forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
This commit is contained in:
@@ -90,21 +90,24 @@ void Credits::checkInput()
|
||||
// Inicializa los textos
|
||||
void Credits::iniTexts()
|
||||
{
|
||||
#ifndef GAME_CONSOLE
|
||||
std::string keys = "";
|
||||
if (options.keys == ControlScheme::CURSOR)
|
||||
|
||||
switch (options.keys)
|
||||
{
|
||||
case ControlScheme::CURSOR:
|
||||
keys = "CURSORS";
|
||||
}
|
||||
else if (options.keys == ControlScheme::OPQA)
|
||||
{
|
||||
break;
|
||||
case ControlScheme::OPQA:
|
||||
keys = "O,P AND Q";
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
case ControlScheme::WASD:
|
||||
keys = "A,D AND W";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
#ifndef GAME_CONSOLE
|
||||
texts_.clear();
|
||||
texts_.push_back({"", stringToColor(options.video.palette, "white")});
|
||||
texts_.push_back({"INSTRUCTIONS:", stringToColor(options.video.palette, "yellow")});
|
||||
@@ -173,37 +176,37 @@ void Credits::fillTexture()
|
||||
|
||||
// Rellena la textura de texto
|
||||
SDL_SetRenderTarget(renderer_, text_texture_);
|
||||
Color c = stringToColor(options.video.palette, "black");
|
||||
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
|
||||
Color color = stringToColor(options.video.palette, "black");
|
||||
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
|
||||
SDL_RenderClear(renderer_);
|
||||
|
||||
// Escribe el texto en la textura
|
||||
const int size = text_->getCharacterSize();
|
||||
int i = 0;
|
||||
const int SIZE = text_->getCharacterSize();
|
||||
int pos_y = 0;
|
||||
|
||||
for (auto t : texts_)
|
||||
for (const auto &t : texts_)
|
||||
{
|
||||
text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
|
||||
i++;
|
||||
text_->writeDX(TEXT_CENTER | TEXT_COLOR, PLAY_AREA_CENTER_X, pos_y * SIZE, t.label, 1, t.color);
|
||||
pos_y++;
|
||||
}
|
||||
|
||||
// Escribe el corazón
|
||||
const int textLenght = text_->lenght(texts_[22].label, 1) - text_->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
|
||||
const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght;
|
||||
text_->writeColored(posX, 176, "}", stringToColor(options.video.palette, "bright_red"));
|
||||
const int TEXT_LENGHT = text_->lenght(texts_[22].label, 1) - text_->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
|
||||
const int POS_X = ((PLAY_AREA_WIDTH - TEXT_LENGHT) / 2) + TEXT_LENGHT;
|
||||
text_->writeColored(POS_X, 176, "}", stringToColor(options.video.palette, "bright_red"));
|
||||
|
||||
// Recoloca el sprite del brillo
|
||||
sprite_->setPosX(posX + 2);
|
||||
sprite_->setPosX(POS_X + 2);
|
||||
|
||||
SDL_SetRenderTarget(renderer_, nullptr);
|
||||
|
||||
// Rellena la textura que cubre el texto con color transparente
|
||||
SDL_SetRenderTarget(renderer_, cover_texture_);
|
||||
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0x00);
|
||||
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0x00);
|
||||
SDL_RenderClear(renderer_);
|
||||
|
||||
// Los primeros 8 pixels crea una malla
|
||||
SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
|
||||
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
|
||||
for (int i = 0; i < 256; i += 2)
|
||||
{
|
||||
SDL_RenderDrawPoint(renderer_, i, 0);
|
||||
@@ -313,11 +316,4 @@ void Credits::run()
|
||||
checkEvents();
|
||||
render();
|
||||
}
|
||||
}
|
||||
|
||||
// Cambia la paleta
|
||||
void Credits::switchPalette()
|
||||
{
|
||||
options.video.palette = options.video.palette == Palette::ZXSPECTRUM ? Palette::ZXARNE : Palette::ZXSPECTRUM;
|
||||
fillTexture();
|
||||
}
|
||||
Reference in New Issue
Block a user