Añadidos defines para RELEASE y MACOS_BUNDLE

This commit is contained in:
2022-11-08 18:22:06 +01:00
parent 9de1b8ad6e
commit d32170f7cf
4 changed files with 53 additions and 37 deletions

View File

@@ -7,6 +7,9 @@
#ifndef CONST_H
#define CONST_H
//#define MACOS_BUNDLE
//#define RELEASE
// Textos
#define WINDOW_CAPTION "JailDoctor's Dilemma"
#define TEXT_COPYRIGHT "@2022 JailDesigner"

View File

@@ -9,7 +9,9 @@ Director::Director(int argc, char *argv[])
section.name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_INTRO;
section.name = SECTION_PROG_LOGO;
#ifndef RELEASE
section.name = SECTION_PROG_GAME;
#endif
// Crea e inicializa las opciones del programa
iniOptions();
@@ -966,11 +968,12 @@ bool Director::initSDL()
// Crea el indice de ficheros
bool Director::setFileList()
{
std::string prefix = "";
#define _MACOS_BUNDLE
#ifdef MACOS_BUNDLE
prefix = "/../Resources";
const std::string prefix = "/../Resources";
#else
const std::string prefix = "";
#endif
// Texto
asset->add(prefix + "/data/font/smb2.png", t_font);
asset->add(prefix + "/data/font/smb2.txt", t_font);

View File

@@ -18,12 +18,12 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
this->debug = debug;
this->options = options;
// ****
#ifndef RELEASE
currentRoom = "03.room";
const int x = 29;
const int y = 13;
spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
// ****
#endif
// Crea los objetos
scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
@@ -92,7 +92,7 @@ void Game::checkEventHandler()
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_TITLE;
break;
#ifndef RELEASE
case SDL_SCANCODE_G:
debug->switchEnabled();
options->cheat.invincible = debug->getEnabled();
@@ -104,26 +104,30 @@ void Game::checkEventHandler()
resource->reLoad();
break;
case SDL_SCANCODE_W:
goToRoom(BORDER_TOP);
break;
case SDL_SCANCODE_A:
goToRoom(BORDER_LEFT);
break;
case SDL_SCANCODE_S:
goToRoom(BORDER_BOTTOM);
break;
case SDL_SCANCODE_D:
goToRoom(BORDER_RIGHT);
break;
#endif
case SDL_SCANCODE_M:
board.music = !board.music;
board.music ? JA_ResumeMusic() : JA_PauseMusic();
break;
case SDL_SCANCODE_P:
if (paused)
{
player->resume();
room->resume();
scoreboard->resume();
paused = false;
}
else
{
player->pause();
room->pause();
scoreboard->pause();
paused = true;
}
switchPause();
break;
case SDL_SCANCODE_B:
@@ -160,22 +164,6 @@ void Game::checkEventHandler()
switchPalette();
break;
case SDL_SCANCODE_W:
goToRoom(BORDER_TOP);
break;
case SDL_SCANCODE_A:
goToRoom(BORDER_LEFT);
break;
case SDL_SCANCODE_S:
goToRoom(BORDER_BOTTOM);
break;
case SDL_SCANCODE_D:
goToRoom(BORDER_RIGHT);
break;
default:
break;
}
@@ -560,3 +548,22 @@ void Game::goToRoom(int border)
currentRoom = roomName;
}
}
// Pone el juego en pausa
void Game::switchPause()
{
if (paused)
{
player->resume();
room->resume();
scoreboard->resume();
paused = false;
}
else
{
player->pause();
room->pause();
scoreboard->pause();
paused = true;
}
}

View File

@@ -120,6 +120,9 @@ private:
// Va a la habitación designada
void goToRoom(int border);
// Pone el juego en pausa
void switchPause();
public:
// Constructor
Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug);