forked from jaildesigner-jailgames/jaildoctors_dilemma
663 lines
19 KiB
C++
663 lines
19 KiB
C++
#include "director.h"
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#include "utils\utils.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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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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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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// Inicializa variables desde el fichero de configuración
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loadConfig();
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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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screen->setVideoMode(options->fullScreenMode);
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debug = new Debug(renderer, screen, asset);
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}
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Director::~Director()
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{
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// Guarda las opciones de configuración
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saveConfig();
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// Libera la memoria
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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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delete debug;
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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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// Carga el fichero de configuración
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bool Director::loadConfig()
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{
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// Crea el puntero a la estructura de opciones e inicializa valores
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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->integerScale = true;
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options->keepAspect = true;
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options->borderEnabled = false;
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options->borderSize = 0.1f;
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// Indicador de éxito en la carga
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bool success = true;
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// Variables para manejar el fichero
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std::string line;
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std::ifstream file(asset->get("config.txt"));
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// Si el fichero se puede abrir
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if (file.good())
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{
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// Procesa el fichero linea a linea
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printf("Reading file config.txt\n");
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while (std::getline(file, line))
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{
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// Comprueba que la linea no sea un comentario
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if (line.substr(0, 1) != "#")
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{
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// Encuentra la posición del caracter '='
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int pos = line.find("=");
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// Procesa las dos subcadenas
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if (!setOptions(options, line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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printf("Warning: file %s\n, unknown parameter \"%s\"\n", "config.txt", line.substr(0, pos).c_str());
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success = false;
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}
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}
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}
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// Cierra el fichero
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printf("Closing file config.txt\n\n");
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file.close();
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}
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// El fichero no existe
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else
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{ // Crea el fichero con los valores por defecto
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saveConfig();
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}
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// Aplica opciones
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if (options->borderEnabled)
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{
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const int incWidth = GAMECANVAS_WIDTH * options->borderSize;
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const int incHeight = GAMECANVAS_HEIGHT * options->borderSize;
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options->screenWidth = (GAMECANVAS_WIDTH + incWidth) * options->windowSize;
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options->screenHeight = (GAMECANVAS_HEIGHT + incHeight) * options->windowSize;
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}
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else
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{
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options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
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options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
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}
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return success;
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}
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// Guarda el fichero de configuración
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bool Director::saveConfig()
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{
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bool success = true;
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// Crea y abre el fichero de texto
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std::ofstream file(asset->get("config.txt"));
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// Escribe en el fichero
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if (options->fullScreenMode == 0)
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{
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file << "fullScreenMode=0\n";
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}
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else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN)
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{
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file << "fullScreenMode=SDL_WINDOW_FULLSCREEN\n";
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}
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else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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file << "fullScreenMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
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}
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file << "windowSize=" + std::to_string(options->windowSize) + "\n";
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if (options->filter == FILTER_NEAREST)
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{
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file << "filter=FILTER_NEAREST\n";
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}
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else
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{
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file << "filter=FILTER_LINEAL\n";
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}
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file << "vSync=" + boolToString(options->vSync) + "\n";
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file << "integerScale=" + boolToString(options->integerScale) + "\n";
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file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
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file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n";
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file << "borderSize=" + std::to_string(options->borderSize) + "\n";
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// Cierra el fichero
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file.close();
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return success;
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}
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// Asigna variables a partir de dos cadenas
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bool Director::setOptions(options_t *options, std::string var, std::string value)
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{
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// Indicador de éxito en la asignación
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bool success = true;
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if (var == "fullScreenMode")
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{
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if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
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{
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options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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else if (value == "SDL_WINDOW_FULLSCREEN")
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{
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options->fullScreenMode = SDL_WINDOW_FULLSCREEN;
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}
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else
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{
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options->fullScreenMode = 0;
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}
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}
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else if (var == "windowSize")
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{
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options->windowSize = std::stoi(value);
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if ((options->windowSize < 1) || (options->windowSize > 4))
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{
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options->windowSize = 3;
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}
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}
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else if (var == "filter")
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{
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if (value == "FILTER_LINEAL")
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{
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options->filter = FILTER_LINEAL;
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}
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else
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{
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options->filter = FILTER_NEAREST;
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}
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}
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else if (var == "vSync")
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{
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options->vSync = stringToBool(value);
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}
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else if (var == "integerScale")
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{
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options->integerScale = stringToBool(value);
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}
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else if (var == "keepAspect")
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{
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options->keepAspect = stringToBool(value);
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}
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else if (var == "borderEnabled")
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{
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options->borderEnabled = stringToBool(value);
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}
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else if (var == "borderSize")
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{
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options->borderSize = std::stof(value);
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if (options->borderSize < 0.0f || options->borderSize > 0.5f)
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{
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options->borderSize = 0.1f;
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}
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}
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else if (var == "")
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{
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}
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else
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{
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success = false;
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}
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return success;
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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 == nullptr)
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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 == nullptr)
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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("/data/font/smb2.png", font);
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asset->add("/data/font/smb2.txt", font);
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asset->add("/data/font/debug.png", font);
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asset->add("/data/font/debug.txt", font);
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asset->add("/data/input/gamecontrollerdb.txt", data);
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asset->add("/data/config/config.txt", data, false);
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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/06.room", room);
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asset->add("/data/room/07.room", room);
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asset->add("/data/room/08.room", room);
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asset->add("/data/room/09.room", room);
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asset->add("/data/room/10.room", room);
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asset->add("/data/room/11.room", room);
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asset->add("/data/room/12.room", room);
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asset->add("/data/room/13.room", room);
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asset->add("/data/room/14.room", room);
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asset->add("/data/room/15.room", room);
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asset->add("/data/room/16.room", room);
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asset->add("/data/room/17.room", room);
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asset->add("/data/room/18.room", room);
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asset->add("/data/room/19.room", room);
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asset->add("/data/room/20.room", room);
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asset->add("/data/room/21.room", room);
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asset->add("/data/room/22.room", room);
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asset->add("/data/room/23.room", room);
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asset->add("/data/room/24.room", room);
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asset->add("/data/room/25.room", room);
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asset->add("/data/room/26.room", room);
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asset->add("/data/room/27.room", room);
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asset->add("/data/room/28.room", room);
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asset->add("/data/room/29.room", room);
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asset->add("/data/room/30.room", room);
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asset->add("/data/room/31.room", room);
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asset->add("/data/room/32.room", room);
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asset->add("/data/room/33.room", room);
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asset->add("/data/room/34.room", room);
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asset->add("/data/room/35.room", room);
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asset->add("/data/room/36.room", room);
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asset->add("/data/room/37.room", room);
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asset->add("/data/room/38.room", room);
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asset->add("/data/room/39.room", room);
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asset->add("/data/room/40.room", room);
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asset->add("/data/room/41.room", room);
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asset->add("/data/room/42.room", room);
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asset->add("/data/room/43.room", room);
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asset->add("/data/room/44.room", room);
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asset->add("/data/room/45.room", room);
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asset->add("/data/room/46.room", room);
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asset->add("/data/room/47.room", room);
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asset->add("/data/room/48.room", room);
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asset->add("/data/room/49.room", room);
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asset->add("/data/room/50.room", room);
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asset->add("/data/room/51.room", room);
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asset->add("/data/room/52.room", room);
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asset->add("/data/room/53.room", room);
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asset->add("/data/room/54.room", room);
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asset->add("/data/room/55.room", room);
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asset->add("/data/room/56.room", room);
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asset->add("/data/room/57.room", room);
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asset->add("/data/room/58.room", room);
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asset->add("/data/room/59.room", room);
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asset->add("/data/room/60.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("/data/room/06.tmx", room);
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asset->add("/data/room/07.tmx", room);
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asset->add("/data/room/08.tmx", room);
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asset->add("/data/room/09.tmx", room);
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asset->add("/data/room/10.tmx", room);
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asset->add("/data/room/11.tmx", room);
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asset->add("/data/room/12.tmx", room);
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asset->add("/data/room/13.tmx", room);
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asset->add("/data/room/14.tmx", room);
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asset->add("/data/room/15.tmx", room);
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asset->add("/data/room/16.tmx", room);
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asset->add("/data/room/17.tmx", room);
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asset->add("/data/room/18.tmx", room);
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asset->add("/data/room/19.tmx", room);
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asset->add("/data/room/20.tmx", room);
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asset->add("/data/room/21.tmx", room);
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asset->add("/data/room/22.tmx", room);
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asset->add("/data/room/23.tmx", room);
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asset->add("/data/room/24.tmx", room);
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asset->add("/data/room/25.tmx", room);
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asset->add("/data/room/26.tmx", room);
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asset->add("/data/room/27.tmx", room);
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asset->add("/data/room/28.tmx", room);
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asset->add("/data/room/29.tmx", room);
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asset->add("/data/room/30.tmx", room);
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asset->add("/data/room/31.tmx", room);
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asset->add("/data/room/32.tmx", room);
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asset->add("/data/room/33.tmx", room);
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asset->add("/data/room/34.tmx", room);
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asset->add("/data/room/35.tmx", room);
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asset->add("/data/room/36.tmx", room);
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asset->add("/data/room/37.tmx", room);
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asset->add("/data/room/38.tmx", room);
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asset->add("/data/room/39.tmx", room);
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asset->add("/data/room/40.tmx", room);
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asset->add("/data/room/41.tmx", room);
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asset->add("/data/room/42.tmx", room);
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asset->add("/data/room/43.tmx", room);
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asset->add("/data/room/44.tmx", room);
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asset->add("/data/room/45.tmx", room);
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asset->add("/data/room/46.tmx", room);
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asset->add("/data/room/47.tmx", room);
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asset->add("/data/room/48.tmx", room);
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asset->add("/data/room/49.tmx", room);
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asset->add("/data/room/50.tmx", room);
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asset->add("/data/room/51.tmx", room);
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asset->add("/data/room/52.tmx", room);
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asset->add("/data/room/53.tmx", room);
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asset->add("/data/room/54.tmx", room);
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asset->add("/data/room/55.tmx", room);
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asset->add("/data/room/56.tmx", room);
|
|
asset->add("/data/room/57.tmx", room);
|
|
asset->add("/data/room/58.tmx", room);
|
|
asset->add("/data/room/59.tmx", room);
|
|
asset->add("/data/room/60.tmx", room);
|
|
|
|
asset->add("/data/tilesets/standard.png", bitmap);
|
|
|
|
asset->add("/data/enemies/paco.png", bitmap);
|
|
asset->add("/data/enemies/paco.ani", data);
|
|
asset->add("/data/enemies/chip.png", bitmap);
|
|
asset->add("/data/enemies/chip.ani", data);
|
|
asset->add("/data/enemies/wave.png", bitmap);
|
|
asset->add("/data/enemies/wave.ani", data);
|
|
asset->add("/data/enemies/wave_v.png", bitmap);
|
|
asset->add("/data/enemies/wave_v.ani", data);
|
|
asset->add("/data/enemies/sigmasua.png", bitmap);
|
|
asset->add("/data/enemies/sigmasua.ani", data);
|
|
asset->add("/data/enemies/diskette.png", bitmap);
|
|
asset->add("/data/enemies/diskette.ani", data);
|
|
asset->add("/data/enemies/bird.png", bitmap);
|
|
asset->add("/data/enemies/bird.ani", data);
|
|
asset->add("/data/enemies/bin.png", bitmap);
|
|
asset->add("/data/enemies/bin.ani", data);
|
|
asset->add("/data/enemies/qvoid.png", bitmap);
|
|
asset->add("/data/enemies/qvoid.ani", data);
|
|
asset->add("/data/enemies/batman.png", bitmap);
|
|
asset->add("/data/enemies/batman.ani", data);
|
|
asset->add("/data/enemies/tuno.png", bitmap);
|
|
asset->add("/data/enemies/tuno.ani", data);
|
|
asset->add("/data/enemies/matatunos.png", bitmap);
|
|
asset->add("/data/enemies/matatunos.ani", data);
|
|
asset->add("/data/enemies/abad.png", bitmap);
|
|
asset->add("/data/enemies/abad.ani", data);
|
|
asset->add("/data/enemies/jailbattle_human.png", bitmap);
|
|
asset->add("/data/enemies/jailbattle_human.ani", data);
|
|
asset->add("/data/enemies/jailbattle_alien.png", bitmap);
|
|
asset->add("/data/enemies/jailbattle_alien.ani", data);
|
|
asset->add("/data/enemies/jailer.png", bitmap);
|
|
asset->add("/data/enemies/jailer.ani", data);
|
|
asset->add("/data/enemies/jailer2.png", bitmap);
|
|
asset->add("/data/enemies/jailer2.ani", data);
|
|
asset->add("/data/enemies/jailer3.png", bitmap);
|
|
asset->add("/data/enemies/jailer3.ani", data);
|
|
asset->add("/data/enemies/printer.png", bitmap);
|
|
asset->add("/data/enemies/printer.ani", data);
|
|
asset->add("/data/enemies/code.png", bitmap);
|
|
asset->add("/data/enemies/code.ani", data);
|
|
asset->add("/data/enemies/demon.png", bitmap);
|
|
asset->add("/data/enemies/demon.ani", data);
|
|
asset->add("/data/enemies/dimallas.png", bitmap);
|
|
asset->add("/data/enemies/dimallas.ani", data);
|
|
asset->add("/data/enemies/dimallas_v.png", bitmap);
|
|
asset->add("/data/enemies/dimallas_v.ani", data);
|
|
asset->add("/data/enemies/heavy.png", bitmap);
|
|
asset->add("/data/enemies/heavy.ani", data);
|
|
|
|
asset->add("/data/player/player.png", bitmap);
|
|
asset->add("/data/player/player.ani", data);
|
|
|
|
asset->add("/data/items/items.png", bitmap);
|
|
|
|
asset->add("/data/music/title.ogg", music);
|
|
asset->add("/data/music/game.ogg", music);
|
|
asset->add("/data/music/loading_sound1.ogg", music);
|
|
asset->add("/data/music/loading_sound2.ogg", music);
|
|
asset->add("/data/music/loading_sound3.ogg", music);
|
|
|
|
asset->add("/data/sound/item.wav", sound);
|
|
asset->add("/data/sound/death.wav", sound);
|
|
asset->add("/data/sound/jump1.wav", sound);
|
|
asset->add("/data/sound/jump2.wav", sound);
|
|
asset->add("/data/sound/jump3.wav", sound);
|
|
asset->add("/data/sound/jump4.wav", sound);
|
|
asset->add("/data/sound/jump5.wav", sound);
|
|
asset->add("/data/sound/jump6.wav", sound);
|
|
asset->add("/data/sound/jump7.wav", sound);
|
|
asset->add("/data/sound/jump8.wav", sound);
|
|
asset->add("/data/sound/jump9.wav", sound);
|
|
asset->add("/data/sound/jump10.wav", sound);
|
|
asset->add("/data/sound/jump11.wav", sound);
|
|
asset->add("/data/sound/jump12.wav", sound);
|
|
asset->add("/data/sound/jump13.wav", sound);
|
|
asset->add("/data/sound/jump14.wav", sound);
|
|
asset->add("/data/sound/jump15.wav", sound);
|
|
asset->add("/data/sound/jump16.wav", sound);
|
|
asset->add("/data/sound/jump17.wav", sound);
|
|
asset->add("/data/sound/jump18.wav", sound);
|
|
asset->add("/data/sound/jump19.wav", sound);
|
|
asset->add("/data/sound/jump20.wav", sound);
|
|
asset->add("/data/sound/jump21.wav", sound);
|
|
asset->add("/data/sound/jump22.wav", sound);
|
|
asset->add("/data/sound/jump23.wav", sound);
|
|
asset->add("/data/sound/jump24.wav", sound);
|
|
|
|
asset->add("/data/logo/jailgames.png", bitmap);
|
|
asset->add("/data/logo/since_1998.png", bitmap);
|
|
asset->add("/data/logo/seagull.png", bitmap);
|
|
|
|
asset->add("/data/title/loading_screen1.png", bitmap);
|
|
asset->add("/data/title/loading_screen2.png", bitmap);
|
|
|
|
return asset->check();
|
|
}
|
|
|
|
// Obtiene el valor de la variable
|
|
Uint8 Director::getSubsection()
|
|
{
|
|
return section.subsection;
|
|
}
|
|
|
|
// Obtiene el valor de la variable
|
|
Uint8 Director::getSection()
|
|
{
|
|
return section.name;
|
|
}
|
|
|
|
// Establece el valor de la variable
|
|
void Director::setSection(section_t section)
|
|
{
|
|
this->section = section;
|
|
}
|
|
|
|
// Ejecuta la seccion de juego con el logo
|
|
void Director::runLogo()
|
|
{
|
|
logo = new Logo(renderer, screen, asset);
|
|
setSection(logo->run());
|
|
delete logo;
|
|
}
|
|
|
|
// Ejecuta la seccion de juego de la introducción
|
|
void Director::runIntro()
|
|
{
|
|
intro = new Intro(renderer, screen, asset);
|
|
setSection(intro->run());
|
|
delete intro;
|
|
}
|
|
|
|
// Ejecuta la seccion de juego con el titulo y los menus
|
|
void Director::runTitle()
|
|
{
|
|
title = new Title(renderer, screen, asset);
|
|
setSection(title->run());
|
|
delete title;
|
|
}
|
|
|
|
// Ejecuta la seccion de los creditos del juego
|
|
void Director::runCredits()
|
|
{
|
|
credits = new Credits(renderer, screen, asset);
|
|
setSection(credits->run());
|
|
delete credits;
|
|
}
|
|
|
|
// Ejecuta la seccion de juego donde se juega
|
|
void Director::runGame()
|
|
{
|
|
game = new Game(renderer, screen, asset, input, debug);
|
|
setSection(game->run());
|
|
delete game;
|
|
}
|
|
|
|
void Director::run()
|
|
{
|
|
// Bucle principal
|
|
while (getSection() != SECTION_PROG_QUIT)
|
|
{
|
|
switch (getSection())
|
|
{
|
|
case SECTION_PROG_LOGO:
|
|
runLogo();
|
|
break;
|
|
case SECTION_PROG_INTRO:
|
|
runIntro();
|
|
break;
|
|
case SECTION_PROG_TITLE:
|
|
runTitle();
|
|
break;
|
|
case SECTION_PROG_CREDITS:
|
|
runCredits();
|
|
break;
|
|
case SECTION_PROG_GAME:
|
|
runGame();
|
|
break;
|
|
}
|
|
}
|
|
} |