diff --git a/data/font/smb2.png b/data/font/smb2.png index 45fa64b..7f71dd5 100644 Binary files a/data/font/smb2.png and b/data/font/smb2.png differ diff --git a/data/room/06.room b/data/room/06.room index 70cf40e..dee5a02 100644 --- a/data/room/06.room +++ b/data/room/06.room @@ -27,10 +27,42 @@ color=yellow flip=true [/enemy] +[enemy] +tileset=wave_v.png +animation=wave_v.ani +width=8 +height=8 +x=24 +y=4 +vx=0 +vy=0.8 +x1=24 +y1=2 +x2=24 +y2=7 +color=yellow +[/enemy] + [item] tileset=items.png tile=48 x=7 y=2 counter=1 +[/item] + +[item] +tileset=items.png +tile=48 +x=1 +y=14 +counter=2 +[/item] + +[item] +tileset=items.png +tile=48 +x=30 +y=9 +counter=3 [/item] \ No newline at end of file diff --git a/data/room/06.tmx b/data/room/06.tmx index 3810e2a..6a1262b 100644 --- a/data/room/06.tmx +++ b/data/room/06.tmx @@ -6,18 +6,18 @@ 32,32,32,32,0,0,0,0,32,32,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68, 32,32,0,0,0,0,0,0,0,0,91,92,91,92,91,92,91,92,91,92,91,92,91,92,91,92,91,92,91,92,91,92, 93,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,93, -117,0,0,0,403,403,403,403,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, +117,0,0,0,426,427,426,427,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, 117,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, 117,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, -141,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, -32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, +141,0,0,426,427,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, +32,0,0,0,426,427,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,403,403,403,403,403,550,0,0,0,117, -0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,427,550,0,0,117, -0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,403,403,117, -32,67,68,67,68,403,403,403,550,0,0,0,0,0,526,403,67,68,67,68,403,550,0,0,0,0,0,0,0,0,140,141, -32,91,92,91,92,0,0,0,427,550,0,0,0,526,426,0,91,92,91,92,0,427,550,0,0,0,0,0,0,0,0,32, -135,0,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, -135,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,550,0,0,117, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,0,0,403,403,117, +32,67,68,67,68,403,403,403,403,403,403,0,0,0,526,67,68,67,68,67,68,67,68,0,0,0,0,0,0,0,140,141, +32,91,92,91,92,0,0,0,0,0,0,0,0,526,0,91,92,91,92,91,92,91,92,0,0,0,0,0,0,0,0,32, +135,0,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +135,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90 diff --git a/data/tilesets/standard.png b/data/tilesets/standard.png index a1f9e20..5ae050a 100644 Binary files a/data/tilesets/standard.png and b/data/tilesets/standard.png differ diff --git a/data/tilesets/standard_zxarne.png b/data/tilesets/standard_zxarne.png index 1aafe9e..db13785 100644 Binary files a/data/tilesets/standard_zxarne.png and b/data/tilesets/standard_zxarne.png differ diff --git a/data/title/loading_screen_bn.png b/data/title/loading_screen_bn.png index 6ec08b7..11c0e3c 100644 Binary files a/data/title/loading_screen_bn.png and b/data/title/loading_screen_bn.png differ diff --git a/data/title/loading_screen_bn_zxarne.png b/data/title/loading_screen_bn_zxarne.png new file mode 100644 index 0000000..fdf2a04 Binary files /dev/null and b/data/title/loading_screen_bn_zxarne.png differ diff --git a/data/title/loading_screen_color.png b/data/title/loading_screen_color.png index 3b68f0d..92c55f8 100644 Binary files a/data/title/loading_screen_color.png and b/data/title/loading_screen_color.png differ diff --git a/data/title/loading_screen_color_zxarne.png b/data/title/loading_screen_color_zxarne.png new file mode 100644 index 0000000..6833efb Binary files /dev/null and b/data/title/loading_screen_color_zxarne.png differ diff --git a/source/common/screen.cpp b/source/common/screen.cpp index 98c4451..424600e 100644 --- a/source/common/screen.cpp +++ b/source/common/screen.cpp @@ -291,7 +291,7 @@ void Screen::iniSpectrumFade() const std::vector vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"}; for (auto v : vColors) { - spectrumColor.push_back(stringToColor(v)); + spectrumColor.push_back(stringToColor(options->palette, v)); } } diff --git a/source/common/utils.cpp b/source/common/utils.cpp index bc0117d..df6a3dd 100644 --- a/source/common/utils.cpp +++ b/source/common/utils.cpp @@ -380,11 +380,9 @@ bool checkCollision(SDL_Point &p, d_line_t &l) } // Devuelve un color_t a partir de un string -color_t stringToColor(std::string str) +color_t stringToColor(palette_e pal, std::string str) { - const std::string palette = "spectrum"; - - if (palette == "spectrum") + if (pal == p_zxspectrum) { if (str == "black") { @@ -467,7 +465,7 @@ color_t stringToColor(std::string str) } } - else + else if (pal == p_zxarne) { // zxarne if (str == "black") { diff --git a/source/common/utils.h b/source/common/utils.h index 3707511..1cd10f5 100644 --- a/source/common/utils.h +++ b/source/common/utils.h @@ -47,6 +47,13 @@ struct color_t Uint8 b; }; +// Tipos de paleta +enum palette_e +{ + p_zxspectrum, + p_zxarne +}; + // Estructura para saber la seccion y subseccion del programa struct section_t { @@ -67,6 +74,7 @@ struct options_t bool keepAspect; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa bool borderEnabled; // Indica si ha de mostrar el borde en el modo de ventana float borderSize; // Porcentaje de borde que se añade a lo ventana + palette_e palette; // Paleta de colores a usar en el juego }; // Calcula el cuadrado de la distancia entre dos puntos @@ -106,7 +114,7 @@ bool checkCollision(SDL_Point &p, d_line_t &l); void normalizeLine(d_line_t &l); // Devuelve un color_t a partir de un string -color_t stringToColor(std::string str); +color_t stringToColor(palette_e pal, std::string str); // Convierte una cadena en un valor booleano bool stringToBool(std::string str); diff --git a/source/credits.cpp b/source/credits.cpp index 11ff1e4..7301f7c 100644 --- a/source/credits.cpp +++ b/source/credits.cpp @@ -1,12 +1,13 @@ #include "credits.h" // Constructor -Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset) +Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options) { // Copia la dirección de los objetos this->renderer = renderer; this->screen = screen; this->asset = asset; + this->options = options; // Reserva memoria para los punteros eventHandler = new SDL_Event(); @@ -25,36 +26,36 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset) sprite->setRect({194, 174, 8, 8}); // Cambia el color del borde - screen->setBorderColor(stringToColor("black")); + screen->setBorderColor(stringToColor(options->palette, "black")); // Inicializa los textos - texts.push_back({"", stringToColor("white")}); - texts.push_back({"INSTRUCTIONS:", stringToColor("yellow")}); - texts.push_back({"", stringToColor("white")}); - texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor("white")}); - texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor("white")}); - texts.push_back({"FINISH THEM", stringToColor("white")}); - texts.push_back({"", stringToColor("white")}); - texts.push_back({"", stringToColor("white")}); + texts.push_back({"", stringToColor(options->palette, "white")}); + texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")}); + texts.push_back({"", stringToColor(options->palette, "white")}); + texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor(options->palette, "white")}); + texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor(options->palette, "white")}); + texts.push_back({"FINISH THEM", stringToColor(options->palette, "white")}); + texts.push_back({"", stringToColor(options->palette, "white")}); + texts.push_back({"", stringToColor(options->palette, "white")}); - texts.push_back({"KEYS:", stringToColor("yellow")}); - texts.push_back({"", stringToColor("white")}); - texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor("white")}); - texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor("white")}); - texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor("white")}); - texts.push_back({"B TO DE/ACTIVATE THE BORDER SC.", stringToColor("white")}); - texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor("white")}); - texts.push_back({"ESC TO EXIT GAME", stringToColor("white")}); - texts.push_back({"", stringToColor("white")}); - texts.push_back({"", stringToColor("white")}); + texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")}); + texts.push_back({"", stringToColor(options->palette, "white")}); + texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor(options->palette, "white")}); + texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")}); + texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")}); + texts.push_back({"B TO DE/ACTIVATE THE BORDER SC.", stringToColor(options->palette, "white")}); + texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor(options->palette, "white")}); + texts.push_back({"ESC TO EXIT GAME", stringToColor(options->palette, "white")}); + texts.push_back({"", stringToColor(options->palette, "white")}); + texts.push_back({"", stringToColor(options->palette, "white")}); - texts.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")}); - texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")}); - texts.push_back({"", stringToColor("white")}); - texts.push_back({"", stringToColor("white")}); + texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")}); + texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")}); + texts.push_back({"", stringToColor(options->palette, "white")}); + texts.push_back({"", stringToColor(options->palette, "white")}); - texts.push_back({"I LOVE JAILGAMES!}", stringToColor("white")}); - texts.push_back({"", stringToColor("white")}); + texts.push_back({"I LOVE JAILGAMES!", stringToColor(options->palette, "white")}); + texts.push_back({"", stringToColor(options->palette, "white")}); // Crea la textura para el texto que se escribe en pantalla textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); @@ -124,7 +125,7 @@ void Credits::fillTexture() { // Rellena la textura de texto SDL_SetRenderTarget(renderer, textTexture); - const color_t c = stringToColor("black"); + const color_t c = stringToColor(options->palette, "black"); SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00); SDL_RenderClear(renderer); @@ -138,6 +139,9 @@ void Credits::fillTexture() i++; } + // Escribe el corazón + text->writeColored(194, 176, "}", stringToColor(options->palette, "bright_red")); + SDL_SetRenderTarget(renderer, nullptr); // Rellena la textura que cubre el texto diff --git a/source/credits.h b/source/credits.h index 0b192b8..47d9b22 100644 --- a/source/credits.h +++ b/source/credits.h @@ -34,6 +34,7 @@ private: SDL_Texture *coverTexture; // Textura para cubrir el texto Texture *texture; // Textura para el sprite de brillo AnimatedSprite *sprite; // Sprite para el brillo del corazón + options_t *options; // Puntero a las opciones del juego // Variables int counter; // Contador @@ -61,7 +62,7 @@ private: public: // Constructor - Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset); + Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options); // Destructor ~Credits(); diff --git a/source/demo.cpp b/source/demo.cpp index abc82b9..ffb66e1 100644 --- a/source/demo.cpp +++ b/source/demo.cpp @@ -1,7 +1,7 @@ #include "demo.h" // Constructor -Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug) +Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, Debug *debug) { // Inicia algunas variables board.iniClock = SDL_GetTicks(); @@ -19,11 +19,12 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug) this->asset = asset; this->screen = screen; this->debug = debug; + this->options = options; // Crea los objetos itemTracker = new ItemTracker(); - scoreboard = new ScoreBoard(renderer, asset, &board); - room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug); + scoreboard = new ScoreBoard(renderer, asset, options, &board); + room = new Room(asset->get(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug); eventHandler = new SDL_Event(); text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); @@ -35,7 +36,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug) board.items = 0; board.rooms = 1; const color_t c = room->getBorderColor(); - board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negro lo cambia a blanco + board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco board.music = !debug->getEnabled(); @@ -63,7 +64,7 @@ void Demo::checkEventHandler() if (eventHandler->type == SDL_QUIT) { section.name = SECTION_PROG_QUIT; - screen->setBorderColor(stringToColor("black")); + screen->setBorderColor(stringToColor(options->palette, "black")); break; } else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0)) @@ -163,7 +164,7 @@ void Demo::renderRoomName() { // Texto en el centro de la pantalla SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2}; - color_t color = stringToColor("white"); + color_t color = stringToColor(options->palette, "white"); SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF); SDL_RenderFillRect(renderer, &rect); @@ -191,11 +192,11 @@ bool Demo::changeRoom(std::string file) room = nullptr; // Crea un objeto habitación nuevo a partir del fichero - room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &board.items, debug); + room = new Room(asset->get(file), renderer, screen, asset, options, itemTracker, &board.items, debug); // Actualiza el marcador - const color_t c = room->getBorderColor(); // Pone el color del marcador - board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negro lo cambia a blanco + const color_t c = room->getBorderColor(); // Pone el color del marcador + board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco return true; } diff --git a/source/demo.h b/source/demo.h index 30e28b5..8e3058b 100644 --- a/source/demo.h +++ b/source/demo.h @@ -31,6 +31,7 @@ private: ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador ItemTracker *itemTracker; // Lleva el control de los objetos recogidos Debug *debug; // Objeto para gestionar la información de debug + options_t *options; // Puntero a las opciones del juego // Variables Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa @@ -65,7 +66,7 @@ private: public: // Constructor - Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug); + Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, Debug *debug); // Destructor ~Demo(); diff --git a/source/director.cpp b/source/director.cpp index 2b0f702..00c5dd5 100644 --- a/source/director.cpp +++ b/source/director.cpp @@ -9,7 +9,7 @@ Director::Director(std::string path) section.name = SECTION_PROG_LOGO; section.subsection = SUBSECTION_LOGO_TO_INTRO; - section.name = SECTION_PROG_CREDITS; + section.name = SECTION_PROG_LOGO; // Crea el objeto que controla los ficheros de recursos asset = new Asset(path.substr(0, path.find_last_of("\\/"))); @@ -70,6 +70,7 @@ bool Director::loadConfig() options->keepAspect = true; options->borderEnabled = true; options->borderSize = 0.1f; + options->palette = p_zxspectrum; // Indicador de éxito en la carga bool success = true; @@ -167,6 +168,7 @@ bool Director::saveConfig() file << "keepAspect=" + boolToString(options->keepAspect) + "\n"; file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n"; file << "borderSize=" + std::to_string(options->borderSize) + "\n"; + file << "palette=" + std::to_string(options->palette) + "\n"; // Cierra el fichero file.close(); @@ -246,6 +248,21 @@ bool Director::setOptions(options_t *options, std::string var, std::string value } } + else if (var == "palette") + { + const int pal = std::stoi(value); + + if (pal == 0) + { + options->palette = p_zxspectrum; + } + + else if (pal == 1) + { + options->palette = p_zxarne; + } + } + else if (var == "") { } @@ -623,6 +640,8 @@ bool Director::setFileList() // Intro asset->add("/data/title/loading_screen_bn.png", t_bitmap); asset->add("/data/title/loading_screen_color.png", t_bitmap); + asset->add("/data/title/loading_screen_bn_zxarne.png", t_bitmap); + asset->add("/data/title/loading_screen_color_zxarne.png", t_bitmap); // Credits asset->add("/data/credits/shine.png", t_bitmap); @@ -652,7 +671,7 @@ void Director::setSection(section_t section) // Ejecuta la seccion de juego con el logo void Director::runLogo() { - logo = new Logo(renderer, screen, asset, section.subsection); + logo = new Logo(renderer, screen, asset, options, section.subsection); setSection(logo->run()); delete logo; } @@ -660,7 +679,7 @@ void Director::runLogo() // Ejecuta la seccion de juego de la introducción void Director::runIntro() { - intro = new Intro(renderer, screen, asset); + intro = new Intro(renderer, screen, asset, options); setSection(intro->run()); delete intro; } @@ -672,7 +691,7 @@ void Director::runTitle() { JA_PlayMusic(music); } - title = new Title(renderer, screen, asset); + title = new Title(renderer, screen, asset, options); setSection(title->run()); delete title; } @@ -680,7 +699,7 @@ void Director::runTitle() // Ejecuta la seccion de los creditos del juego void Director::runCredits() { - credits = new Credits(renderer, screen, asset); + credits = new Credits(renderer, screen, asset, options); setSection(credits->run()); delete credits; } @@ -688,7 +707,7 @@ void Director::runCredits() // Ejecuta la seccion de la demo, donde se ven pantallas del juego void Director::runDemo() { - demo = new Demo(renderer, screen, asset, debug); + demo = new Demo(renderer, screen, asset, options, debug); setSection(demo->run()); delete demo; } @@ -697,7 +716,7 @@ void Director::runDemo() void Director::runGame() { JA_StopMusic(); - game = new Game(renderer, screen, asset, input, debug); + game = new Game(renderer, screen, asset, options, input, debug); setSection(game->run()); delete game; } @@ -712,18 +731,23 @@ void Director::run() case SECTION_PROG_LOGO: runLogo(); break; + case SECTION_PROG_INTRO: runIntro(); break; + case SECTION_PROG_TITLE: runTitle(); break; + case SECTION_PROG_CREDITS: runCredits(); break; + case SECTION_PROG_DEMO: runDemo(); break; + case SECTION_PROG_GAME: runGame(); break; diff --git a/source/game.cpp b/source/game.cpp index ad04b06..bb8ed06 100644 --- a/source/game.cpp +++ b/source/game.cpp @@ -1,7 +1,7 @@ #include "game.h" // Constructor -Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug) +Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, Input *input, Debug *debug) { // Inicia algunas variables board.iniClock = SDL_GetTicks(); @@ -14,6 +14,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D this->screen = screen; this->input = input; this->debug = debug; + this->options = options; // **** // this->debug->setEnabled(true); @@ -24,11 +25,11 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D // **** // Crea los objetos - scoreboard = new ScoreBoard(renderer, asset, &board); + scoreboard = new ScoreBoard(renderer, asset, options, &board); itemTracker = new ItemTracker(); roomTracker = new RoomTracker(); - room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug); - player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, input, room, debug); + room = new Room(asset->get(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug); + player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, options, input, room, debug); eventHandler = new SDL_Event(); text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); music = JA_LoadMusic(asset->get("game.ogg").c_str()); @@ -42,7 +43,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D board.items = 0; board.rooms = 1; const color_t c = room->getBorderColor(); - board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negro lo cambia a blanco + board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco roomTracker->addRoom(currentRoom); paused = false; blackScreen = false; @@ -82,7 +83,7 @@ void Game::checkEventHandler() if (eventHandler->type == SDL_QUIT) { section.name = SECTION_PROG_QUIT; - screen->setBorderColor(stringToColor("black")); + screen->setBorderColor(stringToColor(options->palette, "black")); break; } else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0)) @@ -152,6 +153,18 @@ void Game::checkEventHandler() reLoadTextures(); break; + case SDL_SCANCODE_F5: + if (options->palette == p_zxspectrum) + { + options->palette = p_zxarne; + } + else + { + options->palette = p_zxspectrum; + } + reLoadTextures(); + break; + default: break; } @@ -273,7 +286,7 @@ void Game::renderRoomName() { // Texto en el centro de la pantalla SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2}; - color_t color = stringToColor("white"); + color_t color = stringToColor(options->palette, "white"); SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF); SDL_RenderFillRect(renderer, &rect); @@ -293,11 +306,11 @@ bool Game::changeRoom(std::string file) room = nullptr; // Crea un objeto habitación nuevo a partir del fichero - room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &board.items, debug); + room = new Room(asset->get(file), renderer, screen, asset, options, itemTracker, &board.items, debug); // Actualiza el marcador - const color_t c = room->getBorderColor(); // Pone el color del marcador - board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negro lo cambia a blanco + const color_t c = room->getBorderColor(); // Pone el color del marcador + board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco if (roomTracker->addRoom(file)) { // Incrementa el contador de habitaciones visitadas board.rooms++; @@ -382,8 +395,8 @@ void Game::killPlayer() setBlackScreen(); // Crea la nueva habitación y el nuevo jugador - room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug); - player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, input, room, debug); + room = new Room(asset->get(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug); + player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, options, input, room, debug); room->pause(); player->pause(); @@ -428,6 +441,6 @@ void Game::renderBlackScreen() if (blackScreen) { screen->clean(); - screen->setBorderColor(stringToColor("black")); + screen->setBorderColor(stringToColor(options->palette, "black")); } } \ No newline at end of file diff --git a/source/game.h b/source/game.h index 70853c8..721ceda 100644 --- a/source/game.h +++ b/source/game.h @@ -37,6 +37,7 @@ private: Text *text; // Objeto para los textos del juego ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador Debug *debug; // Objeto para gestionar la información de debug + options_t *options; // Puntero a las opciones del juego Test *test; // Variables @@ -105,7 +106,7 @@ private: public: // Constructor - Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug); + Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, Input *input, Debug *debug); // Destructor ~Game(); diff --git a/source/intro.cpp b/source/intro.cpp index ec92274..13600a1 100644 --- a/source/intro.cpp +++ b/source/intro.cpp @@ -1,17 +1,26 @@ #include "intro.h" // Constructor -Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset) +Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options) { // Copia la dirección de los objetos this->renderer = renderer; this->screen = screen; this->asset = asset; + this->options = options; // Reserva memoria para los punteros eventHandler = new SDL_Event(); - loadingScreenTexture1 = new Texture(renderer, asset->get("loading_screen_bn.png")); - loadingScreenTexture2 = new Texture(renderer, asset->get("loading_screen_color.png")); + if (options->palette == p_zxspectrum) + { + loadingScreenTexture1 = new Texture(renderer, asset->get("loading_screen_bn.png")); + loadingScreenTexture2 = new Texture(renderer, asset->get("loading_screen_color.png")); + } + else if (options->palette == p_zxarne) + { + loadingScreenTexture1 = new Texture(renderer, asset->get("loading_screen_bn_zxarne.png")); + loadingScreenTexture2 = new Texture(renderer, asset->get("loading_screen_color_zxarne.png")); + } sprite1 = new Sprite(0, 0, loadingScreenTexture1->getWidth(), loadingScreenTexture1->getHeight(), loadingScreenTexture1, renderer); sprite2 = new Sprite(0, 0, loadingScreenTexture2->getWidth(), loadingScreenTexture2->getHeight(), loadingScreenTexture2, renderer); loadingSound1 = JA_LoadMusic(asset->get("loading_sound1.ogg").c_str()); @@ -57,7 +66,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset) } // Cambia el color del borde - screen->setBorderColor(stringToColor("black")); + screen->setBorderColor(stringToColor(options->palette, "black")); } // Destructor diff --git a/source/intro.h b/source/intro.h index b4017d1..e1b02d0 100644 --- a/source/intro.h +++ b/source/intro.h @@ -27,6 +27,7 @@ private: SDL_Event *eventHandler; // Manejador de eventos Sprite *sprite1; // Sprite para manejar la textura loadingScreenTexture1 Sprite *sprite2; // Sprite para manejar la textura loadingScreenTexture2 + options_t *options; // Puntero a las opciones del juego // Variables int preCounter; // Contador previo para realizar una pausa inicial @@ -63,7 +64,7 @@ private: public: // Constructor - Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset); + Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options); // Destructor ~Intro(); diff --git a/source/logo.cpp b/source/logo.cpp index c914097..bcdb2fc 100644 --- a/source/logo.cpp +++ b/source/logo.cpp @@ -1,12 +1,13 @@ #include "logo.h" // Constructor -Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection) +Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, int subsection) { // Copia la dirección de los objetos this->renderer = renderer; this->screen = screen; this->asset = asset; + this->options = options; // Reserva memoria para los punteros eventHandler = new SDL_Event(); @@ -21,13 +22,13 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection) sprite.push_back(new Sprite(0, i, texture->getWidth(), 1, texture, renderer)); if (i % 2 == 0) { - sprite[i]->setPosX(256 + (i * 3)); + sprite.at(i)->setPosX(256 + (i * 3)); } else { - sprite[i]->setPosX(-181 - (i * 3)); + sprite.at(i)->setPosX(-181 - (i * 3)); } - sprite[i]->setPosY(83 + i); + sprite.at(i)->setPosY(83 + i); } // Inicializa variables @@ -44,11 +45,11 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection) const std::vector vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"}; for (auto v : vColors) { - color.push_back(stringToColor(v)); + color.push_back(stringToColor(options->palette, v)); } // Cambia el color del borde - screen->setBorderColor(stringToColor("black")); + screen->setBorderColor(stringToColor(options->palette, "black")); } // Destructor @@ -97,22 +98,22 @@ void Logo::updateJAILGAMES() { const int speed = 8; const int dest = 37; - if (sprite[i]->getPosX() != 37) + if (sprite.at(i)->getPosX() != 37) { if (i % 2 == 0) { - sprite[i]->incPosX(-speed); - if (sprite[i]->getPosX() < dest) + sprite.at(i)->incPosX(-speed); + if (sprite.at(i)->getPosX() < dest) { - sprite[i]->setPosX(dest); + sprite.at(i)->setPosX(dest); } } else { - sprite[i]->incPosX(speed); - if (sprite[i]->getPosX() > dest) + sprite.at(i)->incPosX(speed); + if (sprite.at(i)->getPosX() > dest) { - sprite[i]->setPosX(dest); + sprite.at(i)->setPosX(dest); } } } @@ -128,72 +129,72 @@ void Logo::updateTextureColors() if (counter == ini + inc * 0) { - texture2->setColor(color[0].r, color[0].g, color[0].b); + texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b); } else if (counter == ini + inc * 1) { - texture2->setColor(color[1].r, color[1].g, color[1].b); + texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b); } else if (counter == ini + inc * 2) { - texture2->setColor(color[2].r, color[2].g, color[2].b); + texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b); } else if (counter == ini + inc * 3) { - texture2->setColor(color[3].r, color[3].g, color[3].b); + texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b); } else if (counter == ini + inc * 4) { - texture2->setColor(color[4].r, color[4].g, color[4].b); + texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b); } else if (counter == ini + inc * 5) { - texture2->setColor(color[5].r, color[5].g, color[5].b); + texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b); } else if (counter == ini + inc * 6) { - texture2->setColor(color[6].r, color[6].g, color[6].b); + texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b); } else if (counter == ini + inc * 7) { - texture2->setColor(color[7].r, color[7].g, color[7].b); + texture2->setColor(color.at(7).r, color.at(7).g, color.at(7).b); } else if (counter == initFade + inc * 0) { - texture->setColor(color[6].r, color[6].g, color[6].b); - texture2->setColor(color[6].r, color[6].g, color[6].b); + texture->setColor(color.at(6).r, color.at(6).g, color.at(6).b); + texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b); } else if (counter == initFade + inc * 1) { - texture->setColor(color[5].r, color[5].g, color[5].b); - texture2->setColor(color[5].r, color[5].g, color[5].b); + texture->setColor(color.at(5).r, color.at(5).g, color.at(5).b); + texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b); } else if (counter == initFade + inc * 2) { - texture->setColor(color[4].r, color[4].g, color[4].b); - texture2->setColor(color[4].r, color[4].g, color[4].b); + texture->setColor(color.at(4).r, color.at(4).g, color.at(4).b); + texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b); } else if (counter == initFade + inc * 3) { - texture->setColor(color[3].r, color[3].g, color[3].b); - texture2->setColor(color[3].r, color[3].g, color[3].b); + texture->setColor(color.at(3).r, color.at(3).g, color.at(3).b); + texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b); } else if (counter == initFade + inc * 4) { - texture->setColor(color[2].r, color[2].g, color[2].b); - texture2->setColor(color[2].r, color[2].g, color[2].b); + texture->setColor(color.at(2).r, color.at(2).g, color.at(2).b); + texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b); } else if (counter == initFade + inc * 5) { - texture->setColor(color[1].r, color[1].g, color[1].b); - texture2->setColor(color[1].r, color[1].g, color[1].b); + texture->setColor(color.at(1).r, color.at(1).g, color.at(1).b); + texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b); } else if (counter == initFade + inc * 6) { - texture->setColor(color[0].r, color[0].g, color[0].b); - texture2->setColor(color[0].r, color[0].g, color[0].b); + texture->setColor(color.at(0).r, color.at(0).g, color.at(0).b); + texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b); } } diff --git a/source/logo.h b/source/logo.h index 066e8a5..07083c5 100644 --- a/source/logo.h +++ b/source/logo.h @@ -24,16 +24,17 @@ private: SDL_Event *eventHandler; // Manejador de eventos std::vector sprite; // Vector con los sprites de cada linea que forman el bitmap JAILGAMES Sprite *sprite2; // Sprite para manejar la textura2 + options_t *options; // Puntero a las opciones del juego // Variables - std::vector color; // Vector con los colores para el fade - int counter; // Contador - section_t section; // Estado del bucle principal para saber si continua o se sale - Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa - Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa - int initFade; // Tiempo del contador cuando inicia el fade a negro - int endLogo; // Tiempo del contador para terminar el logo - int postLogo; // Tiempo que dura el logo con el fade al maximo + std::vector color; // Vector con los colores para el fade + int counter; // Contador + section_t section; // Estado del bucle principal para saber si continua o se sale + Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa + Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa + int initFade; // Tiempo del contador cuando inicia el fade a negro + int endLogo; // Tiempo del contador para terminar el logo + int postLogo; // Tiempo que dura el logo con el fade al maximo // Actualiza las variables void update(); @@ -52,7 +53,7 @@ private: public: // Constructor - Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection); + Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, int subsection); // Destructor ~Logo(); diff --git a/source/player.cpp b/source/player.cpp index 2fca8bb..838ff64 100644 --- a/source/player.cpp +++ b/source/player.cpp @@ -3,7 +3,7 @@ #include // Constructor -Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, Input *input, Room *room, Debug *debug) +Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, options_t *options, Input *input, Room *room, Debug *debug) { // Obten punteros a objetos this->asset = asset; @@ -11,13 +11,14 @@ Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Ren this->input = input; this->room = room; this->debug = debug; + this->options = options; // Crea objetos texture = new Texture(renderer, asset->get(tileset)); sprite = new AnimatedSprite(texture, renderer, animation); // Inicializa variables - color = stringToColor("white"); + color = stringToColor(options->palette, "white"); onBorder = false; border = BORDER_TOP; invincible = false; diff --git a/source/player.h b/source/player.h index 7ec751c..df0bb3f 100644 --- a/source/player.h +++ b/source/player.h @@ -43,6 +43,7 @@ public: Texture *texture; // Textura con los graficos del enemigo AnimatedSprite *sprite; // Sprite del enemigo Debug *debug; // Objeto para gestionar la información de debug + options_t *options; // Puntero a las opciones del juego // Variables float x; // Posición del jugador en el eje X @@ -127,7 +128,7 @@ public: public: // Constructor - Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, Input *input, Room *room, Debug *debug); + Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, options_t *options, Input *input, Room *room, Debug *debug); // Destructor ~Player(); diff --git a/source/room.cpp b/source/room.cpp index 0f5b945..c6c6a3a 100644 --- a/source/room.cpp +++ b/source/room.cpp @@ -4,18 +4,8 @@ #include // Constructor -Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, ItemTracker *itemTracker, int *items, Debug *debug) +Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, ItemTracker *itemTracker, int *items, Debug *debug) { - // Inicializa variables - tileSize = 8; - mapWidth = 32; - mapHeight = 16; - paused = false; - itemColor1 = stringToColor("magenta"); - itemColor2 = stringToColor("yellow"); - autoSurfaceDirection = 1; - counter = 0; - // Copia los punteros a objetos this->renderer = renderer; this->asset = asset; @@ -23,6 +13,17 @@ Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asse this->itemTracker = itemTracker; this->itemsPicked = items; this->debug = debug; + this->options = options; + + // Inicializa variables + tileSize = 8; + mapWidth = 32; + mapHeight = 16; + paused = false; + itemColor1 = stringToColor(options->palette, "magenta"); + itemColor2 = stringToColor(options->palette, "yellow"); + autoSurfaceDirection = 1; + counter = 0; // Crea los objetos loadMapFile(file); @@ -297,27 +298,35 @@ bool Room::setVars(std::string var, std::string value) else if (var == "bgColor") { - bgColor = stringToColor(value); + bgColor = stringToColor(options->palette, value); } else if (var == "border") { - borderColor = stringToColor(value); + borderColor = stringToColor(options->palette, value); } else if (var == "itemColor1") { - itemColor1 = stringToColor(value); + itemColor1 = stringToColor(options->palette, value); } else if (var == "itemColor2") { - itemColor2 = stringToColor(value); + itemColor2 = stringToColor(options->palette, value); } else if (var == "tileset") { tileset = value; + if (options->palette == p_zxspectrum) + { + tileset = "standard.png"; + } + else if (options->palette == p_zxarne) + { + tileset = "standard_zxarne.png"; + } } else if (var == "roomUp") @@ -437,7 +446,7 @@ bool Room::setEnemy(enemy_t *enemy, std::string var, std::string value) else if (var == "color") { - enemy->color = stringToColor(value); + enemy->color = stringToColor(options->palette, value); } else if (var == "[/enemy]") @@ -746,7 +755,7 @@ tile_e Room::getTile(int index) { return t_passable; } - + // Las filas 18-20 es de tiles t_animated else if ((tilemap[index] >= 18 * tilesetWidth) && (tilemap[index] < 21 * tilesetWidth)) { @@ -810,7 +819,15 @@ bool Room::itemCollision(SDL_Rect &rect) // Recarga la textura void Room::reLoadTexture() { - texture->reLoad(); + if (options->palette == p_zxspectrum) + { + texture->loadFromFile(asset->get("standard.png"), renderer); + } + else if (options->palette == p_zxarne) + { + texture->loadFromFile(asset->get("standard_zxarne.png"), renderer); + } + // texture->reLoad(); fillMapTexture(); for (auto enemy : enemies) { diff --git a/source/room.h b/source/room.h index 6645c68..695af30 100644 --- a/source/room.h +++ b/source/room.h @@ -48,6 +48,7 @@ private: SDL_Texture *mapTexture; // Textura para dibujar el mapa de la habitación int *itemsPicked; // Puntero a la cantidad de items recogidos que lleva el juego Debug *debug; // Objeto para gestionar la información de debug + options_t *options; // Puntero a las opciones del juego // Variables std::string name; // Nombre de la habitación @@ -132,7 +133,7 @@ private: public: // Constructor - Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, ItemTracker *item_tracker, int *items, Debug *debug); + Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, ItemTracker *item_tracker, int *items, Debug *debug); // Destructor ~Room(); diff --git a/source/scoreboard.cpp b/source/scoreboard.cpp index a9b9286..4438f9a 100644 --- a/source/scoreboard.cpp +++ b/source/scoreboard.cpp @@ -3,12 +3,13 @@ #include // Constructor -ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board) +ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, options_t *options, board_t *board) { // Obten punteros a objetos this->asset = asset; this->renderer = renderer; this->board = board; + this->options = options; // Reserva memoria para los objetos playerTexture = new Texture(renderer, asset->get("player.png")); @@ -28,7 +29,7 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board) const std::vector vColors = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"}; for (auto v : vColors) { - color.push_back(stringToColor(v)); + color.push_back(stringToColor(options->palette, v)); } } @@ -53,7 +54,6 @@ void ScoreBoard::render() SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderFillRect(renderer, &rect); - // Dibuja las vidas const int desp = (counter / 40) % 8; const int frame = desp % 4; @@ -80,13 +80,13 @@ void ScoreBoard::render() const std::string timeTxt = std::to_string((clock.minutes % 60) / 10) + std::to_string(clock.minutes % 10) + clock.separator + std::to_string((clock.seconds % 60) / 10) + std::to_string(clock.seconds % 10); const std::string itemsTxt = std::to_string(board->items / 100) + std::to_string((board->items % 100) / 10) + std::to_string(board->items % 10); this->text->writeColored(BLOCK, line1, "Items collected ", board->color); - this->text->writeColored(17 * BLOCK, line1, itemsTxt, stringToColor("white")); + this->text->writeColored(17 * BLOCK, line1, itemsTxt, stringToColor(options->palette, "white")); this->text->writeColored(20 * BLOCK, line1, " Time ", board->color); - this->text->writeColored(26 * BLOCK, line1, timeTxt, stringToColor("white")); + this->text->writeColored(26 * BLOCK, line1, timeTxt, stringToColor(options->palette, "white")); const std::string roomsTxt = std::to_string(board->rooms / 100) + std::to_string((board->rooms % 100) / 10) + std::to_string(board->rooms % 10); - this->text->writeColored(22 * BLOCK, line2, "Rooms", stringToColor("white")); - this->text->writeColored(28 * BLOCK, line2, roomsTxt, stringToColor("white")); + this->text->writeColored(22 * BLOCK, line2, "Rooms", stringToColor(options->palette, "white")); + this->text->writeColored(28 * BLOCK, line2, roomsTxt, stringToColor(options->palette, "white")); } // Actualiza las variables del objeto @@ -121,6 +121,14 @@ void ScoreBoard::reLoadTexture() playerTexture->reLoad(); itemTexture->reLoad(); text->reLoadTexture(); + + // Reinicia el vector de colores + const std::vector vColors = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"}; + color.clear(); + for (auto v : vColors) + { + color.push_back(stringToColor(options->palette, v)); + } } // Pone el marcador en modo pausa diff --git a/source/scoreboard.h b/source/scoreboard.h index 8c87d73..504500a 100644 --- a/source/scoreboard.h +++ b/source/scoreboard.h @@ -40,6 +40,7 @@ private: Text *text; // Objeto para escribir texto Texture *itemTexture; // Textura con los graficos para las vidas board_t *board; // Contiene las variables a mostrar en el marcador + options_t *options; // Puntero a las opciones del juego // Variables std::vector color; // Vector con los colores del objeto @@ -55,7 +56,7 @@ private: public: // Constructor - ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board); + ScoreBoard(SDL_Renderer *renderer, Asset *asset, options_t *options, board_t *board); // Destructor ~ScoreBoard(); diff --git a/source/title.cpp b/source/title.cpp index 14cff75..f99fb5d 100644 --- a/source/title.cpp +++ b/source/title.cpp @@ -1,16 +1,24 @@ #include "title.h" // Constructor -Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset) +Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options) { // Copia la dirección de los objetos this->renderer = renderer; this->screen = screen; this->asset = asset; + this->options = options; // Reserva memoria para los punteros eventHandler = new SDL_Event(); - texture = new Texture(renderer, asset->get("loading_screen_color.png")); + if (options->palette == p_zxspectrum) + { + texture = new Texture(renderer, asset->get("loading_screen_color.png")); + } + else if (options->palette == p_zxarne) + { + texture = new Texture(renderer, asset->get("loading_screen_color_zxarne.png")); + } sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer); text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); @@ -21,7 +29,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset) ticks = 0; ticksSpeed = 15; longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME P.A.C.O. THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?"; - //longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!!"; + // longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!!"; for (int i = 0; i < (int)longText.length(); ++i) { letter_t l; @@ -33,7 +41,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset) letters[0].enabled = true; // Cambia el color del borde - screen->setBorderColor(stringToColor("bright_blue")); + screen->setBorderColor(stringToColor(options->palette, "bright_blue")); } // Destructor @@ -134,8 +142,7 @@ void Title::renderMarquee() { if (l.enabled) { - // text->writeColored(l.x, 176, l.letter, {0, 0, 0}); - text->write(l.x, 184, l.letter); + text->writeColored(l.x, 184, l.letter, stringToColor(options->palette, "white")); } } } @@ -188,11 +195,12 @@ void Title::render() // text->writeCentered(256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY"); //} + // Dibuja el texto de PRESS ENTER TO PLAY if (counter % 80 < 60) { - const color_t textColor = stringToColor("white"); - const color_t strokeColor = stringToColor("bright_blue"); - text->writeDX(TXT_CENTER | TXT_COLOR| TXT_STROKE, 256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY", 1, textColor, 1, strokeColor); + const color_t textColor = stringToColor(options->palette, "white"); + const color_t strokeColor = stringToColor(options->palette, "bright_blue"); + text->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, 256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY", 1, textColor, 1, strokeColor); } // Dibuja la marquesina diff --git a/source/title.h b/source/title.h index 8da4f0e..188b2d0 100644 --- a/source/title.h +++ b/source/title.h @@ -31,6 +31,7 @@ private: Texture *texture; // Textura con los graficos Sprite *sprite; // Sprite para manejar la textura Text *text; // Objeto para escribir texto en pantalla + options_t *options; // Puntero a las opciones del juego // Variables int counter; // Contador @@ -57,7 +58,7 @@ private: public: // Constructor - Title(SDL_Renderer *renderer, Screen *screen, Asset *asset); + Title(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options); // Destructor ~Title();