This commit is contained in:
2021-09-01 16:54:41 +02:00
11 changed files with 196 additions and 53 deletions

View File

@@ -151,4 +151,8 @@ DESACTIVADA
## 75 - MENU DE OPCIONES
ENDAVANT!
## 76 - JUEGO
1.000.000 DE PUNTS!
1.000.000 DE PUNTS!
## 77 - PANTALLA DE GAME OVER
PUNTS J1:
## 78 - PANTALLA DE GAME OVER
PUNTS J2:

View File

@@ -149,6 +149,10 @@ ON
## 74 - MENU DE OPCIONES
OFF
## 75 - JUEGO
GET READY!
Get Ready!
## 76 - JUEGO
1.000.000 POINTS!
1.000.000 POINTS!
## 77 - PANTALLA DE GAME OVER
PLAYER1 SCORE:
## 78 - PANTALLA DE GAME OVER
PLAYER2 SCORE:

View File

@@ -151,4 +151,8 @@ DESACTIVADA
## 75 - MENU DE OPCIONES
ADELANTE!
## 76 - JUEGO
1.000.000 DE PUNTOS!
1.000.000 DE PUNTOS!
## 77 - PANTALLA DE GAME OVER
PUNTUACION J1:
## 78 - PANTALLA DE GAME OVER
PUNTUACION J2:

View File

@@ -257,7 +257,9 @@ void Director::setFileList()
mFileList[27] = mExecutablePath + "/" + "../media/font/8bithud.png";
mFileList[46] = mExecutablePath + "/" + "../media/font/8bithud.txt";
mFileList[28] = mExecutablePath + "/" + "../media/font/nokia.png";
mFileList[54] = mExecutablePath + "/" + "../media/font/nokia_big.png";
mFileList[52] = mExecutablePath + "/" + "../media/font/nokia.txt";
mFileList[55] = mExecutablePath + "/" + "../media/font/nokia_big.txt";
mFileList[29] = mExecutablePath + "/" + "../media/font/smb2_big.png";
mFileList[47] = mExecutablePath + "/" + "../media/font/smb2_big.txt";
mFileList[30] = mExecutablePath + "/" + "../media/font/smb2.png";
@@ -371,8 +373,8 @@ bool Director::loadConfigFile()
SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1);
SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
SDL_RWwrite(file, &mOptions->input[0], sizeof(mOptions->input[0]), 1);
SDL_RWwrite(file, &mOptions->input[1], sizeof(mOptions->input[1]), 1);
SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1);
SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);
@@ -394,8 +396,8 @@ bool Director::loadConfigFile()
SDL_RWread(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
SDL_RWread(file, &mOptions->language, sizeof(mOptions->language), 1);
SDL_RWread(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
SDL_RWread(file, &mOptions->input[0], sizeof(mOptions->input[0]), 1);
SDL_RWread(file, &mOptions->input[1], sizeof(mOptions->input[1]), 1);
SDL_RWread(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
SDL_RWread(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
SDL_RWread(file, &mOptions->filter, sizeof(mOptions->filter), 1);
SDL_RWread(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);
@@ -435,8 +437,8 @@ bool Director::saveConfigFile()
SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1);
SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
SDL_RWwrite(file, &mOptions->input[0], sizeof(mOptions->input[0]), 1);
SDL_RWwrite(file, &mOptions->input[1], sizeof(mOptions->input[1]), 1);
SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1);
SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);

View File

@@ -50,10 +50,14 @@ Game::Game(int numPlayers, SDL_Renderer *renderer, std::string *filelist, Lang *
mTextureText = new LTexture();
mTextureTextScoreBoard = new LTexture();
mTextureTextBig = new LTexture();
mTextureTextNokia = new LTexture();
mTextureTextNokiaBig = new LTexture();
mText = new Text(mFileList[48], mTextureText, mRenderer);
mTextScoreBoard = new Text(mFileList[46], mTextureTextScoreBoard, mRenderer);
mTextBig = new Text(mFileList[47], mTextureTextBig, mRenderer);
mTextNokia = new Text(mFileList[52], mTextureTextNokia, mRenderer);
mTextNokiaBig = new Text(mFileList[55], mTextureTextNokiaBig, mRenderer);
mMenuGameOver = new Menu(mRenderer, mText, mInput, mFileList);
mMenuPause = new Menu(mRenderer, mText, mInput, mFileList);
@@ -190,14 +194,28 @@ Game::~Game()
delete mTextureTextBig;
mTextureTextBig = nullptr;
mTextureTextNokia->unload();
delete mTextureTextNokia;
mTextureTextNokia = nullptr;
mTextureTextNokiaBig->unload();
delete mTextureTextNokiaBig;
mTextureTextNokiaBig = nullptr;
delete mText;
mText = nullptr;
delete mTextBig;
mTextBig = nullptr;
delete mTextScoreBoard;
mTextScoreBoard = nullptr;
delete mTextureTextBig;
mTextureTextBig = nullptr;
delete mTextNokia;
mTextNokia = nullptr;
delete mTextNokiaBig;
mTextNokiaBig = nullptr;
delete mMenuGameOver;
mMenuGameOver = nullptr;
@@ -523,6 +541,8 @@ bool Game::loadMedia()
success &= loadTextureFromFile(mTextureText, mFileList[30], mRenderer);
success &= loadTextureFromFile(mTextureTextScoreBoard, mFileList[27], mRenderer);
success &= loadTextureFromFile(mTextureTextBig, mFileList[29], mRenderer);
success &= loadTextureFromFile(mTextureTextNokia, mFileList[28], mRenderer);
success &= loadTextureFromFile(mTextureTextNokiaBig, mFileList[54], mRenderer);
success &= loadTextureFromFile(mTexturePlayer1Legs, mFileList[39], mRenderer);
success &= loadTextureFromFile(mTexturePlayer1Head, mFileList[41], mRenderer);
@@ -2065,8 +2085,8 @@ void Game::destroyBalloon(Uint8 index)
}
// Otorga los puntos correspondientes al globo
mPlayer[0]->addScore(Uint32(score * mPlayer[0]->getScoreMultiplier() * mDifficultyScoreMultiplier));
//setScore(mPlayer[0]->getScore());
for (int i = 0; i < mNumPlayers; i++)
mPlayer[i]->addScore(Uint32(score * mPlayer[i]->getScoreMultiplier() * mDifficultyScoreMultiplier));
updateHiScore();
// Aumenta el poder de la fase
@@ -2259,7 +2279,7 @@ void Game::moveBullets()
for (int i = 0; i < MAX_BULLETS; i++)
if (mBullet[i]->isActive())
if (mBullet[i]->move() == MSG_BULLET_OUT)
mPlayer[0]->decScoreMultiplier();
mPlayer[mBullet[i]->getOwner()]->decScoreMultiplier();
}
// Pinta las balas activas
@@ -2861,7 +2881,7 @@ void Game::checkGameInput()
if (mPlayer[i]->isAlive())
{
// Input a la izquierda
if (mInput->checkInput(INPUT_LEFT, REPEAT_TRUE, mOptions->input[i].deviceType))
if (mInput->checkInput(INPUT_LEFT, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
{
mPlayer[i]->setInput(INPUT_LEFT);
mDemo.keys.left = 1;
@@ -2869,7 +2889,7 @@ void Game::checkGameInput()
else
{
// Input a la derecha
if (mInput->checkInput(INPUT_RIGHT, REPEAT_TRUE, mOptions->input[i].deviceType))
if (mInput->checkInput(INPUT_RIGHT, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
{
mPlayer[i]->setInput(INPUT_RIGHT);
mDemo.keys.right = 1;
@@ -2882,7 +2902,7 @@ void Game::checkGameInput()
}
}
// Comprueba el input de disparar al centro
if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_TRUE, mOptions->input[i].deviceType))
if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
{
if (mPlayer[i]->canFire())
{
@@ -2898,7 +2918,7 @@ void Game::checkGameInput()
}
// Comprueba el input de disparar a la izquierda
if (mInput->checkInput(INPUT_BUTTON_1, REPEAT_TRUE, mOptions->input[i].deviceType))
if (mInput->checkInput(INPUT_BUTTON_1, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
{
if (mPlayer[i]->canFire())
{
@@ -2914,7 +2934,7 @@ void Game::checkGameInput()
}
// Comprueba el input de disparar a la derecha
if (mInput->checkInput(INPUT_BUTTON_3, REPEAT_TRUE, mOptions->input[i].deviceType))
if (mInput->checkInput(INPUT_BUTTON_3, REPEAT_TRUE, mOptions->input[i].deviceType, mOptions->input[i].id))
{
if (mPlayer[i]->canFire())
{
@@ -2930,7 +2950,7 @@ void Game::checkGameInput()
}
// Comprueba el input de pausa
if (mInput->checkInput(INPUT_CANCEL, REPEAT_FALSE, mOptions->input[i].deviceType))
if (mInput->checkInput(INPUT_CANCEL, REPEAT_FALSE, mOptions->input[i].deviceType, mOptions->input[i].id))
{
mSection.subsection = GAME_SECTION_PAUSE;
@@ -2961,7 +2981,8 @@ void Game::renderMessages()
//mSpriteGetReady->render();
const color_t color = {0x17, 0x17, 0x26};
//mTextBig->writeShadowed((int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), color, 2);
mTextBig->writeDX(TXT_STROKE, (int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), 1, noColor, 1, shdwTxtColor);
//mTextBig->writeDX(TXT_STROKE, (int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), 1, noColor, 1, shdwTxtColor);
mTextNokiaBig->write((int)mGetReadyBitmapPath[mCounter], PLAY_AREA_CENTER_Y - 8, mLang->getText(75), -4);
}
// Time Stopped
@@ -3273,7 +3294,7 @@ void Game::runGameOverScreen()
{
// Guarda los puntos
saveScoreFile();
// Reinicia el menu
mMenuGameOver->reset();
@@ -3330,8 +3351,17 @@ void Game::runGameOverScreen()
SDL_RenderClear(mRenderer);
// Dibuja los objetos
mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), mLang->getText(43));
mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(mPlayer[0]->getScore()));
if (mNumPlayers == 1)
{
mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 4), mLang->getText(43));
mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - (BLOCK * 1), mLang->getText(44) + std::to_string(mPlayer[0]->getScore()));
}
else
{
mTextBig->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 36, mLang->getText(43));
mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y - 12, mLang->getText(77) + std::to_string(mPlayer[0]->getScore()));
mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y, mLang->getText(78) + std::to_string(mPlayer[1]->getScore()));
}
mText->writeCentered(PLAY_AREA_CENTER_X, PLAY_AREA_CENTER_Y + BLOCK * 2, mLang->getText(45));
mMenuGameOver->render();
mFade->render();
@@ -3427,7 +3457,7 @@ void Game::initPaths()
}
// Letrero de GetReady
const int size = mTextBig->lenght(mLang->getText(75));
const int size = mTextBig->lenght(mLang->getText(75), -4);
const float start1 = PLAY_AREA_LEFT - size;
const float finish1 = PLAY_AREA_CENTER_X - (size / 2);
@@ -3470,6 +3500,7 @@ void Game::updateGameCompleted()
// Actualiza las variables de ayuda
void Game::updateHelper()
{
// El ayudante solo funciona para un jugador
// Solo ofrece ayuda cuando la amenaza o la velocidad es elevada
if (mMenaceCurrent > 15)
{

View File

@@ -108,10 +108,14 @@ private:
LTexture *mTextureText; // Textura para el texto del juego
LTexture *mTextureTextScoreBoard; // Textura para el texto del marcador
LTexture *mTextureTextBig; // Textura para el texto grande
LTexture *mTextureTextNokia; // Textura para la fuente de texto Nokia
LTexture *mTextureTextNokiaBig; // Textura para la fuente de texto Nokia grande
Text *mText; // Fuente para los textos del juego
Text *mTextScoreBoard; // Fuente para el marcador del juego
Text *mTextBig; // Fuente de texto grande
Text *mTextScoreBoard; // Fuente para el marcador del juego
Text *mTextNokia; // Otra fuente de texto para mesajes
Text *mTextNokiaBig; // Y la versión en grande
Menu *mMenuGameOver; // Menú de la pantalla de game over
Menu *mMenuPause; // Menú de la pantalla de pausa

View File

@@ -4,8 +4,6 @@
// Contestar cuantos joystics ha detectado
// Preguntarlepor los joystics que ha encontrado para ir poniendolos en la variable de opciones
// Constructor
Input::Input(std::string file)
{
@@ -202,4 +200,10 @@ std::string Input::getControllerName(int index)
return mControllerNames[index];
else
return "";
}
// Obten el numero de mandos conectados
int Input::getNumControllers()
{
return mNumGamepads;
}

View File

@@ -77,6 +77,9 @@ public:
// Comprueba si hay algun mando conectado
bool gameControllerFound();
// Obten el numero de mandos conectados
int getNumControllers();
// Obten el nombre de un mando de juego
std::string getControllerName(int index);
};

View File

@@ -4,6 +4,9 @@
#include <dirent.h>
#endif
# define INIT_FADE 100
# define END_LOGO 200
// Constructor
Logo::Logo(SDL_Renderer *renderer, std::string *fileList)
{
@@ -71,6 +74,7 @@ section_t Logo::run()
{
init();
const SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
const int fadeLenght = END_LOGO - INIT_FADE;
while (mSection.name == PROG_SECTION_LOGO)
{
@@ -92,9 +96,6 @@ section_t Logo::run()
}
}
// Cambia el destino donde se pinta todo
//SDL_SetRenderTarget(mRenderer, mBackbuffer);
// Limpia el destino
SDL_SetRenderDrawColor(mRenderer, bgColor.r, bgColor.g, bgColor.b, 255);
SDL_RenderClear(mRenderer);
@@ -103,22 +104,16 @@ section_t Logo::run()
mSprite->render();
// Dibuja el fade
if (mCounter >= 200)
if (mCounter >= INIT_FADE)
{
Uint16 alpha = mCounter - 200;
Uint16 alpha = (255 * (mCounter - INIT_FADE)) / fadeLenght;
if (alpha < 256)
SDL_SetRenderDrawColor(mRenderer, bgColor.r, bgColor.g, bgColor.b, alpha);
else
SDL_SetRenderDrawColor(mRenderer, bgColor.r, bgColor.g, bgColor.b, 255); // alpha - 0 trans, 255 opaco
SDL_SetRenderDrawColor(mRenderer, bgColor.r, bgColor.g, bgColor.b, 255);
SDL_RenderFillRect(mRenderer, &rect);
}
// Vuelve a usar el renderizador como destino
//SDL_SetRenderTarget(mRenderer, NULL);
// Copia el backbufer al renderizador
//SDL_RenderCopy(mRenderer, mBackbuffer, NULL, NULL);
// Actualiza la pantalla
SDL_RenderPresent(mRenderer);
@@ -134,7 +129,7 @@ section_t Logo::run()
JA_StopMusic();
}
if (mCounter == 500) // minimo 200 + 255
if (mCounter == END_LOGO + 20)
{
mCounter = 0;
mSection.name = PROG_SECTION_INTRO;

View File

@@ -136,12 +136,29 @@ void Title::init(bool demo, Uint8 subsection)
mFade->init(0x17, 0x17, 0x26);
mDemo = demo;
if (!mInput->gameControllerFound())
//if (!mInput->gameControllerFound())
{
mOptions->input[0].id = 0;
mOptions->input[0].name = "KEYBOARD";
mOptions->input[0].deviceType = INPUT_USE_KEYBOARD;
mOptions->input[1].id = 0;
mOptions->input[1].name = "GAME CONTROLLER";
mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
}
checkInputDevices();
mDeviceIndex[0] = mAvailableInputDevices.size() - 1;
mDeviceIndex[1] = 0;
if (mInput->gameControllerFound())
{
mOptions->input[1].id = mAvailableInputDevices[mDeviceIndex[1]].id;
mOptions->input[1].name = mAvailableInputDevices[mDeviceIndex[1]].name;
mOptions->input[1].deviceType = mAvailableInputDevices[mDeviceIndex[1]].deviceType;
}
// Inicializa el bitmap de Coffee
mCoffeeBitmap->init(mTitleTexture, mRenderer);
mCoffeeBitmap->setId(0);
@@ -363,7 +380,8 @@ void Title::updateMenuLabels()
else
{
mMenu.options->setGreyed(i, false);
mMenu.options->setItemCaption(i, mInput->getControllerName(0));
//mMenu.options->setItemCaption(i, mInput->getControllerName(0));
mMenu.options->setItemCaption(i, mOptions->input[0].name);
}
break;
@@ -392,7 +410,8 @@ void Title::updateMenuLabels()
else
{
mMenu.options->setGreyed(i, false);
mMenu.options->setItemCaption(i, mInput->getControllerName(0));
//mMenu.options->setItemCaption(i, mInput->getControllerName(0));
mMenu.options->setItemCaption(i, mOptions->input[1].name);
}
break;
@@ -755,11 +774,11 @@ section_t Title::run(Uint8 subsection)
updateMenuLabels();
break;
case 1: // PLAYER 1 CONTROLS
switchInputs(1);
updatePlayerInputs(0);
updateMenuLabels();
break;
case 3: // PLAYER 2 CONTROLS
switchInputs(2);
updatePlayerInputs(1);
updateMenuLabels();
break;
case 5: // Language
@@ -908,17 +927,58 @@ void Title::runDemoGame()
}
// Modifica las opciones para los controles de los jugadores
void Title::switchInputs(int value)
bool Title::updatePlayerInputs(int numPlayer)
{
Uint8 temp;
temp = mOptions->input[0].deviceType;
mOptions->input[0].deviceType = mOptions->input[1].deviceType;
mOptions->input[1].deviceType = temp;
const int numDevices = mAvailableInputDevices.size();
// Si no hay mandos se deja todo de manera prefijada
if (!mInput->gameControllerFound())
{
mDeviceIndex[0] = 0;
mDeviceIndex[1] = 0;
mOptions->input[0].id = -1;
mOptions->input[0].name = "KEYBOARD";
mOptions->input[0].deviceType = INPUT_USE_KEYBOARD;
mOptions->input[1].id = 0;
mOptions->input[1].name = "GAME CONTROLLER";
mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
return true;
}
else // Si hay mas de un dispositivo, se recorre el vector
{
printf("numplayer:%i\n",numPlayer);
printf("deviceindex:%i\n",mDeviceIndex[numPlayer]);
// Incrementa el indice
if (mDeviceIndex[numPlayer] < numDevices - 1)
mDeviceIndex[numPlayer]++;
else
mDeviceIndex[numPlayer] = 0;
printf("deviceindex:%i\n",mDeviceIndex[numPlayer]);
// Si coincide con el del otro jugador, se lo intercambian
if (mDeviceIndex[0] == mDeviceIndex[1])
{
printf("%i:%i\n",mDeviceIndex[0],mDeviceIndex[1]);
//const int temp = mDeviceIndex[0];
//mDeviceIndex[0] = mDeviceIndex[1];
//mDeviceIndex[1] = temp;
const int theOtherPlayer = (numPlayer + 1) % 2;
mDeviceIndex[theOtherPlayer]--;
if (mDeviceIndex[theOtherPlayer] < 0)
mDeviceIndex[theOtherPlayer]=numDevices-1;
printf("%i:%i\n",mDeviceIndex[0],mDeviceIndex[1]);
}
// Copia el dispositivo marcado por el indice a la variable de opciones de cada jugador
mOptions->input[0] = mAvailableInputDevices[mDeviceIndex[0]];
mOptions->input[1] = mAvailableInputDevices[mDeviceIndex[1]];
return true;
}
}
@@ -940,4 +1000,31 @@ void Title::createTiledBackground()
}
SDL_SetRenderTarget(mRenderer, nullptr);
}
// Comprueba cuantos mandos hay conectados para gestionar el menu de opciones
void Title::checkInputDevices()
{
printf("Filling devices for options menu...\n");
int numControllers = mInput->getNumControllers();
mAvailableInputDevices.clear();
input_t temp;
// Añade todos los mandos
if (numControllers > 0)
for (int i = 0; i < numControllers; i++)
{
temp.id = i;
temp.name = mInput->getControllerName(i);
temp.deviceType = INPUT_USE_GAMECONTROLLER;
mAvailableInputDevices.push_back(temp);
printf("Device %i:\t%s\n", mAvailableInputDevices.size(), temp.name.c_str());
}
// Añade el teclado al final
temp.id = -1;
temp.name = "KEYBOARD";
temp.deviceType = INPUT_USE_KEYBOARD;
mAvailableInputDevices.push_back(temp);
printf("Device %i:\t%s\n\n", mAvailableInputDevices.size(), temp.name.c_str());
}

View File

@@ -72,6 +72,8 @@ private:
struct options_t *mOptions; // Variable con todas las variables de las opciones del programa
options_t mOptionsPrevious; // Variable de respaldo para las opciones
std::vector<input_t> mAvailableInputDevices; // Vector con todos los metodos de control disponibles
int mDeviceIndex[2]; // Indice para el jugador [i] del vector de dispositivos de entrada disponibles
// Carga los recursos necesarios para la sección 'Title'
bool loadMedia();
@@ -92,11 +94,14 @@ private:
void runDemoGame();
// Modifica las opciones para los controles de los jugadores
void switchInputs(int value);
bool updatePlayerInputs(int numPlayer);
// Crea el mosaico de fondo del titulo
void createTiledBackground();
// Comprueba cuantos mandos hay conectados para gestionar el menu de opciones
void checkInputDevices();
public:
// Constructor
Title(SDL_Window *window, SDL_Renderer *renderer, Input *input, std::string *fileList, options_t *options, Lang *lang);