forked from jaildesigner-jailgames/jaildoctors_dilemma
canviat Options de struct a namespace
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@@ -4,18 +4,18 @@
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#include <algorithm> // Para clamp
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#include "game/gameplay/cheevos.hpp" // Para Cheevos, Achievement
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#include "utils/defines.hpp" // Para PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
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#include "utils/global_events.hpp" // Para check
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#include "core/input/global_inputs.hpp" // Para check
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#include "core/input/input.hpp" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_REPEAT, REP...
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#include "game/gameplay/options.hpp" // Para Options, options, SectionState, Section
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#include "core/resources/resource.hpp" // Para Resource
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/input/global_inputs.hpp" // Para check
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#include "core/input/input.hpp" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_REPEAT, REP...
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/rendering/surface_sprite.hpp" // Para SSprite
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
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#include "utils/utils.hpp" // Para stringToColor, PaletteColor, playMusic
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#include "core/rendering/text.hpp" // Para Text, TEXT_CENTER, TEXT_COLOR
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#include "core/resources/resource.hpp" // Para Resource
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#include "game/gameplay/cheevos.hpp" // Para Cheevos, Achievement
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#include "game/gameplay/options.hpp" // Para Options, options, SectionState, Section
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#include "utils/defines.hpp" // Para PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
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#include "utils/global_events.hpp" // Para check
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#include "utils/utils.hpp" // Para stringToColor, PaletteColor, playMusic
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// Constructor
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Title::Title()
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@@ -23,11 +23,11 @@ Title::Title()
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title_logo_sprite_(std::make_shared<SSprite>(title_logo_surface_, 29, 9, title_logo_surface_->getWidth(), title_logo_surface_->getHeight())),
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loading_screen_surface_(Resource::get()->getSurface("loading_screen_color.gif")),
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loading_screen_sprite_(std::make_shared<SSprite>(loading_screen_surface_, 0, 0, loading_screen_surface_->getWidth(), loading_screen_surface_->getHeight())),
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bg_surface_(std::make_shared<Surface>(options.game.width, options.game.height)) {
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bg_surface_(std::make_shared<Surface>(Options::game.width, Options::game.height)) {
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// Inicializa variables
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state_ = options.section.subsection == Subsection::TITLE_WITH_LOADING_SCREEN ? TitleState::SHOW_LOADING_SCREEN : TitleState::SHOW_MENU;
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options.section.section = Section::TITLE;
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options.section.subsection = Subsection::NONE;
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state_ = Options::section.subsection == Options::SceneOptions::TITLE_WITH_LOADING_SCREEN ? TitleState::SHOW_LOADING_SCREEN : TitleState::SHOW_MENU;
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Options::section.section = Options::Scene::TITLE;
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Options::section.subsection = Options::SceneOptions::NONE;
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initMarquee();
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// Crea y rellena la textura para mostrar los logros
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@@ -68,8 +68,8 @@ void Title::checkEvents() {
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if (!show_cheevos_) {
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switch (event.key.key) {
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case SDLK_1:
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options.section.section = Section::GAME;
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options.section.subsection = Subsection::NONE;
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Options::section.section = Options::Scene::GAME;
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Options::section.subsection = Options::SceneOptions::NONE;
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break;
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case SDLK_2:
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@@ -180,8 +180,8 @@ void Title::update() {
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// Si el contador alcanza cierto valor, termina la seccion
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if (counter_ == 2200) {
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if (!show_cheevos_) {
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options.section.section = Section::CREDITS;
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options.section.subsection = Subsection::NONE;
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Options::section.section = Options::Scene::CREDITS;
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Options::section.subsection = Options::SceneOptions::NONE;
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}
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}
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break;
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@@ -228,7 +228,7 @@ void Title::render() {
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// Bucle para el logo del juego
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void Title::run() {
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while (options.section.section == Section::TITLE) {
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while (Options::section.section == Options::Scene::TITLE) {
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update();
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checkEvents();
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render();
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