Ya va pasando del titulo a las instrucciones, a la demo, etc..

This commit is contained in:
2022-10-06 10:31:48 +02:00
parent 83103ddfea
commit 50d2a5d1c7
6 changed files with 420 additions and 384 deletions

View File

@@ -50,7 +50,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset,
ticks = 0;
ticksSpeed = 15;
fade->init(0x17, 0x17, 0x26);
demo = false;
demo = true;
// Pone valores por defecto a las opciones de control
options->input.clear();
@@ -235,7 +235,7 @@ void Title::update()
dustBitmapL->update();
step++;
if (step == 33)
{
section.subsection = TITLE_SECTION_3;
@@ -246,190 +246,214 @@ void Title::update()
// Sección 3 - La pantalla de titulo con el menú y la música
case TITLE_SECTION_3:
{
// Reproduce la música
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{
JA_PlayMusic(titleMusic);
}
dustBitmapR->update();
dustBitmapL->update();
// Actualiza la lógica del titulo
fade->update();
if (fade->hasEnded())
{
switch (postFade)
if (counter > 0)
{ // Reproduce la música
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{
case 0: // 1 PLAYER
section.name = PROG_SECTION_GAME;
section.subsection = GAME_SECTION_PLAY_1P;
JA_StopMusic();
break;
JA_PlayMusic(titleMusic);
}
case 1: // 2 PLAYERS
section.name = PROG_SECTION_GAME;
section.subsection = GAME_SECTION_PLAY_2P;
JA_StopMusic();
break;
dustBitmapR->update();
dustBitmapL->update();
case 2: // QUIT
section.name = PROG_SECTION_QUIT;
JA_StopMusic();
break;
// Actualiza la lógica del titulo
fade->update();
case 3: // TIME OUT
if (fade->hasEnded())
{
switch (postFade)
{
case 0: // 1 PLAYER
section.name = PROG_SECTION_GAME;
section.subsection = GAME_SECTION_PLAY_1P;
JA_StopMusic();
break;
case 1: // 2 PLAYERS
section.name = PROG_SECTION_GAME;
section.subsection = GAME_SECTION_PLAY_2P;
JA_StopMusic();
break;
case 2: // QUIT
section.name = PROG_SECTION_QUIT;
JA_StopMusic();
break;
case 3: // TIME OUT
counter = TITLE_COUNTER;
menu.active->reset();
if (demo)
{
runDemoGame();
runInstructions(m_auto);
}
else
section.name = PROG_SECTION_LOGO;
break;
default:
break;
}
}
// Actualiza el tileado de fondo
updateBG();
// Comprueba las entradas para el menu
if (menuVisible == true)
{
menu.active->update();
}
// Comprueba si se ha seleccionado algún item del menú
if (menu.active->getName() == "TITLE")
{
switch (menu.active->getItemSelected())
{
case 0: // 1 PLAYER
postFade = 0;
fade->activateFade();
break;
case 1: // 2 PLAYERS
postFade = 1;
fade->activateFade();
break;
case 2: // OPTIONS
menu.active = menu.options;
optionsPrevious = *options;
break;
case 3: // QUIT
postFade = 2;
fade->activateFade();
break;
default:
break;
}
}
// Comprueba si se ha seleccionado algún item de opciones
if (menu.active->getName() == "OPTIONS")
{
switch (menu.active->getItemSelected())
{
case 0: // Difficulty
if (options->difficulty == DIFFICULTY_EASY)
options->difficulty = DIFFICULTY_NORMAL;
else if (options->difficulty == DIFFICULTY_NORMAL)
options->difficulty = DIFFICULTY_HARD;
else
options->difficulty = DIFFICULTY_EASY;
updateMenuLabels();
break;
case 1: // PLAYER 1 CONTROLS
updatePlayerInputs(0);
updateMenuLabels();
break;
case 3: // PLAYER 2 CONTROLS
updatePlayerInputs(1);
updateMenuLabels();
break;
case 5: // Language
options->language++;
if (options->language == 3)
options->language = 0;
updateMenuLabels();
break;
case 6: // Display mode
switchFullScreenModeVar();
if (options->fullScreenMode != 0)
{
menu.options->setSelectable(8, false);
menu.options->setGreyed(8, true);
}
else
{
menu.options->setSelectable(8, true);
menu.options->setGreyed(8, false);
}
updateMenuLabels();
break;
case 8: // Windows size
options->windowSize++;
if (options->windowSize == 5)
options->windowSize = 1;
updateMenuLabels();
break;
case 9: // FILTER
if (options->filter == FILTER_LINEAL)
options->filter = FILTER_NEAREST;
else
options->filter = FILTER_LINEAL;
updateMenuLabels();
break;
case 10: // VSYNC
if (options->vSync)
options->vSync = false;
else
options->vSync = true;
updateMenuLabels();
break;
case 11: // HOW TO PLAY
runInstructions(m_manual);
break;
case 12: // ACCEPT
applyOptions();
menu.active->reset();
menu.active = menu.title;
break;
case 13: // CANCEL
options = &optionsPrevious;
updateMenuLabels();
menu.active->reset();
menu.active = menu.title;
break;
default:
break;
}
}
if (menu.active->getName() == "TITLE")
{
counter--;
}
}
else if (counter == 0)
{
if (demo)
{
runDemoGame();
runInstructions(m_auto);
demo = false;
counter = TITLE_COUNTER;
menu.active->reset();
if (demo)
{
runDemoGame();
runInstructions(INSTRUCTIONS_MODE_AUTO);
}
else
section.name = PROG_SECTION_LOGO;
break;
default:
break;
}
}
// Actualiza el tileado de fondo
updateBG();
// Comprueba las entradas para el menu
if (menuVisible == true)
{
menu.active->update();
}
// Comprueba si se ha seleccionado algún item del menú
if (menu.active->getName() == "TITLE")
{
switch (menu.active->getItemSelected())
else
{
case 0: // 1 PLAYER
postFade = 0;
fade->activateFade();
break;
case 1: // 2 PLAYERS
postFade = 1;
fade->activateFade();
break;
case 2: // OPTIONS
menu.active = menu.options;
optionsPrevious = *options;
break;
case 3: // QUIT
postFade = 2;
fade->activateFade();
break;
default:
break;
section.name = PROG_SECTION_LOGO;
}
}
// Comprueba si se ha seleccionado algún item de opciones
if (menu.active->getName() == "OPTIONS")
// Sección Instrucciones
if (section.subsection == TITLE_SECTION_INSTRUCTIONS)
{
switch (menu.active->getItemSelected())
{
case 0: // Difficulty
if (options->difficulty == DIFFICULTY_EASY)
options->difficulty = DIFFICULTY_NORMAL;
else if (options->difficulty == DIFFICULTY_NORMAL)
options->difficulty = DIFFICULTY_HARD;
else
options->difficulty = DIFFICULTY_EASY;
updateMenuLabels();
break;
case 1: // PLAYER 1 CONTROLS
updatePlayerInputs(0);
updateMenuLabels();
break;
case 3: // PLAYER 2 CONTROLS
updatePlayerInputs(1);
updateMenuLabels();
break;
case 5: // Language
options->language++;
if (options->language == 3)
options->language = 0;
updateMenuLabels();
break;
case 6: // Display mode
switchFullScreenModeVar();
if (options->fullScreenMode != 0)
{
menu.options->setSelectable(8, false);
menu.options->setGreyed(8, true);
}
else
{
menu.options->setSelectable(8, true);
menu.options->setGreyed(8, false);
}
updateMenuLabels();
break;
case 8: // Windows size
options->windowSize++;
if (options->windowSize == 5)
options->windowSize = 1;
updateMenuLabels();
break;
case 9: // FILTER
if (options->filter == FILTER_LINEAL)
options->filter = FILTER_NEAREST;
else
options->filter = FILTER_LINEAL;
updateMenuLabels();
break;
case 10: // VSYNC
if (options->vSync)
options->vSync = false;
else
options->vSync = true;
updateMenuLabels();
break;
case 11: // HOW TO PLAY
runInstructions(INSTRUCTIONS_MODE_MANUAL);
break;
case 12: // ACCEPT
applyOptions();
menu.active->reset();
menu.active = menu.title;
break;
case 13: // CANCEL
options = &optionsPrevious;
updateMenuLabels();
menu.active->reset();
menu.active = menu.title;
break;
default:
break;
}
}
if (menu.active->getName() == "TITLE")
{
counter--;
runInstructions(m_auto);
counter = TITLE_COUNTER;
demo = true;
}
}
@@ -821,20 +845,13 @@ section_t Title::run()
{
update();
render();
// Sección 3 - La pantalla de titulo con el menú y la música
// Sección Instrucciones
// if (section.subsection == TITLE_SECTION_INSTRUCTIONS)
//{
// runInstructions(INSTRUCTIONS_MODE_AUTO);
//}
}
return section;
}
// Ejecuta la parte donde se muestran las instrucciones
void Title::runInstructions(Uint8 mode)
void Title::runInstructions(mode_e mode)
{
instructions = new Instructions(renderer, screen, asset, lang);
instructions->run(mode);