Añadido enter_id.cpp

Cambiados los defines de nombre de secciones y subsecciones
This commit is contained in:
2023-09-22 23:23:48 +02:00
parent 2e5f52d836
commit 337e6ed6cc
11 changed files with 490 additions and 108 deletions

View File

@@ -95,13 +95,13 @@ Title::~Title()
void Title::init()
{
// Inicializa variables
section.subsection = TITLE_SECTION_1;
section.subsection = SUBSECTION_TITLE_1;
counter = TITLE_COUNTER;
backgroundCounter = 0;
backgroundMode = rand() % 2;
menuVisible = false;
menu.active = menu.title;
nextSection.name = PROG_SECTION_GAME;
nextSection.name = SECTION_PROG_GAME;
postFade = 0;
ticks = 0;
ticksSpeed = 15;
@@ -230,7 +230,7 @@ void Title::update()
switch (section.subsection)
{
// Sección 1 - Titulo desplazandose
case TITLE_SECTION_1:
case SUBSECTION_TITLE_1:
{
// Actualiza los objetos
coffeeBitmap->update();
@@ -239,7 +239,7 @@ void Title::update()
// Si los objetos han llegado a su destino, cambiamos de Sección
if (coffeeBitmap->hasFinished() && crisisBitmap->hasFinished())
{
section.subsection = TITLE_SECTION_2;
section.subsection = SUBSECTION_TITLE_2;
// Pantallazo blanco
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
@@ -253,7 +253,7 @@ void Title::update()
break;
// Sección 2 - Titulo vibrando
case TITLE_SECTION_2:
case SUBSECTION_TITLE_2:
{
// Agita la pantalla
static const int v[] = {-1, 1, -1, 1, -1, 1, -1, 1, -1, 1, -1, 1, -1, 1, 0};
@@ -270,13 +270,13 @@ void Title::update()
if (step == 33)
{
section.subsection = TITLE_SECTION_3;
section.subsection = SUBSECTION_TITLE_3;
}
}
break;
// Sección 3 - La pantalla de titulo con el menú y la música
case TITLE_SECTION_3:
case SUBSECTION_TITLE_3:
{
if (counter > 0)
{ // Reproduce la música
@@ -296,19 +296,19 @@ void Title::update()
switch (postFade)
{
case 0: // 1 PLAYER
section.name = PROG_SECTION_GAME;
section.subsection = GAME_SECTION_PLAY_1P;
section.name = SECTION_PROG_GAME;
section.subsection = SUBSECTION_GAME_PLAY_1P;
JA_StopMusic();
break;
case 1: // 2 PLAYERS
section.name = PROG_SECTION_GAME;
section.subsection = GAME_SECTION_PLAY_2P;
section.name = SECTION_PROG_GAME;
section.subsection = SUBSECTION_GAME_PLAY_2P;
JA_StopMusic();
break;
case 2: // QUIT
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
JA_StopMusic();
break;
@@ -318,17 +318,17 @@ void Title::update()
if (demo)
{
runDemoGame();
if (section.name != PROG_SECTION_QUIT)
if (section.name != SECTION_PROG_QUIT)
{
runInstructions(m_auto);
}
if (section.name != PROG_SECTION_QUIT)
if (section.name != SECTION_PROG_QUIT)
{
runHiScoreTable(mhst_auto);
}
}
else
section.name = PROG_SECTION_LOGO;
section.name = SECTION_PROG_LOGO;
break;
default:
@@ -507,11 +507,11 @@ void Title::update()
if (demo)
{
runDemoGame();
if (section.name != PROG_SECTION_QUIT)
if (section.name != SECTION_PROG_QUIT)
{
runInstructions(m_auto);
}
if (section.name != PROG_SECTION_QUIT)
if (section.name != SECTION_PROG_QUIT)
{
runHiScoreTable(mhst_auto);
}
@@ -521,12 +521,12 @@ void Title::update()
}
else
{
section.name = PROG_SECTION_LOGO;
section.name = SECTION_PROG_LOGO;
}
}
// Sección Instrucciones
if (section.subsection == TITLE_SECTION_INSTRUCTIONS)
if (section.subsection == SUBSECTION_TITLE_INSTRUCTIONS)
{
runInstructions(m_auto);
counter = TITLE_COUNTER;
@@ -548,7 +548,7 @@ void Title::render()
switch (section.subsection)
{
// Sección 1 - Titulo desplazandose
case TITLE_SECTION_1:
case SUBSECTION_TITLE_1:
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
@@ -572,7 +572,7 @@ void Title::render()
break;
// Sección 2 - Titulo vibrando
case TITLE_SECTION_2:
case SUBSECTION_TITLE_2:
{ // Reproduce el efecto sonoro
JA_PlaySound(crashSound);
@@ -609,13 +609,13 @@ void Title::render()
screen->blit();
}
section.subsection = TITLE_SECTION_3;
section.subsection = SUBSECTION_TITLE_3;
}
break;
// Sección 3 - La pantalla de titulo con el menú y la música
case TITLE_SECTION_3:
case SUBSECTION_TITLE_3:
{ // Prepara para empezar a dibujar en la textura de juego
screen->start();
@@ -675,7 +675,7 @@ void Title::checkEvents()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
break;
}
@@ -684,7 +684,7 @@ void Title::checkEvents()
reLoadTextures();
}
if (section.subsection == TITLE_SECTION_3)
if (section.subsection == SUBSECTION_TITLE_3)
{ // Si se pulsa alguna tecla durante la tercera sección del titulo
if ((eventHandler->type == SDL_KEYUP) || (eventHandler->type == SDL_JOYBUTTONUP))
{
@@ -703,7 +703,7 @@ void Title::checkInput()
{
if (input->checkInput(input_exit, REPEAT_FALSE))
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
@@ -970,7 +970,7 @@ void Title::applyOptions()
// Bucle para el titulo del juego
section_t Title::run()
{
while (section.name == PROG_SECTION_TITLE)
while (section.name == SECTION_PROG_TITLE)
{
update();
checkEvents();
@@ -995,8 +995,8 @@ section_t Title::runHiScoreTable(mode_hiScoreTable_e mode)
{
if (!options->online.enabled)
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
return section;
}