forked from jaildesigner-jailgames/jaildoctors_dilemma
Cambiada la variable section por un puntero
This commit is contained in:
@@ -1,7 +1,7 @@
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#include "title.h"
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// Constructor
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Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
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Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
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{
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// Copia la dirección de los objetos
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this->resource = resource;
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@@ -9,6 +9,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
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this->screen = screen;
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this->asset = asset;
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this->options = options;
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this->section = section;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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@@ -25,8 +26,8 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
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// Inicializa variables
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counter = 0;
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section.name = SECTION_PROG_TITLE;
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section.subsection = 0;
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section->name = SECTION_PROG_TITLE;
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section->subsection = 0;
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ticks = 0;
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ticksSpeed = 15;
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longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?";
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@@ -79,7 +80,7 @@ void Title::checkEventHandler()
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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section->name = SECTION_PROG_QUIT;
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break;
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}
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@@ -88,19 +89,19 @@ void Title::checkEventHandler()
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{
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if (eventHandler->type == SDL_JOYBUTTONDOWN)
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{
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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section->name = SECTION_PROG_GAME;
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section->subsection = 0;
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}
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_QUIT;
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section->name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_RETURN:
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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section->name = SECTION_PROG_GAME;
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section->subsection = 0;
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break;
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case SDL_SCANCODE_B:
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@@ -210,8 +211,8 @@ void Title::update()
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// Comprueba si ha terminado la marquesina y acaba con el titulo
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if (letters[letters.size() - 1].x < -10)
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{
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section.name = SECTION_PROG_CREDITS;
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section.subsection = 0;
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section->name = SECTION_PROG_CREDITS;
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section->subsection = 0;
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}
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}
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}
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@@ -239,15 +240,13 @@ void Title::render()
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}
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// Bucle para el logo del juego
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section_t Title::run()
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void Title::run()
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{
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while (section.name == SECTION_PROG_TITLE)
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while (section->name == SECTION_PROG_TITLE)
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{
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update();
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render();
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}
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return section;
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}
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// Recarga las texturas
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