Implementado el cambio de paleta durante el juego

This commit is contained in:
2022-10-25 21:51:30 +02:00
parent bcb56e17f2
commit dc84ed79d6
31 changed files with 297 additions and 164 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.4 KiB

After

Width:  |  Height:  |  Size: 1.4 KiB

View File

@@ -27,6 +27,22 @@ color=yellow
flip=true flip=true
[/enemy] [/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] [item]
tileset=items.png tileset=items.png
tile=48 tile=48
@@ -34,3 +50,19 @@ x=7
y=2 y=2
counter=1 counter=1
[/item] [/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]

View File

@@ -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, 32,32,32,32,0,0,0,0,32,32,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,
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, 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, 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,
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, 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,
32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117, 32,0,0,0,426,427,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
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, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,403,403,403,403,403,550,0,0,0,117,
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, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,550,0,0,117,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,403,403,117, 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,
32,67,68,67,68,403,403,403,550,0,0,0,0,0,526,403,67,68,67,68,403,550,0,0,0,0,0,0,0,0,140,141, 32,67,68,67,68,403,403,403,403,403,403,0,0,0,526,67,68,67,68,67,68,67,68,0,0,0,0,0,0,0,140,141,
32,91,92,91,92,0,0,0,427,550,0,0,0,526,426,0,91,92,91,92,0,427,550,0,0,0,0,0,0,0,0,32, 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,
135,0,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 135,0,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
135,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 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 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
</data> </data>
</layer> </layer>

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.2 KiB

After

Width:  |  Height:  |  Size: 7.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.0 KiB

After

Width:  |  Height:  |  Size: 8.6 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.7 KiB

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.9 KiB

After

Width:  |  Height:  |  Size: 6.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.3 KiB

View File

@@ -291,7 +291,7 @@ void Screen::iniSpectrumFade()
const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"}; const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
for (auto v : vColors) for (auto v : vColors)
{ {
spectrumColor.push_back(stringToColor(v)); spectrumColor.push_back(stringToColor(options->palette, v));
} }
} }

View File

@@ -380,11 +380,9 @@ bool checkCollision(SDL_Point &p, d_line_t &l)
} }
// Devuelve un color_t a partir de un string // 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 (pal == p_zxspectrum)
if (palette == "spectrum")
{ {
if (str == "black") if (str == "black")
{ {
@@ -467,7 +465,7 @@ color_t stringToColor(std::string str)
} }
} }
else else if (pal == p_zxarne)
{ // zxarne { // zxarne
if (str == "black") if (str == "black")
{ {

View File

@@ -47,6 +47,13 @@ struct color_t
Uint8 b; Uint8 b;
}; };
// Tipos de paleta
enum palette_e
{
p_zxspectrum,
p_zxarne
};
// Estructura para saber la seccion y subseccion del programa // Estructura para saber la seccion y subseccion del programa
struct section_t 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 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 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 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 // 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); void normalizeLine(d_line_t &l);
// Devuelve un color_t a partir de un string // 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 // Convierte una cadena en un valor booleano
bool stringToBool(std::string str); bool stringToBool(std::string str);

View File

@@ -1,12 +1,13 @@
#include "credits.h" #include "credits.h"
// Constructor // 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 // Copia la dirección de los objetos
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->asset = asset; this->asset = asset;
this->options = options;
// Reserva memoria para los punteros // Reserva memoria para los punteros
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
@@ -25,36 +26,36 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset)
sprite->setRect({194, 174, 8, 8}); sprite->setRect({194, 174, 8, 8});
// Cambia el color del borde // Cambia el color del borde
screen->setBorderColor(stringToColor("black")); screen->setBorderColor(stringToColor(options->palette, "black"));
// Inicializa los textos // Inicializa los textos
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"INSTRUCTIONS:", stringToColor("yellow")}); texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor("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("white")}); texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor(options->palette, "white")});
texts.push_back({"FINISH THEM", stringToColor("white")}); texts.push_back({"FINISH THEM", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"KEYS:", stringToColor("yellow")}); texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor("white")}); texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor(options->palette, "white")});
texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor("white")}); texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")});
texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor("white")}); texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
texts.push_back({"B TO DE/ACTIVATE THE BORDER SC.", stringToColor("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("white")}); texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor(options->palette, "white")});
texts.push_back({"ESC TO EXIT GAME", stringToColor("white")}); texts.push_back({"ESC TO EXIT GAME", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")}); texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")});
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")}); texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"I LOVE JAILGAMES!}", stringToColor("white")}); texts.push_back({"I LOVE JAILGAMES!", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor("white")}); texts.push_back({"", stringToColor(options->palette, "white")});
// Crea la textura para el texto que se escribe en pantalla // 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); 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 // Rellena la textura de texto
SDL_SetRenderTarget(renderer, textTexture); 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_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
@@ -138,6 +139,9 @@ void Credits::fillTexture()
i++; i++;
} }
// Escribe el corazón
text->writeColored(194, 176, "}", stringToColor(options->palette, "bright_red"));
SDL_SetRenderTarget(renderer, nullptr); SDL_SetRenderTarget(renderer, nullptr);
// Rellena la textura que cubre el texto // Rellena la textura que cubre el texto

View File

@@ -34,6 +34,7 @@ private:
SDL_Texture *coverTexture; // Textura para cubrir el texto SDL_Texture *coverTexture; // Textura para cubrir el texto
Texture *texture; // Textura para el sprite de brillo Texture *texture; // Textura para el sprite de brillo
AnimatedSprite *sprite; // Sprite para el brillo del corazón AnimatedSprite *sprite; // Sprite para el brillo del corazón
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
int counter; // Contador int counter; // Contador
@@ -61,7 +62,7 @@ private:
public: public:
// Constructor // Constructor
Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset); Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options);
// Destructor // Destructor
~Credits(); ~Credits();

View File

@@ -1,7 +1,7 @@
#include "demo.h" #include "demo.h"
// Constructor // 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 // Inicia algunas variables
board.iniClock = SDL_GetTicks(); board.iniClock = SDL_GetTicks();
@@ -19,11 +19,12 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug)
this->asset = asset; this->asset = asset;
this->screen = screen; this->screen = screen;
this->debug = debug; this->debug = debug;
this->options = options;
// Crea los objetos // Crea los objetos
itemTracker = new ItemTracker(); itemTracker = new ItemTracker();
scoreboard = new ScoreBoard(renderer, asset, &board); scoreboard = new ScoreBoard(renderer, asset, options, &board);
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug); room = new Room(asset->get(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug);
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); 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.items = 0;
board.rooms = 1; board.rooms = 1;
const color_t c = room->getBorderColor(); 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(); board.music = !debug->getEnabled();
@@ -63,7 +64,7 @@ void Demo::checkEventHandler()
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section.name = SECTION_PROG_QUIT;
screen->setBorderColor(stringToColor("black")); screen->setBorderColor(stringToColor(options->palette, "black"));
break; break;
} }
else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0)) 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 // Texto en el centro de la pantalla
SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2}; 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_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer, &rect);
@@ -191,11 +192,11 @@ bool Demo::changeRoom(std::string file)
room = nullptr; room = nullptr;
// Crea un objeto habitación nuevo a partir del fichero // 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 // Actualiza el marcador
const color_t c = room->getBorderColor(); // Pone el color del 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 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; return true;
} }

View File

@@ -31,6 +31,7 @@ private:
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
ItemTracker *itemTracker; // Lleva el control de los objetos recogidos ItemTracker *itemTracker; // Lleva el control de los objetos recogidos
Debug *debug; // Objeto para gestionar la información de debug Debug *debug; // Objeto para gestionar la información de debug
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
@@ -65,7 +66,7 @@ private:
public: public:
// Constructor // 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 // Destructor
~Demo(); ~Demo();

View File

@@ -9,7 +9,7 @@ Director::Director(std::string path)
section.name = SECTION_PROG_LOGO; section.name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_INTRO; 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 // Crea el objeto que controla los ficheros de recursos
asset = new Asset(path.substr(0, path.find_last_of("\\/"))); asset = new Asset(path.substr(0, path.find_last_of("\\/")));
@@ -70,6 +70,7 @@ bool Director::loadConfig()
options->keepAspect = true; options->keepAspect = true;
options->borderEnabled = true; options->borderEnabled = true;
options->borderSize = 0.1f; options->borderSize = 0.1f;
options->palette = p_zxspectrum;
// Indicador de éxito en la carga // Indicador de éxito en la carga
bool success = true; bool success = true;
@@ -167,6 +168,7 @@ bool Director::saveConfig()
file << "keepAspect=" + boolToString(options->keepAspect) + "\n"; file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n"; file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n";
file << "borderSize=" + std::to_string(options->borderSize) + "\n"; file << "borderSize=" + std::to_string(options->borderSize) + "\n";
file << "palette=" + std::to_string(options->palette) + "\n";
// Cierra el fichero // Cierra el fichero
file.close(); 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 == "") else if (var == "")
{ {
} }
@@ -623,6 +640,8 @@ bool Director::setFileList()
// Intro // Intro
asset->add("/data/title/loading_screen_bn.png", t_bitmap); 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_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 // Credits
asset->add("/data/credits/shine.png", t_bitmap); 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 // Ejecuta la seccion de juego con el logo
void Director::runLogo() void Director::runLogo()
{ {
logo = new Logo(renderer, screen, asset, section.subsection); logo = new Logo(renderer, screen, asset, options, section.subsection);
setSection(logo->run()); setSection(logo->run());
delete logo; delete logo;
} }
@@ -660,7 +679,7 @@ void Director::runLogo()
// Ejecuta la seccion de juego de la introducción // Ejecuta la seccion de juego de la introducción
void Director::runIntro() void Director::runIntro()
{ {
intro = new Intro(renderer, screen, asset); intro = new Intro(renderer, screen, asset, options);
setSection(intro->run()); setSection(intro->run());
delete intro; delete intro;
} }
@@ -672,7 +691,7 @@ void Director::runTitle()
{ {
JA_PlayMusic(music); JA_PlayMusic(music);
} }
title = new Title(renderer, screen, asset); title = new Title(renderer, screen, asset, options);
setSection(title->run()); setSection(title->run());
delete title; delete title;
} }
@@ -680,7 +699,7 @@ void Director::runTitle()
// Ejecuta la seccion de los creditos del juego // Ejecuta la seccion de los creditos del juego
void Director::runCredits() void Director::runCredits()
{ {
credits = new Credits(renderer, screen, asset); credits = new Credits(renderer, screen, asset, options);
setSection(credits->run()); setSection(credits->run());
delete credits; delete credits;
} }
@@ -688,7 +707,7 @@ void Director::runCredits()
// Ejecuta la seccion de la demo, donde se ven pantallas del juego // Ejecuta la seccion de la demo, donde se ven pantallas del juego
void Director::runDemo() void Director::runDemo()
{ {
demo = new Demo(renderer, screen, asset, debug); demo = new Demo(renderer, screen, asset, options, debug);
setSection(demo->run()); setSection(demo->run());
delete demo; delete demo;
} }
@@ -697,7 +716,7 @@ void Director::runDemo()
void Director::runGame() void Director::runGame()
{ {
JA_StopMusic(); JA_StopMusic();
game = new Game(renderer, screen, asset, input, debug); game = new Game(renderer, screen, asset, options, input, debug);
setSection(game->run()); setSection(game->run());
delete game; delete game;
} }
@@ -712,18 +731,23 @@ void Director::run()
case SECTION_PROG_LOGO: case SECTION_PROG_LOGO:
runLogo(); runLogo();
break; break;
case SECTION_PROG_INTRO: case SECTION_PROG_INTRO:
runIntro(); runIntro();
break; break;
case SECTION_PROG_TITLE: case SECTION_PROG_TITLE:
runTitle(); runTitle();
break; break;
case SECTION_PROG_CREDITS: case SECTION_PROG_CREDITS:
runCredits(); runCredits();
break; break;
case SECTION_PROG_DEMO: case SECTION_PROG_DEMO:
runDemo(); runDemo();
break; break;
case SECTION_PROG_GAME: case SECTION_PROG_GAME:
runGame(); runGame();
break; break;

View File

@@ -1,7 +1,7 @@
#include "game.h" #include "game.h"
// Constructor // 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 // Inicia algunas variables
board.iniClock = SDL_GetTicks(); board.iniClock = SDL_GetTicks();
@@ -14,6 +14,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
this->screen = screen; this->screen = screen;
this->input = input; this->input = input;
this->debug = debug; this->debug = debug;
this->options = options;
// **** // ****
// this->debug->setEnabled(true); // this->debug->setEnabled(true);
@@ -24,11 +25,11 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
// **** // ****
// Crea los objetos // Crea los objetos
scoreboard = new ScoreBoard(renderer, asset, &board); scoreboard = new ScoreBoard(renderer, asset, options, &board);
itemTracker = new ItemTracker(); itemTracker = new ItemTracker();
roomTracker = new RoomTracker(); roomTracker = new RoomTracker();
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, 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, input, room, debug); player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, options, input, room, debug);
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer); text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
music = JA_LoadMusic(asset->get("game.ogg").c_str()); 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.items = 0;
board.rooms = 1; board.rooms = 1;
const color_t c = room->getBorderColor(); 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); roomTracker->addRoom(currentRoom);
paused = false; paused = false;
blackScreen = false; blackScreen = false;
@@ -82,7 +83,7 @@ void Game::checkEventHandler()
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section.name = SECTION_PROG_QUIT;
screen->setBorderColor(stringToColor("black")); screen->setBorderColor(stringToColor(options->palette, "black"));
break; break;
} }
else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0)) else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
@@ -152,6 +153,18 @@ void Game::checkEventHandler()
reLoadTextures(); reLoadTextures();
break; break;
case SDL_SCANCODE_F5:
if (options->palette == p_zxspectrum)
{
options->palette = p_zxarne;
}
else
{
options->palette = p_zxspectrum;
}
reLoadTextures();
break;
default: default:
break; break;
} }
@@ -273,7 +286,7 @@ void Game::renderRoomName()
{ {
// Texto en el centro de la pantalla // Texto en el centro de la pantalla
SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2}; 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_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer, &rect);
@@ -293,11 +306,11 @@ bool Game::changeRoom(std::string file)
room = nullptr; room = nullptr;
// Crea un objeto habitación nuevo a partir del fichero // 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 // Actualiza el marcador
const color_t c = room->getBorderColor(); // Pone el color del 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 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)) if (roomTracker->addRoom(file))
{ // Incrementa el contador de habitaciones visitadas { // Incrementa el contador de habitaciones visitadas
board.rooms++; board.rooms++;
@@ -382,8 +395,8 @@ void Game::killPlayer()
setBlackScreen(); setBlackScreen();
// Crea la nueva habitación y el nuevo jugador // Crea la nueva habitación y el nuevo jugador
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, 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, input, room, debug); player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, options, input, room, debug);
room->pause(); room->pause();
player->pause(); player->pause();
@@ -428,6 +441,6 @@ void Game::renderBlackScreen()
if (blackScreen) if (blackScreen)
{ {
screen->clean(); screen->clean();
screen->setBorderColor(stringToColor("black")); screen->setBorderColor(stringToColor(options->palette, "black"));
} }
} }

View File

@@ -37,6 +37,7 @@ private:
Text *text; // Objeto para los textos del juego Text *text; // Objeto para los textos del juego
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
Debug *debug; // Objeto para gestionar la información de debug Debug *debug; // Objeto para gestionar la información de debug
options_t *options; // Puntero a las opciones del juego
Test *test; Test *test;
// Variables // Variables
@@ -105,7 +106,7 @@ private:
public: public:
// Constructor // 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 // Destructor
~Game(); ~Game();

View File

@@ -1,17 +1,26 @@
#include "intro.h" #include "intro.h"
// Constructor // 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 // Copia la dirección de los objetos
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->asset = asset; this->asset = asset;
this->options = options;
// Reserva memoria para los punteros // Reserva memoria para los punteros
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
loadingScreenTexture1 = new Texture(renderer, asset->get("loading_screen_bn.png")); if (options->palette == p_zxspectrum)
loadingScreenTexture2 = new Texture(renderer, asset->get("loading_screen_color.png")); {
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); sprite1 = new Sprite(0, 0, loadingScreenTexture1->getWidth(), loadingScreenTexture1->getHeight(), loadingScreenTexture1, renderer);
sprite2 = new Sprite(0, 0, loadingScreenTexture2->getWidth(), loadingScreenTexture2->getHeight(), loadingScreenTexture2, renderer); sprite2 = new Sprite(0, 0, loadingScreenTexture2->getWidth(), loadingScreenTexture2->getHeight(), loadingScreenTexture2, renderer);
loadingSound1 = JA_LoadMusic(asset->get("loading_sound1.ogg").c_str()); 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 // Cambia el color del borde
screen->setBorderColor(stringToColor("black")); screen->setBorderColor(stringToColor(options->palette, "black"));
} }
// Destructor // Destructor

View File

@@ -27,6 +27,7 @@ private:
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
Sprite *sprite1; // Sprite para manejar la textura loadingScreenTexture1 Sprite *sprite1; // Sprite para manejar la textura loadingScreenTexture1
Sprite *sprite2; // Sprite para manejar la textura loadingScreenTexture2 Sprite *sprite2; // Sprite para manejar la textura loadingScreenTexture2
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
int preCounter; // Contador previo para realizar una pausa inicial int preCounter; // Contador previo para realizar una pausa inicial
@@ -63,7 +64,7 @@ private:
public: public:
// Constructor // Constructor
Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset); Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options);
// Destructor // Destructor
~Intro(); ~Intro();

View File

@@ -1,12 +1,13 @@
#include "logo.h" #include "logo.h"
// Constructor // 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 // Copia la dirección de los objetos
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->asset = asset; this->asset = asset;
this->options = options;
// Reserva memoria para los punteros // Reserva memoria para los punteros
eventHandler = new SDL_Event(); 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)); sprite.push_back(new Sprite(0, i, texture->getWidth(), 1, texture, renderer));
if (i % 2 == 0) if (i % 2 == 0)
{ {
sprite[i]->setPosX(256 + (i * 3)); sprite.at(i)->setPosX(256 + (i * 3));
} }
else 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 // Inicializa variables
@@ -44,11 +45,11 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection)
const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"}; const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
for (auto v : vColors) for (auto v : vColors)
{ {
color.push_back(stringToColor(v)); color.push_back(stringToColor(options->palette, v));
} }
// Cambia el color del borde // Cambia el color del borde
screen->setBorderColor(stringToColor("black")); screen->setBorderColor(stringToColor(options->palette, "black"));
} }
// Destructor // Destructor
@@ -97,22 +98,22 @@ void Logo::updateJAILGAMES()
{ {
const int speed = 8; const int speed = 8;
const int dest = 37; const int dest = 37;
if (sprite[i]->getPosX() != 37) if (sprite.at(i)->getPosX() != 37)
{ {
if (i % 2 == 0) if (i % 2 == 0)
{ {
sprite[i]->incPosX(-speed); sprite.at(i)->incPosX(-speed);
if (sprite[i]->getPosX() < dest) if (sprite.at(i)->getPosX() < dest)
{ {
sprite[i]->setPosX(dest); sprite.at(i)->setPosX(dest);
} }
} }
else else
{ {
sprite[i]->incPosX(speed); sprite.at(i)->incPosX(speed);
if (sprite[i]->getPosX() > dest) 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) 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) 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) 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) 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) 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) 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) 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) 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) else if (counter == initFade + inc * 0)
{ {
texture->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[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 == initFade + inc * 1) else if (counter == initFade + inc * 1)
{ {
texture->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[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 == initFade + inc * 2) else if (counter == initFade + inc * 2)
{ {
texture->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[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 == initFade + inc * 3) else if (counter == initFade + inc * 3)
{ {
texture->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[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 == initFade + inc * 4) else if (counter == initFade + inc * 4)
{ {
texture->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[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 == initFade + inc * 5) else if (counter == initFade + inc * 5)
{ {
texture->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[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 == initFade + inc * 6) else if (counter == initFade + inc * 6)
{ {
texture->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[0].r, color[0].g, color[0].b); texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
} }
} }

View File

@@ -24,16 +24,17 @@ private:
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
std::vector<Sprite *> sprite; // Vector con los sprites de cada linea que forman el bitmap JAILGAMES std::vector<Sprite *> sprite; // Vector con los sprites de cada linea que forman el bitmap JAILGAMES
Sprite *sprite2; // Sprite para manejar la textura2 Sprite *sprite2; // Sprite para manejar la textura2
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
std::vector<color_t> color; // Vector con los colores para el fade std::vector<color_t> color; // Vector con los colores para el fade
int counter; // Contador int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale 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 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles 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 initFade; // Tiempo del contador cuando inicia el fade a negro
int endLogo; // Tiempo del contador para terminar el logo int endLogo; // Tiempo del contador para terminar el logo
int postLogo; // Tiempo que dura el logo con el fade al maximo int postLogo; // Tiempo que dura el logo con el fade al maximo
// Actualiza las variables // Actualiza las variables
void update(); void update();
@@ -52,7 +53,7 @@ private:
public: public:
// Constructor // 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 // Destructor
~Logo(); ~Logo();

View File

@@ -3,7 +3,7 @@
#include <sstream> #include <sstream>
// Constructor // 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 // Obten punteros a objetos
this->asset = asset; this->asset = asset;
@@ -11,13 +11,14 @@ Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Ren
this->input = input; this->input = input;
this->room = room; this->room = room;
this->debug = debug; this->debug = debug;
this->options = options;
// Crea objetos // Crea objetos
texture = new Texture(renderer, asset->get(tileset)); texture = new Texture(renderer, asset->get(tileset));
sprite = new AnimatedSprite(texture, renderer, animation); sprite = new AnimatedSprite(texture, renderer, animation);
// Inicializa variables // Inicializa variables
color = stringToColor("white"); color = stringToColor(options->palette, "white");
onBorder = false; onBorder = false;
border = BORDER_TOP; border = BORDER_TOP;
invincible = false; invincible = false;

View File

@@ -43,6 +43,7 @@ public:
Texture *texture; // Textura con los graficos del enemigo Texture *texture; // Textura con los graficos del enemigo
AnimatedSprite *sprite; // Sprite del enemigo AnimatedSprite *sprite; // Sprite del enemigo
Debug *debug; // Objeto para gestionar la información de debug Debug *debug; // Objeto para gestionar la información de debug
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
float x; // Posición del jugador en el eje X float x; // Posición del jugador en el eje X
@@ -127,7 +128,7 @@ public:
public: public:
// Constructor // 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 // Destructor
~Player(); ~Player();

View File

@@ -4,18 +4,8 @@
#include <sstream> #include <sstream>
// Constructor // 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 // Copia los punteros a objetos
this->renderer = renderer; this->renderer = renderer;
this->asset = asset; this->asset = asset;
@@ -23,6 +13,17 @@ Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asse
this->itemTracker = itemTracker; this->itemTracker = itemTracker;
this->itemsPicked = items; this->itemsPicked = items;
this->debug = debug; 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 // Crea los objetos
loadMapFile(file); loadMapFile(file);
@@ -297,27 +298,35 @@ bool Room::setVars(std::string var, std::string value)
else if (var == "bgColor") else if (var == "bgColor")
{ {
bgColor = stringToColor(value); bgColor = stringToColor(options->palette, value);
} }
else if (var == "border") else if (var == "border")
{ {
borderColor = stringToColor(value); borderColor = stringToColor(options->palette, value);
} }
else if (var == "itemColor1") else if (var == "itemColor1")
{ {
itemColor1 = stringToColor(value); itemColor1 = stringToColor(options->palette, value);
} }
else if (var == "itemColor2") else if (var == "itemColor2")
{ {
itemColor2 = stringToColor(value); itemColor2 = stringToColor(options->palette, value);
} }
else if (var == "tileset") else if (var == "tileset")
{ {
tileset = value; tileset = value;
if (options->palette == p_zxspectrum)
{
tileset = "standard.png";
}
else if (options->palette == p_zxarne)
{
tileset = "standard_zxarne.png";
}
} }
else if (var == "roomUp") else if (var == "roomUp")
@@ -437,7 +446,7 @@ bool Room::setEnemy(enemy_t *enemy, std::string var, std::string value)
else if (var == "color") else if (var == "color")
{ {
enemy->color = stringToColor(value); enemy->color = stringToColor(options->palette, value);
} }
else if (var == "[/enemy]") else if (var == "[/enemy]")
@@ -810,7 +819,15 @@ bool Room::itemCollision(SDL_Rect &rect)
// Recarga la textura // Recarga la textura
void Room::reLoadTexture() 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(); fillMapTexture();
for (auto enemy : enemies) for (auto enemy : enemies)
{ {

View File

@@ -48,6 +48,7 @@ private:
SDL_Texture *mapTexture; // Textura para dibujar el mapa de la habitación SDL_Texture *mapTexture; // Textura para dibujar el mapa de la habitación
int *itemsPicked; // Puntero a la cantidad de items recogidos que lleva el juego int *itemsPicked; // Puntero a la cantidad de items recogidos que lleva el juego
Debug *debug; // Objeto para gestionar la información de debug Debug *debug; // Objeto para gestionar la información de debug
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
std::string name; // Nombre de la habitación std::string name; // Nombre de la habitación
@@ -132,7 +133,7 @@ private:
public: public:
// Constructor // 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 // Destructor
~Room(); ~Room();

View File

@@ -3,12 +3,13 @@
#include <sstream> #include <sstream>
// Constructor // 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 // Obten punteros a objetos
this->asset = asset; this->asset = asset;
this->renderer = renderer; this->renderer = renderer;
this->board = board; this->board = board;
this->options = options;
// Reserva memoria para los objetos // Reserva memoria para los objetos
playerTexture = new Texture(renderer, asset->get("player.png")); 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<std::string> vColors = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"}; const std::vector<std::string> vColors = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"};
for (auto v : vColors) 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_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer, &rect);
// Dibuja las vidas // Dibuja las vidas
const int desp = (counter / 40) % 8; const int desp = (counter / 40) % 8;
const int frame = desp % 4; 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 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); 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(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(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); 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(22 * BLOCK, line2, "Rooms", stringToColor(options->palette, "white"));
this->text->writeColored(28 * BLOCK, line2, roomsTxt, stringToColor("white")); this->text->writeColored(28 * BLOCK, line2, roomsTxt, stringToColor(options->palette, "white"));
} }
// Actualiza las variables del objeto // Actualiza las variables del objeto
@@ -121,6 +121,14 @@ void ScoreBoard::reLoadTexture()
playerTexture->reLoad(); playerTexture->reLoad();
itemTexture->reLoad(); itemTexture->reLoad();
text->reLoadTexture(); text->reLoadTexture();
// Reinicia el vector de colores
const std::vector<std::string> 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 // Pone el marcador en modo pausa

View File

@@ -40,6 +40,7 @@ private:
Text *text; // Objeto para escribir texto Text *text; // Objeto para escribir texto
Texture *itemTexture; // Textura con los graficos para las vidas Texture *itemTexture; // Textura con los graficos para las vidas
board_t *board; // Contiene las variables a mostrar en el marcador board_t *board; // Contiene las variables a mostrar en el marcador
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
std::vector<color_t> color; // Vector con los colores del objeto std::vector<color_t> color; // Vector con los colores del objeto
@@ -55,7 +56,7 @@ private:
public: public:
// Constructor // Constructor
ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board); ScoreBoard(SDL_Renderer *renderer, Asset *asset, options_t *options, board_t *board);
// Destructor // Destructor
~ScoreBoard(); ~ScoreBoard();

View File

@@ -1,16 +1,24 @@
#include "title.h" #include "title.h"
// Constructor // 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 // Copia la dirección de los objetos
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->asset = asset; this->asset = asset;
this->options = options;
// Reserva memoria para los punteros // Reserva memoria para los punteros
eventHandler = new SDL_Event(); 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); sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), 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; ticks = 0;
ticksSpeed = 15; 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!!! 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) for (int i = 0; i < (int)longText.length(); ++i)
{ {
letter_t l; letter_t l;
@@ -33,7 +41,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset)
letters[0].enabled = true; letters[0].enabled = true;
// Cambia el color del borde // Cambia el color del borde
screen->setBorderColor(stringToColor("bright_blue")); screen->setBorderColor(stringToColor(options->palette, "bright_blue"));
} }
// Destructor // Destructor
@@ -134,8 +142,7 @@ void Title::renderMarquee()
{ {
if (l.enabled) if (l.enabled)
{ {
// text->writeColored(l.x, 176, l.letter, {0, 0, 0}); text->writeColored(l.x, 184, l.letter, stringToColor(options->palette, "white"));
text->write(l.x, 184, l.letter);
} }
} }
} }
@@ -188,11 +195,12 @@ void Title::render()
// text->writeCentered(256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY"); // text->writeCentered(256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY");
//} //}
// Dibuja el texto de PRESS ENTER TO PLAY
if (counter % 80 < 60) if (counter % 80 < 60)
{ {
const color_t textColor = stringToColor("white"); const color_t textColor = stringToColor(options->palette, "white");
const color_t strokeColor = stringToColor("bright_blue"); 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); text->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, 256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY", 1, textColor, 1, strokeColor);
} }
// Dibuja la marquesina // Dibuja la marquesina

View File

@@ -31,6 +31,7 @@ private:
Texture *texture; // Textura con los graficos Texture *texture; // Textura con los graficos
Sprite *sprite; // Sprite para manejar la textura Sprite *sprite; // Sprite para manejar la textura
Text *text; // Objeto para escribir texto en pantalla Text *text; // Objeto para escribir texto en pantalla
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
int counter; // Contador int counter; // Contador
@@ -57,7 +58,7 @@ private:
public: public:
// Constructor // Constructor
Title(SDL_Renderer *renderer, Screen *screen, Asset *asset); Title(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options);
// Destructor // Destructor
~Title(); ~Title();