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

@@ -126,11 +126,9 @@ namespace jscore {
return score.size();
}
string getUserName(const int index) {
if (score.size()==0 || index >= (int)score.size()) return "";
return score[index].name;
}
const int getPoints(const int index) {
if (score.size()==0 || index >= (int)score.size()) return 0;
return score[index].points;
}

View File

@@ -38,21 +38,21 @@ const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
// Secciones del programa
#define PROG_SECTION_LOGO 0
#define PROG_SECTION_INTRO 1
#define PROG_SECTION_TITLE 2
#define PROG_SECTION_GAME 3
#define PROG_SECTION_QUIT 4
#define SECTION_PROG_LOGO 0
#define SECTION_PROG_INTRO 1
#define SECTION_PROG_TITLE 2
#define SECTION_PROG_GAME 3
#define SECTION_PROG_QUIT 4
// Subsecciones
#define GAME_SECTION_PLAY_1P 0
#define GAME_SECTION_PLAY_2P 1
#define GAME_SECTION_PAUSE 2
#define GAME_SECTION_GAMEOVER 3
#define TITLE_SECTION_1 3
#define TITLE_SECTION_2 4
#define TITLE_SECTION_3 5
#define TITLE_SECTION_INSTRUCTIONS 6
#define SUBSECTION_GAME_PLAY_1P 0
#define SUBSECTION_GAME_PLAY_2P 1
#define SUBSECTION_GAME_PAUSE 2
#define SUBSECTION_GAME_GAMEOVER 3
#define SUBSECTION_TITLE_1 3
#define SUBSECTION_TITLE_2 4
#define SUBSECTION_TITLE_3 5
#define SUBSECTION_TITLE_INSTRUCTIONS 6
// Ningun tipo
#define NO_KIND 0

View File

@@ -16,7 +16,7 @@
Director::Director(int argc, char *argv[])
{
// Inicializa variables
section.name = PROG_SECTION_LOGO;
section.name = SECTION_PROG_LOGO;
// Inicializa las opciones del programa
initOptions();
@@ -691,7 +691,7 @@ void Director::runTitle()
void Director::runGame()
{
const int numPlayers = section.subsection == GAME_SECTION_PLAY_1P ? 1 : 2;
const int numPlayers = section.subsection == SUBSECTION_GAME_PLAY_1P ? 1 : 2;
game = new Game(numPlayers, 0, renderer, screen, asset, lang, input, false, options);
setSection(game->run());
delete game;
@@ -700,23 +700,23 @@ void Director::runGame()
void Director::run()
{
// Bucle principal
while (section.name != PROG_SECTION_QUIT)
while (section.name != SECTION_PROG_QUIT)
{
switch (section.name)
{
case PROG_SECTION_LOGO:
case SECTION_PROG_LOGO:
runLogo();
break;
case PROG_SECTION_INTRO:
case SECTION_PROG_INTRO:
runIntro();
break;
case PROG_SECTION_TITLE:
case SECTION_PROG_TITLE:
runTitle();
break;
case PROG_SECTION_GAME:
case SECTION_PROG_GAME:
runGame();
break;
}

306
source/enter_id.cpp Normal file
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@@ -0,0 +1,306 @@
#include "common/jail_audio.h"
#include "common/jscore.h"
#include "const.h"
#include "enter_id.h"
#include <iostream>
// Constructor
EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options)
{
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->options = options;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new Texture(renderer, asset->get("smb2.png"));
text = new Text(asset->get("smb2.txt"), texture, renderer);
// Crea la textura para el texto que se escribe en pantalla
textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (textTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
// Inicializa variables
loopRunning = true;
counter = 0;
ticks = 0;
ticksSpeed = 15;
pos = 0;
name[pos] = 0;
maxLenght = 15;
if (options->online.enabled && options->online.jailerID == "")
{
loopRunning = true;
}
else
{
endSection();
}
// Escribe el texto en la textura
fillTexture();
}
// Destructor
EnterID::~EnterID()
{
delete eventHandler;
delete text;
delete texture;
}
// Bucle para el logo del juego
void EnterID::run()
{
// Detiene la música
JA_StopMusic();
while (loopRunning)
{
update();
checkEvents();
render();
}
}
// Comprueba el manejador de eventos
void EnterID::checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_PROG_QUIT;
loopRunning = false;
break;
}
// El ENTER solo se comprueba cuando se suelta, para no saltarse la siguiente sección
if ((eventHandler->type == SDL_KEYUP && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONUP))
{
if (eventHandler->key.keysym.scancode == SDL_SCANCODE_RETURN)
{
options->online.jailerID = (std::string)name;
endSection();
break;
}
}
// Comprueba las teclas que se han pulsado
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_A && eventHandler->key.keysym.scancode <= SDL_SCANCODE_Z)
{ // Si pulsa una letra
if (pos < maxLenght)
{
name[pos++] = eventHandler->key.keysym.scancode + 61;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_1 && eventHandler->key.keysym.scancode <= SDL_SCANCODE_9)
{ // Si pulsa un número
if (pos < maxLenght)
{ // En ascii el '0' va antes del '1', pero en scancode el '0' va despues de '9'
name[pos++] = eventHandler->key.keysym.scancode + 19;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_0)
{
if (pos < maxLenght)
{
name[pos++] = 48;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_BACKSPACE)
{
if (pos > 0)
{
name[--pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_ESCAPE)
{
section->name = SECTION_PROG_QUIT;
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F1)
{
screen->setWindowSize(1);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F2)
{
screen->setWindowSize(2);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F3)
{
screen->setWindowSize(3);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F4)
{
screen->setWindowSize(4);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F5)
{
switchPalette();
break;
}
}
}
}
// Actualiza las variables
void EnterID::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza el contador
counter++;
// Actualiza el cursor
cursor = (counter % 20 >= 10) ? " " : "_";
}
}
// Dibuja en pantalla
void EnterID::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean();
// Dibuja la textura con el texto en pantalla
SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
// Escribe el jailerID
const std::string jailerID = (std::string)name + cursor;
const color_t color = stringToColor(options->palette, "white");
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, (16 * 8 + 1), jailerID, 1, color);
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Inicializa los textos
void EnterID::iniTexts()
{
texts.clear();
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"ONLINE CONFIGURATION:", stringToColor(options->palette, "red")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"YOU HAVE NOT SPECIFIED ANY ID", stringToColor(options->palette, "white")});
texts.push_back({"FOR THE ONLINE SERVICE", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"PLEASE ENTER AN ID OR", stringToColor(options->palette, "white")});
texts.push_back({"LEAVE BLANK FOR OFFLINE MODE", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"JAILER_ID:", stringToColor(options->palette, "red")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
}
// Escribe el texto en la textura
void EnterID::fillTexture()
{
// Inicializa los textos
iniTexts();
// Rellena la textura de texto
SDL_SetRenderTarget(renderer, textTexture);
color_t c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderClear(renderer);
// Escribe el texto en la textura
const int size = text->getCharacterSize();
int i = 0;
for (auto t : texts)
{
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
i++;
}
SDL_SetRenderTarget(renderer, nullptr);
}
// Inicializa los servicios online
void EnterID::initOnline()
{
if (options->online.sessionEnabled)
{ // Si ya ha iniciado la sesión, que no continue
return;
}
if (options->online.jailerID == "")
{ // Jailer ID no definido
options->online.enabled = false;
}
else
{ // Jailer ID iniciado
options->online.enabled = options->online.sessionEnabled = true;
jscore::init(options->online.server, options->online.port);
#ifdef DEBUG
const std::string caption = "IS LOGGED IN (DEBUG)";
#else
const std::string caption = "IS LOGGED IN";
#endif
screen->showNotification(options->online.jailerID, caption, 12);
if (options->console)
{
std::cout << caption << std::endl;
}
}
}
// Termina la sección
void EnterID::endSection()
{
loopRunning = false;
initOnline();
}

78
source/enter_id.h Normal file
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@@ -0,0 +1,78 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/asset.h"
#include "common/screen.h"
#include "common/utils.h"
#include "common/text.h"
#include "common/texture.h"
#include <string>
#include <vector>
#ifndef ENTER_ID_H
#define ENTER_ID_H
class EnterID
{
private:
struct captions_t
{
std::string label; // Texto a escribir
color_t color; // Color del texto
};
// Punteros y objetos
Asset *asset; // Objeto con los ficheros de recursos
options_t *options; // Puntero a las opciones del juego
Screen *screen; // Objeto encargado de dibujar en pantalla
SDL_Event *eventHandler; // Manejador de eventos
SDL_Renderer *renderer; // El renderizador de la ventana
SDL_Texture *textTexture; // Textura para dibujar el texto
Text *text; // Objeto para escribir texto en pantalla
Texture *texture; // Textura para la fuente para el texto
// Variables
bool loopRunning; // Indica si ha de terminar el bucle principal
int counter; // Contador
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<captions_t> texts; // Vector con los textos
std::string cursor; // Contiene el caracter que se muestra como cursor
char name[15];
int pos;
int maxLenght; // Tamaño máximo del jailerID
// Actualiza las variables
void update();
// Dibuja en pantalla
void render();
// Comprueba el manejador de eventos
void checkEvents();
// Inicializa los textos
void iniTexts();
// Escribe el texto en la textura
void fillTexture();
// Inicializa los servicios online
void initOnline();
// Termina la sección
void endSection();
public:
// Constructor
EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options);
// Destructor
~EnterID();
// Bucle principal
void run();
};
#endif

View File

@@ -246,8 +246,8 @@ void Game::init()
gameCompleted = false;
gameCompletedCounter = 0;
section.name = PROG_SECTION_GAME;
section.subsection = GAME_SECTION_PLAY_1P;
section.name = SECTION_PROG_GAME;
section.subsection = SUBSECTION_GAME_PLAY_1P;
menaceCurrent = 0;
menaceThreshold = 0;
hiScoreAchieved = false;
@@ -1767,7 +1767,7 @@ void Game::updatePlayers()
{
if (demo.enabled)
{
section = {PROG_SECTION_TITLE, TITLE_SECTION_INSTRUCTIONS};
section = {SECTION_PROG_TITLE, SUBSECTION_TITLE_INSTRUCTIONS};
}
else
{
@@ -1866,7 +1866,7 @@ void Game::updateDeath()
}
else
{
section.subsection = GAME_SECTION_GAMEOVER;
section.subsection = SUBSECTION_GAME_GAMEOVER;
}
}
}
@@ -3089,7 +3089,7 @@ void Game::checkGameInput()
// Comprueba el input de pausa
if (input->checkInput(input_pause, REPEAT_FALSE))
{
section.name = PROG_SECTION_TITLE;
section.name = SECTION_PROG_TITLE;
}
// Incrementa el contador de la demo
@@ -3099,7 +3099,7 @@ void Game::checkGameInput()
}
else
{
section = {PROG_SECTION_TITLE, TITLE_SECTION_INSTRUCTIONS};
section = {SECTION_PROG_TITLE, SUBSECTION_TITLE_INSTRUCTIONS};
}
}
// Modo Demo no activo
@@ -3182,7 +3182,7 @@ void Game::checkGameInput()
// Comprueba el input de pausa
if (input->checkInput(input_cancel, REPEAT_FALSE, options->input[i].deviceType, options->input[i].id))
{
section.subsection = GAME_SECTION_PAUSE;
section.subsection = SUBSECTION_GAME_PAUSE;
}
if (demo.counter < TOTAL_DEMO_DATA)
@@ -3195,7 +3195,7 @@ void Game::checkGameInput()
}
else if (demo.recording)
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
}
i++;
@@ -3341,22 +3341,22 @@ void Game::shakeScreen()
// Bucle para el juego
section_t Game::run()
{
while (section.name == PROG_SECTION_GAME)
while (section.name == SECTION_PROG_GAME)
{
// Sección juego en pausa
if (section.subsection == GAME_SECTION_PAUSE)
if (section.subsection == SUBSECTION_GAME_PAUSE)
{
runPausedGame();
}
// Sección Game Over
if (section.subsection == GAME_SECTION_GAMEOVER)
if (section.subsection == SUBSECTION_GAME_GAMEOVER)
{
runGameOverScreen();
}
// Sección juego jugando
if ((section.subsection == GAME_SECTION_PLAY_1P) || (section.subsection == GAME_SECTION_PLAY_2P))
if ((section.subsection == SUBSECTION_GAME_PLAY_1P) || (section.subsection == SUBSECTION_GAME_PLAY_2P))
{
// Si la música no está sonando
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
@@ -3412,8 +3412,8 @@ void Game::updatePausedGame()
}
else
{ // Ha finalizado el contador
section.name = PROG_SECTION_GAME;
section.subsection = numPlayers == 1 ? GAME_SECTION_PLAY_1P : GAME_SECTION_PLAY_2P;
section.name = SECTION_PROG_GAME;
section.subsection = numPlayers == 1 ? SUBSECTION_GAME_PLAY_1P : SUBSECTION_GAME_PLAY_2P;
if (JA_GetMusicState() == JA_MUSIC_PAUSED)
{
@@ -3448,8 +3448,8 @@ void Game::updatePausedGame()
fade->update();
if (fade->hasEnded())
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
JA_StopMusic();
}
}
@@ -3519,7 +3519,7 @@ void Game::runPausedGame()
// Inicializa variables
pauseCounter = 90;
while ((section.subsection == GAME_SECTION_PAUSE) && (section.name == PROG_SECTION_GAME))
while ((section.subsection == SUBSECTION_GAME_PAUSE) && (section.name == SECTION_PROG_GAME))
{
updatePausedGame();
checkEvents();
@@ -3554,15 +3554,15 @@ void Game::updateGameOverScreen()
switch (postFade)
{
case 0: // YES
section.name = PROG_SECTION_GAME;
section.name = SECTION_PROG_GAME;
deleteAllVectorObjects();
init();
section.subsection = numPlayers == 1 ? GAME_SECTION_PLAY_1P : GAME_SECTION_PLAY_2P;
section.subsection = numPlayers == 1 ? SUBSECTION_GAME_PLAY_1P : SUBSECTION_GAME_PLAY_2P;
break;
case 1: // NO
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
break;
default:
@@ -3600,7 +3600,7 @@ void Game::updateGameOverScreen()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
break;
}
else if (eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0)
@@ -3693,7 +3693,7 @@ void Game::runGameOverScreen()
// Reinicia el menu
gameOverMenu->reset();
while ((section.subsection == GAME_SECTION_GAMEOVER) && (section.name == PROG_SECTION_GAME))
while ((section.subsection == SUBSECTION_GAME_GAMEOVER) && (section.name == SECTION_PROG_GAME))
{
updateGameOverScreen();
renderGameOverScreen();
@@ -3806,7 +3806,7 @@ void Game::updateGameCompleted()
if (gameCompletedCounter == GAME_COMPLETED_END)
{
section.subsection = GAME_SECTION_GAMEOVER;
section.subsection = SUBSECTION_GAME_GAMEOVER;
}
}
@@ -3864,7 +3864,7 @@ void Game::checkEvents()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
break;
}
@@ -3872,7 +3872,7 @@ void Game::checkEvents()
{
if (eventHandler->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
{
section.subsection = GAME_SECTION_PAUSE;
section.subsection = SUBSECTION_GAME_PAUSE;
}
}
}

View File

@@ -68,8 +68,8 @@ void HiScoreTable::update()
if (counter == counterEnd)
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
}
}
else
@@ -78,8 +78,8 @@ void HiScoreTable::update()
if (manualQuit)
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_3;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_3;
}
}
}
@@ -180,7 +180,7 @@ void HiScoreTable::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
break;
}
}
@@ -191,7 +191,7 @@ void HiScoreTable::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))
@@ -214,8 +214,8 @@ void HiScoreTable::checkInput()
if (mode == mhst_auto)
{
JA_StopMusic();
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
}
else
{

View File

@@ -88,8 +88,8 @@ void Instructions::update()
if (counter == counterEnd)
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
}
}
else
@@ -98,8 +98,8 @@ void Instructions::update()
if (manualQuit)
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_3;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_3;
}
}
}
@@ -214,7 +214,7 @@ void Instructions::checkEvents()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
break;
}
}
@@ -225,7 +225,7 @@ void Instructions::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))
@@ -248,8 +248,8 @@ void Instructions::checkInput()
if (mode == m_auto)
{
JA_StopMusic();
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
}
else
{

View File

@@ -19,7 +19,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input,
loadMedia();
// Inicializa variables
section.name = PROG_SECTION_INTRO;
section.name = SECTION_PROG_INTRO;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
@@ -181,7 +181,7 @@ void Intro::checkEvents()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
break;
}
}
@@ -192,7 +192,7 @@ void Intro::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))
@@ -213,8 +213,8 @@ void Intro::checkInput()
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE))
{
JA_StopMusic();
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
}
}
@@ -363,8 +363,8 @@ void Intro::updateScenes()
bitmaps[5]->setEnabled(false);
texts[8]->setEnabled(false);
JA_StopMusic();
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
}
break;
@@ -432,7 +432,7 @@ section_t Intro::run()
{
JA_PlayMusic(music, 0);
while (section.name == PROG_SECTION_INTRO)
while (section.name == SECTION_PROG_INTRO)
{
update();
checkEvents();

View File

@@ -19,7 +19,7 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
// Inicializa variables
counter = 0;
section.name = PROG_SECTION_LOGO;
section.name = SECTION_PROG_LOGO;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
@@ -40,7 +40,7 @@ void Logo::checkLogoEnd()
{
if (counter >= END_LOGO + 20)
{
section.name = PROG_SECTION_INTRO;
section.name = SECTION_PROG_INTRO;
section.subsection = 0;
}
}
@@ -54,7 +54,7 @@ void Logo::checkEvents()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = PROG_SECTION_QUIT;
section.name = SECTION_PROG_QUIT;
break;
}
}
@@ -65,7 +65,7 @@ void Logo::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))
@@ -85,8 +85,8 @@ void Logo::checkInput()
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE))
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
section.name = SECTION_PROG_TITLE;
section.subsection = SUBSECTION_TITLE_1;
}
}
@@ -148,7 +148,7 @@ section_t Logo::run()
{
JA_StopMusic();
while (section.name == PROG_SECTION_LOGO)
while (section.name == SECTION_PROG_LOGO)
{
update();
checkEvents();

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;
}