forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
This commit is contained in:
@@ -13,24 +13,20 @@
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// Constructor
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Scoreboard::Scoreboard(std::shared_ptr<ScoreboardData> data)
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: renderer_(Screen::get()->getRenderer()),
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resource_(Resource::get()),
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asset_(Asset::get()),
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data_(data),
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: data_(data),
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clock_(ClockData())
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{
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const int TEXTURE_WIDTH_ = options.game.width;
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constexpr int TEXTURE_HEIGHT_ = 6 * BLOCK;
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// Reserva memoria para los objetos
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item_texture_ = resource_->getTexture("items.png");
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auto player_texture = resource_->getTexture(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.png" : "player.png");
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auto player_animations = resource_->getAnimations(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani");
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item_texture_ = Resource::get()->getTexture("items.png");
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auto player_texture = Resource::get()->getTexture(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.png" : "player.png");
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auto player_animations = Resource::get()->getAnimations(options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani");
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player_sprite_ = std::make_shared<AnimatedSprite>(player_texture, player_animations);
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player_sprite_->setCurrentAnimation("walk_menu");
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text_ = resource_->getText("smb2");
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texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, TEXTURE_WIDTH_, TEXTURE_HEIGHT_);
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texture_ = SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, TEXTURE_WIDTH_, TEXTURE_HEIGHT_);
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if (texture_ == nullptr)
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{
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if (options.console)
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@@ -65,7 +61,7 @@ Scoreboard::~Scoreboard()
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// Pinta el objeto en pantalla
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void Scoreboard::render()
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{
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SDL_RenderCopy(renderer_, texture_, nullptr, &texture_dest_);
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SDL_RenderCopy(Screen::get()->getRenderer(), texture_, nullptr, &texture_dest_);
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}
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// Actualiza las variables del objeto
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@@ -152,12 +148,12 @@ int Scoreboard::getMinutes()
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void Scoreboard::fillTexture()
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{
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// Empieza a dibujar en la textura
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, texture_);
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auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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SDL_SetRenderTarget(Screen::get()->getRenderer(), texture_);
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// Limpia la textura
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer_, nullptr);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 255);
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SDL_RenderFillRect(Screen::get()->getRenderer(), nullptr);
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// Anclas
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constexpr int LINE1 = BLOCK;
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@@ -186,17 +182,18 @@ void Scoreboard::fillTexture()
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}
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// Escribe los textos
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const std::string timeTxt = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10);
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const std::string itemsTxt = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10);
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text_->writeColored(BLOCK, LINE1, "Items collected ", data_->color);
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text_->writeColored(17 * BLOCK, LINE1, itemsTxt, items_color_);
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text_->writeColored(20 * BLOCK, LINE1, " Time ", data_->color);
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text_->writeColored(26 * BLOCK, LINE1, timeTxt, stringToColor(options.video.palette, "white"));
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auto text = Resource::get()->getText("smb2");
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const std::string TIME_TEXT = std::to_string((clock_.minutes % 100) / 10) + std::to_string(clock_.minutes % 10) + clock_.separator + std::to_string((clock_.seconds % 60) / 10) + std::to_string(clock_.seconds % 10);
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const std::string ITEMS_TEXT = std::to_string(data_->items / 100) + std::to_string((data_->items % 100) / 10) + std::to_string(data_->items % 10);
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text->writeColored(BLOCK, LINE1, "Items collected ", data_->color);
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text->writeColored(17 * BLOCK, LINE1, ITEMS_TEXT, items_color_);
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text->writeColored(20 * BLOCK, LINE1, " Time ", data_->color);
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text->writeColored(26 * BLOCK, LINE1, TIME_TEXT, stringToColor(options.video.palette, "white"));
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const std::string roomsTxt = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10);
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text_->writeColored(22 * BLOCK, LINE2, "Rooms", stringToColor(options.video.palette, "white"));
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text_->writeColored(28 * BLOCK, LINE2, roomsTxt, stringToColor(options.video.palette, "white"));
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const std::string ROOMS_TEXT = std::to_string(data_->rooms / 100) + std::to_string((data_->rooms % 100) / 10) + std::to_string(data_->rooms % 10);
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text->writeColored(22 * BLOCK, LINE2, "Rooms", stringToColor(options.video.palette, "white"));
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text->writeColored(28 * BLOCK, LINE2, ROOMS_TEXT, stringToColor(options.video.palette, "white"));
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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}
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