This commit is contained in:
2025-10-27 13:01:11 +01:00
parent 5d8811026d
commit cdb9bde6aa
23 changed files with 392 additions and 392 deletions

View File

@@ -18,16 +18,16 @@ struct JA_Music_t; // lines 17-17
struct JA_Sound_t; // lines 18-18
// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
Resource* Resource::resource_ = nullptr;
Resource* Resource::resource = nullptr;
// [SINGLETON] Crearemos el objeto screen con esta función estática
void Resource::init() { Resource::resource_ = new Resource(); }
void Resource::init() { Resource::resource = new Resource(); }
// [SINGLETON] Destruiremos el objeto screen con esta función estática
void Resource::destroy() { delete Resource::resource_; }
void Resource::destroy() { delete Resource::resource; }
// [SINGLETON] Con este método obtenemos el objeto screen y podemos trabajar con él
Resource* Resource::get() { return Resource::resource_; }
Resource* Resource::get() { return Resource::resource; }
// Constructor
Resource::Resource() { load(); }
@@ -155,7 +155,7 @@ std::vector<int>& Resource::getTileMap(const std::string& name) {
auto it = std::find_if(tile_maps_.begin(), tile_maps_.end(), [&name](const auto& t) { return t.name == name; });
if (it != tile_maps_.end()) {
return it->tileMap;
return it->tile_map;
}
std::cerr << "Error: Mapa de tiles no encontrado " << name << std::endl;
@@ -300,14 +300,14 @@ void Resource::loadRooms() {
void Resource::createText() {
struct ResourceInfo {
std::string key; // Identificador del recurso
std::string textureFile; // Nombre del archivo de textura
std::string textFile; // Nombre del archivo de texto
std::string texture_file; // Nombre del archivo de textura
std::string text_file; // Nombre del archivo de texto
// Constructor para facilitar la creación de objetos ResourceInfo
ResourceInfo(const std::string& k, const std::string& tFile, const std::string& txtFile)
ResourceInfo(const std::string& k, const std::string& t_file, const std::string& txt_file)
: key(k),
textureFile(tFile),
textFile(txtFile) {}
texture_file(t_file),
text_file(txt_file) {}
};
std::cout << "\n>> CREATING TEXT_OBJECTS" << std::endl;
@@ -320,7 +320,7 @@ void Resource::createText() {
{"8bithud", "8bithud.gif", "8bithud.txt"}};
for (const auto& resource : resources) {
texts_.emplace_back(ResourceText(resource.key, std::make_shared<Text>(getSurface(resource.textureFile), getTextFile(resource.textFile))));
texts_.emplace_back(ResourceText(resource.key, std::make_shared<Text>(getSurface(resource.texture_file), getTextFile(resource.text_file))));
printWithDots("Text : ", resource.key, "[ DONE ]");
}
}
@@ -329,7 +329,7 @@ void Resource::createText() {
void Resource::clearSounds() {
// Itera sobre el vector y libera los recursos asociados a cada JA_Sound_t
for (auto& sound : sounds_) {
if (sound.sound) {
if (sound.sound != nullptr) {
JA_DeleteSound(sound.sound);
sound.sound = nullptr;
}
@@ -341,7 +341,7 @@ void Resource::clearSounds() {
void Resource::clearMusics() {
// Itera sobre el vector y libera los recursos asociados a cada JA_Music_t
for (auto& music : musics_) {
if (music.music) {
if (music.music != nullptr) {
JA_DeleteMusic(music.music);
music.music = nullptr;
}
@@ -351,7 +351,7 @@ void Resource::clearMusics() {
// Calcula el numero de recursos para cargar
void Resource::calculateTotal() {
std::vector<AssetType> assetTypes = {
std::vector<AssetType> asset_types = {
AssetType::SOUND,
AssetType::MUSIC,
AssetType::BITMAP,
@@ -362,8 +362,8 @@ void Resource::calculateTotal() {
AssetType::ROOM};
size_t total = 0;
for (const auto& assetType : assetTypes) {
auto list = Asset::get()->getListByType(assetType);
for (const auto& asset_type : asset_types) {
auto list = Asset::get()->getListByType(asset_type);
total += list.size();
}
@@ -375,17 +375,17 @@ void Resource::renderProgress() {
constexpr float X_PADDING = 10;
constexpr float Y_PADDING = 10;
constexpr float BAR_HEIGHT = 10;
const float bar_position = Options::game.height - BAR_HEIGHT - Y_PADDING;
const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
Screen::get()->start();
Screen::get()->clearSurface(static_cast<Uint8>(PaletteColor::BLACK));
auto surface = Screen::get()->getRendererSurface();
const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
SDL_FRect rect_wired = {X_PADDING, bar_position, WIRED_BAR_WIDTH, X_PADDING};
SDL_FRect rect_wired = {X_PADDING, BAR_POSITION, WIRED_BAR_WIDTH, X_PADDING};
surface->drawRectBorder(&rect_wired, static_cast<Uint8>(PaletteColor::WHITE));
const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
SDL_FRect rect_full = {X_PADDING, bar_position, FULL_BAR_WIDTH, X_PADDING};
SDL_FRect rect_full = {X_PADDING, BAR_POSITION, FULL_BAR_WIDTH, X_PADDING};
surface->fillRect(&rect_full, static_cast<Uint8>(PaletteColor::WHITE));
Screen::get()->render();