forked from jaildesigner-jailgames/jaildoctors_dilemma
Afegint smart pointers
Actualitzat Resources Actualitzades les classes Sprite i derivades Afegida nova tipografia Actualitzat Asset Actualitzat Text
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@@ -13,7 +13,7 @@
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#include "resource.h" // Para Resource
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#include "screen.h" // Para Screen
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#include "sprite.h" // Para Sprite
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#include "text.h" // Para Text, TXT_STROKE
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#include "text.h" // Para Text, TEXT_STROKE
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#include "texture.h" // Para Texture
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#include "utils.h" // Para color_t, stringToColor, options_t
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#include "options.h"
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@@ -29,8 +29,8 @@ Ending::Ending()
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input(Input::get())
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{
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// Reserva memoria para los punteros a objetos
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text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
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music = JA_LoadMusic(asset->get("ending1.ogg").c_str());
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text = resource->getText("smb2.txt");
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music = resource->getMusic("ending1.ogg");
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// Inicializa variables
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counter = -1;
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@@ -73,27 +73,7 @@ Ending::Ending()
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Ending::~Ending()
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{
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// Libera la memoria de los objetos
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delete text;
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SDL_DestroyTexture(coverTexture);
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for (auto st : spriteTexts)
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{
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delete st.sprite;
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delete st.texture;
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delete st.coverSprite;
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delete st.coverTexture;
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}
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spriteTexts.clear();
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for (auto sp : spritePics)
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{
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delete sp.sprite;
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delete sp.coverSprite;
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delete sp.coverTexture;
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}
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spritePics.clear();
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JA_DeleteMusic(music);
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}
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// Actualiza el objeto
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@@ -206,13 +186,6 @@ void Ending::iniTexts()
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texts.push_back({"WERE BORN...", 158});
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// Crea los sprites
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for (auto st : spriteTexts)
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{
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delete st.sprite;
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delete st.texture;
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delete st.coverSprite;
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delete st.coverTexture;
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}
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spriteTexts.clear();
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for (auto t : texts)
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@@ -223,19 +196,19 @@ void Ending::iniTexts()
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Color c = stringToColor(options.video.palette, "black");
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// Crea la texture
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st.texture = new Texture(renderer);
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st.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET);
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st.texture = std::make_shared<Texture>(renderer);
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st.texture->createBlank(width, height);
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st.texture->setAsRenderTarget(renderer);
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st.texture->setBlendMode(SDL_BLENDMODE_BLEND);
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text->writeDX(TXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
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text->writeDX(TEXT_STROKE, 2, 2, t.caption, 1, c, 2, c);
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// Crea el sprite
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st.sprite = new Sprite({0, 0, st.texture->getWidth(), st.texture->getHeight()}, st.texture, renderer);
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st.sprite->setPos({(GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos});
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st.sprite = std::make_shared<Sprite>(st.texture, 0, 0, st.texture->getWidth(), st.texture->getHeight());
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st.sprite->setPosition((GAMECANVAS_WIDTH - st.texture->getWidth()) / 2, t.pos);
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// Crea la coverTexture
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st.coverTexture = new Texture(renderer);
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st.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET);
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st.coverTexture = std::make_shared<Texture>(renderer);
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st.coverTexture->createBlank(width, height + 8);
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st.coverTexture->setAsRenderTarget(renderer);
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st.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
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@@ -264,8 +237,8 @@ void Ending::iniTexts()
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SDL_RenderFillRect(renderer, &rect);
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// Crea el sprite
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st.coverSprite = new Sprite({0, 0, st.coverTexture->getWidth(), st.coverTexture->getHeight() - 8}, st.coverTexture, renderer);
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st.coverSprite->setPos({(GAMECANVAS_WIDTH - st.coverTexture->getWidth()) / 2, t.pos});
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st.coverSprite = std::make_shared<Sprite>(st.coverTexture, 0, 0, st.coverTexture->getWidth(), st.coverTexture->getHeight() - 8);
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st.coverSprite->setPosition((GAMECANVAS_WIDTH - st.coverTexture->getWidth()) / 2, t.pos);
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st.coverSprite->setClip(0, 8, -1, -1);
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// Inicializa variables
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@@ -300,12 +273,6 @@ void Ending::iniPics()
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}
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// Crea los sprites
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for (auto sp : spritePics)
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{
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delete sp.sprite;
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delete sp.coverSprite;
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delete sp.coverTexture;
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}
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spritePics.clear();
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for (auto p : pics)
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@@ -318,12 +285,12 @@ void Ending::iniPics()
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const int height = sp.texture->getHeight();
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// Crea el sprite
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sp.sprite = new Sprite({0, 0, width, height}, sp.texture, renderer);
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sp.sprite->setPos({(GAMECANVAS_WIDTH - width) / 2, p.pos});
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sp.sprite = std::make_shared<Sprite>(sp.texture, 0, 0, width, height);
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sp.sprite->setPosition((GAMECANVAS_WIDTH - width) / 2, p.pos);
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// Crea la coverTexture
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sp.coverTexture = new Texture(renderer);
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sp.coverTexture->createBlank(renderer, width, height + 8, SDL_TEXTUREACCESS_TARGET);
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sp.coverTexture = std::make_shared<Texture>(renderer);
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sp.coverTexture->createBlank(width, height + 8);
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sp.coverTexture->setAsRenderTarget(renderer);
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sp.coverTexture->setBlendMode(SDL_BLENDMODE_BLEND);
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@@ -352,8 +319,8 @@ void Ending::iniPics()
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SDL_RenderFillRect(renderer, &rect);
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// Crea el sprite
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sp.coverSprite = new Sprite({0, 0, sp.coverTexture->getWidth(), sp.coverTexture->getHeight() - 8}, sp.coverTexture, renderer);
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sp.coverSprite->setPos({(GAMECANVAS_WIDTH - sp.coverTexture->getWidth()) / 2, p.pos});
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sp.coverSprite = std::make_shared<Sprite>(sp.coverTexture, 0, 0, sp.coverTexture->getWidth(), sp.coverTexture->getHeight() - 8);
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sp.coverSprite->setPosition((GAMECANVAS_WIDTH - sp.coverTexture->getWidth()) / 2, p.pos);
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sp.coverSprite->setClip(0, 8, -1, -1);
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// Inicializa variables
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@@ -498,7 +465,7 @@ void Ending::updateSpriteCovers()
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else if (spriteTexts[ti.index].clipHeight > 0)
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{
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spriteTexts[ti.index].clipHeight -= 2;
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spriteTexts[ti.index].coverSprite->setPosY(spriteTexts[ti.index].coverSprite->getPosY() + 2);
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spriteTexts[ti.index].coverSprite->setY(spriteTexts[ti.index].coverSprite->getY() + 2);
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}
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spriteTexts[ti.index].coverSprite->setClip(0, spriteTexts[ti.index].clipDesp, spriteTexts[ti.index].coverSprite->getWidth(), spriteTexts[ti.index].clipHeight);
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}
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@@ -519,7 +486,7 @@ void Ending::updateSpriteCovers()
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{
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spritePics[scene].clipHeight = 0;
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}
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spritePics[scene].coverSprite->setPosY(spritePics[scene].coverSprite->getPosY() + 2);
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spritePics[scene].coverSprite->setY(spritePics[scene].coverSprite->getY() + 2);
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}
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spritePics[scene].coverSprite->setClip(0, spritePics[scene].clipDesp, spritePics[scene].coverSprite->getWidth(), spritePics[scene].clipHeight);
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}
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