JA VA! Nomes s'havia de fer les coses be i no ser un ansias

This commit is contained in:
2025-02-22 00:30:32 +01:00
parent f6098a479b
commit e361d295c1
39 changed files with 1053 additions and 1098 deletions

View File

@@ -11,10 +11,11 @@
#include "screen.h" // Para Screen
#include "text.h" // Para Text, TXT_CENTER, TXT_COLOR
#include "utils.h" // Para color_t, stringToColor, options_t, secti...
#include "options.h"
class Debug;
// Constructor
Demo::Demo(Resource *resource, options_t *options, section_t *section, Debug *debug)
Demo::Demo(Resource *resource, Debug *debug)
{
// Inicia algunas variables
board.iniClock = SDL_GetTicks();
@@ -36,14 +37,12 @@ Demo::Demo(Resource *resource, options_t *options, section_t *section, Debug *de
this->renderer = Screen::get()->getRenderer();
this->asset = Asset::get();
this->input = Input::get();
this->options = options;
this->section = section;
this->debug = debug;
// Crea los objetos
itemTracker = new ItemTracker();
scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, false, debug);
scoreboard = new ScoreBoard(renderer, resource, asset, &board);
room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, itemTracker, &board.items, false, debug);
eventHandler = new SDL_Event();
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
@@ -59,8 +58,8 @@ Demo::Demo(Resource *resource, options_t *options, section_t *section, Debug *de
board.music = true;
setScoreBoardColor();
section->name = SECTION_DEMO;
section->subsection = 0;
options.section.name = SECTION_DEMO;
options.section.subsection = 0;
}
Demo::~Demo()
@@ -82,8 +81,8 @@ void Demo::checkEvents()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_QUIT;
screen->setBorderColor(stringToColor(options->palette, "black"));
options.section.name = SECTION_QUIT;
screen->setBorderColor(stringToColor(options.palette, "black"));
break;
}
}
@@ -95,7 +94,7 @@ void Demo::checkInput()
if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_QUIT;
options.section.name = SECTION_QUIT;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
@@ -129,15 +128,15 @@ void Demo::checkInput()
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
{
section->name = SECTION_TITLE;
section->subsection = 0;
options.section.name = SECTION_TITLE;
options.section.subsection = 0;
}
}
// Bucle para el juego
void Demo::run()
{
while (section->name == SECTION_DEMO)
while (options.section.name == SECTION_DEMO)
{
update();
checkEvents();
@@ -191,7 +190,7 @@ 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(options->palette, "white");
color_t color = stringToColor(options.palette, "white");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
@@ -201,7 +200,7 @@ void Demo::renderRoomName()
// Recarga todas las texturas
void Demo::reLoadTextures()
{
if (options->console)
if (options.console)
{
std::cout << "** RELOAD REQUESTED" << std::endl;
}
@@ -214,13 +213,13 @@ void Demo::reLoadTextures()
void Demo::switchPalette()
{
// Modifica la variable
if (options->palette == p_zxspectrum)
if (options.palette == p_zxspectrum)
{
options->palette = p_zxarne;
options.palette = p_zxarne;
}
else
{
options->palette = p_zxspectrum;
options.palette = p_zxspectrum;
}
room->reLoadPalette();
@@ -243,7 +242,7 @@ bool Demo::changeRoom(std::string file)
room = nullptr;
// Crea un objeto habitación nuevo a partir del fichero
room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, false, debug);
room = new Room(resource->getRoom(file), renderer, screen, asset, itemTracker, &board.items, false, debug);
// Pone el color del marcador en función del color del borde de la habitación
setScoreBoardColor();
@@ -264,8 +263,8 @@ void Demo::checkRoomChange()
roomIndex++;
if (roomIndex == (int)rooms.size())
{
section->name = SECTION_LOGO;
section->subsection = SUBSECTION_LOGO_TO_TITLE;
options.section.name = SECTION_LOGO;
options.section.subsection = SUBSECTION_LOGO_TO_TITLE;
}
else
{
@@ -281,10 +280,10 @@ void Demo::setScoreBoardColor()
const color_t c = room->getBorderColor();
// Si el color es negro lo cambia a blanco
const color_t cBlack = stringToColor(options->palette, "black");
board.color = colorAreEqual(c, cBlack) ? stringToColor(options->palette, "white") : c;
const color_t cBlack = stringToColor(options.palette, "black");
board.color = colorAreEqual(c, cBlack) ? stringToColor(options.palette, "white") : c;
// Si el color es negro brillante lo cambia a blanco
const color_t cBrightBlack = stringToColor(options->palette, "bright_black");
board.color = colorAreEqual(c, cBrightBlack) ? stringToColor(options->palette, "white") : c;
const color_t cBrightBlack = stringToColor(options.palette, "bright_black");
board.color = colorAreEqual(c, cBrightBlack) ? stringToColor(options.palette, "white") : c;
}