diff --git a/source/background.cpp b/source/background.cpp index f54bc9a..90ba5bd 100644 --- a/source/background.cpp +++ b/source/background.cpp @@ -29,8 +29,8 @@ Background::Background(SDL_Renderer *renderer) dst_rect_ = {0, 0, 320, 240}; base_ = rect_.h; - color_ = {param.background.attenuateColor.r, param.background.attenuateColor.g, param.background.attenuateColor.b}; - alpha_color_text_ = alpha_color_text_temp_ = param.background.attenuateAlpha; + color_ = {param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b}; + alpha_color_text_ = alpha_color_text_temp_ = param.background.attenuate_alpha; gradient_rect_[0] = {0, 0, rect_.w, rect_.h}; gradient_rect_[1] = {rect_.w, 0, rect_.w, rect_.h}; diff --git a/source/balloon.cpp b/source/balloon.cpp index 7997b53..e914d26 100644 --- a/source/balloon.cpp +++ b/source/balloon.cpp @@ -27,8 +27,8 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16 vel_x_ = vel_x; vel_y_ = 0; max_vel_y_ = 3.0f; - gravity_ = param.balloon1.grav; - default_vel_y_ = param.balloon1.vel; + gravity_ = param.balloon_1.grav; + default_vel_y_ = param.balloon_1.vel; // Puntos que da el globo al ser destruido score_ = BALLOON_SCORE_1; @@ -49,8 +49,8 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16 vel_x_ = vel_x; vel_y_ = 0; max_vel_y_ = 3.0f; - gravity_ = param.balloon2.grav; - default_vel_y_ = param.balloon2.vel; + gravity_ = param.balloon_2.grav; + default_vel_y_ = param.balloon_2.vel; // Puntos que da el globo al ser destruido score_ = BALLOON_SCORE_2; @@ -71,8 +71,8 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16 vel_x_ = vel_x; vel_y_ = 0; max_vel_y_ = 3.0f; - gravity_ = param.balloon3.grav; - default_vel_y_ = param.balloon3.vel; + gravity_ = param.balloon_3.grav; + default_vel_y_ = param.balloon_3.vel; // Puntos que da el globo al ser destruido score_ = BALLOON_SCORE_3; @@ -93,8 +93,8 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16 vel_x_ = vel_x; vel_y_ = 0; max_vel_y_ = 3.0f; - gravity_ = param.balloon4.grav; - default_vel_y_ = param.balloon4.vel; + gravity_ = param.balloon_4.grav; + default_vel_y_ = param.balloon_4.vel; // Puntos que da el globo al ser destruido score_ = BALLOON_SCORE_4; @@ -203,8 +203,8 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16 vel_x_ = vel_x; vel_y_ = 0; max_vel_y_ = 3.0f; - gravity_ = param.balloon4.grav; - default_vel_y_ = param.balloon4.vel; + gravity_ = param.balloon_4.grav; + default_vel_y_ = param.balloon_4.vel; // Puntos que da el globo al ser destruido score_ = 0; diff --git a/source/define_buttons.cpp b/source/define_buttons.cpp index 3cf9ac5..7637189 100644 --- a/source/define_buttons.cpp +++ b/source/define_buttons.cpp @@ -16,7 +16,7 @@ DefineButtons::DefineButtons(std::unique_ptr text) // Inicializa variables enabled = false; x = param.game.width / 2; - y = param.title.pressStartPosition; + y = param.title.press_start_position; indexController = 0; indexButton = 0; @@ -59,7 +59,7 @@ void DefineButtons::render() { if (enabled) { - text->writeCentered(x, y - 10, lang::getText(100) + std::to_string(options.controller[indexController].playerId)); + text->writeCentered(x, y - 10, lang::getText(100) + std::to_string(options.controller[indexController].player_id)); text->writeCentered(x, y, controllerNames[indexController]); text->writeCentered(x, y + 10, buttons[indexButton].label); } @@ -172,7 +172,7 @@ void DefineButtons::saveBindingsToOptions() // Intercambia los jugadores asignados a los dos primeros mandos void DefineButtons::swapControllers() { - const int temp = options.controller[0].playerId; - options.controller[0].playerId = options.controller[1].playerId; - options.controller[1].playerId = temp; + const int temp = options.controller[0].player_id; + options.controller[0].player_id = options.controller[1].player_id; + options.controller[1].player_id = temp; } \ No newline at end of file diff --git a/source/director.cpp b/source/director.cpp index 0ea247c..1bd3874 100644 --- a/source/director.cpp +++ b/source/director.cpp @@ -80,7 +80,7 @@ Director::Director(int argc, char *argv[]) loadParams(paramFilePath); // Carga el fichero de puntuaciones - auto manager = std::make_unique(&options.game.hiScoreTable); + auto manager = std::make_unique(&options.game.hi_score_table); manager->loadFromFile(Asset::get()->get("score.bin")); // Inicializa SDL @@ -302,7 +302,7 @@ bool Director::initSDL() { // Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones Uint32 flags = 0; - if (options.video.vSync) + if (options.video.v_sync) { flags = flags | SDL_RENDERER_PRESENTVSYNC; } diff --git a/source/enemy_formations.cpp b/source/enemy_formations.cpp index 740fdc3..69c267b 100644 --- a/source/enemy_formations.cpp +++ b/source/enemy_formations.cpp @@ -28,7 +28,7 @@ void EnemyFormations::initEnemyFormations() const int y1 = -BLOCK; const int x1_0 = param.game.play_area.rect.x; - const int x1_50 = param.game.play_area.centerX - (BALLOON_WIDTH_1 / 2); + const int x1_50 = param.game.play_area.center_x - (BALLOON_WIDTH_1 / 2); const int x1_100 = param.game.play_area.rect.w - BALLOON_WIDTH_1; // Inicializa a cero las variables @@ -67,11 +67,11 @@ void EnemyFormations::initEnemyFormations() // #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro j = 1; enemyFormation[j].numberOfEnemies = 2; - incX = param.game.play_area.centerX; + incX = param.game.play_area.center_x; incTime = 0; for (int i = 0; i < enemyFormation[j].numberOfEnemies; i++) { - enemyFormation[j].init[i].x = param.game.play_area.firstQuarterX - (BALLOON_WIDTH_4 / 2) + (i * incX); + enemyFormation[j].init[i].x = param.game.play_area.first_quarter_x - (BALLOON_WIDTH_4 / 2) + (i * incX); enemyFormation[j].init[i].y = y4; enemyFormation[j].init[i].velX = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1); enemyFormation[j].init[i].kind = BALLOON_4; diff --git a/source/fade.cpp b/source/fade.cpp index 6a75331..ef136e9 100644 --- a/source/fade.cpp +++ b/source/fade.cpp @@ -41,7 +41,7 @@ void Fade::init() numSquaresWidth = param.fade.num_squares_width; numSquaresHeight = param.fade.num_squares_height; fadeRandomSquaresDelay = param.fade.random_squares_delay; - fadeRandomSquaresMult = param.fade.randomSquaresMult; + fadeRandomSquaresMult = param.fade.random_squares_mult; } // Resetea algunas variables para volver a hacer el fade sin perder ciertos parametros @@ -150,7 +150,7 @@ void Fade::update() case FadeType::VENETIAN: { // Counter debe ir de 0 a 150 - if (square.back().h < param.fade.venetianSize) + if (square.back().h < param.fade.venetian_size) { // Dibuja sobre el backbuffer auto *temp = SDL_GetRenderTarget(renderer); @@ -271,11 +271,11 @@ void Fade::activate() a = 255; // Añade los cuadrados al vector - const int max = param.game.height / param.fade.venetianSize; + const int max = param.game.height / param.fade.venetian_size; for (int i = 0; i < max; ++i) { - rect1.y = i * param.fade.venetianSize; + rect1.y = i * param.fade.venetian_size; square.push_back(rect1); } diff --git a/source/game.cpp b/source/game.cpp index aa5b889..86831a1 100644 --- a/source/game.cpp +++ b/source/game.cpp @@ -95,7 +95,7 @@ Game::Game(int playerID, int currentStage, bool demo, JA_Music_t *music) Game::~Game() { // Guarda las puntuaciones en un fichero - auto manager = std::make_unique(&options.game.hiScoreTable); + auto manager = std::make_unique(&options.game.hi_score_table); manager->saveToFile(asset->get("score.bin")); #ifdef RECORDING saveDemoFile(asset->get("demo1.bin")); @@ -122,14 +122,14 @@ void Game::init(int playerID) players.clear(); // Crea los dos jugadores - auto player1 = std::make_unique(1, (param.game.play_area.firstQuarterX * ((0 * 2) + 1)) - 11, param.game.play_area.rect.h - 30, demo.enabled, ¶m.game.play_area.rect, playerTextures[0], playerAnimations); + auto player1 = std::make_unique(1, (param.game.play_area.first_quarter_x * ((0 * 2) + 1)) - 11, param.game.play_area.rect.h - 30, demo.enabled, ¶m.game.play_area.rect, playerTextures[0], playerAnimations); player1->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL); player1->setName(lang::getText(53)); const auto controller1 = getController(player1->getId()); player1->setController(controller1); players.push_back(std::move(player1)); - auto player2 = std::make_unique(2, (param.game.play_area.firstQuarterX * ((1 * 2) + 1)) - 11, param.game.play_area.rect.h - 30, demo.enabled, ¶m.game.play_area.rect, playerTextures[1], playerAnimations); + auto player2 = std::make_unique(2, (param.game.play_area.first_quarter_x * ((1 * 2) + 1)) - 11, param.game.play_area.rect.h - 30, demo.enabled, ¶m.game.play_area.rect, playerTextures[1], playerAnimations); player2->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL); player2->setName(lang::getText(54)); const auto controller2 = getController(player2->getId()); @@ -152,7 +152,7 @@ void Game::init(int playerID) { defaultEnemySpeed = BALLOON_SPEED_1; difficultyScoreMultiplier = 0.5f; - difficultyColor = difficultyEasyColor; + difficultyColor = difficulty_easy_color; scoreboard->setColor(difficultyColor); break; } @@ -161,8 +161,8 @@ void Game::init(int playerID) { defaultEnemySpeed = BALLOON_SPEED_1; difficultyScoreMultiplier = 1.0f; - difficultyColor = difficultyNormalColor; - scoreboard->setColor(scoreboardColor); + difficultyColor = difficulty_normal_color; + scoreboard->setColor(scoreboard_color); break; } @@ -170,7 +170,7 @@ void Game::init(int playerID) { defaultEnemySpeed = BALLOON_SPEED_5; difficultyScoreMultiplier = 1.5f; - difficultyColor = difficultyHardColor; + difficultyColor = difficulty_hard_color; scoreboard->setColor(difficultyColor); break; } @@ -192,8 +192,8 @@ void Game::init(int playerID) scoreboard->setMode(SCOREBOARD_CENTER_PANEL, ScoreboardMode::STAGE_INFO); // Resto de variables - hiScore.score = options.game.hiScoreTable[0].score; - hiScore.name = options.game.hiScoreTable[0].name; + hiScore.score = options.game.hi_score_table[0].score; + hiScore.name = options.game.hi_score_table[0].name; paused = false; gameCompleted = false; gameCompletedCounter = 0; @@ -289,8 +289,8 @@ void Game::init(int playerID) demo.counter = 0; // Inicializa el objeto para el fundido - fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b); - fade->setPost(param.fade.postDuration); + fade->setColor(fade_color.r, fade_color.g, fade_color.b); + fade->setPost(param.fade.post_duration); fade->setType(FadeType::VENETIAN); // Con los globos creados, calcula el nivel de amenaza @@ -608,15 +608,15 @@ bool Game::loadDemoFile(std::string filePath, DemoKeys (*dataFile)[TOTAL_DEMO_DA // Inicializas los datos y los guarda en el fichero for (int i = 0; i < TOTAL_DEMO_DATA; ++i) { - DemoKeys tmp; - tmp.left = 0; - tmp.right = 0; - tmp.noInput = 0; - tmp.fire = 0; - tmp.fireLeft = 0; - tmp.fireRight = 0; - (*dataFile)[i] = tmp; - SDL_RWwrite(file, &tmp, sizeof(DemoKeys), 1); + DemoKeys dk; + dk.left = 0; + dk.right = 0; + dk.no_input = 0; + dk.fire = 0; + dk.fire_left = 0; + dk.fire_right = 0; + (*dataFile)[i] = dk; + SDL_RWwrite(file, &dk, sizeof(DemoKeys), 1); } // Cerramos el fichero @@ -837,7 +837,7 @@ void Game::updateStage() stageBitmapCounter = 0; enemySpeed = defaultEnemySpeed; setBalloonSpeed(enemySpeed); - screen->flash(flashColor, 5); + screen->flash(flash_color, 5); screen->shake(); } @@ -922,7 +922,7 @@ void Game::createPowerBall() constexpr auto posY = -BLOCK; const auto left = param.game.play_area.rect.x; - const auto center = param.game.play_area.centerX - (BALLOON_WIDTH_4 / 2); + const auto center = param.game.play_area.center_x - (BALLOON_WIDTH_4 / 2); const auto right = param.game.play_area.rect.w - BALLOON_WIDTH_4; const auto vpos = BALLOON_VELX_POSITIVE; @@ -1177,7 +1177,7 @@ void Game::destroyAllBalloons() enemyDeployCounter = 300; JA_PlaySound(powerBallSound); - screen->flash(flashColor, 5); + screen->flash(flash_color, 5); screen->shake(); } @@ -1980,7 +1980,7 @@ void Game::checkInput() player->setInput(input_right); } - else if (demo.dataFile[i][demo.counter].noInput == 1) + else if (demo.dataFile[i][demo.counter].no_input == 1) { player->setInput(input_null); } @@ -1996,7 +1996,7 @@ void Game::checkInput() } } - else if (demo.dataFile[i][demo.counter].fireLeft == 1) + else if (demo.dataFile[i][demo.counter].fire_left == 1) { if (player->canFire()) { @@ -2006,7 +2006,7 @@ void Game::checkInput() } } - else if (demo.dataFile[i][demo.counter].fireRight == 1) + else if (demo.dataFile[i][demo.counter].fire_right == 1) { if (player->canFire()) { @@ -2034,10 +2034,10 @@ void Game::checkInput() // Resetea el teclado demo.keys.left = 0; demo.keys.right = 0; - demo.keys.noInput = 0; + demo.keys.no_input = 0; demo.keys.fire = 0; - demo.keys.fireLeft = 0; - demo.keys.fireRight = 0; + demo.keys.fire_left = 0; + demo.keys.fire_right = 0; #endif for (auto &player : players) { @@ -2046,7 +2046,7 @@ void Game::checkInput() if (player->isPlaying()) { // Input a la izquierda - if (input->checkInput(input_left, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + if (input->checkInput(input_left, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { player->setInput(input_left); #ifdef RECORDING @@ -2056,7 +2056,7 @@ void Game::checkInput() else { // Input a la derecha - if (input->checkInput(input_right, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + if (input->checkInput(input_right, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { player->setInput(input_right); #ifdef RECORDING @@ -2068,12 +2068,12 @@ void Game::checkInput() // Ninguno de los dos inputs anteriores player->setInput(input_null); #ifdef RECORDING - demo.keys.noInput = 1; + demo.keys.no_input = 1; #endif } } // Comprueba el input de disparar al centro - if (input->checkInput(input_fire_center, autofire, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + if (input->checkInput(input_fire_center, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { if (player->canFire()) { @@ -2090,7 +2090,7 @@ void Game::checkInput() } // Comprueba el input de disparar a la izquierda - else if (input->checkInput(input_fire_left, autofire, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + else if (input->checkInput(input_fire_left, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { if (player->canFire()) { @@ -2101,13 +2101,13 @@ void Game::checkInput() // Reproduce el sonido de disparo JA_PlaySound(bulletSound); #ifdef RECORDING - demo.keys.fireLeft = 1; + demo.keys.fire_left = 1; #endif } } // Comprueba el input de disparar a la derecha - else if (input->checkInput(input_fire_right, autofire, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + else if (input->checkInput(input_fire_right, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { if (player->canFire()) { @@ -2118,7 +2118,7 @@ void Game::checkInput() // Reproduce el sonido de disparo JA_PlaySound(bulletSound); #ifdef RECORDING - demo.keys.fireRight = 1; + demo.keys.fire_right = 1; #endif } } @@ -2135,15 +2135,15 @@ void Game::checkInput() else if (player->isContinue() || player->isWaiting()) { // Si no está jugando, el botón de start le permite continuar jugando - if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { player->setStatusPlaying(PlayerStatus::PLAYING); } // Si está continuando, los botones de fuego hacen decrementar el contador - const auto fire1 = input->checkInput(input_fire_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index); - const auto fire2 = input->checkInput(input_fire_center, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index); - const auto fire3 = input->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index); + const auto fire1 = input->checkInput(input_fire_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index); + const auto fire2 = input->checkInput(input_fire_center, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index); + const auto fire3 = input->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index); if (fire1 || fire2 || fire3) { player->decContinueCounter(); @@ -2151,9 +2151,9 @@ void Game::checkInput() } else if (player->isEnteringName()) { - const auto fire1 = input->checkInput(input_fire_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index); - const auto fire2 = input->checkInput(input_fire_center, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index); - const auto fire3 = input->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index); + const auto fire1 = input->checkInput(input_fire_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index); + const auto fire2 = input->checkInput(input_fire_center, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index); + const auto fire3 = input->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index); if (fire1 || fire2 || fire3) { if (player->getRecordNamePos() == 7) @@ -2167,23 +2167,23 @@ void Game::checkInput() player->setInput(input_right); } } - else if (input->checkInput(input_up, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + else if (input->checkInput(input_up, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { player->setInput(input_up); } - else if (input->checkInput(input_down, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + else if (input->checkInput(input_down, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { player->setInput(input_down); } - else if (input->checkInput(input_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + else if (input->checkInput(input_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { player->setInput(input_left); } - else if (input->checkInput(input_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + else if (input->checkInput(input_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { player->setInput(input_right); } - else if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index)) + else if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index)) { player->setInput(input_start); addScoreToScoreBoard(player->getRecordName(), player->getScore()); @@ -2206,7 +2206,7 @@ void Game::renderMessages() // GetReady if (counter < STAGE_COUNTER && !demo.enabled) { - textNokiaBig2->write((int)getReadyBitmapPath[counter], param.game.play_area.centerY - 8, lang::getText(75), -2); + textNokiaBig2->write((int)getReadyBitmapPath[counter], param.game.play_area.center_y - 8, lang::getText(75), -2); } // Time Stopped @@ -2214,7 +2214,7 @@ void Game::renderMessages() { if (timeStoppedCounter > 100 || timeStoppedCounter % 10 > 4) { - textNokia2->writeDX(TXT_CENTER, param.game.play_area.centerX, param.game.play_area.firstQuarterY, lang::getText(36) + std::to_string(timeStoppedCounter / 10), -1, noColor, 1, shdwTxtColor); + textNokia2->writeDX(TXT_CENTER, param.game.play_area.center_x, param.game.play_area.first_quarter_y, lang::getText(36) + std::to_string(timeStoppedCounter / 10), -1, no_color, 1, shdw_txt_color); } if (timeStoppedCounter > 100) @@ -2250,13 +2250,13 @@ void Game::renderMessages() if (!gameCompleted) { // Escribe el número de fases restantes - textNokiaBig2->writeDX(TXT_CENTER, param.game.play_area.centerX, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 2, shdwTxtColor); + textNokiaBig2->writeDX(TXT_CENTER, param.game.play_area.center_x, stageBitmapPath[stageBitmapCounter], text, -2, no_color, 2, shdw_txt_color); } else { // Escribe el texto de juego completado text = lang::getText(50); - textNokiaBig2->writeDX(TXT_CENTER, param.game.play_area.centerX, stageBitmapPath[stageBitmapCounter], text, -2, noColor, 1, shdwTxtColor); - textNokia2->writeDX(TXT_CENTER, param.game.play_area.centerX, stageBitmapPath[stageBitmapCounter] + textNokiaBig2->getCharacterSize() + 2, lang::getText(76), -1, noColor, 1, shdwTxtColor); + textNokiaBig2->writeDX(TXT_CENTER, param.game.play_area.center_x, stageBitmapPath[stageBitmapCounter], text, -2, no_color, 1, shdw_txt_color); + textNokia2->writeDX(TXT_CENTER, param.game.play_area.center_x, stageBitmapPath[stageBitmapCounter] + textNokiaBig2->getCharacterSize() + 2, lang::getText(76), -1, no_color, 1, shdw_txt_color); } } } @@ -2353,8 +2353,8 @@ void Game::initPaths() // Letrero de STAGE # constexpr auto firstPart = STAGE_COUNTER / 4; // 50 constexpr auto secondPart = firstPart * 3; // 150 - const auto centerPoint = param.game.play_area.centerY - (BLOCK * 2); - const auto distance = (param.game.play_area.rect.h) - (param.game.play_area.centerY - 16); + const auto centerPoint = param.game.play_area.center_y - (BLOCK * 2); + const auto distance = (param.game.play_area.rect.h) - (param.game.play_area.center_y - 16); for (int i = 0; i < STAGE_COUNTER; ++i) { @@ -2378,7 +2378,7 @@ void Game::initPaths() const auto size = textNokiaBig2->lenght(lang::getText(75), -2); const float start1 = param.game.play_area.rect.x - size; - const float finish1 = param.game.play_area.centerX - (size / 2); + const float finish1 = param.game.play_area.center_x - (size / 2); const float start2 = finish1; const float finish2 = param.game.play_area.rect.w; @@ -2669,7 +2669,7 @@ void Game::pause(bool value) void Game::addScoreToScoreBoard(std::string name, int score) { const auto entry = (HiScoreEntry){trim(name), score}; - auto manager = std::make_unique(&options.game.hiScoreTable); + auto manager = std::make_unique(&options.game.hi_score_table); manager->add(entry); manager->saveToFile(asset->get("score.bin")); } @@ -2723,11 +2723,11 @@ std::shared_ptr Game::getPlayer(int id) } // Obtiene un controlador a partir del "id" del jugador -int Game::getController(int playerId) +int Game::getController(int player_id) { for (int i = 0; i < (int)options.controller.size(); ++i) { - if (options.controller[i].playerId == playerId) + if (options.controller[i].player_id == player_id) { return i; } diff --git a/source/game_logo.cpp b/source/game_logo.cpp index 5b3904d..a73744a 100644 --- a/source/game_logo.cpp +++ b/source/game_logo.cpp @@ -24,7 +24,7 @@ GameLogo::GameLogo(int x, int y) coffeeSprite = std::make_unique(coffeeTexture); crisisSprite = std::make_unique(crisisTexture); - arcadeEditionSprite = std::make_unique((param.game.width - arcadeEditionTexture->getWidth()) / 2, param.title.arcadeEditionPosition, arcadeEditionTexture->getWidth(), arcadeEditionTexture->getHeight(), arcadeEditionTexture); + arcadeEditionSprite = std::make_unique((param.game.width - arcadeEditionTexture->getWidth()) / 2, param.title.arcade_edition_position, arcadeEditionTexture->getWidth(), arcadeEditionTexture->getHeight(), arcadeEditionTexture); dustLSprite = std::make_unique(dustTexture, Asset::get()->get("title_dust.ani")); dustRSprite = std::make_unique(dustTexture, Asset::get()->get("title_dust.ani")); diff --git a/source/hiscore_table.cpp b/source/hiscore_table.cpp index 09ce92c..01336e3 100644 --- a/source/hiscore_table.cpp +++ b/source/hiscore_table.cpp @@ -48,9 +48,9 @@ HiScoreTable::HiScoreTable(JA_Music_t *music) background->setCloudsSpeed(-0.1f); background->setGradientNumber(1); background->setTransition(0.8f); - fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b); + fade->setColor(fade_color.r, fade_color.g, fade_color.b); fade->setType(FadeType::RANDOM_SQUARE); - fade->setPost(param.fade.postDuration); + fade->setPost(param.fade.post_duration); fade->setMode(fadeMode); fade->activate(); @@ -121,13 +121,13 @@ void HiScoreTable::fillTexture() SDL_RenderClear(renderer); // Escribe el texto: Mejores puntuaciones - text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, firstLine, lang::getText(42), 1, orangeColor, 1, shdwTxtColor); + text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.center_x, firstLine, lang::getText(42), 1, orange_color, 1, shdw_txt_color); // Escribe los nombres de la tabla de puntuaciones for (int i = 0; i < maxNames; ++i) { - const auto nameLenght = options.game.hiScoreTable[i].name.length(); - const auto score = format(options.game.hiScoreTable[i].score); + const auto nameLenght = options.game.hi_score_table[i].name.length(); + const auto score = format(options.game.hi_score_table[i].score); const auto scoreLenght = score.size(); const auto numDots = 25 - nameLenght - scoreLenght; std::string dots = ""; @@ -135,8 +135,8 @@ void HiScoreTable::fillTexture() { dots = dots + "."; } - const auto line = options.game.hiScoreTable[i].name + dots + score; - text->writeDX(TXT_CENTER | TXT_SHADOW, param.game.game_area.centerX, (i * spaceBetweenLines) + firstLine + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor); + const auto line = options.game.hi_score_table[i].name + dots + score; + text->writeDX(TXT_CENTER | TXT_SHADOW, param.game.game_area.center_x, (i * spaceBetweenLines) + firstLine + spaceBetweenHeader, line, 1, orange_color, 1, shdw_txt_color); } // Cambia el destino de renderizado @@ -150,7 +150,7 @@ void HiScoreTable::render() Screen::get()->start(); // Limpia la pantalla - Screen::get()->clean(bgColor); + Screen::get()->clean(bg_color); // Pinta el fondo background->render(); diff --git a/source/instructions.cpp b/source/instructions.cpp index ea76c07..afe9e95 100644 --- a/source/instructions.cpp +++ b/source/instructions.cpp @@ -53,9 +53,9 @@ Instructions::Instructions(JA_Music_t *music) itemSpace = 2; // Inicializa objetos - fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b); + fade->setColor(fade_color.r, fade_color.g, fade_color.b); fade->setType(FadeType::FULLSCREEN); - fade->setPost(param.fade.postDuration); + fade->setPost(param.fade.post_duration); fade->setMode(FadeMode::IN); fade->activate(); @@ -168,25 +168,25 @@ void Instructions::fillTexture() const int anchorItem = (param.game.width - (lenght + despX)) / 2; // Escribe el texto de las instrucciones - text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, firstLine, lang::getText(11), 1, orangeColor, 1, shdwTxtColor); + text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.center_x, firstLine, lang::getText(11), 1, orange_color, 1, shdw_txt_color); const int anchor1 = firstLine + spacePostHeader; - text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor1 + spaceBetweenLines * 0, lang::getText(12), 1, noColor, 1, shdwTxtColor); - text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor1 + spaceBetweenLines * 1, lang::getText(13), 1, noColor, 1, shdwTxtColor); - text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 2, lang::getText(14), 1, noColor, 1, shdwTxtColor); - text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor1 + spaceNewParagraph + spaceBetweenLines * 3, lang::getText(15), 1, noColor, 1, shdwTxtColor); + text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.center_x, anchor1 + spaceBetweenLines * 0, lang::getText(12), 1, no_color, 1, shdw_txt_color); + text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.center_x, anchor1 + spaceBetweenLines * 1, lang::getText(13), 1, no_color, 1, shdw_txt_color); + text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.center_x, anchor1 + spaceNewParagraph + spaceBetweenLines * 2, lang::getText(14), 1, no_color, 1, shdw_txt_color); + text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.center_x, anchor1 + spaceNewParagraph + spaceBetweenLines * 3, lang::getText(15), 1, no_color, 1, shdw_txt_color); // Escribe el texto de los objetos y sus puntos const int anchor2 = anchor1 + spacePreHeader + spaceNewParagraph + spaceBetweenLines * 3; - text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.centerX, anchor2, lang::getText(16), 1, orangeColor, 1, shdwTxtColor); + text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, param.game.game_area.center_x, anchor2, lang::getText(16), 1, orange_color, 1, shdw_txt_color); const int anchor3 = anchor2 + spacePostHeader; // const int anchor4 = anchor3 + ((param.game.item_size + text->getCharacterSize()) / 2); - text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 0, lang::getText(17), shdwTxtColor); - text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 1, lang::getText(18), shdwTxtColor); - text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 2, lang::getText(19), shdwTxtColor); - text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 3, lang::getText(20), shdwTxtColor); - text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 4, lang::getText(21), shdwTxtColor); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 0, lang::getText(17), shdw_txt_color); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 1, lang::getText(18), shdw_txt_color); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 2, lang::getText(19), shdw_txt_color); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 3, lang::getText(20), shdw_txt_color); + text->writeShadowed(anchorItem + despX, anchor3 + spaceBetweenItemLines * 4, lang::getText(21), shdw_txt_color); // Deja el renderizador como estaba SDL_SetRenderTarget(renderer, temp); @@ -267,7 +267,7 @@ void Instructions::render() Screen::get()->start(); // Limpia la pantalla - Screen::get()->clean(bgColor); + Screen::get()->clean(bg_color); // Dibuja el mosacico de fondo tiledbg->render(); diff --git a/source/intro.cpp b/source/intro.cpp index d0b9a66..e96b165 100644 --- a/source/intro.cpp +++ b/source/intro.cpp @@ -44,13 +44,13 @@ Intro::Intro(JA_Music_t *music) ss->setWidth(128); ss->setHeight(96); ss->setFinishedCounter(20); - ss->setDestX(param.game.game_area.centerX - 64); - ss->setDestY(param.game.game_area.firstQuarterY - 24); + ss->setDestX(param.game.game_area.center_x - 64); + ss->setDestY(param.game.game_area.first_quarter_y - 24); bitmaps.push_back(std::move(ss)); } bitmaps[0]->setPosX(-128); - bitmaps[0]->setPosY(param.game.game_area.firstQuarterY - 24); + bitmaps[0]->setPosY(param.game.game_area.first_quarter_y - 24); bitmaps[0]->setVelX(0.0f); bitmaps[0]->setVelY(0.0f); bitmaps[0]->setAccelX(0.6f); @@ -58,14 +58,14 @@ Intro::Intro(JA_Music_t *music) bitmaps[0]->setSpriteClip(0, 0, 128, 96); bitmaps[1]->setPosX(param.game.width); - bitmaps[1]->setPosY(param.game.game_area.firstQuarterY - 24); + bitmaps[1]->setPosY(param.game.game_area.first_quarter_y - 24); bitmaps[1]->setVelX(-1.0f); bitmaps[1]->setVelY(0.0f); bitmaps[1]->setAccelX(-0.3f); bitmaps[1]->setAccelY(0.0f); bitmaps[1]->setSpriteClip(128, 0, 128, 96); - bitmaps[2]->setPosX(param.game.game_area.centerX - 64); + bitmaps[2]->setPosX(param.game.game_area.center_x - 64); bitmaps[2]->setPosY(-96); bitmaps[2]->setVelX(0.0f); bitmaps[2]->setVelY(3.0f); @@ -74,7 +74,7 @@ Intro::Intro(JA_Music_t *music) bitmaps[2]->setSpriteClip(0, 96, 128, 96); bitmaps[2]->setFinishedCounter(250); - bitmaps[3]->setPosX(param.game.game_area.centerX - 64); + bitmaps[3]->setPosX(param.game.game_area.center_x - 64); bitmaps[3]->setPosY(param.game.height); bitmaps[3]->setVelX(0.0f); bitmaps[3]->setVelY(-0.7f); @@ -82,7 +82,7 @@ Intro::Intro(JA_Music_t *music) bitmaps[3]->setAccelY(0.0f); bitmaps[3]->setSpriteClip(128, 96, 128, 96); - bitmaps[4]->setPosX(param.game.game_area.centerX - 64); + bitmaps[4]->setPosX(param.game.game_area.center_x - 64); bitmaps[4]->setPosY(-96); bitmaps[4]->setVelX(0.0f); bitmaps[4]->setVelY(3.0f); @@ -91,7 +91,7 @@ Intro::Intro(JA_Music_t *music) bitmaps[4]->setSpriteClip(0, 192, 128, 96); bitmaps[5]->setPosX(param.game.width); - bitmaps[5]->setPosY(param.game.game_area.firstQuarterY - 24); + bitmaps[5]->setPosY(param.game.game_area.first_quarter_y - 24); bitmaps[5]->setVelX(-0.7f); bitmaps[5]->setVelY(0.0f); bitmaps[5]->setAccelX(0.0f); @@ -149,7 +149,7 @@ Intro::Intro(JA_Music_t *music) for (auto &text : texts) { - text->center(param.game.game_area.centerX); + text->center(param.game.game_area.center_x); } } @@ -400,7 +400,7 @@ void Intro::render() Screen::get()->start(); // Limpia la pantalla - Screen::get()->clean(bgColor); + Screen::get()->clean(bg_color); // Dibuja los objetos for (auto &bitmap : bitmaps) diff --git a/source/logo.cpp b/source/logo.cpp index db06117..e69ef53 100644 --- a/source/logo.cpp +++ b/source/logo.cpp @@ -34,8 +34,8 @@ Logo::Logo() endLogo_cm = 400; postLogoDuration = 20; speed = 8; - dest.x = param.game.game_area.centerX - jailTexture->getWidth() / 2; - dest.y = param.game.game_area.centerY - jailTexture->getHeight() / 2; + dest.x = param.game.game_area.center_x - jailTexture->getWidth() / 2; + dest.y = param.game.game_area.center_y - jailTexture->getHeight() / 2; sinceSprite->setPosY(dest.y + jailTexture->getHeight() + 5); sinceSprite->setSpriteClip(0, 0, sinceTexture->getWidth(), sinceTexture->getHeight()); sinceSprite->setEnabled(false); diff --git a/source/notify.cpp b/source/notify.cpp index a7d8855..d89f139 100644 --- a/source/notify.cpp +++ b/source/notify.cpp @@ -80,7 +80,7 @@ void Notify::update() const float step = ((float)notifications[i].counter / notifications[i].travelDist); const int alpha = 255 * step; - if (options.notification.posV == pos_top) + if (options.notification.pos_v == NotifyPosition::TOP) { notifications[i].rect.y++; } @@ -112,7 +112,7 @@ void Notify::update() const float step = (notifications[i].counter / (float)notifications[i].travelDist); const int alpha = 255 * (1 - step); - if (options.notification.posV == pos_top) + if (options.notification.pos_v == NotifyPosition::TOP) { notifications[i].rect.y--; } @@ -182,11 +182,11 @@ void Notify::showText(std::string text1, std::string text2, int icon) // Posición horizontal auto despH = 0; - if (options.notification.posH == pos_left) + if (options.notification.pos_h == NotifyPosition::LEFT) { despH = paddingOut; } - else if (options.notification.posH == pos_middle) + else if (options.notification.pos_h == NotifyPosition::MIDDLE) { despH = ((param.game.width / 2) - (width / 2)); } @@ -196,12 +196,12 @@ void Notify::showText(std::string text1, std::string text2, int icon) } // Posición vertical - const int despV = (options.notification.posV == pos_top) ? paddingOut : (param.game.height - height - paddingOut); + const int despV = (options.notification.pos_v == NotifyPosition::TOP) ? paddingOut : (param.game.height - height - paddingOut); // Offset const auto travelDist = height + paddingOut; auto offset = 0; - if (options.notification.posV == pos_top) + if (options.notification.pos_v == NotifyPosition::TOP) { offset = (int)notifications.size() > 0 ? notifications.back().y + travelDist : despV; } @@ -221,7 +221,7 @@ void Notify::showText(std::string text1, std::string text2, int icon) n.text1 = text1; n.text2 = text2; n.shape = shape; - auto yPos = offset + (options.notification.posV == pos_top ? -travelDist : travelDist); + auto yPos = offset + (options.notification.pos_v == NotifyPosition::TOP ? -travelDist : travelDist); n.rect = {despH, yPos, width, height}; // Crea la textura diff --git a/source/notify.h b/source/notify.h index 5c2cd8f..bd0a344 100644 --- a/source/notify.h +++ b/source/notify.h @@ -24,14 +24,14 @@ private: enum class NotificationPosition { - UPPERLEFT, - UPPERCENTER, - UPPERRIGHT, - MIDDLELEFT, - MIDDLERIGHT, - BOTTOMLEFT, - BOTTOMCENTER, - BOTTOMRIGHT, + UPPER_LEFT, + UPPER_CENTER, + UPPER_RIGHT, + MIDDLE_LEFT, + MIDDLE_RIGHT, + BOTTOM_LEFT, + BOTTOM_CENTER, + BOTTOM_RIGHT, }; enum class NotificationShape diff --git a/source/options.cpp b/source/options.cpp index 34a335c..6b5bd30 100644 --- a/source/options.cpp +++ b/source/options.cpp @@ -27,12 +27,12 @@ void initOptions() options.video.window.size = 2; #endif options.video.filter = ScreenFilter::NEAREST; - options.video.vSync = true; + options.video.v_sync = true; options.video.shaders = true; // Opciones de las notificaciones - options.notification.posV = pos_top; - options.notification.posH = pos_left; + options.notification.pos_v = NotifyPosition::TOP; + options.notification.pos_h = NotifyPosition::LEFT; options.notification.sound = false; options.notification.color = (Color){48, 48, 48}; @@ -51,12 +51,12 @@ void initOptions() options.controller.clear(); OptionsController c; - const int numPlayers = 2; + constexpr int numPlayers = 2; for (int index = 0; index < numPlayers; ++index) { c.index = index; - c.playerId = index + 1; - c.deviceType = INPUT_USE_GAMECONTROLLER; + c.player_id = index + 1; + c.device_type = INPUT_USE_GAMECONTROLLER; c.name = "NO NAME"; c.plugged = false; @@ -78,11 +78,11 @@ void initOptions() options.controller.push_back(c); } - options.controller[0].deviceType = INPUT_USE_ANY; // El primer jugador puede usar tanto el teclado como el primer mando + options.controller[0].device_type = INPUT_USE_ANY; // El primer jugador puede usar tanto el teclado como el primer mando } // Carga el fichero de configuración -bool loadOptionsFile(std::string filePath) +bool loadOptionsFile(std::string file_path) { // Inicializa las opciones del programa initOptions(); @@ -91,8 +91,8 @@ bool loadOptionsFile(std::string filePath) bool success = true; // Variables para manejar el fichero - const std::string fileName = filePath.substr(filePath.find_last_of("\\/") + 1); - std::ifstream file(filePath); + const std::string fileName = file_path.substr(file_path.find_last_of("\\/") + 1); + std::ifstream file(file_path); // Si el fichero se puede abrir if (file.good()) @@ -128,7 +128,7 @@ bool loadOptionsFile(std::string filePath) // El fichero no existe else { // Crea el fichero con los valores por defecto - saveOptionsFile(filePath); + saveOptionsFile(file_path); } // Normaliza los valores @@ -153,10 +153,10 @@ bool loadOptionsFile(std::string filePath) } // Guarda el fichero de configuración -bool saveOptionsFile(std::string filePath) +bool saveOptionsFile(std::string file_path) { - const std::string fileName = filePath.substr(filePath.find_last_of("\\/") + 1); - std::ofstream file(filePath); + const std::string fileName = file_path.substr(file_path.find_last_of("\\/") + 1); + std::ofstream file(file_path); if (!file.good()) { @@ -171,14 +171,14 @@ bool saveOptionsFile(std::string filePath) #endif // Opciones de video - const auto valueVideoModeWinow = std::to_string(static_cast(ScreenVideoMode::WINDOW)); - const auto valueVideoModeFullscreen = std::to_string(static_cast(ScreenVideoMode::FULLSCREEN)); - const auto valueFilterNearest = std::to_string(static_cast(ScreenFilter::NEAREST)); - const auto valueFilterLineal = std::to_string(static_cast(ScreenFilter::LINEAL)); + const auto value_video_mode_winow = std::to_string(static_cast(ScreenVideoMode::WINDOW)); + const auto value_video_mode_fullscreen = std::to_string(static_cast(ScreenVideoMode::FULLSCREEN)); + const auto value_filter_nearest = std::to_string(static_cast(ScreenFilter::NEAREST)); + const auto value_filter_lineal = std::to_string(static_cast(ScreenFilter::LINEAL)); file << "## VIDEO\n"; - file << "## video.mode [" << valueVideoModeWinow << ": window, " << valueVideoModeFullscreen << ": fullscreen]\n"; - file << "## video.filter [" << valueFilterNearest << ": nearest, " << valueFilterLineal << ": lineal]\n"; + file << "## video.mode [" << value_video_mode_winow << ": window, " << value_video_mode_fullscreen << ": fullscreen]\n"; + file << "## video.filter [" << value_filter_nearest << ": nearest, " << value_filter_lineal << ": lineal]\n"; file << "\n"; const auto valueVideoMode = std::to_string(static_cast(options.video.mode)); @@ -190,37 +190,37 @@ bool saveOptionsFile(std::string filePath) file << "video.filter=" << valueFilter << "\n"; file << "video.shaders=" + boolToString(options.video.shaders) + "\n"; - file << "video.vSync=" + boolToString(options.video.vSync) + "\n"; + file << "video.v_sync=" + boolToString(options.video.v_sync) + "\n"; // Opciones de notificaciones file << "\n\n## NOTIFICATION\n"; - file << "## notification.posV [pos_top | pos_bottom]\n"; - file << "## notification.posH [pos_left | pos_middle | pos_right]\n"; + file << "## notification.pos_v [TOP | BOTTOM]\n"; + file << "## notification.pos_h [LEFT | MIDDLE | RIGHT]\n"; file << "\n"; - if (options.notification.posV == pos_top) + if (options.notification.pos_v == NotifyPosition::TOP) { - file << "notification.posV=pos_top\n"; + file << "notification.pos_v=TOP\n"; } else { - file << "notification.posV=pos_bottom\n"; + file << "notification.pos_v=BOTTOM\n"; } - if (options.notification.posH == pos_left) + if (options.notification.pos_h == NotifyPosition::LEFT) { - file << "notification.posH=pos_left\n"; + file << "notification.pos_h=LEFT\n"; } - else if (options.notification.posH == pos_middle) + else if (options.notification.pos_h == NotifyPosition::MIDDLE) { - file << "notification.posH=pos_middle\n"; + file << "notification.posH=MIDDLE\n"; } else { - file << "notification.posH=pos_right\n"; + file << "notification.pos_h=RIGHT\n"; } file << "notification.sound=" + boolToString(options.notification.sound) + "\n"; @@ -236,12 +236,12 @@ bool saveOptionsFile(std::string filePath) file << "audio.sound.volume=" + std::to_string(options.audio.sound.volume) + "\n"; // Opciones del juego - const auto valueDifficultyEasy = std::to_string(static_cast(GameDifficulty::EASY)); - const auto valueDifficultyNormal = std::to_string(static_cast(GameDifficulty::NORMAL)); - const auto valueDifficultyHard = std::to_string(static_cast(GameDifficulty::HARD)); + const auto value_difficulty_easy = std::to_string(static_cast(GameDifficulty::EASY)); + const auto value_difficulty_normal = std::to_string(static_cast(GameDifficulty::NORMAL)); + const auto value_difficulty_hard = std::to_string(static_cast(GameDifficulty::HARD)); file << "\n\n## GAME\n"; file << "## game.language [0: spanish, 1: valencian, 2: english]\n"; - file << "## game.difficulty [" << valueDifficultyEasy << ": easy, " << valueDifficultyNormal << ": normal, " << valueDifficultyHard << ": hard]\n"; + file << "## game.difficulty [" << value_difficulty_easy << ": easy, " << value_difficulty_normal << ": normal, " << value_difficulty_hard << ": hard]\n"; file << "\n"; file << "game.language=" + std::to_string(options.game.language) + "\n"; @@ -257,7 +257,7 @@ bool saveOptionsFile(std::string filePath) { const std::string joyIndex = std::to_string(index + 1); file << "controller" + joyIndex + ".name=" + options.controller[index].name + "\n"; - file << "controller" + joyIndex + ".player=" + std::to_string(options.controller[index].playerId) + "\n"; + file << "controller" + joyIndex + ".player=" + std::to_string(options.controller[index].player_id) + "\n"; file << "controller" + joyIndex + ".button.fire_left=" + std::to_string((int)options.controller[index].buttons[0]) + "\n"; file << "controller" + joyIndex + ".button.fire_center=" + std::to_string((int)options.controller[index].buttons[1]) + "\n"; file << "controller" + joyIndex + ".button.fire_right=" + std::to_string((int)options.controller[index].buttons[2]) + "\n"; @@ -309,31 +309,31 @@ bool setOptions(std::string var, std::string value) options.video.shaders = stringToBool(value); } - else if (var == "video.vSync") + else if (var == "video.v_sync") { - options.video.vSync = stringToBool(value); + options.video.v_sync = stringToBool(value); } // Opciones de notificaciones - else if (var == "notification.posH") + else if (var == "notification.pos_h") { - if (value == "pos_left") + if (value == "LEFT") { - options.notification.posH = pos_left; + options.notification.pos_h = NotifyPosition::LEFT; } - else if (value == "pos_middle") + else if (value == "MIDDLE") { - options.notification.posH = pos_middle; + options.notification.pos_h = NotifyPosition::MIDDLE; } else { - options.notification.posH = pos_right; + options.notification.pos_h = NotifyPosition::RIGHT; } } - else if (var == "notification.posV") + else if (var == "notification.pos_v") { - options.notification.posV = value == "pos_top" ? pos_top : pos_bottom; + options.notification.pos_v = value == "TOP" ? NotifyPosition::TOP : NotifyPosition::BOTTOM; } else if (var == "notification.sound") @@ -386,7 +386,7 @@ bool setOptions(std::string var, std::string value) else if (var == "controller1.player") { - options.controller[0].playerId = std::max(1, std::min(2, std::stoi(value))); + options.controller[0].player_id = std::max(1, std::min(2, std::stoi(value))); } else if (var == "controller1.button.fire_left") @@ -421,7 +421,7 @@ bool setOptions(std::string var, std::string value) else if (var == "controller2.player") { - options.controller[1].playerId = std::max(1, std::min(2, std::stoi(value))); + options.controller[1].player_id = std::max(1, std::min(2, std::stoi(value))); } else if (var == "controller2.button.fire_left") diff --git a/source/player.cpp b/source/player.cpp index daccd15..91859cf 100644 --- a/source/player.cpp +++ b/source/player.cpp @@ -790,5 +790,5 @@ bool Player::isRenderable() const // Comprueba si la puntuación entra en la tabla de mejores puntuaciones bool Player::IsEligibleForHighScore() { - return score > options.game.hiScoreTable.back().score; + return score > options.game.hi_score_table.back().score; } \ No newline at end of file diff --git a/source/scoreboard.cpp b/source/scoreboard.cpp index 62ab662..af8b7a8 100644 --- a/source/scoreboard.cpp +++ b/source/scoreboard.cpp @@ -472,6 +472,6 @@ void Scoreboard::createPanelTextures() void Scoreboard::renderSeparator() { // Dibuja la linea que separa el marcador de la zona de juego - SDL_SetRenderDrawColor(renderer, separatorColor.r, separatorColor.g, separatorColor.b, 255); + SDL_SetRenderDrawColor(renderer, separator_color.r, separator_color.g, separator_color.b, 255); SDL_RenderDrawLine(renderer, 0, 0, rect.w, 0); } \ No newline at end of file diff --git a/source/title.cpp b/source/title.cpp index e9828ec..9cdb36a 100644 --- a/source/title.cpp +++ b/source/title.cpp @@ -36,11 +36,11 @@ Title::Title(JA_Music_t *music) text2 = std::make_unique(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer); miniLogoTexture = std::make_shared(renderer, asset->get("logo_jailgames_mini.png")); - miniLogoSprite = std::make_unique(param.game.game_area.centerX - miniLogoTexture->getWidth() / 2, 0, miniLogoTexture->getWidth(), miniLogoTexture->getHeight(), miniLogoTexture); + miniLogoSprite = std::make_unique(param.game.game_area.center_x - miniLogoTexture->getWidth() / 2, 0, miniLogoTexture->getWidth(), miniLogoTexture->getHeight(), miniLogoTexture); tiledbg = std::make_unique(asset->get("title_bg_tile.png"), (SDL_Rect){0, 0, param.game.width, param.game.height}, TILED_MODE_RANDOM); - gameLogo = std::make_unique(param.game.game_area.centerX, param.title.titleCCPosition); + gameLogo = std::make_unique(param.game.game_area.center_x, param.title.title_c_c_position); gameLogo->enable(); defineButtons = std::make_unique(std::move(text2)); @@ -59,9 +59,9 @@ void Title::init() postFade = 0; ticks = 0; ticksSpeed = 15; - fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b); + fade->setColor(fade_color.r, fade_color.g, fade_color.b); fade->setType(FadeType::RANDOM_SQUARE); - fade->setPost(param.fade.postDuration); + fade->setPost(param.fade.post_duration); demo = true; numControllers = input->getNumControllers(); } @@ -122,7 +122,7 @@ void Title::update() // Actualiza el mosaico de fondo tiledbg->update(); - if (counter == param.title.titleDuration) + if (counter == param.title.title_duration) { fade->activate(); postFade = -1; @@ -138,7 +138,7 @@ void Title::render() screen->start(); // Limpia la pantalla - screen->clean(bgColor); + screen->clean(bg_color); // Dibuja el mosacico de fondo tiledbg->render(); @@ -153,7 +153,7 @@ void Title::render() // 'PRESS TO PLAY' if (counter % 50 > 14 && !defineButtons->isEnabled()) { - text1->writeDX(TXT_CENTER | TXT_SHADOW, param.game.game_area.centerX, param.title.pressStartPosition, lang::getText(23), 1, noColor, 1, shadow); + text1->writeDX(TXT_CENTER | TXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText(23), 1, no_color, 1, shadow); } // Mini logo @@ -163,7 +163,7 @@ void Title::render() miniLogoSprite->render(); // Texto con el copyright - text1->writeDX(TXT_CENTER | TXT_SHADOW, param.game.game_area.centerX, pos2, TEXT_COPYRIGHT, 1, noColor, 1, shadow); + text1->writeDX(TXT_CENTER | TXT_SHADOW, param.game.game_area.center_x, pos2, TEXT_COPYRIGHT, 1, no_color, 1, shadow); } // Define Buttons @@ -242,7 +242,7 @@ void Title::checkInput() if (section::options == section::OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP) { fade->activate(); - postFade = options.controller[0].playerId; + postFade = options.controller[0].player_id; } } @@ -272,7 +272,7 @@ void Title::checkInput() if (section::options == section::OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP) { fade->activate(); - postFade = options.controller[i].playerId; + postFade = options.controller[i].player_id; return; } } @@ -338,7 +338,7 @@ void Title::swapControllers() // Obtiene para cada jugador el índice del mando correspondiente for (int i = 0; i < MAX_CONTROLLERS; ++i) { - playerControllerIndex[options.controller[i].playerId - 1] = i; + playerControllerIndex[options.controller[i].player_id - 1] = i; } // Genera el texto correspondiente