diff --git a/source/balloon.cpp b/source/balloon.cpp index 44a3f91..d0d7a15 100644 --- a/source/balloon.cpp +++ b/source/balloon.cpp @@ -2,7 +2,7 @@ #include "balloon.h" // Constructor -Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::vector *animation, SDL_Renderer *renderer) +Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector *animation, SDL_Renderer *renderer) { sprite = new AnimatedSprite(texture, renderer, "", animation); disable(); diff --git a/source/balloon.h b/source/balloon.h index 11f5807..bc93dd6 100644 --- a/source/balloon.h +++ b/source/balloon.h @@ -1,10 +1,10 @@ #pragma once #include -#include "common/utils.h" #include "common/animatedsprite.h" -#include +#include "common/utils.h" #include +#include #ifndef BALLOON_H #define BALLOON_H @@ -143,7 +143,7 @@ private: public: // Constructor - Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::vector *animation, SDL_Renderer *renderer); + Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector *animation, SDL_Renderer *renderer); // Destructor ~Balloon(); diff --git a/source/bullet.cpp b/source/bullet.cpp index 0fb500a..deaab39 100644 --- a/source/bullet.cpp +++ b/source/bullet.cpp @@ -2,7 +2,7 @@ #include "bullet.h" // Constructor -Bullet::Bullet(int x, int y, int kind, bool poweredUp, int owner, LTexture *texture, SDL_Renderer *renderer) +Bullet::Bullet(int x, int y, int kind, bool poweredUp, int owner, Texture *texture, SDL_Renderer *renderer) { sprite = new Sprite({x, y, 10, 10}, texture, renderer); diff --git a/source/bullet.h b/source/bullet.h index 9b4d825..c9beb1f 100644 --- a/source/bullet.h +++ b/source/bullet.h @@ -1,8 +1,8 @@ #pragma once #include -#include "common/utils.h" #include "common/sprite.h" +#include "common/utils.h" #ifndef BULLET_H #define BULLET_H @@ -39,7 +39,7 @@ private: public: // Constructor - Bullet(int x, int y, int kind, bool poweredUp, int owner, LTexture *texture, SDL_Renderer *renderer); + Bullet(int x, int y, int kind, bool poweredUp, int owner, Texture *texture, SDL_Renderer *renderer); // Destructor ~Bullet(); diff --git a/source/common/Makefile b/source/common/Makefile new file mode 100644 index 0000000..fc85bf8 --- /dev/null +++ b/source/common/Makefile @@ -0,0 +1,15 @@ +executable = jaildoctors_dilemma +source = source/*.cpp source/common/*.cpp + +windows: + @echo off + if not exist bin\ (mkdir bin) + g++ $(source) -std=c++11 -Wall -O2 -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o bin/$(executable).exe + strip -s -R .comment -R .gnu.version bin/$(executable).exe --strip-unneeded +macos: + mkdir -p bin + g++ $(source) -std=c++11 -Wall -O2 -lSDL2 -ffunction-sections -fdata-sections -o bin/$(executable)_macos +linux: + mkdir -p bin + g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o bin/$(executable)_linux + strip -s -R .comment -R .gnu.version bin/$(executable)_linux --strip-unneeded \ No newline at end of file diff --git a/source/common/animatedsprite.cpp b/source/common/animatedsprite.cpp index c51dda1..449ebd1 100644 --- a/source/common/animatedsprite.cpp +++ b/source/common/animatedsprite.cpp @@ -1,7 +1,7 @@ #include "animatedsprite.h" // Constructor -AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::string file, std::vector *buffer) +AnimatedSprite::AnimatedSprite(Texture *texture, SDL_Renderer *renderer, std::string file, std::vector *buffer) { // Copia los punteros setTexture(texture); diff --git a/source/common/animatedsprite.h b/source/common/animatedsprite.h index 1b6031f..2e93b7e 100644 --- a/source/common/animatedsprite.h +++ b/source/common/animatedsprite.h @@ -2,11 +2,11 @@ #include #include "movingsprite.h" -#include -#include -#include #include #include +#include +#include +#include #ifndef ANIMATEDSPRITE_H #define ANIMATEDSPRITE_H @@ -30,7 +30,7 @@ private: public: // Constructor - AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::vector *buffer = nullptr); + AnimatedSprite(Texture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::vector *buffer = nullptr); // Destructor ~AnimatedSprite(); diff --git a/source/common/menu.cpp b/source/common/menu.cpp index 57560ff..4d9a92d 100644 --- a/source/common/menu.cpp +++ b/source/common/menu.cpp @@ -1,4 +1,3 @@ -#include "../const.h" #include "menu.h" // Constructor diff --git a/source/common/menu.h b/source/common/menu.h index adc6b4b..5157187 100644 --- a/source/common/menu.h +++ b/source/common/menu.h @@ -1,15 +1,15 @@ #pragma once #include -#include -#include "sprite.h" -#include "text.h" #include "asset.h" #include "input.h" -#include "utils.h" #include "jail_audio.h" -#include +#include "sprite.h" +#include "text.h" +#include "utils.h" #include +#include +#include #ifndef MENU_H #define MENU_H diff --git a/source/common/movingsprite.cpp b/source/common/movingsprite.cpp index ed8cb14..8b48765 100644 --- a/source/common/movingsprite.cpp +++ b/source/common/movingsprite.cpp @@ -1,8 +1,7 @@ -#include "../const.h" #include "movingsprite.h" // Constructor -MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, LTexture *texture, SDL_Renderer *renderer) +MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, Texture *texture, SDL_Renderer *renderer) { // Copia los punteros this->texture = texture; @@ -51,11 +50,6 @@ MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vel currentFlip = SDL_FLIP_NONE; }; -// Destructor -MovingSprite::~MovingSprite() -{ -} - // Reinicia todas las variables void MovingSprite::clear() { diff --git a/source/common/movingsprite.h b/source/common/movingsprite.h index 22777a8..1362ad4 100644 --- a/source/common/movingsprite.h +++ b/source/common/movingsprite.h @@ -35,10 +35,7 @@ protected: public: // Constructor - MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr); - - // Destructor - ~MovingSprite(); + MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, Texture *texture = nullptr, SDL_Renderer *renderer = nullptr); // Mueve el sprite void move(); diff --git a/source/common/smartsprite.cpp b/source/common/smartsprite.cpp index 65e8f2c..5edea95 100644 --- a/source/common/smartsprite.cpp +++ b/source/common/smartsprite.cpp @@ -1,8 +1,7 @@ -#include "../const.h" #include "smartsprite.h" // Constructor -SmartSprite::SmartSprite(LTexture *texture, SDL_Renderer *renderer) +SmartSprite::SmartSprite(Texture *texture, SDL_Renderer *renderer) { // Copia punteros setTexture(texture); @@ -12,11 +11,6 @@ SmartSprite::SmartSprite(LTexture *texture, SDL_Renderer *renderer) init(); } -// Destructor -SmartSprite::~SmartSprite() -{ -} - // Inicializa el objeto void SmartSprite::init() { diff --git a/source/common/smartsprite.h b/source/common/smartsprite.h index 493c25e..4422a9d 100644 --- a/source/common/smartsprite.h +++ b/source/common/smartsprite.h @@ -12,7 +12,7 @@ class SmartSprite : public AnimatedSprite { private: - // VAriables + // Variables bool enabled; // Indica si esta habilitado bool onDestination; // Indica si está en el destino int destX; // Posicion de destino en el eje X @@ -28,10 +28,7 @@ private: public: // Constructor - SmartSprite(LTexture *texture, SDL_Renderer *renderer); - - // Destructor - ~SmartSprite(); + SmartSprite(Texture *texture, SDL_Renderer *renderer); // Inicializa el objeto void init(); diff --git a/source/common/sprite.cpp b/source/common/sprite.cpp index 24917ee..e912494 100644 --- a/source/common/sprite.cpp +++ b/source/common/sprite.cpp @@ -1,7 +1,7 @@ #include "sprite.h" // Constructor -Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *renderer) +Sprite::Sprite(int x, int y, int w, int h, Texture *texture, SDL_Renderer *renderer) { // Establece la posición X,Y del sprite this->x = x; @@ -24,7 +24,7 @@ Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *rend enabled = true; } -Sprite::Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer) +Sprite::Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer) { // Establece la posición X,Y del sprite x = rect.x; @@ -137,13 +137,13 @@ void Sprite::setSpriteClip(int x, int y, int w, int h) } // Obten el valor de la variable -LTexture *Sprite::getTexture() +Texture *Sprite::getTexture() { return texture; } // Establece el valor de la variable -void Sprite::setTexture(LTexture *texture) +void Sprite::setTexture(Texture *texture) { this->texture = texture; } diff --git a/source/common/sprite.h b/source/common/sprite.h index ba0265c..01c93e4 100644 --- a/source/common/sprite.h +++ b/source/common/sprite.h @@ -1,7 +1,7 @@ #pragma once #include -#include "ltexture.h" +#include "texture.h" #ifndef SPRITE_H #define SPRITE_H @@ -16,15 +16,15 @@ protected: int h; // Alto del sprite SDL_Renderer *renderer; // Puntero al renderizador de la ventana - LTexture *texture; // Textura donde estan todos los dibujos del sprite + Texture *texture; // Textura donde estan todos los dibujos del sprite SDL_Rect spriteClip; // Rectangulo de origen de la textura que se dibujará en pantalla bool enabled; // Indica si el sprite esta habilitado public: // Constructor - Sprite(int x = 0, int y = 0, int w = 0, int h = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr); - Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer); + Sprite(int x = 0, int y = 0, int w = 0, int h = 0, Texture *texture = nullptr, SDL_Renderer *renderer = nullptr); + Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer); // Destructor ~Sprite(); @@ -69,10 +69,10 @@ public: void setSpriteClip(int x, int y, int w, int h); // Obten el valor de la variable - LTexture *getTexture(); + Texture *getTexture(); // Establece el valor de la variable - void setTexture(LTexture *texture); + void setTexture(Texture *texture); // Obten el valor de la variable SDL_Renderer *getRenderer(); diff --git a/source/common/text.cpp b/source/common/text.cpp index d11381f..8ff51eb 100644 --- a/source/common/text.cpp +++ b/source/common/text.cpp @@ -10,7 +10,7 @@ Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer) initOffsetFromFile(textFile); // Crea los objetos - texture = new LTexture(renderer, bitmapFile); + texture = new Texture(renderer, bitmapFile); sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer); } diff --git a/source/common/text.h b/source/common/text.h index 3a6c987..df6b415 100644 --- a/source/common/text.h +++ b/source/common/text.h @@ -24,7 +24,7 @@ private: // Objetos y punteros Sprite *sprite; // Objeto con los graficos para el texto - LTexture *texture; // Textura con los bitmaps del texto + Texture *texture; // Textura con los bitmaps del texto // Variables int boxWidth; // Anchura de la caja de cada caracter en el png diff --git a/source/common/ltexture.cpp b/source/common/texture.cpp similarity index 82% rename from source/common/ltexture.cpp rename to source/common/texture.cpp index a68a153..980d853 100644 --- a/source/common/ltexture.cpp +++ b/source/common/texture.cpp @@ -1,10 +1,10 @@ -#include "ltexture.h" +#include "texture.h" #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" // Constructor -LTexture::LTexture(SDL_Renderer *renderer, std::string path) +Texture::Texture(SDL_Renderer *renderer, std::string path) { // Copia punteros this->renderer = renderer; @@ -23,14 +23,14 @@ LTexture::LTexture(SDL_Renderer *renderer, std::string path) } // Destructor -LTexture::~LTexture() +Texture::~Texture() { // Libera memoria unload(); } // Carga una imagen desde un fichero -bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer) +bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer) { const std::string filename = path.substr(path.find_last_of("\\/") + 1); int req_format = STBI_rgb_alpha; @@ -98,7 +98,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer) } // Crea una textura en blanco -bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access) +bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access) { // Crea una textura sin inicializar texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height); @@ -116,7 +116,7 @@ bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_Te } // Libera la memoria de la textura -void LTexture::unload() +void Texture::unload() { // Libera la textura si existe if (texture != nullptr) @@ -129,25 +129,25 @@ void LTexture::unload() } // Establece el color para la modulacion -void LTexture::setColor(Uint8 red, Uint8 green, Uint8 blue) +void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue) { SDL_SetTextureColorMod(texture, red, green, blue); } // Establece el blending -void LTexture::setBlendMode(SDL_BlendMode blending) +void Texture::setBlendMode(SDL_BlendMode blending) { SDL_SetTextureBlendMode(texture, blending); } // Establece el alpha para la modulación -void LTexture::setAlpha(Uint8 alpha) +void Texture::setAlpha(Uint8 alpha) { SDL_SetTextureAlphaMod(texture, alpha); } // Renderiza la textura en un punto específico -void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip) +void Texture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip) { // Establece el destino de renderizado en la pantalla SDL_Rect renderQuad = {x, y, width, height}; @@ -167,25 +167,25 @@ void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, floa } // Establece la textura como objetivo de renderizado -void LTexture::setAsRenderTarget(SDL_Renderer *renderer) +void Texture::setAsRenderTarget(SDL_Renderer *renderer) { SDL_SetRenderTarget(renderer, texture); } // Obtiene el ancho de la imagen -int LTexture::getWidth() +int Texture::getWidth() { return width; } // Obtiene el alto de la imagen -int LTexture::getHeight() +int Texture::getHeight() { return height; } // Recarga la textura -bool LTexture::reLoad() +bool Texture::reLoad() { return loadFromFile(path, renderer); } \ No newline at end of file diff --git a/source/common/ltexture.h b/source/common/texture.h similarity index 81% rename from source/common/ltexture.h rename to source/common/texture.h index cb065ce..52e8ce9 100644 --- a/source/common/ltexture.h +++ b/source/common/texture.h @@ -4,25 +4,27 @@ #include #include -#ifndef LTEXTURE_H -#define LTEXTURE_H +#ifndef TEXTURE_H +#define TEXTURE_H -// Clase LTexture -class LTexture +class Texture { private: + // Objetos y punteros SDL_Texture *texture; // La textura SDL_Renderer *renderer; // Renderizador donde dibujar la textura - int width; // Ancho de la imagen - int height; // Alto de la imagen - std::string path; // Ruta de la imagen de la textura + + // Variables + int width; // Ancho de la imagen + int height; // Alto de la imagen + std::string path; // Ruta de la imagen de la textura public: // Constructor - LTexture(SDL_Renderer *renderer, std::string path = ""); + Texture(SDL_Renderer *renderer, std::string path = ""); // Destructor - ~LTexture(); + ~Texture(); // Carga una imagen desde un fichero bool loadFromFile(std::string path, SDL_Renderer *renderer); diff --git a/source/common/utils.h b/source/common/utils.h index 602961a..f620e2d 100644 --- a/source/common/utils.h +++ b/source/common/utils.h @@ -1,7 +1,7 @@ #pragma once #include -#include "ltexture.h" +#include "texture.h" #include #include diff --git a/source/common/writer.cpp b/source/common/writer.cpp index e57707f..7035f32 100644 --- a/source/common/writer.cpp +++ b/source/common/writer.cpp @@ -1,4 +1,3 @@ -#include "../const.h" #include "writer.h" // Constructor @@ -22,11 +21,6 @@ Writer::Writer(Text *text) finished = false; } -// Destructor -Writer::~Writer() -{ -} - // Actualiza el objeto void Writer::update() { diff --git a/source/common/writer.h b/source/common/writer.h index 0d0beb3..4457cdf 100644 --- a/source/common/writer.h +++ b/source/common/writer.h @@ -32,9 +32,6 @@ public: // Constructor Writer(Text *text); - // Destructor - ~Writer(); - // Actualiza el objeto void update(); diff --git a/source/fade.h b/source/fade.h index 5a1fda5..d1890a3 100644 --- a/source/fade.h +++ b/source/fade.h @@ -1,7 +1,7 @@ #pragma once #include -#include "common/ltexture.h" +#include "common/texture.h" #ifndef FADE_H #define FADE_H diff --git a/source/game.cpp b/source/game.cpp index 8e5c917..2131ef0 100644 --- a/source/game.cpp +++ b/source/game.cpp @@ -391,80 +391,80 @@ void Game::loadMedia() loadDemoFile(); // Texturas - bulletTexture = new LTexture(renderer, asset->get("bullet.png")); - gameBuildingsTexture = new LTexture(renderer, asset->get("game_buildings.png")); - gameCloudsTexture = new LTexture(renderer, asset->get("game_clouds.png")); - gameGrassTexture = new LTexture(renderer, asset->get("game_grass.png")); - gamePowerMeterTexture = new LTexture(renderer, asset->get("game_power_meter.png")); - gameSkyColorsTexture = new LTexture(renderer, asset->get("game_sky_colors.png")); - gameTextTexture = new LTexture(renderer, asset->get("game_text.png")); - gameOverTexture = new LTexture(renderer, asset->get("menu_game_over.png")); - gameOverEndTexture = new LTexture(renderer, asset->get("menu_game_over_end.png")); + bulletTexture = new Texture(renderer, asset->get("bullet.png")); + gameBuildingsTexture = new Texture(renderer, asset->get("game_buildings.png")); + gameCloudsTexture = new Texture(renderer, asset->get("game_clouds.png")); + gameGrassTexture = new Texture(renderer, asset->get("game_grass.png")); + gamePowerMeterTexture = new Texture(renderer, asset->get("game_power_meter.png")); + gameSkyColorsTexture = new Texture(renderer, asset->get("game_sky_colors.png")); + gameTextTexture = new Texture(renderer, asset->get("game_text.png")); + gameOverTexture = new Texture(renderer, asset->get("menu_game_over.png")); + gameOverEndTexture = new Texture(renderer, asset->get("menu_game_over_end.png")); // Texturas - Globos - LTexture *balloon1Texture = new LTexture(renderer, asset->get("balloon1.png")); + Texture *balloon1Texture = new Texture(renderer, asset->get("balloon1.png")); balloonTextures.push_back(balloon1Texture); - LTexture *balloon2Texture = new LTexture(renderer, asset->get("balloon2.png")); + Texture *balloon2Texture = new Texture(renderer, asset->get("balloon2.png")); balloonTextures.push_back(balloon2Texture); - LTexture *balloon3Texture = new LTexture(renderer, asset->get("balloon3.png")); + Texture *balloon3Texture = new Texture(renderer, asset->get("balloon3.png")); balloonTextures.push_back(balloon3Texture); - LTexture *balloon4Texture = new LTexture(renderer, asset->get("balloon4.png")); + Texture *balloon4Texture = new Texture(renderer, asset->get("balloon4.png")); balloonTextures.push_back(balloon4Texture); // Texturas - Items - LTexture *item1 = new LTexture(renderer, asset->get("item_points1_disk.png")); + Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png")); itemTextures.push_back(item1); - LTexture *item2 = new LTexture(renderer, asset->get("item_points2_gavina.png")); + Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png")); itemTextures.push_back(item2); - LTexture *item3 = new LTexture(renderer, asset->get("item_points3_pacmar.png")); + Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png")); itemTextures.push_back(item3); - LTexture *item4 = new LTexture(renderer, asset->get("item_clock.png")); + Texture *item4 = new Texture(renderer, asset->get("item_clock.png")); itemTextures.push_back(item4); - LTexture *item5 = new LTexture(renderer, asset->get("item_coffee.png")); + Texture *item5 = new Texture(renderer, asset->get("item_coffee.png")); itemTextures.push_back(item5); - LTexture *item6 = new LTexture(renderer, asset->get("item_coffee_machine.png")); + Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png")); itemTextures.push_back(item6); // Texturas - Player1 - LTexture *player1Head = new LTexture(renderer, asset->get("player_bal1_head.png")); + Texture *player1Head = new Texture(renderer, asset->get("player_bal1_head.png")); player1Textures.push_back(player1Head); - LTexture *player1Body = new LTexture(renderer, asset->get("player_bal1_body.png")); + Texture *player1Body = new Texture(renderer, asset->get("player_bal1_body.png")); player1Textures.push_back(player1Body); - LTexture *player1Legs = new LTexture(renderer, asset->get("player_bal1_legs.png")); + Texture *player1Legs = new Texture(renderer, asset->get("player_bal1_legs.png")); player1Textures.push_back(player1Legs); - LTexture *player1Death = new LTexture(renderer, asset->get("player_bal1_death.png")); + Texture *player1Death = new Texture(renderer, asset->get("player_bal1_death.png")); player1Textures.push_back(player1Death); - LTexture *player1Fire = new LTexture(renderer, asset->get("player_bal1_fire.png")); + Texture *player1Fire = new Texture(renderer, asset->get("player_bal1_fire.png")); player1Textures.push_back(player1Fire); playerTextures.push_back(player1Textures); // Texturas - Player2 - LTexture *player2Head = new LTexture(renderer, asset->get("player_arounder_head.png")); + Texture *player2Head = new Texture(renderer, asset->get("player_arounder_head.png")); player2Textures.push_back(player2Head); - LTexture *player2Body = new LTexture(renderer, asset->get("player_arounder_body.png")); + Texture *player2Body = new Texture(renderer, asset->get("player_arounder_body.png")); player2Textures.push_back(player2Body); - LTexture *player2Legs = new LTexture(renderer, asset->get("player_arounder_legs.png")); + Texture *player2Legs = new Texture(renderer, asset->get("player_arounder_legs.png")); player2Textures.push_back(player2Legs); - LTexture *player2Death = new LTexture(renderer, asset->get("player_arounder_death.png")); + Texture *player2Death = new Texture(renderer, asset->get("player_arounder_death.png")); player2Textures.push_back(player2Death); - LTexture *player2Fire = new LTexture(renderer, asset->get("player_arounder_fire.png")); + Texture *player2Fire = new Texture(renderer, asset->get("player_arounder_fire.png")); player2Textures.push_back(player2Fire); playerTextures.push_back(player2Textures); diff --git a/source/game.h b/source/game.h index 5c883ad..17ce0c0 100644 --- a/source/game.h +++ b/source/game.h @@ -1,23 +1,23 @@ #pragma once #include -#include "common/asset.h" #include "balloon.h" #include "bullet.h" -#include "const.h" -#include "fade.h" +#include "common/asset.h" #include "common/input.h" -#include "item.h" #include "common/jail_audio.h" #include "common/menu.h" #include "common/movingsprite.h" -#include "player.h" #include "common/screen.h" #include "common/smartsprite.h" #include "common/sprite.h" #include "common/text.h" #include "common/utils.h" #include "common/writer.h" +#include "const.h" +#include "fade.h" +#include "item.h" +#include "player.h" #include #ifndef GAME_H @@ -127,21 +127,21 @@ private: std::vector items; // Vector con los items std::vector smartSprites; // Vector con los smartsprites - LTexture *bulletTexture; // Textura para las balas - std::vector itemTextures; // Vector con las texturas de los items - std::vector balloonTextures; // Vector con las texturas de los globos - std::vector player1Textures; // Vector con las texturas del jugador - std::vector player2Textures; // Vector con las texturas del jugador - std::vector> playerTextures; // Vector con todas las texturas de los jugadores; + Texture *bulletTexture; // Textura para las balas + std::vector itemTextures; // Vector con las texturas de los items + std::vector balloonTextures; // Vector con las texturas de los globos + std::vector player1Textures; // Vector con las texturas del jugador + std::vector player2Textures; // Vector con las texturas del jugador + std::vector> playerTextures; // Vector con todas las texturas de los jugadores; - LTexture *gameBuildingsTexture; // Textura con los edificios de fondo - LTexture *gameCloudsTexture; // Textura con las nubes de fondo - LTexture *gameGrassTexture; // Textura con la hierba del suelo - LTexture *gamePowerMeterTexture; // Textura con el marcador de poder de la fase - LTexture *gameSkyColorsTexture; // Textura con los diferentes colores de fondo del juego - LTexture *gameTextTexture; // Textura para los sprites con textos - LTexture *gameOverTexture; // Textura para la pantalla de game over - LTexture *gameOverEndTexture; // Textura para la pantalla de game over de acabar el juego + Texture *gameBuildingsTexture; // Textura con los edificios de fondo + Texture *gameCloudsTexture; // Textura con las nubes de fondo + Texture *gameGrassTexture; // Textura con la hierba del suelo + Texture *gamePowerMeterTexture; // Textura con el marcador de poder de la fase + Texture *gameSkyColorsTexture; // Textura con los diferentes colores de fondo del juego + Texture *gameTextTexture; // Textura para los sprites con textos + Texture *gameOverTexture; // Textura para la pantalla de game over + Texture *gameOverEndTexture; // Textura para la pantalla de game over de acabar el juego std::vector *> itemAnimations; // Vector con las animaciones de los items std::vector *> playerAnimations; // Vector con las animaciones del jugador diff --git a/source/instructions.cpp b/source/instructions.cpp index 55bef7e..7325e39 100644 --- a/source/instructions.cpp +++ b/source/instructions.cpp @@ -12,22 +12,22 @@ Instructions::Instructions(SDL_Renderer *renderer, Screen *screen, Asset *asset, this->lang = lang; // Reserva memoria para los punteros - LTexture *item1 = new LTexture(renderer, asset->get("item_points1_disk.png")); + Texture *item1 = new Texture(renderer, asset->get("item_points1_disk.png")); itemTextures.push_back(item1); - LTexture *item2 = new LTexture(renderer, asset->get("item_points2_gavina.png")); + Texture *item2 = new Texture(renderer, asset->get("item_points2_gavina.png")); itemTextures.push_back(item2); - LTexture *item3 = new LTexture(renderer, asset->get("item_points3_pacmar.png")); + Texture *item3 = new Texture(renderer, asset->get("item_points3_pacmar.png")); itemTextures.push_back(item3); - LTexture *item4 = new LTexture(renderer, asset->get("item_clock.png")); + Texture *item4 = new Texture(renderer, asset->get("item_clock.png")); itemTextures.push_back(item4); - LTexture *item5 = new LTexture(renderer, asset->get("item_coffee.png")); + Texture *item5 = new Texture(renderer, asset->get("item_coffee.png")); itemTextures.push_back(item5); - LTexture *item6 = new LTexture(renderer, asset->get("item_coffee_machine.png")); + Texture *item6 = new Texture(renderer, asset->get("item_coffee_machine.png")); itemTextures.push_back(item6); eventHandler = new SDL_Event(); diff --git a/source/instructions.h b/source/instructions.h index 0c5b7cf..bf01163 100644 --- a/source/instructions.h +++ b/source/instructions.h @@ -2,12 +2,12 @@ #include #include "common/asset.h" -#include "const.h" #include "common/jail_audio.h" #include "common/screen.h" #include "common/sprite.h" #include "common/text.h" #include "common/utils.h" +#include "const.h" #ifndef INSTRUCTIONS_H #define INSTRUCTIONS_H @@ -25,7 +25,7 @@ private: // Objetos y punteros SDL_Renderer *renderer; // El renderizador de la ventana Screen *screen; // Objeto encargado de dibujar en pantalla - std::vector itemTextures; // Vector con las texturas de los items + std::vector itemTextures; // Vector con las texturas de los items SDL_Event *eventHandler; // Manejador de eventos SDL_Texture *backbuffer; // Textura para usar como backbuffer Sprite *sprite; // Sprite con la textura de las instrucciones diff --git a/source/intro.cpp b/source/intro.cpp index 738076f..119829d 100644 --- a/source/intro.cpp +++ b/source/intro.cpp @@ -11,7 +11,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang) // Reserva memoria para los objetos eventHandler = new SDL_Event(); - texture = new LTexture(renderer, asset->get("intro.png")); + texture = new Texture(renderer, asset->get("intro.png")); text = new Text(asset->get("nokia.png"), asset->get("nokia.txt"), renderer); // Carga los recursos diff --git a/source/intro.h b/source/intro.h index 2145531..fa3d105 100644 --- a/source/intro.h +++ b/source/intro.h @@ -2,12 +2,12 @@ #include #include "common/asset.h" -#include "const.h" #include "common/jail_audio.h" #include "common/screen.h" #include "common/smartsprite.h" #include "common/utils.h" #include "common/writer.h" +#include "const.h" #include #ifndef INTRO_H @@ -20,7 +20,7 @@ private: // Objetos y punteros SDL_Renderer *renderer; // El renderizador de la ventana Screen *screen; // Objeto encargado de dibujar en pantalla - LTexture *texture; // Textura con los graficos + Texture *texture; // Textura con los graficos SDL_Event *eventHandler; // Manejador de eventos Asset *asset; // Objeto que gestiona todos los ficheros de recursos Lang *lang; // Objeto para gestionar los textos en diferentes idiomas diff --git a/source/item.cpp b/source/item.cpp index a6a468c..5c2007b 100644 --- a/source/item.cpp +++ b/source/item.cpp @@ -2,7 +2,7 @@ #include "item.h" // Constructor -Item::Item(Uint8 kind, float x, float y, LTexture *texture, std::vector *animation, SDL_Renderer *renderer) +Item::Item(Uint8 kind, float x, float y, Texture *texture, std::vector *animation, SDL_Renderer *renderer) { sprite = new AnimatedSprite(texture, renderer, "", animation); diff --git a/source/item.h b/source/item.h index 460c7bf..925f474 100644 --- a/source/item.h +++ b/source/item.h @@ -45,7 +45,7 @@ public: Uint16 timeToLive; // Temporizador con el tiempo que el objeto está presente // Constructor - Item(Uint8 kind, float x, float y, LTexture *texture, std::vector *animation, SDL_Renderer *renderer); + Item(Uint8 kind, float x, float y, Texture *texture, std::vector *animation, SDL_Renderer *renderer); // Destructor ~Item(); diff --git a/source/logo.cpp b/source/logo.cpp index 5a25504..d7caa4f 100644 --- a/source/logo.cpp +++ b/source/logo.cpp @@ -13,7 +13,7 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset) // Reserva memoria para los punteros eventHandler = new SDL_Event(); - texture = new LTexture(renderer, asset->get("logo.png")); + texture = new Texture(renderer, asset->get("logo.png")); sprite = new Sprite(14, 75, 226, 44, texture, renderer); // Inicializa variables diff --git a/source/logo.h b/source/logo.h index 98045bf..b20753e 100644 --- a/source/logo.h +++ b/source/logo.h @@ -2,11 +2,11 @@ #include #include "common/asset.h" -#include "const.h" #include "common/jail_audio.h" #include "common/screen.h" #include "common/sprite.h" #include "common/utils.h" +#include "const.h" #ifndef LOGO_H #define LOGO_H @@ -19,7 +19,7 @@ private: SDL_Renderer *renderer; // El renderizador de la ventana Screen *screen; // Objeto encargado de dibujar en pantalla Asset *asset; // Objeto que gestiona todos los ficheros de recursos - LTexture *texture; // Textura con los graficos + Texture *texture; // Textura con los graficos SDL_Event *eventHandler; // Manejador de eventos Sprite *sprite; // Sprite con la textura del logo diff --git a/source/player.cpp b/source/player.cpp index 6c50d13..bb58c57 100644 --- a/source/player.cpp +++ b/source/player.cpp @@ -2,7 +2,7 @@ #include "player.h" // Constructor -Player::Player(float x, int y, SDL_Renderer *renderer, std::vector texture, std::vector *> animations) +Player::Player(float x, int y, SDL_Renderer *renderer, std::vector texture, std::vector *> animations) { // Copia los punteros this->renderer = renderer; @@ -578,7 +578,7 @@ void Player::shiftColliders() } // Obtiene el puntero a la textura con los gráficos de la animación de morir -LTexture *Player::getDeadTexture() +Texture *Player::getDeadTexture() { return deathSprite->getTexture(); ; @@ -617,7 +617,7 @@ void Player::updatePowerUpHeadOffset() } // Pone las texturas del jugador -void Player::setPlayerTextures(std::vector texture) +void Player::setPlayerTextures(std::vector texture) { headSprite->setTexture(texture.at(0)); bodySprite->setTexture(texture.at(1)); diff --git a/source/player.h b/source/player.h index 8b5ec44..5090695 100644 --- a/source/player.h +++ b/source/player.h @@ -1,11 +1,11 @@ #pragma once #include -#include "common/utils.h" -#include "common/input.h" -#include "common/asset.h" -#include "common/ltexture.h" #include "common/animatedsprite.h" +#include "common/asset.h" +#include "common/input.h" +#include "common/texture.h" +#include "common/utils.h" #ifndef PLAYER_H #define PLAYER_H @@ -83,7 +83,7 @@ private: public: // Constructor - Player(float x, int y, SDL_Renderer *renderer, std::vector texture, std::vector *> animations); + Player(float x, int y, SDL_Renderer *renderer, std::vector texture, std::vector *> animations); // Destructor ~Player(); @@ -98,7 +98,7 @@ public: void render(); // Pone las texturas del jugador - void setPlayerTextures(std::vector texture); + void setPlayerTextures(std::vector texture); // Actua en consecuencia de la entrada recibida void setInput(Uint8 input); @@ -212,7 +212,7 @@ public: circle_t &getCollider(); // Obtiene el puntero a la textura con los gráficos de la animación de morir - LTexture *getDeadTexture(); + Texture *getDeadTexture(); // Obtiene el valor de la variable Uint16 getDeathCounter(); diff --git a/source/title.cpp b/source/title.cpp index c8ae9cc..39cbfdd 100644 --- a/source/title.cpp +++ b/source/title.cpp @@ -17,10 +17,10 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset, eventHandler = new SDL_Event(); fade = new Fade(renderer); - dustTexture = new LTexture(renderer, asset->get("title_dust.png")); - coffeeTexture = new LTexture(renderer, asset->get("title_coffee.png")); - crisisTexture = new LTexture(renderer, asset->get("title_crisis.png")); - gradientTexture = new LTexture(renderer, asset->get("title_gradient.png")); + dustTexture = new Texture(renderer, asset->get("title_dust.png")); + coffeeTexture = new Texture(renderer, asset->get("title_coffee.png")); + crisisTexture = new Texture(renderer, asset->get("title_crisis.png")); + gradientTexture = new Texture(renderer, asset->get("title_gradient.png")); coffeeBitmap = new SmartSprite(coffeeTexture, renderer); crisisBitmap = new SmartSprite(crisisTexture, renderer); @@ -1030,7 +1030,7 @@ void Title::createTiledBackground() } // Crea los objetos para pintar en la textura de fondo - LTexture *bgTileTexture = new LTexture(renderer, asset->get("title_bg_tile.png")); + Texture *bgTileTexture = new Texture(renderer, asset->get("title_bg_tile.png")); Sprite *tile = new Sprite({0, 0, 64, 64}, bgTileTexture, renderer); // Prepara para dibujar sobre la textura diff --git a/source/title.h b/source/title.h index dd53693..3f63c6d 100644 --- a/source/title.h +++ b/source/title.h @@ -51,10 +51,10 @@ private: Game *demoGame; // Objeto para lanzar la demo del juego SDL_Event *eventHandler; // Manejador de eventos - LTexture *dustTexture; // Textura con los graficos del polvo - LTexture *coffeeTexture; // Textura con los graficos de la palabra coffee - LTexture *crisisTexture; // Textura con los graficos de la plabra crisis - LTexture *gradientTexture; // Textura con los graficos para el degradado del fondo del titulo + Texture *dustTexture; // Textura con los graficos del polvo + Texture *coffeeTexture; // Textura con los graficos de la palabra coffee + Texture *crisisTexture; // Textura con los graficos de la plabra crisis + Texture *gradientTexture; // Textura con los graficos para el degradado del fondo del titulo SDL_Rect backgroundWindow; // Ventana visible para la textura de fondo del titulo SDL_Texture *background; // Textura dibujar el fondo del titulo