Eliminado el procedimiento loadTextureFromFile() de utils.h

This commit is contained in:
2022-09-01 18:59:18 +02:00
parent 4433cc6943
commit 203391da2d
10 changed files with 15 additions and 27 deletions

View File

@@ -11,7 +11,7 @@ Enemy::Enemy(enemy_t enemy)
// Crea objetos
texture = new LTexture();
loadTextureFromFile(texture, asset->get(enemy.tileset), renderer);
texture->loadFromFile(asset->get(enemy.tileset), renderer);
sprite = new AnimatedSprite(texture, renderer, asset->get(enemy.animation));
// Obten el resto de valores

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@@ -11,11 +11,9 @@ Item::Item(item_t item)
// Crea objetos
texture = new LTexture();
texture->loadFromFile(asset->get(item.tileset), renderer);
sprite = new Sprite(item.x, item.y, 8, 8, texture, renderer);
// Carga la textura
loadTextureFromFile(texture, asset->get(item.tileset), renderer);
// Inicia variables
sprite->setSpriteClip(item.tile * 8, 0, 8, 8);
collider = sprite->getRect();

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@@ -50,7 +50,6 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
SDL_Texture *newTexture = NULL;
// Load image at specified path
//SDL_Surface *loadedSurface = IMG_Load(path.c_str());
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
if (loadedSurface == NULL)
{
@@ -58,9 +57,6 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
}
else
{
// Color key image
//SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, COLOR_KEY_R, COLOR_KEY_G, COLOR_KEY_B));
// Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
if (newTexture == NULL)

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@@ -14,7 +14,7 @@ Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Ren
// Crea objetos
texture = new LTexture();
loadTextureFromFile(texture, asset->get(tileset), renderer);
texture->loadFromFile(asset->get(tileset), renderer);
sprite = new AnimatedSprite(texture, renderer, animation);
// Inicializa variables
@@ -290,3 +290,9 @@ player_t Player::getSpawnParams()
return params;
}
// Recarga la textura
void Player::reLoadTexture()
{
//texture->loadFromFile(asset->get(tileset), renderer);
}

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@@ -115,6 +115,9 @@ public:
// Obtiene el rectangulo de colision del jugador
SDL_Rect &getCollider();
// Recarga la textura
void reLoadTexture();
// Deshace el ultimo movimiento
void undoLastMove();

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@@ -15,7 +15,7 @@ Room::Room(std::string file_path, SDL_Renderer *renderer, Asset *asset, ItemTrac
// Crea los objetos
texture = new LTexture();
load(file_path);
loadTextureFromFile(texture, asset->get(tileset), renderer);
texture->loadFromFile(asset->get(tileset), renderer);
itemSound = JA_LoadSound(asset->get("item.wav").c_str());
// Crea la textura para el mapa de tiles de la habitación

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@@ -14,7 +14,7 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *it
// Reserva memoria para los objetos
texture = new LTexture();
loadTextureFromFile(texture, asset->get("player01.png"), renderer);
texture->loadFromFile(asset->get("player01.png"), renderer);
sprite = new AnimatedSprite(texture, renderer, asset->get("player01.ani"));
sprite->setCurrentAnimation("walk_menu");
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);

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@@ -7,7 +7,7 @@
Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer)
{
texture = new LTexture();
loadTextureFromFile(texture, bitmapFile, renderer);
texture->loadFromFile(bitmapFile, renderer);
mSprite = new Sprite({0, 0, 0, 0}, texture, renderer);
mSprite->setTexture(texture);

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@@ -140,18 +140,6 @@ bool checkCollision(SDL_Point &p, SDL_Rect &r)
return true;
}
// Carga un archivo de imagen en una textura
bool loadTextureFromFile(LTexture *texture, std::string path, SDL_Renderer *renderer)
{
bool success = true;
if (!texture->loadFromFile(path, renderer))
{
printf("Failed to load %s texture!\n", path.c_str());
success = false;
}
return success;
}
// Devuelve un color_t a partir de un string
color_t stringToColor(std::string str)
{

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@@ -77,9 +77,6 @@ bool checkCollision(SDL_Rect &a, SDL_Rect &b);
// Detector de colisiones entre un punto y u rectangulo
bool checkCollision(SDL_Point &p, SDL_Rect &r);
// Carga un archivo de imagen en una textura
bool loadTextureFromFile(LTexture *texture, std::string path, SDL_Renderer *renderer);
// Devuelve un color_t a partir de un string
color_t stringToColor(std::string str);