forked from jaildesigner-jailgames/jaildoctors_dilemma
254 lines
6.6 KiB
C++
254 lines
6.6 KiB
C++
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#include "utils.h"
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#include "director.h"
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#include <iostream>
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#include <string>
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// Constructor
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Director::Director(std::string path)
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{
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// Crea el objeto que controla los ficheros de recursos
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asset = new Asset(path.substr(0, path.find_last_of("\\/")));
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// Si falta algún fichero no inicia el programa
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if (!setFileList())
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{
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section.name = SECTION_PROG_QUIT;
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}
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else
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{
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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}
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// Crea el puntero a la estructura y carga el fichero de configuración
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options = new options_t;
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options->fullScreenMode = 0;
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options->windowSize = 3;
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options->filter = FILTER_NEAREST;
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options->vSync = true;
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options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
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options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
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options->integerScale = true;
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options->keepAspect = true;
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// Inicializa SDL
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initSDL();
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// Inicializa JailAudio
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initJailAudio();
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// Crea los objetos
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input = new Input(asset->get("gamecontrollerdb.txt"));
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initInput();
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screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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screen->setBorderColor(borderColor);
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}
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Director::~Director()
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{
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delete options;
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delete asset;
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delete input;
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delete screen;
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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// Inicia las variables necesarias para arrancar el programa
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void Director::initInput()
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{
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input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
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input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
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input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
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input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
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input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
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input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
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input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
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input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D);
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input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
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input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
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input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
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input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
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input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
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}
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// Inicializa JailAudio
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void Director::initJailAudio()
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{
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JA_Init(48000, AUDIO_S16, 2);
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}
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// Arranca SDL y crea la ventana
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bool Director::initSDL()
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{
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// Indicador de éxito
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bool success = true;
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// Inicializa SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
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{
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printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Inicia el generador de numeros aleatorios
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std::srand(static_cast<unsigned int>(SDL_GetTicks()));
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// Establece el filtro de la textura a nearest
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str()))
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{
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printf("Warning: Nearest texture filtering not enabled!\n");
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}
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// Crea la ventana
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window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
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if (window == NULL)
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{
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printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
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if (options->vSync)
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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else
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (renderer == NULL)
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{
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printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Inicializa el color de renderizado
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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// Establece el tamaño del buffer de renderizado
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SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight);
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// Establece el modo de mezcla
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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}
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}
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}
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printf("\n");
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return success;
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}
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// Crea el indice de ficheros
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bool Director::setFileList()
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{
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asset->add("/media/font/smb2.png", font);
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asset->add("/media/font/smb2.txt", font);
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asset->add("/media/font/debug.png", font);
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asset->add("/media/font/debug.txt", font);
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asset->add("/data/gamecontrollerdb.txt", data);
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asset->add("/data/room/01.room", room);
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asset->add("/data/room/02.room", room);
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asset->add("/data/room/03.room", room);
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asset->add("/data/room/04.room", room);
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asset->add("/data/room/05.room", room);
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asset->add("/data/room/01.tmx", room);
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asset->add("/data/room/02.tmx", room);
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asset->add("/data/room/03.tmx", room);
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asset->add("/data/room/04.tmx", room);
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asset->add("/data/room/05.tmx", room);
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asset->add("/media/tilesets/standard.png", bitmap);
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asset->add("/media/enemies/paco.png", bitmap);
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asset->add("/media/enemies/paco.ani", data);
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asset->add("/media/enemies/chip.png", bitmap);
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asset->add("/media/enemies/chip.ani", data);
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asset->add("/media/enemies/wave.png", bitmap);
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asset->add("/media/enemies/wave.ani", data);
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asset->add("/media/enemies/sigmasua.png", bitmap);
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asset->add("/media/enemies/sigmasua.ani", data);
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asset->add("/media/player/player01.png", bitmap);
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asset->add("/media/player/player01.ani", data);
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asset->add("/media/items/items.png", bitmap);
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asset->add("/media/music/jd.ogg", music);
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asset->add("/media/sound/item.wav", sound);
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return asset->check();
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}
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// Obtiene el valor de la variable
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Uint8 Director::getSubsection()
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{
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return section.subsection;
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}
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// Obtiene el valor de la variable
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Uint8 Director::getSection()
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{
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return section.name;
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}
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// Establece el valor de la variable
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void Director::setSection(section_t section)
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{
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this->section = section;
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}
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void Director::runLogo()
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{
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}
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void Director::runIntro()
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{
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}
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void Director::runTitle()
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{
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}
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void Director::runGame()
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{
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game = new Game(renderer, screen, asset, input);
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setSection(game->run());
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delete game;
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}
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void Director::run()
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{
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// Bucle principal
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while (getSection() != SECTION_PROG_QUIT)
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{
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switch (getSection())
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{
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case SECTION_PROG_LOGO:
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runLogo();
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break;
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case SECTION_PROG_INTRO:
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runIntro();
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break;
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case SECTION_PROG_TITLE:
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runTitle();
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break;
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case SECTION_PROG_GAME:
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runGame();
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break;
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}
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}
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} |