Files
jdd_opendingux/source/game.cpp

603 lines
13 KiB
C++

#include "game.h"
#include <iostream>
// Constructor
Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug)
{
// Inicia algunas variables
board.iniClock = SDL_GetTicks();
currentRoom = "03.room";
const int x = 25;
const int y = 13;
spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
// Copia los punteros
this->resource = resource;
this->renderer = renderer;
this->asset = asset;
this->screen = screen;
this->input = input;
this->debug = debug;
this->options = options;
#ifdef DEBUG
currentRoom = "48.room";
const int x1 = 18;
const int y1 = 13;
spawnPoint = {x1 * 8, y1 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
#endif
// Crea los objetos
scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
itemTracker = new ItemTracker();
roomTracker = new RoomTracker();
room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, false, debug);
const std::string playerPNG = options->cheat.altSkin ? "player2.png" : "player.png";
const std::string playerANI = options->cheat.altSkin ? "player2.ani" : "player.ani";
const player_t player = {spawnPoint, playerPNG, playerANI, renderer, resource, asset, options, input, room, debug};
this->player = new Player(player);
eventHandler = new SDL_Event();
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
music = JA_LoadMusic(asset->get("game.ogg").c_str());
deathSound = JA_LoadSound(asset->get("death.wav").c_str());
stats = new Stats(asset->get("stats.csv"));
stats->addVisit(room->getName());
// Inicializa el resto de variables
ticks = 0;
ticksSpeed = 15;
board.lives = 9;
board.items = 0;
board.rooms = 1;
board.music = true;
board.jailEnabled = options->cheat.jailEnabled;
setScoreBoardColor();
roomTracker->addRoom(currentRoom);
paused = false;
blackScreen = false;
blackScreenCounter = 0;
totalItems = getTotalItems();
section.name = SECTION_PROG_GAME;
section.subsection = 0;
}
Game::~Game()
{
// Libera la memoria de los objetos
delete scoreboard;
delete itemTracker;
delete roomTracker;
delete room;
delete player;
delete eventHandler;
delete text;
delete stats;
JA_DeleteMusic(music);
JA_DeleteSound(deathSound);
}
// Comprueba los eventos de la cola
void Game::checkEventHandler()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
screen->setBorderColor(stringToColor(options->palette, "black"));
break;
}
if (eventHandler->type == SDL_RENDER_DEVICE_RESET || eventHandler->type == SDL_RENDER_TARGETS_RESET)
{
reLoadTextures();
}
if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
{
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_TITLE;
break;
#ifdef DEBUG
case SDL_SCANCODE_G:
debug->switchEnabled();
options->cheat.invincible = debug->getEnabled();
board.music = !debug->getEnabled();
board.music ? JA_ResumeMusic() : JA_PauseMusic();
break;
case SDL_SCANCODE_R:
resource->reLoad();
break;
case SDL_SCANCODE_W:
goToRoom(BORDER_TOP);
break;
case SDL_SCANCODE_A:
goToRoom(BORDER_LEFT);
break;
case SDL_SCANCODE_S:
goToRoom(BORDER_BOTTOM);
break;
case SDL_SCANCODE_D:
goToRoom(BORDER_RIGHT);
break;
case SDL_SCANCODE_F6:
screen->showText("MAMA MIRA! SIN MANOS!");
break;
#endif
case SDL_SCANCODE_M:
board.music = !board.music;
board.music ? JA_ResumeMusic() : JA_PauseMusic();
break;
case SDL_SCANCODE_P:
switchPause();
break;
case SDL_SCANCODE_B:
screen->switchBorder();
reLoadTextures();
break;
case SDL_SCANCODE_F:
screen->switchVideoMode();
reLoadTextures();
break;
case SDL_SCANCODE_F1:
screen->setWindowSize(1);
reLoadTextures();
break;
case SDL_SCANCODE_F2:
screen->setWindowSize(2);
reLoadTextures();
break;
case SDL_SCANCODE_F3:
screen->setWindowSize(3);
reLoadTextures();
break;
case SDL_SCANCODE_F4:
screen->setWindowSize(4);
reLoadTextures();
break;
case SDL_SCANCODE_F5:
switchPalette();
break;
default:
break;
}
}
}
}
// Bucle para el juego
section_t Game::run()
{
JA_PlayMusic(music);
if (!board.music)
{
JA_PauseMusic();
}
while (section.name == SECTION_PROG_GAME)
{
update();
render();
}
JA_StopMusic();
return section;
}
// Actualiza el juego, las variables, comprueba la entrada, etc.
void Game::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Comprueba los eventos de la cola
checkEventHandler();
#ifdef DEBUG
debug->clear();
#endif
// Actualiza los objetos
room->update();
player->update();
checkPlayerOnBorder();
checkPlayerAndItems();
checkPlayerAndEnemies();
checkIfPlayerIsAlive();
checkGameOver();
checkEndGame();
scoreboard->update();
input->update();
updateBlackScreen();
// Actualiza las notificaciones
screen->updateNotifier();
#ifdef DEBUG
updateDebugInfo();
#endif
}
}
// Pinta los objetos en pantalla
void Game::render()
{
// Prepara para dibujar el frame
screen->start();
screen->clean(room->getBGColor());
room->renderMap();
room->renderEnemies();
room->renderItems();
player->render();
renderRoomName();
scoreboard->render();
renderBlackScreen();
#ifdef DEBUG
// Debug info
renderDebugInfo();
#endif
// Actualiza la pantalla
screen->blit();
}
#ifdef DEBUG
// Pasa la información de debug
void Game::updateDebugInfo()
{
debug->add("X = " + std::to_string((int)player->x) + ", Y = " + std::to_string((int)player->y));
debug->add("VX = " + std::to_string(player->vx).substr(0, 4) + ", VY = " + std::to_string(player->vy).substr(0, 4));
debug->add("STATE = " + std::to_string(player->state));
}
// Pone la información de debug en pantalla
void Game::renderDebugInfo()
{
if (!debug->getEnabled())
{
return;
}
// Borra el marcador
SDL_Rect rect = {0, 18 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderFillRect(renderer, &rect);
// Pinta la rejilla
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 32);
for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8)
{ // Lineas horizontales
SDL_RenderDrawLine(renderer, 0, i, PLAY_AREA_RIGHT, i);
}
for (int i = 0; i < PLAY_AREA_RIGHT; i += 8)
{ // Lineas verticales
SDL_RenderDrawLine(renderer, i, 0, i, PLAY_AREA_BOTTOM - 1);
}
// Pinta el texto
debug->setPos({1, 18 * 8});
debug->render();
}
#endif
// Escribe el nombre de la pantalla
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(options->palette, "white");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, 16 * 8 + 4, room->getName(), 1, room->getBGColor());
}
// Cambia de habitación
bool Game::changeRoom(std::string file)
{
// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
if (file == "0")
{
return false;
}
// Verifica que exista el fichero que se va a cargar
if (asset->get(file) != "")
{
// Elimina la habitación actual
delete room;
room = nullptr;
// Crea un objeto habitación nuevo a partir del fichero
room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, board.jailEnabled, debug);
// Pone el color del marcador en función del color del borde de la habitación
setScoreBoardColor();
if (roomTracker->addRoom(file))
{
// Incrementa el contador de habitaciones visitadas
board.rooms++;
options->rooms = board.rooms;
// Actualiza las estadisticas
stats->addVisit(room->getName());
}
// Pasa la nueva habitación al jugador
player->setRoom(room);
return true;
}
return false;
}
// Comprueba si el jugador esta en el borde de la pantalla
void Game::checkPlayerOnBorder()
{
if (player->getOnBorder())
{
const std::string roomName = room->getRoom(player->getBorder());
if (changeRoom(roomName))
{
player->switchBorders();
currentRoom = roomName;
spawnPoint = player->getSpawnParams();
}
}
}
// Comprueba las colisiones del jugador con los enemigos
bool Game::checkPlayerAndEnemies()
{
const bool death = room->enemyCollision(player->getCollider());
if (death)
{
killPlayer();
}
return death;
}
// Comprueba las colisiones del jugador con los objetos
void Game::checkPlayerAndItems()
{
room->itemCollision(player->getCollider());
}
// Comprueba si el jugador esta vivo
void Game::checkIfPlayerIsAlive()
{
if (!player->isAlive())
{
killPlayer();
}
}
// Comprueba si ha terminado la partida
void Game::checkGameOver()
{
if (board.lives < 0 && blackScreenCounter > 17)
{
section.name = SECTION_PROG_GAME_OVER;
}
}
// Mata al jugador
void Game::killPlayer()
{
if (options->cheat.invincible)
{
return;
}
// Resta una vida al jugador
if (!options->cheat.infiniteLives)
{
board.lives--;
}
// Actualiza las estadisticas
stats->addDeath(room->getName());
// Destruye la habitacion y el jugador
delete room;
delete this->player;
// Sonido
JA_PlaySound(deathSound);
// Pone la pantalla en negro un tiempo
setBlackScreen();
// Crea la nueva habitación y el nuevo jugador
room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, board.jailEnabled, debug);
const std::string playerPNG = options->cheat.altSkin ? "player2.png" : "player.png";
const std::string playerANI = options->cheat.altSkin ? "player2.ani" : "player.ani";
const player_t player = {spawnPoint, playerPNG, playerANI, renderer, resource, asset, options, input, room, debug};
this->player = new Player(player);
// Pone los objetos en pausa mientras esta la habitación en negro
room->pause();
this->player->pause();
}
// Recarga todas las texturas
void Game::reLoadTextures()
{
if (options->console)
{
std::cout << "** RELOAD REQUESTED" << std::endl;
}
player->reLoadTexture();
room->reLoadTexture();
scoreboard->reLoadTexture();
text->reLoadTexture();
}
// Cambia la paleta
void Game::switchPalette()
{
if (options->console)
{
std::cout << "** PALETTE SWITCH REQUESTED" << std::endl;
}
// Modifica la variable
options->palette = (options->palette == p_zxspectrum) ? p_zxarne : p_zxspectrum;
// Recarga las paletas
room->reLoadPalette();
player->reLoadPalette();
scoreboard->reLoadPalette();
// Pone el color del marcador en función del color del borde de la habitación
setScoreBoardColor();
}
// Establece la pantalla en negro
void Game::setBlackScreen()
{
blackScreen = true;
}
// Actualiza las variables relativas a la pantalla en negro
void Game::updateBlackScreen()
{
if (blackScreen)
{
blackScreenCounter++;
if (blackScreenCounter > 20)
{
blackScreen = false;
blackScreenCounter = 0;
player->resume();
room->resume();
screen->setBorderColor(room->getBorderColor());
}
}
}
// Dibuja la pantalla negra
void Game::renderBlackScreen()
{
if (blackScreen)
{
screen->clean();
screen->setBorderColor(stringToColor(options->palette, "black"));
}
}
// Pone el color del marcador en función del color del borde de la habitación
void Game::setScoreBoardColor()
{
// Obtiene el color del borde
const color_t colorBorder = room->getBorderColor();
const bool isBlack = colorAreEqual(colorBorder, stringToColor(options->palette, "black"));
const bool isBrightBlack = colorAreEqual(colorBorder, stringToColor(options->palette, "bright_black"));
// Si el color del borde es negro o negro brillante cambia el texto del marcador a blanco
board.color = isBlack || isBrightBlack ? stringToColor(options->palette, "white") : colorBorder;
}
// Comprueba si ha finalizado el juego
bool Game::checkEndGame()
{
const bool isOnTheRoom = room->getName() == "THE JAIL"; // Estar en la habitación que toca
const bool haveTheItems = board.items >= int(totalItems * 0.9f); // Con mas del 90% de los items recogidos
const bool isOnTheDoor = player->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
if (haveTheItems)
{
board.jailEnabled = true;
}
if (isOnTheRoom && haveTheItems && isOnTheDoor)
{
section.name = SECTION_PROG_ENDING;
return true;
}
if (options->cheat.jailEnabled && isOnTheRoom && isOnTheDoor)
{
section.name = SECTION_PROG_ENDING;
return true;
}
return false;
}
// Obtiene la cantidad total de items que hay en el mapeado del juego
int Game::getTotalItems()
{
int items = 0;
std::vector<res_room_t> *rooms = new std::vector<res_room_t>;
rooms = resource->getAllRooms();
for (auto room : *rooms)
{
items += room.room->items.size();
}
return items;
}
// Va a la habitación designada
void Game::goToRoom(int border)
{
const std::string roomName = room->getRoom(border);
if (changeRoom(roomName))
{
currentRoom = roomName;
}
}
// Pone el juego en pausa
void Game::switchPause()
{
if (paused)
{
player->resume();
room->resume();
scoreboard->resume();
paused = false;
}
else
{
player->pause();
room->pause();
scoreboard->pause();
paused = true;
}
}