forked from jaildesigner-jailgames/jaildoctors_dilemma
Trabajando con el brillo de los creditos
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9
data/credits/shine.ani
Normal file
9
data/credits/shine.ani
Normal file
@@ -0,0 +1,9 @@
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frameWidth=8
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frameHeight=8
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[animation]
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name=default
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speed=6
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loop=-1
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frames=0,1,2,3,4,5,6,7
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[/animation]
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@@ -11,6 +11,8 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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texture = new Texture(renderer, asset->get("shine.png"));
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sprite = new AnimatedSprite(texture, renderer, asset->get("shine.ani"));
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// Inicializa variables
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counter = 0;
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@@ -20,6 +22,7 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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section.subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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sprite->setRect({21 * 8, 15 * 8, 8, 8});
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// Cambia el color del borde
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screen->setBorderColor(stringToColor("black"));
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@@ -78,6 +81,9 @@ Credits::~Credits()
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{
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delete eventHandler;
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delete text;
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texture->unload();
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delete texture;
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delete sprite;
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SDL_DestroyTexture(textTexture);
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SDL_DestroyTexture(coverTexture);
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}
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@@ -204,6 +210,9 @@ void Credits::update()
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// Actualiza el contador
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updateCounter();
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// Actualiza el sprite con el brillo
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sprite->update();
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}
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}
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@@ -224,6 +233,9 @@ void Credits::render()
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SDL_Rect rect = {0, offset * 2, 256, 192};
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SDL_RenderCopy(renderer, coverTexture, nullptr, &rect);
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// Dibuja el sprite con el brillo
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sprite->render();
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// text->write(0,0,std::to_string(counter));
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// text->write(0,8,std::to_string(counterEnabled));
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@@ -7,6 +7,7 @@
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#include "common/screen.h"
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#include "common/sprite.h"
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#include "common/text.h"
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#include "common/texture.h"
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#include "common/utils.h"
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#include "const.h"
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#include <vector>
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@@ -626,6 +626,7 @@ bool Director::setFileList()
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// Credits
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asset->add("/data/credits/shine.png", t_bitmap);
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asset->add("/data/credits/shine.ani", t_bitmap);
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return asset->check();
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}
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