forked from jaildesigner-jailgames/jaildoctors_dilemma
Las clases text y menu ya acceden a resource
This commit is contained in:
@@ -1,15 +1,16 @@
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#include "debug.h"
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// Constructor
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Debug::Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset)
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Debug::Debug(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset)
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{
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// Copia la dirección de los objetos
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this->resource = resource;
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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// Reserva memoria para los punteros
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text = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
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text = new Text("debug.png", asset->get("debug.txt"), resource, renderer);
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// Inicializa variables
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x = 0;
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@@ -17,10 +17,11 @@ class Debug
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{
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private:
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// Objetos y punteros
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SDL_Renderer *renderer; // El renderizador de la ventana
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Screen *screen; // Objeto encargado de dibujar en pantalla
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Asset *asset; // Objeto con los ficheros de recursos
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Text *text; // Objeto encargado de escribir texto en pantalla
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SDL_Renderer *renderer; // El renderizador de la ventana
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Screen *screen; // Objeto encargado de dibujar en pantalla
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Resource *resource; // Objeto con los recursos
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Asset *asset; // Objeto con los ficheros de recursos
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Text *text; // Objeto encargado de escribir texto en pantalla
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// Variables
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std::vector<std::string> slot; // Vector con los textos a escribir
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@@ -31,7 +32,7 @@ private:
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public:
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// Constructor
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Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset);
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Debug(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset);
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// Destructor
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~Debug();
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@@ -2,7 +2,7 @@
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#include "menu.h"
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// Constructor
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Menu::Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file)
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Menu::Menu(SDL_Renderer *renderer, Resource *resource, Asset *asset, Input *input, std::string file)
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{
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// Copia punteros
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this->renderer = renderer;
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@@ -154,7 +154,7 @@ bool Menu::load(std::string file_path)
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// Crea el objeto text tan pronto como se pueda. Necesario para añadir items
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if (font_png != "" && font_txt != "" && !textAllocated)
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{
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text = new Text(asset->get(font_png), asset->get(font_txt), renderer);
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text = new Text(font_png, asset->get(font_txt), resource, renderer);
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textAllocated = true;
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}
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}
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@@ -977,6 +977,6 @@ void Menu::setText(std::string font_png, std::string font_txt)
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{
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if (!text)
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{
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text = new Text(font_png, font_txt, renderer);
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text = new Text(font_png, font_txt, resource, renderer);
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}
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}
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@@ -4,6 +4,7 @@
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#include "asset.h"
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#include "input.h"
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#include "jail_audio.h"
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#include "resource.h"
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#include "sprite.h"
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#include "text.h"
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#include "utils.h"
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@@ -70,9 +71,10 @@ private:
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// Objetos y punteros
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SDL_Renderer *renderer; // Puntero al renderizador de la ventana
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Resource *resource; // Objeto con los recursos
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Asset *asset; // Objeto para gestionar los ficheros de recursos
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Text *text; // Texto para poder escribir los items del menu
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Input *input; // Gestor de eventos de entrada de teclado o gamepad
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Asset *asset; // Objeto para gestionar los ficheros de recursos
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// Variables
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std::string name; // Nombre del menu
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@@ -140,7 +142,7 @@ private:
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public:
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// Constructor
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Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file = "");
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Menu(SDL_Renderer *renderer, Resource *resource, Asset *asset, Input *input, std::string file = "");
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// Destructor
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~Menu();
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@@ -12,6 +12,7 @@ Resource::Resource(SDL_Renderer *renderer, Asset *asset, options_t *options)
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// Carga todos los recursos necesarios
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void Resource::loadTextures(std::vector<std::string> list)
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{
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std::cout << "** LOAD RESOURCES" << std::endl;
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for (auto l : list)
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{
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texture_t t;
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@@ -19,6 +20,7 @@ void Resource::loadTextures(std::vector<std::string> list)
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t.texture = new Texture(renderer, asset->get(t.name));
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textures.push_back(t);
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}
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std::cout << "** RESOURCES LOADED" << std::endl;
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}
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// Recarga las texturas
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@@ -52,6 +54,6 @@ Texture *Resource::getTexture(std::string name)
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}
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}
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std::cout << "NO ENCONTRADA: " << name << std::endl;
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std::cout << "NOT FOUND: " << name << std::endl;
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return nullptr;
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}
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@@ -4,20 +4,22 @@
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#include <fstream>
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// Constructor
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Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer)
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Text::Text(std::string bitmapFile, std::string textFile, Resource *resource, SDL_Renderer *renderer)
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{
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// Copia punteros
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this->resource = resource;
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// Carga los offsets desde el fichero
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initOffsetFromFile(textFile);
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// Crea los objetos
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texture = new Texture(renderer, bitmapFile);
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texture = resource->getTexture(bitmapFile);
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sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
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}
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// Destructor
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Text::~Text()
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{
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delete texture;
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delete sprite;
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}
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@@ -1,6 +1,7 @@
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#pragma once
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#include "sprite.h"
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#include "resource.h"
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#include "utils.h"
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#ifndef TEXT_H
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@@ -23,8 +24,9 @@ private:
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};
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// Objetos y punteros
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Sprite *sprite; // Objeto con los graficos para el texto
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Texture *texture; // Textura con los bitmaps del texto
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Resource *resource; // Objeto con los recursos
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Sprite *sprite; // Objeto con los graficos para el texto
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Texture *texture; // Textura con los bitmaps del texto
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// Variables
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int boxWidth; // Anchura de la caja de cada caracter en el png
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@@ -36,7 +38,7 @@ private:
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public:
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// Constructor
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Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer);
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Text(std::string bitmapFile, std::string textFile, Resource *resource, SDL_Renderer *renderer);
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// Destructor
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~Text();
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@@ -12,7 +12,7 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text = new Text("smb2.png", asset->get("smb2.txt"), resource, renderer);
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texture = resource->getTexture("shine.png");
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sprite = new AnimatedSprite(texture, renderer, asset->get("shine.ani"));
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@@ -27,7 +27,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
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scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
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room = new Room(asset->get(currentRoom), renderer, screen, resource, asset, options, itemTracker, &board.items, debug);
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eventHandler = new SDL_Event();
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text = new Text("smb2.png", asset->get("smb2.txt"), resource, renderer);
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// Inicializa el resto de variables
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counter = 0;
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@@ -30,13 +30,13 @@ Director::Director(std::string path)
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initJailAudio();
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// Crea los objetos
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resource = new Resource(renderer, asset, options);
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input = new Input(asset->get("gamecontrollerdb.txt"));
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initInput();
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screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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screen->setBorderColor(borderColor);
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screen->setVideoMode(options->fullScreenMode);
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resource = new Resource(renderer, asset, options);
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debug = new Debug(renderer, screen, asset);
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debug = new Debug(renderer, screen, resource, asset);
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music = JA_LoadMusic(asset->get("title.ogg").c_str());
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}
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@@ -51,6 +51,7 @@ Director::~Director()
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delete input;
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delete screen;
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delete debug;
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delete resource;
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JA_DeleteMusic(music);
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SDL_DestroyRenderer(renderer);
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@@ -205,6 +206,7 @@ void Director::loadResources(section_t section)
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std::vector<std::string> textureList;
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textureList.push_back("loading_screen_color.png");
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textureList.push_back("loading_screen_color_zxarne.png");
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textureList.push_back("smb2.png");
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resource->loadTextures(textureList);
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}
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@@ -213,6 +215,7 @@ void Director::loadResources(section_t section)
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{
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std::vector<std::string> textureList;
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textureList.push_back("shine.png");
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textureList.push_back("smb2.png");
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resource->loadTextures(textureList);
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}
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@@ -775,6 +778,8 @@ void Director::setSection(section_t section)
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// Ejecuta la seccion de juego con el logo
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void Director::runLogo()
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{
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std::cout << std::endl
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<< "* SECTION: LOGO" << std::endl;
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loadResources(section);
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logo = new Logo(renderer, screen, resource, asset, options, section.subsection);
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setSection(logo->run());
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@@ -785,6 +790,8 @@ void Director::runLogo()
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// Ejecuta la seccion de juego de la introducción
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void Director::runIntro()
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{
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std::cout << std::endl
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<< "* SECTION: INTRO" << std::endl;
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loadResources(section);
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intro = new Intro(renderer, screen, resource, asset, options);
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setSection(intro->run());
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@@ -795,6 +802,8 @@ void Director::runIntro()
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// Ejecuta la seccion de juego con el titulo y los menus
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void Director::runTitle()
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{
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std::cout << std::endl
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<< "* SECTION: TITLE" << std::endl;
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if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
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{
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JA_PlayMusic(music);
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@@ -809,6 +818,8 @@ void Director::runTitle()
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// Ejecuta la seccion de los creditos del juego
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void Director::runCredits()
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{
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std::cout << std::endl
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<< "* SECTION: CREDITS" << std::endl;
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loadResources(section);
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credits = new Credits(renderer, screen, resource, asset, options);
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setSection(credits->run());
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@@ -819,6 +830,8 @@ void Director::runCredits()
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// Ejecuta la seccion de la demo, donde se ven pantallas del juego
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void Director::runDemo()
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{
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std::cout << std::endl
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<< "* SECTION: DEMO" << std::endl;
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loadResources(section);
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demo = new Demo(renderer, screen, resource, asset, options, debug);
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setSection(demo->run());
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@@ -829,6 +842,8 @@ void Director::runDemo()
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// Ejecuta la seccion de juego donde se juega
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void Director::runGame()
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{
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std::cout << std::endl
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<< "* SECTION: GAME" << std::endl;
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JA_StopMusic();
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loadResources(section);
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game = new Game(renderer, screen, resource, asset, options, input, debug);
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@@ -32,7 +32,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
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room = new Room(asset->get(currentRoom), renderer, screen, resource, asset, options, itemTracker, &board.items, debug);
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player = new Player(spawnPoint, "player.png", asset->get("player.ani"), renderer, resource, asset, options, input, room, debug);
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eventHandler = new SDL_Event();
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text = new Text("smb2.png", asset->get("smb2.txt"), resource, renderer);
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music = JA_LoadMusic(asset->get("game.ogg").c_str());
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deathSound = JA_LoadSound(asset->get("death.wav").c_str());
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test = new Test(renderer, screen, asset, debug);
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@@ -17,7 +17,7 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Resource *resource, Asset *asset,
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itemTexture = resource->getTexture("items.png");
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sprite = new AnimatedSprite(playerTexture, renderer, asset->get("player.ani"));
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sprite->setCurrentAnimation("walk_menu");
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text = new Text("smb2.png", asset->get("smb2.txt"), resource, renderer);
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// Inicializa las variables
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counter = 0;
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@@ -21,7 +21,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
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texture = resource->getTexture("loading_screen_color_zxarne.png");
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}
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sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
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text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
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text = new Text("smb2.png", asset->get("smb2.txt"), resource, renderer);
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// Inicializa variables
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counter = 0;
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