forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
This commit is contained in:
@@ -25,12 +25,10 @@ Ending2::Ending2()
|
||||
renderer_(Screen::get()->getRenderer()),
|
||||
resource_(Resource::get()),
|
||||
asset_(Asset::get()),
|
||||
input_(Input::get())
|
||||
input_(Input::get()),
|
||||
text_(resource_->getText("smb2")),
|
||||
music_(resource_->getMusic("ending2.ogg"))
|
||||
{
|
||||
// Reserva memoria para los punteros a objetos
|
||||
text_ = resource_->getText("smb2");
|
||||
music_ = resource_->getMusic("ending2.ogg");
|
||||
|
||||
// Inicializa variables
|
||||
counter_enabled_ = false;
|
||||
pre_counter_ = 0;
|
||||
@@ -45,7 +43,7 @@ Ending2::Ending2()
|
||||
|
||||
// Inicializa el vector de colores
|
||||
const std::vector<std::string> color_list = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"};
|
||||
for (auto color : color_list)
|
||||
for (const auto &color : color_list)
|
||||
{
|
||||
colors_.push_back(stringToColor(options.video.palette, color));
|
||||
}
|
||||
@@ -124,49 +122,25 @@ void Ending2::render()
|
||||
// Dibuja los sprites con el texto del final
|
||||
renderTexts();
|
||||
|
||||
const std::string txt = std::to_string(post_counter_);
|
||||
// text->write(0, 192 - 8, txt);
|
||||
|
||||
// Dibuja la cuadricula
|
||||
/*{
|
||||
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
|
||||
const int sw = maxSpriteWidth + 6;
|
||||
const int sh = maxSpriteHeight + 6;
|
||||
for (int i = 0; i < 256; i += sw)
|
||||
{
|
||||
SDL_RenderDrawLine(renderer, i, 0, i, 192);
|
||||
}
|
||||
for (int i = 0; i < 192; i += sh)
|
||||
{
|
||||
SDL_RenderDrawLine(renderer, 0, i, 255, i);
|
||||
}
|
||||
}*/
|
||||
|
||||
// Dibuja una trama arriba y abajo
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0xFF);
|
||||
for (int i = 0; i < 256; i += 2)
|
||||
{
|
||||
// Dibuja una trama arriba y abajo
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0xFF);
|
||||
for (int i = 0; i < 256; i += 2)
|
||||
{
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, 0);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, 1);
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, 2);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, 3);
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, 0);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, 1);
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, 2);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, 3);
|
||||
|
||||
SDL_RenderDrawPoint(renderer_, i, 4);
|
||||
SDL_RenderDrawPoint(renderer_, i, 6);
|
||||
SDL_RenderDrawPoint(renderer_, i, 4);
|
||||
SDL_RenderDrawPoint(renderer_, i, 6);
|
||||
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, 191);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, 190);
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, 189);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, 188);
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, 191);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, 190);
|
||||
SDL_RenderDrawPoint(renderer_, i + 0, 189);
|
||||
SDL_RenderDrawPoint(renderer_, i + 1, 188);
|
||||
|
||||
SDL_RenderDrawPoint(renderer_, i, 187);
|
||||
SDL_RenderDrawPoint(renderer_, i, 185);
|
||||
}
|
||||
// SDL_RenderDrawLine(renderer, 0, 1, 255, 1);
|
||||
// SDL_RenderDrawLine(renderer, 0, 3, 255, 3);
|
||||
// SDL_RenderDrawLine(renderer, 0, 188, 255, 188);
|
||||
// SDL_RenderDrawLine(renderer, 0, 190, 255, 190);
|
||||
SDL_RenderDrawPoint(renderer_, i, 187);
|
||||
SDL_RenderDrawPoint(renderer_, i, 185);
|
||||
}
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
@@ -316,7 +290,7 @@ void Ending2::loadSprites()
|
||||
sprite_max_height_ = 0;
|
||||
|
||||
// Carga los sprites
|
||||
for (auto sl : sprite_list_)
|
||||
for (const auto &sl : sprite_list_)
|
||||
{
|
||||
sprites_.emplace_back(std::make_shared<AnimatedSprite>(resource_->getTexture(sl + ".png"), resource_->getAnimations(sl + ".ani")));
|
||||
sprite_max_width_ = std::max(sprites_.back()->getWidth(), sprite_max_width_);
|
||||
@@ -414,23 +388,23 @@ void Ending2::placeSprites()
|
||||
{
|
||||
for (int i = 0; i < (int)sprites_.size(); ++i)
|
||||
{
|
||||
const int x = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
|
||||
const int y = (i / 1) * (sprite_max_height_ + dist_sprite_text_ + text_->getCharacterSize() + dist_sprite_sprite_) + GAMECANVAS_HEIGHT + 40;
|
||||
const int w = sprites_[i]->getWidth();
|
||||
const int h = sprites_[i]->getHeight();
|
||||
const int dx = -(w / 2);
|
||||
const int dy = i % 1 == 0 ? sprite_max_height_ - h : (int)(sprite_max_height_ * 1.5f) - h;
|
||||
const int X = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
|
||||
const int Y = (i / 1) * (sprite_max_height_ + dist_sprite_text_ + text_->getCharacterSize() + dist_sprite_sprite_) + GAMECANVAS_HEIGHT + 40;
|
||||
const int W = sprites_.at(i)->getWidth();
|
||||
const int H = sprites_.at(i)->getHeight();
|
||||
const int DX = -(W / 2);
|
||||
const int DY = sprite_max_height_ - H;
|
||||
|
||||
sprites_[i]->setPosition({x + dx, y + dy, w, h});
|
||||
sprites_[i]->setVelY(sprite_desp_speed_);
|
||||
sprites_.at(i)->setPosition({X + DX, Y + DY, W, H});
|
||||
sprites_.at(i)->setVelY(sprite_desp_speed_);
|
||||
}
|
||||
|
||||
// Recoloca el último sprite, que es el del jugador
|
||||
const int w = sprites_.back()->getWidth();
|
||||
const int x = GAMECANVAS_CENTER_X - (w / 2);
|
||||
const int y = sprites_.back()->getPosY() + sprite_max_height_ * 2;
|
||||
sprites_.back()->setPosX(x);
|
||||
sprites_.back()->setPosY(y);
|
||||
const int W = sprites_.back()->getWidth();
|
||||
const int X = GAMECANVAS_CENTER_X - (W / 2);
|
||||
const int Y = sprites_.back()->getPosY() + sprite_max_height_ * 2;
|
||||
sprites_.back()->setPosX(X);
|
||||
sprites_.back()->setPosY(Y);
|
||||
sprites_.back()->setCurrentAnimation("walk");
|
||||
}
|
||||
|
||||
@@ -448,7 +422,7 @@ void Ending2::createSpriteTexts()
|
||||
const int h = text_->getCharacterSize();
|
||||
const int x = i % 2 == 0 ? FIRST_COL_ : SECOND_COL_;
|
||||
const int dx = -(w / 2);
|
||||
const int y = sprites_[i]->getPosY() + sprites_[i]->getHeight() + dist_sprite_text_;
|
||||
const int y = sprites_.at(i)->getPosY() + sprites_.at(i)->getHeight() + dist_sprite_text_;
|
||||
|
||||
// Cambia la posición del último sprite
|
||||
const int X = (i == (int)sprite_list_.size() - 1) ? GAMECANVAS_CENTER_X - (w / 2) : x + dx;
|
||||
@@ -535,7 +509,7 @@ void Ending2::updateFinalFade()
|
||||
const float step = std::min(std::max(post_counter_, 500) - 500, 40) / 40.0f;
|
||||
const int index = (colors_.size() - 1) * step;
|
||||
|
||||
for (auto t : texts_)
|
||||
for (const auto &t : texts_)
|
||||
{
|
||||
t->getTexture()->setColor(colors_[index].r, colors_[index].g, colors_[index].b);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user