forked from jaildesigner-jailgames/jaildoctors_dilemma
He posat punteros dobles i tampoc va res
This commit is contained in:
@@ -167,7 +167,7 @@ void Ending::iniTexts()
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const int WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
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const int HEIGHT = text->getCharacterSize() + 2 + 2;
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Uint8 color = stringToColor("black");
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auto color = stringToColor("black");
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EndingSurface st;
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@@ -188,22 +188,22 @@ void Ending::iniTexts()
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Screen::get()->clearSurface(stringToColor("transparent"));
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// Crea una malla de 8 pixels de alto
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auto surface = Screen::get()->getRenderSurfaceData();
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auto surface_data = *(Screen::get()->getRenderSurfaceData());
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color = stringToColor("black");
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for (int i = 0; i < WIDTH; i += 2)
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{
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st.cover_surface->putPixel(surface, i, 0, color);
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st.cover_surface->putPixel(surface, i, 2, color);
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st.cover_surface->putPixel(surface, i, 4, color);
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st.cover_surface->putPixel(surface, i, 6, color);
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st.cover_surface->putPixel(surface_data, i, 0, color);
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st.cover_surface->putPixel(surface_data, i, 2, color);
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st.cover_surface->putPixel(surface_data, i, 4, color);
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st.cover_surface->putPixel(surface_data, i, 6, color);
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st.cover_surface->putPixel(surface, i + 1, 5, color);
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st.cover_surface->putPixel(surface, i + 1, 7, color);
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st.cover_surface->putPixel(surface_data, i + 1, 5, color);
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st.cover_surface->putPixel(surface_data, i + 1, 7, color);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
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st.cover_surface->fillRect(surface, &rect, color);
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st.cover_surface->fillRect(surface_data, &rect, color);
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// Crea el sprite
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st.cover_sprite = std::make_shared<SSprite>(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8);
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@@ -255,22 +255,22 @@ void Ending::iniPics()
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Screen::get()->clearSurface(stringToColor("transparent"));
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// Crea una malla en los primeros 8 pixels
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auto surface = Screen::get()->getRenderSurfaceData();
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auto surface_data = *(Screen::get()->getRenderSurfaceData());
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auto color = stringToColor("black");
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for (int i = 0; i < WIDTH; i += 2)
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{
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sp.cover_surface->putPixel(surface, i, 0, color);
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sp.cover_surface->putPixel(surface, i, 2, color);
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sp.cover_surface->putPixel(surface, i, 4, color);
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sp.cover_surface->putPixel(surface, i, 6, color);
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sp.cover_surface->putPixel(surface_data, i, 0, color);
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sp.cover_surface->putPixel(surface_data, i, 2, color);
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sp.cover_surface->putPixel(surface_data, i, 4, color);
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sp.cover_surface->putPixel(surface_data, i, 6, color);
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sp.cover_surface->putPixel(surface, i + 1, 5, color);
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sp.cover_surface->putPixel(surface, i + 1, 7, color);
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sp.cover_surface->putPixel(surface_data, i + 1, 5, color);
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sp.cover_surface->putPixel(surface_data, i + 1, 7, color);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
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sp.cover_surface->fillRect(surface, &rect, color);
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sp.cover_surface->fillRect(surface_data, &rect, color);
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// Crea el sprite
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sp.cover_sprite = std::make_shared<SSprite>(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8);
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@@ -477,22 +477,22 @@ void Ending::fillCoverTexture()
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// Los primeros 8 pixels crea una malla
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const Uint8 color = stringToColor("black");
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auto surface = Screen::get()->getRenderSurfaceData();
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auto surface_data = *(Screen::get()->getRenderSurfaceData());
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for (int i = 0; i < 256; i += 2)
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{
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cover_surface_->putPixel(surface, i + 0, options.game.height + 0, color);
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cover_surface_->putPixel(surface, i + 1, options.game.height + 1, color);
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cover_surface_->putPixel(surface, i + 0, options.game.height + 2, color);
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cover_surface_->putPixel(surface, i + 1, options.game.height + 3, color);
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cover_surface_->putPixel(surface_data, i + 0, options.game.height + 0, color);
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cover_surface_->putPixel(surface_data, i + 1, options.game.height + 1, color);
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cover_surface_->putPixel(surface_data, i + 0, options.game.height + 2, color);
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cover_surface_->putPixel(surface_data, i + 1, options.game.height + 3, color);
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cover_surface_->putPixel(surface, i, options.game.height + 4, color);
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cover_surface_->putPixel(surface, i, options.game.height + 6, color);
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cover_surface_->putPixel(surface_data, i, options.game.height + 4, color);
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cover_surface_->putPixel(surface_data, i, options.game.height + 6, color);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 0, 256, options.game.height};
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cover_surface_->fillRect(surface, &rect, color);
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cover_surface_->fillRect(surface_data, &rect, color);
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Screen::get()->setRenderSurfaceData(nullptr);
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}
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