clip_height = HEIGHT;
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sprite_pics_.push_back(sp);
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}
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@@ -327,7 +319,7 @@ void Ending::iniScenes()
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{
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// Variable para los tiempos
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int trigger;
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const int lapse = 80;
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constexpr int LAPSE = 80;
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// Crea el contenedor
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SceneData sc;
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@@ -340,13 +332,13 @@ void Ending::iniScenes()
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sc.picture_index = 0;
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sc.text_index.clear();
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trigger = 85 * 2;
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({0, trigger});
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({1, trigger});
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trigger += lapse * 3;
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trigger += LAPSE * 3;
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sc.text_index.push_back({2, trigger});
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({3, trigger});
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scenes_.push_back(sc);
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@@ -355,17 +347,17 @@ void Ending::iniScenes()
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sc.picture_index = 1;
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sc.text_index.clear();
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trigger = 140 * 2;
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({4, trigger});
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({5, trigger});
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({6, trigger});
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trigger += lapse * 3;
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trigger += LAPSE * 3;
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sc.text_index.push_back({7, trigger});
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({8, trigger});
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trigger += lapse * 3;
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trigger += LAPSE * 3;
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sc.text_index.push_back({9, trigger});
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scenes_.push_back(sc);
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@@ -374,9 +366,9 @@ void Ending::iniScenes()
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sc.picture_index = 2;
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sc.text_index.clear();
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trigger = 148 / 2;
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({10, trigger});
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({11, trigger});
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scenes_.push_back(sc);
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@@ -385,9 +377,9 @@ void Ending::iniScenes()
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sc.picture_index = 3;
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sc.text_index.clear();
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trigger = 87 / 2;
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({12, trigger});
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trigger += lapse / 2;
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trigger += LAPSE / 2;
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sc.text_index.push_back({13, trigger});
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scenes_.push_back(sc);
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@@ -396,11 +388,11 @@ void Ending::iniScenes()
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sc.picture_index = 4;
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sc.text_index.clear();
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trigger = 91 * 2;
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trigger += lapse;
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trigger += LAPSE;
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sc.text_index.push_back({14, trigger});
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trigger += lapse * 2;
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trigger += LAPSE * 2;
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sc.text_index.push_back({15, trigger});
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trigger += lapse * 3;
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trigger += LAPSE * 3;
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sc.text_index.push_back({16, trigger});
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scenes_.push_back(sc);
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}
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@@ -442,44 +434,45 @@ void Ending::updateCounters()
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// Actualiza las cortinillas de los elementos
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void Ending::updateSpriteCovers()
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{ // Actualiza la cortinilla de los textos
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{
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// Actualiza la cortinilla de los textos
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if (counter_ % 4 == 0)
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{
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for (auto ti : scenes_[current_scene_].text_index)
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for (auto ti : scenes_.at(current_scene_).text_index)
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{
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if (counter_ > ti.trigger)
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{
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if (sprite_texts_[ti.index].clip_desp > 0)
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if (sprite_texts_.at(ti.index).cover_clip_desp > 0)
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{
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sprite_texts_[ti.index].clip_desp -= 2;
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sprite_texts_.at(ti.index).cover_clip_desp -= 2;
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}
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else if (sprite_texts_[ti.index].clip_height > 0)
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else if (sprite_texts_.at(ti.index).cover_clip_height > 0)
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{
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sprite_texts_[ti.index].clip_height -= 2;
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sprite_texts_[ti.index].cover_sprite->setY(sprite_texts_[ti.index].cover_sprite->getY() + 2);
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sprite_texts_.at(ti.index).cover_clip_height -= 2;
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sprite_texts_.at(ti.index).cover_sprite->setY(sprite_texts_.at(ti.index).cover_sprite->getY() + 2);
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}
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sprite_texts_[ti.index].cover_sprite->setClip(0, sprite_texts_[ti.index].clip_desp, sprite_texts_[ti.index].cover_sprite->getWidth(), sprite_texts_[ti.index].clip_height);
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sprite_texts_.at(ti.index).cover_sprite->setClip(0, sprite_texts_.at(ti.index).cover_clip_desp, sprite_texts_.at(ti.index).cover_sprite->getWidth(), sprite_texts_.at(ti.index).cover_clip_height);
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}
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}
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}
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// Actualiza la cortinilla de las imagenes
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// Actualiza la cortinilla de las imágenes
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if (counter_ % 2 == 0)
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{
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if (sprite_pics_[current_scene_].clip_desp > 0)
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if (sprite_pics_.at(current_scene_).cover_clip_desp > 0)
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{
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sprite_pics_[current_scene_].clip_desp -= 2;
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sprite_pics_.at(current_scene_).cover_clip_desp -= 2;
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}
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else if (sprite_pics_[current_scene_].clip_height > 0)
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else if (sprite_pics_.at(current_scene_).cover_clip_height > 0)
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{
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sprite_pics_[current_scene_].clip_height -= 2;
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if (sprite_pics_[current_scene_].clip_height < 0)
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sprite_pics_.at(current_scene_).cover_clip_height -= 2;
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if (sprite_pics_.at(current_scene_).cover_clip_height < 0)
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{
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sprite_pics_[current_scene_].clip_height = 0;
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sprite_pics_.at(current_scene_).cover_clip_height = 0;
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}
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sprite_pics_[current_scene_].cover_sprite->setY(sprite_pics_[current_scene_].cover_sprite->getY() + 2);
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sprite_pics_.at(current_scene_).cover_sprite->setY(sprite_pics_.at(current_scene_).cover_sprite->getY() + 2);
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}
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sprite_pics_[current_scene_].cover_sprite->setClip(0, sprite_pics_[current_scene_].clip_desp, sprite_pics_[current_scene_].cover_sprite->getWidth(), sprite_pics_[current_scene_].clip_height);
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sprite_pics_.at(current_scene_).cover_sprite->setClip(0, sprite_pics_.at(current_scene_).cover_clip_desp, sprite_pics_.at(current_scene_).cover_sprite->getWidth(), sprite_pics_.at(current_scene_).cover_clip_height);
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}
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}
|
||||
|
||||
@@ -536,10 +529,11 @@ void Ending::fillCoverTexture()
|
||||
void Ending::renderCoverTexture()
|
||||
{
|
||||
if (cover_counter_ > 0)
|
||||
{ // Dibuja la textura que cubre el texto
|
||||
const int offset = std::min(cover_counter_, 100);
|
||||
SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, offset * 2};
|
||||
SDL_Rect dstRect = {0, 0, 256, offset * 2};
|
||||
{
|
||||
// Dibuja la textura que cubre el texto
|
||||
const int OFFSET = std::min(cover_counter_, 100);
|
||||
SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
|
||||
SDL_Rect dstRect = {0, 0, 256, OFFSET * 2};
|
||||
SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user