forked from jaildesigner-jailgames/jaildoctors_dilemma
Reestructurant la classe Options
This commit is contained in:
@@ -95,7 +95,7 @@ room_t loadRoomFile(std::string file_path, bool verbose)
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enemy.flip = false;
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enemy.mirror = false;
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enemy.frame = -1;
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enemy.palette = p_zxspectrum;
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enemy.palette = Palette::ZXSPECTRUM;
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do
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{
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@@ -123,8 +123,8 @@ room_t loadRoomFile(std::string file_path, bool verbose)
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{
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item_t item;
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item.counter = 0;
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item.color1 = stringToColor(p_zxspectrum, "yellow");
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item.color2 = stringToColor(p_zxspectrum, "magenta");
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item.color1 = stringToColor(Palette::ZXSPECTRUM, "yellow");
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item.color2 = stringToColor(Palette::ZXSPECTRUM, "magenta");
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do
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{
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@@ -428,7 +428,7 @@ Room::Room(room_t *room, ItemTracker *itemTracker, int *itemsPicked, bool jailEn
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textureA = room->textureA;
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textureB = room->textureB;
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tileMap = *room->tileMap;
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texture = (options.palette == p_zxspectrum) ? textureA : textureB;
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texture = (options.video.palette == Palette::ZXSPECTRUM) ? textureA : textureB;
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this->jailEnabled = jailEnabled;
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// Inicializa variables
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@@ -443,7 +443,7 @@ Room::Room(room_t *room, ItemTracker *itemTracker, int *itemsPicked, bool jailEn
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for (auto &enemy : room->enemies)
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{
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enemy.renderer = renderer;
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enemy.palette = options.palette;
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enemy.palette = options.video.palette;
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enemies.push_back(new Enemy(enemy));
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}
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@@ -455,8 +455,8 @@ Room::Room(room_t *room, ItemTracker *itemTracker, int *itemsPicked, bool jailEn
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if (!itemTracker->hasBeenPicked(room->name, itemPos))
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{
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item.renderer = renderer;
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item.color1 = stringToColor(options.palette, itemColor1);
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item.color2 = stringToColor(options.palette, itemColor2);
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item.color1 = stringToColor(options.video.palette, itemColor1);
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item.color2 = stringToColor(options.video.palette, itemColor2);
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items.push_back(new Item(item));
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}
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}
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@@ -497,7 +497,7 @@ Room::Room(room_t *room, ItemTracker *itemTracker, int *itemsPicked, bool jailEn
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fillMapTexture();
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// Establece el color del borde
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screen->setBorderColor(stringToColor(options.palette, room->borderColor));
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screen->setBorderColor(stringToColor(options.video.palette, room->borderColor));
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}
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// Destructor
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@@ -530,21 +530,21 @@ std::string Room::getName()
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}
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// Devuelve el color de la habitación
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color_t Room::getBGColor()
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Color Room::getBGColor()
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{
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return stringToColor(options.palette, bgColor);
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return stringToColor(options.video.palette, bgColor);
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}
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// Devuelve el color del borde
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color_t Room::getBorderColor()
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Color Room::getBorderColor()
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{
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return stringToColor(options.palette, borderColor);
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return stringToColor(options.video.palette, borderColor);
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}
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// Crea la textura con el mapeado de la habitación
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void Room::fillMapTexture()
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{
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const color_t color = stringToColor(options.palette, bgColor);
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const Color color = stringToColor(options.video.palette, bgColor);
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SDL_SetRenderTarget(renderer, mapTexture);
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer);
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@@ -870,20 +870,20 @@ void Room::reLoadPalette()
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// Cambia el color de los items
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for (auto item : items)
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{
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item->setColors(stringToColor(options.palette, itemColor1), stringToColor(options.palette, itemColor2));
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item->setColors(stringToColor(options.video.palette, itemColor1), stringToColor(options.video.palette, itemColor2));
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}
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// Cambia el color de los enemigos
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for (auto enemy : enemies)
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{
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enemy->setPalette(options.palette);
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enemy->setPalette(options.video.palette);
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}
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// Establece el color del borde
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screen->setBorderColor(stringToColor(options.palette, borderColor));
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screen->setBorderColor(stringToColor(options.video.palette, borderColor));
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// Cambia la textura
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texture = (options.palette == p_zxspectrum) ? textureA : textureB;
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texture = (options.video.palette == Palette::ZXSPECTRUM) ? textureA : textureB;
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// Pone la nueva textura a los tiles animados
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for (auto tile : aTile)
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