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Commit
4a1a360f
authored
Apr 03, 2025
by
Jaime de la Chica Bergillos
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Pantalla de fecha arreglada
parent
d8ed0115
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Showing
4 changed files
with
38 additions
and
56 deletions
Executable
Objeto.cpp
Objeto.h
PantallaFecha.cpp
Executable
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4a1a360f
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Objeto.cpp
View file @
4a1a360f
...
...
@@ -22,3 +22,8 @@ void Objeto::renderizar(SDL_Renderer *renderer, int tamx, int tamy){
bool
Objeto
::
interactuar
(){
return
funcionInteraccion
(
this
);
}
bool
Objeto
::
colisionaObjeto
(
int
x
,
int
z
){
return
colision
.
colisiona
(
x
,
y
);
}
\ No newline at end of file
Objeto.h
View file @
4a1a360f
...
...
@@ -43,4 +43,6 @@ public:
}
bool
interactuar
();
bool
colisionaObjeto
(
int
x
,
int
z
);
};
PantallaFecha.cpp
View file @
4a1a360f
...
...
@@ -8,50 +8,24 @@ PantallaFecha::PantallaFecha() :
fuente1
(
"assets/OpenSans-Italic.ttf"
,
100
),
Fondo1
(
"assets/PantallaPantalla.png"
),
instrucciones
(
fuente1
,
"Pon la combinación de tu cumpleaños"
,{
255
,
255
,
255
}),
interfaz
(
"assets/InterfazCinematica.png"
);
{
Sprite
sprCarne
(
"assets/carneNombre.png"
);
Hitbox
hitCarne
();
carne
(
sprCarne
,
sprCarne
,
sprCarne
,
hitCarne
,
0
,
0
,
0
,
0
,
normal
,
nullptr
);
interfaz
(
"assets/InterfazCinematica.png"
),
Sprite
botonArriba
(
"assets/flechaArriba.jpg"
);
Hitbox
hitBA1
();
Objeto
botonArriba1
(
botonArriba
,
botonArriba
,
botonArriba
,
hitBA1
,
650
,
500
,
600
,
200
,
normal
,
nullptr
);
botonesArriba
[
0
]
=
botonArriba1
;
Hitbox
hitBA2
();
Objeto
botonArriba2
(
botonArriba
,
botonArriba
,
botonArriba
,
hitBA2
,
650
,
500
,
600
,
200
,
normal
,
nullptr
);
botonesArriba
[
1
]
=
botonArriba2
;
Hitbox
hitBA3
();
Objeto
botonArriba3
(
botonArriba
,
botonArriba
,
botonArriba
,
hitBA3
,
650
,
500
,
600
,
200
,
normal
,
nullptr
);
botonesArriba
[
2
]
=
botonArriba3
;
Hitbox
hitBA4
();
Objeto
botonArriba4
(
botonArriba
,
botonArriba
,
botonArriba
,
hitBA4
,
650
,
500
,
600
,
200
,
normal
,
nullptr
);
botonesArriba
[
3
]
=
botonArriba4
;
Sprite
botonAbajo
(
"assets/flechaAbajo.jpg"
);
Hitbox
hitBa1
();
Objeto
botonAbajo1
(
botonAbajo
,
botonAbajo
,
botonAbajo
,
hitBa1
,
650
,
500
,
600
,
200
,
normal
,
nullptr
);
botonesAbajo
[
0
]
=
botonAbajo1
;
Hitbox
hitBa2
();
Objeto
botonAbajo2
(
botonAbajo
,
botonAbajo
,
botonAbajo
,
hitBa2
,
650
,
500
,
600
,
200
,
normal
,
nullptr
);
botonesAbajo
[
1
]
=
botonAbajo2
;
Hitbox
hitBa3
();
Objeto
botonAbajo3
(
botonAbajo
,
botonAbajo
,
botonAbajo
,
hitBa3
,
650
,
500
,
600
,
200
,
normal
,
nullptr
);
botonesAbajo
[
2
]
=
botonAbajo3
;
Hitbox
hitBa4
();
Objeto
botonAbajo4
(
botonAbajo
,
botonAbajo
,
botonAbajo
,
hitBa4
,
650
,
500
,
600
,
200
,
normal
,
nullptr
);
botonesAbajo
[
3
]
=
botonAbajo4
;
for
(
int
i
=
0
;
i
<
4
;
i
++
){
combinacionActual
.[
i
]
=
0
;
}
combinacionBuena
[
0
]
=
(
1
);
combinacionBuena
[
1
]
=
(
3
);
combinacionBuena
[
2
]
=
(
0
);
combinacionBuena
[
3
]
=
(
3
);
carne
(
Sprite
(
"assets/carneNombre.png"
),
Sprite
(
"assets/carneNombre.png"
),
Sprite
(
"assets/carneNombre.png"
),
Hitbox
(
0
,
0
,
0
,
0
),
0
,
0
,
0
,
0
,
normal
,
nullptr
),
botonesArriba
{
Objeto
(
Sprite
(
"assets/flechaArriba.jpg"
),
Sprite
(
"assets/flechaArriba.jpg"
),
Sprite
(
"assets/flechaArriba.jpg"
),
Hitbox
(
0
,
0
,
0
,
0
),
650
,
500
,
600
,
200
,
normal
,
nullptr
),
Objeto
(
Sprite
(
"assets/flechaArriba.jpg"
),
Sprite
(
"assets/flechaArriba.jpg"
),
Sprite
(
"assets/flechaArriba.jpg"
),
Hitbox
(
0
,
0
,
0
,
0
),
650
,
500
,
600
,
200
,
normal
,
nullptr
),
Objeto
(
Sprite
(
"assets/flechaArriba.jpg"
),
Sprite
(
"assets/flechaArriba.jpg"
),
Sprite
(
"assets/flechaArriba.jpg"
),
Hitbox
(
0
,
0
,
0
,
0
),
650
,
500
,
600
,
200
,
normal
,
nullptr
),
Objeto
(
Sprite
(
"assets/flechaArriba.jpg"
),
Sprite
(
"assets/flechaArriba.jpg"
),
Sprite
(
"assets/flechaArriba.jpg"
),
Hitbox
(
0
,
0
,
0
,
0
),
650
,
500
,
600
,
200
,
normal
,
nullptr
)
},
botonesAbajo
{
Objeto
(
Sprite
(
"assets/flechaAbajo.jpg"
),
Sprite
(
"assets/flechaAbajo.jpg"
),
Sprite
(
"assets/flechaAbajo.jpg"
),
Hitbox
(
0
,
0
,
0
,
0
),
650
,
500
,
600
,
200
,
normal
,
nullptr
),
Objeto
(
Sprite
(
"assets/flechaAbajo.jpg"
),
Sprite
(
"assets/flechaAbajo.jpg"
),
Sprite
(
"assets/flechaAbajo.jpg"
),
Hitbox
(
0
,
0
,
0
,
0
),
650
,
500
,
600
,
200
,
normal
,
nullptr
),
Objeto
(
Sprite
(
"assets/flechaAbajo.jpg"
),
Sprite
(
"assets/flechaAbajo.jpg"
),
Sprite
(
"assets/flechaAbajo.jpg"
),
Hitbox
(
0
,
0
,
0
,
0
),
650
,
500
,
600
,
200
,
normal
,
nullptr
),
Objeto
(
Sprite
(
"assets/flechaAbajo.jpg"
),
Sprite
(
"assets/flechaAbajo.jpg"
),
Sprite
(
"assets/flechaAbajo.jpg"
),
Hitbox
(
0
,
0
,
0
,
0
),
650
,
500
,
600
,
200
,
normal
,
nullptr
)
},
combinacionBuena
{
1
,
3
,
0
,
3
},
combinacionActual
{
0
,
0
,
0
,
0
}
{
}
void
PantallaFecha
::
manejarEntrada
(
Handle
&
handle
)
{
...
...
@@ -75,10 +49,10 @@ void PantallaFecha::manejarEntrada(Handle &handle) {
cout
<<
"Raton x "
<<
xRaton
<<
" Raton z "
<<
zRaton
<<
endl
;
int
contadorCorrectos
=
0
;
for
(
int
i
=
0
;
i
<
4
;
i
++
){
if
(
botonesArriba
[
i
].
colisiona
(
xRaton
,
zRaton
)){
if
(
botonesArriba
[
i
].
colisiona
Objeto
(
xRaton
,
zRaton
)){
combinacionActual
[
i
]
=
(
combinacionActual
[
i
]
+
1
)
%
10
;
}
if
(
botonesAbajo
[
i
].
colisiona
(
xRaton
,
zRaton
)){
if
(
botonesAbajo
[
i
].
colisiona
Objeto
(
xRaton
,
zRaton
)){
if
(
combinacionActual
[
i
]
==
0
){
combinacionActual
[
i
]
=
9
;
}
else
{
...
...
@@ -110,18 +84,18 @@ void PantallaFecha::renderizar(SDL_Renderer *renderer, int tamx, int tamy) {
if
(
AgapitoTieneCarne
){
carne
.
renderizar
(
renderer
,
tamx
,
tamy
);
}
interfaz
.
renderizar
(
renderer
,
tamx
,
tamy
);
instrucciones
.
renderizar
();
interfaz
.
renderizar
(
renderer
,
0
,
0
,
0
,
0
,
tamx
,
tamy
);
instrucciones
.
renderizar
(
renderer
,
0
,
0
,
tamx
,
tamy
);
Texto
num1
(
fuente1
,
std
::
to_string
(
combinacionActual
[
0
]),{
0
,
0
,
0
});
Texto
num2
(
fuente1
,
std
::
to_string
(
combinacionActual
[
1
]),{
0
,
0
,
0
});
Texto
num3
(
fuente1
,
std
::
to_string
(
combinacionActual
[
2
]),{
0
,
0
,
0
});
Texto
num4
(
fuente1
,
std
::
to_string
(
combinacionActual
[
3
]),{
0
,
0
,
0
});
num1
.
renderizar
(
renderer
,
tamx
,
tamy
);
num2
.
renderizar
(
renderer
,
tamx
,
tamy
);
num3
.
renderizar
(
renderer
,
tamx
,
tamy
);
num4
.
renderizar
(
renderer
,
tamx
,
tamy
);
Texto
num1
(
fuente1
,
std
::
to_string
(
combinacionActual
[
0
])
.
c_str
()
,{
0
,
0
,
0
});
Texto
num2
(
fuente1
,
std
::
to_string
(
combinacionActual
[
1
])
.
c_str
()
,{
0
,
0
,
0
});
Texto
num3
(
fuente1
,
std
::
to_string
(
combinacionActual
[
2
])
.
c_str
()
,{
0
,
0
,
0
});
Texto
num4
(
fuente1
,
std
::
to_string
(
combinacionActual
[
3
])
.
c_str
()
,{
0
,
0
,
0
});
num1
.
renderizar
(
renderer
,
0
,
0
,
tamx
,
tamy
);
num2
.
renderizar
(
renderer
,
0
,
0
,
tamx
,
tamy
);
num3
.
renderizar
(
renderer
,
0
,
0
,
tamx
,
tamy
);
num4
.
renderizar
(
renderer
,
0
,
0
,
tamx
,
tamy
);
}
...
...
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