3 Commits

Author SHA1 Message Date
8a43e7cd65 Retocada la estructura del menu d'opcions 2025-02-21 12:34:39 +01:00
370120345e Actualitzat jail_audio 2025-02-21 12:33:08 +01:00
134b679a75 Canviats defines per constexpr 2025-02-21 12:27:03 +01:00
20 changed files with 383 additions and 211 deletions

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@@ -101,7 +101,7 @@ line=true
[item]
text=HOW TO PLAY
hPaddingDown=6
hPaddingDown=10
[/item]
[item]

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@@ -9,63 +9,63 @@ class AnimatedSprite;
class Texture;
// Cantidad de elementos del vector con los valores de la deformación del globo al rebotar
#define MAX_BOUNCE 10
constexpr int MAX_BOUNCE = 10;
// Tipos de globo
#define BALLOON_1 1
#define BALLOON_2 2
#define BALLOON_3 3
#define BALLOON_4 4
#define HEXAGON_1 5
#define HEXAGON_2 6
#define HEXAGON_3 7
#define HEXAGON_4 8
#define POWER_BALL 9
constexpr int BALLOON_1 = 1;
constexpr int BALLOON_2 = 2;
constexpr int BALLOON_3 = 3;
constexpr int BALLOON_4 = 4;
constexpr int HEXAGON_1 = 5;
constexpr int HEXAGON_2 = 6;
constexpr int HEXAGON_3 = 7;
constexpr int HEXAGON_4 = 8;
constexpr int POWER_BALL = 9;
// Puntos de globo
#define BALLOON_SCORE_1 50
#define BALLOON_SCORE_2 100
#define BALLOON_SCORE_3 200
#define BALLOON_SCORE_4 400
constexpr int BALLOON_SCORE_1 = 50;
constexpr int BALLOON_SCORE_2 = 100;
constexpr int BALLOON_SCORE_3 = 200;
constexpr int BALLOON_SCORE_4 = 400;
// Tamaños de globo
#define BALLOON_SIZE_1 1
#define BALLOON_SIZE_2 2
#define BALLOON_SIZE_3 3
#define BALLOON_SIZE_4 4
constexpr int BALLOON_SIZE_1 = 1;
constexpr int BALLOON_SIZE_2 = 2;
constexpr int BALLOON_SIZE_3 = 3;
constexpr int BALLOON_SIZE_4 = 4;
// Clases de globo
#define BALLOON_CLASS 0
#define HEXAGON_CLASS 1
constexpr int BALLOON_CLASS = 0;
constexpr int HEXAGON_CLASS = 1;
// Velocidad del globo
#define BALLOON_VELX_POSITIVE 0.7f
#define BALLOON_VELX_NEGATIVE -0.7f
constexpr float BALLOON_VELX_POSITIVE = 0.7f;
constexpr float BALLOON_VELX_NEGATIVE = -0.7f;
// Indice para las animaciones de los globos
#define BALLOON_MOVING_ANIMATION 0
#define BALLOON_POP_ANIMATION 1
#define BALLOON_BORN_ANIMATION 2
// Índice para las animaciones de los globos
constexpr int BALLOON_MOVING_ANIMATION = 0;
constexpr int BALLOON_POP_ANIMATION = 1;
constexpr int BALLOON_BORN_ANIMATION = 2;
// Cantidad posible de globos
#define MAX_BALLOONS 100
constexpr int MAX_BALLOONS = 100;
// Velocidades a las que se mueven los globos
#define BALLOON_SPEED_1 0.60f
#define BALLOON_SPEED_2 0.70f
#define BALLOON_SPEED_3 0.80f
#define BALLOON_SPEED_4 0.90f
#define BALLOON_SPEED_5 1.00f
constexpr float BALLOON_SPEED_1 = 0.60f;
constexpr float BALLOON_SPEED_2 = 0.70f;
constexpr float BALLOON_SPEED_3 = 0.80f;
constexpr float BALLOON_SPEED_4 = 0.90f;
constexpr float BALLOON_SPEED_5 = 1.00f;
// Tamaño de los globos
#define BALLOON_WIDTH_1 8
#define BALLOON_WIDTH_2 13
#define BALLOON_WIDTH_3 21
#define BALLOON_WIDTH_4 37
constexpr int BALLOON_WIDTH_1 = 8;
constexpr int BALLOON_WIDTH_2 = 13;
constexpr int BALLOON_WIDTH_3 = 21;
constexpr int BALLOON_WIDTH_4 = 37;
// PowerBall
#define POWERBALL_SCREENPOWER_MINIMUM 10
#define POWERBALL_COUNTER 8
constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
constexpr int POWERBALL_COUNTER = 8;
// Clase Balloon
class Balloon

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@@ -7,13 +7,13 @@ class Sprite;
class Texture;
// Tipos de bala
#define BULLET_UP 1
#define BULLET_LEFT 2
#define BULLET_RIGHT 3
constexpr int BULLET_UP = 1;
constexpr int BULLET_LEFT = 2;
constexpr int BULLET_RIGHT = 3;
// Tipos de retorno de la funcion move de la bala
#define BULLET_MOVE_OK 0
#define BULLET_MOVE_OUT 1
// Tipos de retorno de la función move de la bala
constexpr int BULLET_MOVE_OK = 0;
constexpr int BULLET_MOVE_OUT = 1;
// Clase Bullet
class Bullet

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@@ -5,56 +5,56 @@
#include "lang.h"
// Tamaño de bloque
#define BLOCK 8
#define HALF_BLOCK BLOCK / 2
constexpr int BLOCK = 8;
constexpr int HALF_BLOCK = BLOCK / 2;
// Tamaño de la pantalla virtual
#define GAMECANVAS_WIDTH 256
#define GAMECANVAS_HEIGHT 192
constexpr int GAMECANVAS_WIDTH = 256;
constexpr int GAMECANVAS_HEIGHT = 192;
// Zona de juego
const int PLAY_AREA_TOP = (0 * BLOCK);
const int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
const int PLAY_AREA_LEFT = (0 * BLOCK);
const int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
constexpr int PLAY_AREA_TOP = (0 * BLOCK);
constexpr int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
constexpr int PLAY_AREA_LEFT = (0 * BLOCK);
constexpr int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
constexpr int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
constexpr int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
constexpr int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
constexpr int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
constexpr int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
constexpr int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
constexpr int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
constexpr int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
// Anclajes de pantalla
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
constexpr int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
constexpr int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
constexpr int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
constexpr int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
constexpr int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
constexpr int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
// Secciones del programa
#define SECTION_PROG_LOGO 0
#define SECTION_PROG_INTRO 1
#define SECTION_PROG_TITLE 2
#define SECTION_PROG_GAME 3
#define SECTION_PROG_QUIT 4
constexpr int SECTION_PROG_LOGO = 0;
constexpr int SECTION_PROG_INTRO = 1;
constexpr int SECTION_PROG_TITLE = 2;
constexpr int SECTION_PROG_GAME = 3;
constexpr int SECTION_PROG_QUIT = 4;
// Subsecciones
#define SUBSECTION_GAME_PLAY_1P 0
#define SUBSECTION_GAME_PLAY_2P 1
#define SUBSECTION_GAME_PAUSE 2
#define SUBSECTION_GAME_GAMEOVER 3
#define SUBSECTION_TITLE_1 3
#define SUBSECTION_TITLE_2 4
#define SUBSECTION_TITLE_3 5
#define SUBSECTION_TITLE_INSTRUCTIONS 6
constexpr int SUBSECTION_GAME_PLAY_1P = 0;
constexpr int SUBSECTION_GAME_PLAY_2P = 1;
constexpr int SUBSECTION_GAME_PAUSE = 2;
constexpr int SUBSECTION_GAME_GAMEOVER = 3;
constexpr int SUBSECTION_TITLE_1 = 3;
constexpr int SUBSECTION_TITLE_2 = 4;
constexpr int SUBSECTION_TITLE_3 = 5;
constexpr int SUBSECTION_TITLE_INSTRUCTIONS = 6;
// Ningun tipo
#define NO_KIND 0
constexpr int NO_KIND = 0;
// Colores
const color_t bgColor = {0x27, 0x27, 0x36};
const color_t noColor = {0xFF, 0xFF, 0xFF};
const color_t shdwTxtColor = {0x43, 0x43, 0x4F};
const color_t shdwTxtColor = {0x43, 0x43, 0x4F};

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@@ -15,7 +15,7 @@ struct options_t;
struct section_t;
// Textos
#define WINDOW_CAPTION "Coffee Crisis"
constexpr const char* WINDOW_CAPTION = "Coffee Crisis";
class Director
{

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@@ -5,9 +5,9 @@
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16
// Tipos de fundido
#define FADE_FULLSCREEN 0
#define FADE_CENTER 1
#define FADE_RANDOM_SQUARE 2
constexpr int FADE_FULLSCREEN = 0;
constexpr int FADE_CENTER = 1;
constexpr int FADE_RANDOM_SQUARE = 2;
// Clase Fade
class Fade

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@@ -26,31 +26,31 @@ struct JA_Music_t;
struct JA_Sound_t;
// Cantidad de elementos a escribir en los ficheros de datos
#define TOTAL_SCORE_DATA 3
#define TOTAL_DEMO_DATA 2000
constexpr int TOTAL_SCORE_DATA = 3;
constexpr int TOTAL_DEMO_DATA = 2000;
// Contadores
#define STAGE_COUNTER 200
#define SHAKE_COUNTER 10
#define HELP_COUNTER 1000
#define GAME_COMPLETED_START_FADE 500
#define GAME_COMPLETED_END 700
constexpr int STAGE_COUNTER = 200;
constexpr int SHAKE_COUNTER = 10;
constexpr int HELP_COUNTER = 1000;
constexpr int GAME_COMPLETED_START_FADE = 500;
constexpr int GAME_COMPLETED_END = 700;
// Formaciones enemigas
#define NUMBER_OF_ENEMY_FORMATIONS 100
#define MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION 50
constexpr int NUMBER_OF_ENEMY_FORMATIONS = 100;
constexpr int MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION = 50;
// Porcentaje de aparición de los objetos
#define ITEM_POINTS_1_DISK_ODDS 10
#define ITEM_POINTS_2_GAVINA_ODDS 6
#define ITEM_POINTS_3_PACMAR_ODDS 3
#define ITEM_CLOCK_ODDS 5
#define ITEM_COFFEE_ODDS 5
#define ITEM_POWER_BALL_ODDS 0
#define ITEM_COFFEE_MACHINE_ODDS 4
constexpr int ITEM_POINTS_1_DISK_ODDS = 10;
constexpr int ITEM_POINTS_2_GAVINA_ODDS = 6;
constexpr int ITEM_POINTS_3_PACMAR_ODDS = 3;
constexpr int ITEM_CLOCK_ODDS = 5;
constexpr int ITEM_COFFEE_ODDS = 5;
constexpr int ITEM_POWER_BALL_ODDS = 0;
constexpr int ITEM_COFFEE_MACHINE_ODDS = 4;
// Valores para las variables asociadas a los objetos
#define TIME_STOPPED_COUNTER 300
constexpr int TIME_STOPPED_COUNTER = 300;
// Clase Game
class Game

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@@ -6,6 +6,15 @@
#include <string> // for string, basic_string
#include <vector> // for vector
// Valores de repetición
constexpr bool REPEAT_TRUE = true;
constexpr bool REPEAT_FALSE = false;
// Métodos de entrada
constexpr int INPUT_USE_KEYBOARD = 0;
constexpr int INPUT_USE_GAMECONTROLLER = 1;
constexpr int INPUT_USE_ANY = 2;
enum inputs_e
{
// Inputs obligatorios
@@ -31,13 +40,6 @@ enum inputs_e
input_number_of_inputs
};
#define REPEAT_TRUE true
#define REPEAT_FALSE false
#define INPUT_USE_KEYBOARD 0
#define INPUT_USE_GAMECONTROLLER 1
#define INPUT_USE_ANY 2
enum i_disable_e
{
d_notDisabled,

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@@ -15,9 +15,6 @@ class Writer;
struct JA_Music_t;
struct section_t;
#ifndef INTRO_H
#define INTRO_H
// Clase Intro
class Intro
{
@@ -69,5 +66,3 @@ public:
// Bucle principal
void run();
};
#endif

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@@ -9,12 +9,12 @@ class AnimatedSprite;
class Texture;
// Tipos de objetos
#define ITEM_POINTS_1_DISK 1
#define ITEM_POINTS_2_GAVINA 2
#define ITEM_POINTS_3_PACMAR 3
#define ITEM_CLOCK 4
#define ITEM_COFFEE 5
#define ITEM_COFFEE_MACHINE 6
constexpr int ITEM_POINTS_1_DISK = 1;
constexpr int ITEM_POINTS_2_GAVINA = 2;
constexpr int ITEM_POINTS_3_PACMAR = 3;
constexpr int ITEM_CLOCK = 4;
constexpr int ITEM_COFFEE = 5;
constexpr int ITEM_COFFEE_MACHINE = 6;
// Clase Item
class Item

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@@ -1,10 +1,14 @@
#ifndef JA_USESDLMIXER
#include "jail_audio.h"
#include "stb_vorbis.c"
#include <SDL2/SDL.h>
#include <stdio.h>
#include <SDL2/SDL_log.h> // for SDL_Log, SDL_LogSetPriority, SDL_LOG_CAT...
#include <SDL2/SDL_rwops.h> // for SDL_RWFromMem
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <stdint.h> // for uint8_t, uint32_t
#include <stdio.h> // for NULL, fseek, fclose, fopen, fread, ftell
#include <stdlib.h> // for free, malloc
#include "stb_vorbis.c" // for stb_vorbis_decode_memory
#define JA_MAX_SIMULTANEOUS_CHANNELS 5
constexpr int JA_MAX_SIMULTANEOUS_CHANNELS = 20;
struct JA_Sound_t {
Uint32 length {0};
@@ -20,6 +24,7 @@ struct JA_Channel_t {
struct JA_Music_t {
int samples {0};
Uint32 length {0};
int pos {0};
int times {0};
short* output {NULL};
@@ -32,19 +37,41 @@ JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
int JA_freq {48000};
SDL_AudioFormat JA_format {AUDIO_S16};
Uint8 JA_channels {2};
int JA_volume = 128;
int JA_musicVolume = 128;
int JA_soundVolume = 64;
bool JA_musicEnabled = true;
bool JA_soundEnabled = true;
SDL_AudioDeviceID sdlAudioDevice = 0;
bool fading = false;
int fade_start_time;
int fade_duration;
int fade_initial_volume;
void audioCallback(void * userdata, uint8_t * stream, int len) {
SDL_memset(stream, 0, len);
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
const int size = SDL_min(len, current_music->samples*2-current_music->pos);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, JA_volume);
current_music->pos += size/2;
int volume = JA_musicVolume;
if (fading) {
int time = SDL_GetTicks();
if (time > (fade_start_time+fade_duration)) {
fading = false;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
volume = 0;
} else {
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
volume = JA_musicVolume * (1.0 - percent);
}
}
const int size = SDL_min(len, current_music->length - current_music->pos);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output)+current_music->pos, AUDIO_S16, size, volume);
current_music->pos += size;
if (size < len) {
if (current_music->times != 0) {
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, JA_volume);
current_music->pos = (len-size)/2;
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, volume);
current_music->pos = len-size;
if (current_music->times > 0) current_music->times--;
} else {
current_music->pos = 0;
@@ -56,11 +83,11 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) {
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_volume/2);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_soundVolume);
channels[i].pos += size;
if (size < len) {
if (channels[i].times != 0) {
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_volume/2);
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_soundVolume);
channels[i].pos = len-size;
if (channels[i].times > 0) channels[i].times--;
} else {
@@ -71,13 +98,19 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
}
}
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels)
{
#ifdef DEBUG
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_freq = freq;
JA_format = format;
JA_channels = channels;
SDL_AudioSpec audioSpec{JA_freq, JA_format, JA_channels, 0, 1024, 0, 0, audioCallback, NULL};
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(NULL, 0, &audioSpec, NULL, 0);
SDL_PauseAudioDevice(sdlAudioDevice, 0);
}
@@ -87,9 +120,35 @@ void JA_Quit() {
sdlAudioDevice = 0;
}
JA_Music_t *JA_LoadMusic(const char* filename) {
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
{
int chan, samplerate;
JA_Music_t *music = new JA_Music_t();
music->samples = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &music->output);
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
if (cvt.needed) {
cvt.len = music->samples * chan * 2;
music->length = cvt.len;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, music->output, cvt.len);
SDL_ConvertAudio(&cvt);
free(music->output);
music->output = (short*)cvt.buf;
}
music->length = music->samples * chan * 2;
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
return music;
}
JA_Music_t *JA_LoadMusic(const char* filename)
{
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
@@ -99,30 +158,17 @@ JA_Music_t *JA_LoadMusic(const char* filename) {
if (fread(buffer, fsize, 1, f)!=1) return NULL;
fclose(f);
JA_Music_t *music = new JA_Music_t();
JA_Music_t *music = JA_LoadMusic(buffer, fsize);
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
free(buffer);
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
if (cvt.needed) {
cvt.len = music->samples * chan * 2;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, music->output, cvt.len);
SDL_ConvertAudio(&cvt);
free(music->output);
music->output = (short*)cvt.buf;
}
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
return music;
}
void JA_PlayMusic(JA_Music_t *music, const int loop) {
void JA_PlayMusic(JA_Music_t *music, const int loop)
{
if (!JA_musicEnabled) return;
if (current_music != NULL) {
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
@@ -133,23 +179,45 @@ void JA_PlayMusic(JA_Music_t *music, const int loop) {
current_music->times = loop;
}
void JA_PauseMusic() {
void JA_PauseMusic()
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->state = JA_MUSIC_PAUSED;
}
void JA_ResumeMusic() {
void JA_ResumeMusic()
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->state = JA_MUSIC_PLAYING;
}
void JA_StopMusic() {
void JA_StopMusic()
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
}
void JA_FadeOutMusic(const int milliseconds)
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
fading = true;
fade_start_time = SDL_GetTicks();
fade_duration = milliseconds;
fade_initial_volume = JA_musicVolume;
}
JA_Music_state JA_GetMusicState() {
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (current_music == NULL) return JA_MUSIC_INVALID;
return current_music->state;
}
@@ -160,6 +228,35 @@ void JA_DeleteMusic(JA_Music_t *music) {
delete music;
}
int JA_SetMusicVolume(int volume)
{
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_musicVolume;
}
void JA_SetMusicPosition(float value)
{
if (!current_music) return;
current_music->pos = value * JA_freq;
}
float JA_GetMusicPosition()
{
if (!current_music) return 0;
return float(current_music->pos)/float(JA_freq);
}
void JA_EnableMusic(const bool value)
{
if (!value && current_music != NULL && current_music->state==JA_MUSIC_PLAYING) JA_StopMusic();
JA_musicEnabled = value;
}
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t *sound = new JA_Sound_t();
sound->buffer = buffer;
@@ -167,6 +264,24 @@ JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
return sound;
}
JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
SDL_LoadWAV_RW(SDL_RWFromMem(buffer, size),1, &wavSpec, &sound->buffer, &sound->length);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, wavSpec.format, wavSpec.channels, wavSpec.freq, JA_format, JA_channels, JA_freq);
cvt.len = sound->length;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, sound->buffer, sound->length);
SDL_ConvertAudio(&cvt);
SDL_FreeWAV(sound->buffer);
sound->buffer = cvt.buf;
sound->length = cvt.len_cvt;
return sound;
}
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
@@ -185,7 +300,10 @@ JA_Sound_t *JA_LoadSound(const char* filename) {
return sound;
}
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
int JA_PlaySound(JA_Sound_t *sound, const int loop)
{
if (!JA_soundEnabled) return -1;
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
@@ -197,7 +315,21 @@ int JA_PlaySound(JA_Sound_t *sound, const int loop) {
return channel;
}
void JA_DeleteSound(JA_Sound_t *sound) {
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop)
{
if (!JA_soundEnabled) return -1;
if (channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].state = JA_CHANNEL_PLAYING;
return channel;
}
void JA_DeleteSound(JA_Sound_t *sound)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
@@ -205,7 +337,10 @@ void JA_DeleteSound(JA_Sound_t *sound) {
delete sound;
}
void JA_PauseChannel(const int channel) {
void JA_PauseChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) channels[i].state = JA_CHANNEL_PAUSED;
@@ -215,7 +350,10 @@ void JA_PauseChannel(const int channel) {
}
}
void JA_ResumeChannel(const int channel) {
void JA_ResumeChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PAUSED) channels[i].state = JA_CHANNEL_PLAYING;
@@ -225,7 +363,10 @@ void JA_ResumeChannel(const int channel) {
}
}
void JA_StopChannel(const int channel) {
void JA_StopChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
channels[i].state = JA_CHANNEL_FREE;
@@ -239,13 +380,34 @@ void JA_StopChannel(const int channel) {
}
}
JA_Channel_state JA_GetChannelState(const int channel) {
JA_Channel_state JA_GetChannelState(const int channel)
{
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
int JA_SetVolume(int volume) {
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_volume;
int JA_SetSoundVolume(int volume)
{
JA_soundVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_soundVolume;
}
void JA_EnableSound(const bool value)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state == JA_CHANNEL_PLAYING) JA_StopChannel(i);
}
JA_soundEnabled = value;
}
int JA_SetVolume(int volume)
{
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
JA_soundVolume = JA_musicVolume/2;
return JA_musicVolume;
}
#endif

View File

@@ -1,8 +1,12 @@
#pragma once
#include <SDL2/SDL.h>
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED };
#include <SDL2/SDL_audio.h> // for SDL_AudioFormat
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
struct JA_Music_t; // lines 8-8
struct JA_Sound_t; // lines 7-7
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };
struct JA_Sound_t;
struct JA_Music_t;
@@ -11,20 +15,30 @@ void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
void JA_Quit();
JA_Music_t *JA_LoadMusic(const char* filename);
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length);
void JA_PlayMusic(JA_Music_t *music, const int loop = -1);
void JA_PauseMusic();
void JA_ResumeMusic();
void JA_StopMusic();
void JA_FadeOutMusic(const int milliseconds);
JA_Music_state JA_GetMusicState();
void JA_DeleteMusic(JA_Music_t *music);
int JA_SetMusicVolume(int volume);
void JA_SetMusicPosition(float value);
float JA_GetMusicPosition();
void JA_EnableMusic(const bool value);
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0);
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop = 0);
void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);
JA_Channel_state JA_GetChannelState(const int channel);
void JA_DeleteSound(JA_Sound_t *sound);
int JA_SetSoundVolume(int volume);
void JA_EnableSound(const bool value);
int JA_SetVolume(int volume);
int JA_SetVolume(int volume);

View File

@@ -5,13 +5,13 @@
class Asset;
// Códigos de idioma
#define es_ES 0
#define ba_BA 1
#define en_UK 2
#define MAX_LANGUAGES 3
constexpr int es_ES = 0;
constexpr int ba_BA = 1;
constexpr int en_UK = 2;
constexpr int MAX_LANGUAGES = 3;
// Textos
#define MAX_TEXT_STRINGS 100
constexpr int MAX_TEXT_STRINGS = 100;
// Clase Lang
class Lang

View File

@@ -11,8 +11,9 @@
#include "texture.h" // for Texture
#include "utils.h" // for section_t, color_t
#define INIT_FADE 100
#define END_LOGO 200
// Valores de inicialización y fin
constexpr int INIT_FADE = 100;
constexpr int END_LOGO = 200;
// Constructor
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, section_t *section)

View File

@@ -10,17 +10,17 @@ class Input;
class Text;
struct JA_Sound_t;
// Tipos de fondos para el menu
#define MENU_BACKGROUND_TRANSPARENT 0
#define MENU_BACKGROUND_SOLID 1
// Tipos de fondos para el menú
constexpr int MENU_BACKGROUND_TRANSPARENT = 0;
constexpr int MENU_BACKGROUND_SOLID = 1;
// Tipos de archivos de audio
#define SOUND_ACCEPT 0
#define SOUND_MOVE 1
#define SOUND_CANCEL 2
constexpr int SOUND_ACCEPT = 0;
constexpr int SOUND_MOVE = 1;
constexpr int SOUND_CANCEL = 2;
// Opciones de menu
#define MENU_NO_OPTION -1
// Opciones de menú
constexpr int MENU_NO_OPTION = -1;
// Clase Menu
class Menu

View File

@@ -9,21 +9,21 @@ class AnimatedSprite;
class Texture;
// Contadores
#define DEATH_COUNTER 350
constexpr int DEATH_COUNTER = 350;
// Estados del jugador
#define PLAYER_STATUS_WALKING_LEFT 0
#define PLAYER_STATUS_WALKING_RIGHT 1
#define PLAYER_STATUS_WALKING_STOP 2
constexpr int PLAYER_STATUS_WALKING_LEFT = 0;
constexpr int PLAYER_STATUS_WALKING_RIGHT = 1;
constexpr int PLAYER_STATUS_WALKING_STOP = 2;
#define PLAYER_STATUS_FIRING_UP 0
#define PLAYER_STATUS_FIRING_LEFT 1
#define PLAYER_STATUS_FIRING_RIGHT 2
#define PLAYER_STATUS_FIRING_NO 3
constexpr int PLAYER_STATUS_FIRING_UP = 0;
constexpr int PLAYER_STATUS_FIRING_LEFT = 1;
constexpr int PLAYER_STATUS_FIRING_RIGHT = 2;
constexpr int PLAYER_STATUS_FIRING_NO = 3;
// Variables del jugador
#define PLAYER_INVULNERABLE_COUNTER 200
#define PLAYER_POWERUP_COUNTER 1500
constexpr int PLAYER_INVULNERABLE_COUNTER = 200;
constexpr int PLAYER_POWERUP_COUNTER = 1500;
// Clase Player
class Player

View File

@@ -8,8 +8,9 @@
#include "utils.h" // for color_t
class Asset;
#define FILTER_NEAREST 0
#define FILTER_LINEAL 1
// Tipos de filtro
constexpr int FILTER_NEAREST = 0;
constexpr int FILTER_LINEAL = 1;
class Screen
{

View File

@@ -7,10 +7,11 @@ class Sprite;
class Texture;
#include "utils.h"
#define TXT_COLOR 1
#define TXT_SHADOW 2
#define TXT_CENTER 4
#define TXT_STROKE 8
// Opciones de texto
constexpr int TXT_COLOR = 1;
constexpr int TXT_SHADOW = 2;
constexpr int TXT_CENTER = 4;
constexpr int TXT_STROKE = 8;
struct offset_t
{

View File

@@ -23,13 +23,13 @@ struct JA_Music_t;
struct JA_Sound_t;
// Textos
#define TEXT_COPYRIGHT "@2020,2023 JailDesigner (v2.3.1)"
constexpr const char* TEXT_COPYRIGHT = "@2020,2023 JailDesigner (v2.3.1)";
// Contadores
#define TITLE_COUNTER 800
constexpr int TITLE_COUNTER = 800;
// Cantidad de eventos de la pantalla de titulo
#define TITLE_TOTAL_EVENTS 2
// Cantidad de eventos de la pantalla de título
constexpr int TITLE_TOTAL_EVENTS = 2;
class Title
{

View File

@@ -6,13 +6,9 @@
#include <vector> // for vector
// Dificultad del juego
#define DIFFICULTY_EASY 0
#define DIFFICULTY_NORMAL 1
#define DIFFICULTY_HARD 2
// Tipo de filtro
#define FILTER_NEAREST 0
#define FILTER_LINEAL 1
constexpr int DIFFICULTY_EASY = 0;
constexpr int DIFFICULTY_NORMAL = 1;
constexpr int DIFFICULTY_HARD = 2;
// Estructura para definir un circulo
struct circle_t