Actualizado .gitignore
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -2,4 +2,5 @@
|
|||||||
*.DS_Store
|
*.DS_Store
|
||||||
bin
|
bin
|
||||||
data/config.txt
|
data/config.txt
|
||||||
|
data/config.bin
|
||||||
data/score.bin
|
data/score.bin
|
||||||
@@ -10,7 +10,6 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
|
|||||||
this->lang = lang;
|
this->lang = lang;
|
||||||
this->input = input;
|
this->input = input;
|
||||||
this->options = options;
|
this->options = options;
|
||||||
onePlayerControl = options->input[0].deviceType;
|
|
||||||
|
|
||||||
// Pasa variables
|
// Pasa variables
|
||||||
this->demo.enabled = demo;
|
this->demo.enabled = demo;
|
||||||
@@ -18,48 +17,23 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
|
|||||||
this->currentStage = 5; // currentStage;
|
this->currentStage = 5; // currentStage;
|
||||||
lastStageReached = currentStage;
|
lastStageReached = currentStage;
|
||||||
if (numPlayers == 1)
|
if (numPlayers == 1)
|
||||||
{
|
{ // Si solo juega un jugador, permite jugar tanto con teclado como con mando
|
||||||
|
onePlayerControl = options->input[0].deviceType;
|
||||||
options->input[0].deviceType = INPUT_USE_ANY;
|
options->input[0].deviceType = INPUT_USE_ANY;
|
||||||
}
|
}
|
||||||
difficulty = options->difficulty;
|
difficulty = options->difficulty;
|
||||||
|
|
||||||
// Crea los objetos
|
// Crea los objetos
|
||||||
balloon1Texture = new LTexture(renderer, asset->get("balloon1.png"));
|
|
||||||
balloon2Texture = new LTexture(renderer, asset->get("balloon2.png"));
|
|
||||||
balloon3Texture = new LTexture(renderer, asset->get("balloon3.png"));
|
|
||||||
balloon4Texture = new LTexture(renderer, asset->get("balloon4.png"));
|
|
||||||
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"));
|
|
||||||
itemTexture = new LTexture(renderer, asset->get("items.png"));
|
|
||||||
|
|
||||||
balloon1Animation = new std::vector<std::string>;
|
balloon1Animation = new std::vector<std::string>;
|
||||||
balloon2Animation = new std::vector<std::string>;
|
balloon2Animation = new std::vector<std::string>;
|
||||||
balloon3Animation = new std::vector<std::string>;
|
balloon3Animation = new std::vector<std::string>;
|
||||||
balloon4Animation = new std::vector<std::string>;
|
balloon4Animation = new std::vector<std::string>;
|
||||||
|
|
||||||
loadAnimations(asset->get("balloon1.ani"), balloon1Animation);
|
|
||||||
loadAnimations(asset->get("balloon2.ani"), balloon2Animation);
|
|
||||||
loadAnimations(asset->get("balloon3.ani"), balloon3Animation);
|
|
||||||
loadAnimations(asset->get("balloon4.ani"), balloon4Animation);
|
|
||||||
|
|
||||||
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
|
|
||||||
textScoreBoard = new Text(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
|
|
||||||
textBig = new Text(asset->get("smb2_big.png"), asset->get("smb2_big.txt"), renderer);
|
|
||||||
textNokia2 = new Text(asset->get("nokia2.png"), asset->get("nokia2.txt"), renderer);
|
|
||||||
textNokiaBig2 = new Text(asset->get("nokia_big2.png"), asset->get("nokia_big2.txt"), renderer);
|
|
||||||
|
|
||||||
gameOverMenu = new Menu(renderer, asset, input, asset->get("gameover.men"));
|
|
||||||
pauseMenu = new Menu(renderer, asset, input, asset->get("pause.men"));
|
|
||||||
|
|
||||||
fade = new Fade(renderer);
|
fade = new Fade(renderer);
|
||||||
eventHandler = new SDL_Event();
|
eventHandler = new SDL_Event();
|
||||||
|
|
||||||
|
// Carga los recursos
|
||||||
|
loadMedia();
|
||||||
|
|
||||||
clouds1A = new MovingSprite(0, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, gameCloudsTexture, renderer);
|
clouds1A = new MovingSprite(0, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, gameCloudsTexture, renderer);
|
||||||
clouds1B = new MovingSprite(256, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, gameCloudsTexture, renderer);
|
clouds1B = new MovingSprite(256, 0, 256, 52, -0.4f, 0.0f, 0.0f, 0.0f, gameCloudsTexture, renderer);
|
||||||
clouds2A = new MovingSprite(0, 52, 256, 32, -0.2f, 0.0f, 0.0f, 0.0f, gameCloudsTexture, renderer);
|
clouds2A = new MovingSprite(0, 52, 256, 32, -0.2f, 0.0f, 0.0f, 0.0f, gameCloudsTexture, renderer);
|
||||||
@@ -75,6 +49,11 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
|
|||||||
grassSprite = new Sprite(0, 0, 256, 6, gameGrassTexture, renderer);
|
grassSprite = new Sprite(0, 0, 256, 6, gameGrassTexture, renderer);
|
||||||
powerMeterSprite = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 7, gamePowerMeterTexture, renderer);
|
powerMeterSprite = new Sprite(PLAY_AREA_CENTER_X - 20, 170, 40, 7, gamePowerMeterTexture, renderer);
|
||||||
|
|
||||||
|
|
||||||
|
// Carga ficheros
|
||||||
|
loadScoreFile();
|
||||||
|
loadDemoFile();
|
||||||
|
|
||||||
// Inicializa las variables necesarias para la sección 'Game'
|
// Inicializa las variables necesarias para la sección 'Game'
|
||||||
init();
|
init();
|
||||||
}
|
}
|
||||||
@@ -84,7 +63,11 @@ Game::~Game()
|
|||||||
saveScoreFile();
|
saveScoreFile();
|
||||||
saveDemoFile();
|
saveDemoFile();
|
||||||
|
|
||||||
options->input[0].deviceType = onePlayerControl;
|
// Restaura el metodo de control
|
||||||
|
if (numPlayers == 1)
|
||||||
|
{
|
||||||
|
options->input[0].deviceType = onePlayerControl;
|
||||||
|
}
|
||||||
|
|
||||||
// Elimina todos los objetos contenidos en vectores
|
// Elimina todos los objetos contenidos en vectores
|
||||||
deleteAllVectorObjects();
|
deleteAllVectorObjects();
|
||||||
@@ -174,13 +157,6 @@ Game::~Game()
|
|||||||
// Inicializa las variables necesarias para la sección 'Game'
|
// Inicializa las variables necesarias para la sección 'Game'
|
||||||
void Game::init()
|
void Game::init()
|
||||||
{
|
{
|
||||||
// Carga los recursos
|
|
||||||
loadMedia();
|
|
||||||
|
|
||||||
// Carga ficheros
|
|
||||||
loadScoreFile();
|
|
||||||
loadDemoFile();
|
|
||||||
|
|
||||||
ticks = 0;
|
ticks = 0;
|
||||||
ticksSpeed = 15;
|
ticksSpeed = 15;
|
||||||
|
|
||||||
@@ -357,9 +333,40 @@ void Game::init()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Carga los recursos necesarios para la sección 'Game'
|
// Carga los recursos necesarios para la sección 'Game'
|
||||||
bool Game::loadMedia()
|
void Game::loadMedia()
|
||||||
{
|
{
|
||||||
bool success = true;
|
std::cout << "** LOADING RESOURCES FOR GAME SECTION" << std::endl;
|
||||||
|
|
||||||
|
// Texturas
|
||||||
|
balloon1Texture = new LTexture(renderer, asset->get("balloon1.png"));
|
||||||
|
balloon2Texture = new LTexture(renderer, asset->get("balloon2.png"));
|
||||||
|
balloon3Texture = new LTexture(renderer, asset->get("balloon3.png"));
|
||||||
|
balloon4Texture = new LTexture(renderer, asset->get("balloon4.png"));
|
||||||
|
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"));
|
||||||
|
itemTexture = new LTexture(renderer, asset->get("items.png"));
|
||||||
|
|
||||||
|
// Animaciones
|
||||||
|
loadAnimations(asset->get("balloon1.ani"), balloon1Animation);
|
||||||
|
loadAnimations(asset->get("balloon2.ani"), balloon2Animation);
|
||||||
|
loadAnimations(asset->get("balloon3.ani"), balloon3Animation);
|
||||||
|
loadAnimations(asset->get("balloon4.ani"), balloon4Animation);
|
||||||
|
|
||||||
|
// Texto
|
||||||
|
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
|
||||||
|
textScoreBoard = new Text(asset->get("8bithud.png"), asset->get("8bithud.txt"), renderer);
|
||||||
|
textBig = new Text(asset->get("smb2_big.png"), asset->get("smb2_big.txt"), renderer);
|
||||||
|
textNokia2 = new Text(asset->get("nokia2.png"), asset->get("nokia2.txt"), renderer);
|
||||||
|
textNokiaBig2 = new Text(asset->get("nokia_big2.png"), asset->get("nokia_big2.txt"), renderer);
|
||||||
|
|
||||||
|
// Menus
|
||||||
|
gameOverMenu = new Menu(renderer, asset, input, asset->get("gameover.men"));
|
||||||
|
pauseMenu = new Menu(renderer, asset, input, asset->get("pause.men"));
|
||||||
|
|
||||||
// Sonidos
|
// Sonidos
|
||||||
balloonSound = JA_LoadSound(asset->get("balloon.wav").c_str());
|
balloonSound = JA_LoadSound(asset->get("balloon.wav").c_str());
|
||||||
@@ -381,7 +388,7 @@ bool Game::loadMedia()
|
|||||||
// Musicas
|
// Musicas
|
||||||
gameMusic = JA_LoadMusic(asset->get("playing.ogg").c_str());
|
gameMusic = JA_LoadMusic(asset->get("playing.ogg").c_str());
|
||||||
|
|
||||||
return success;
|
std::cout << "** RESOURCES FOR GAME SECTION LOADED" << std::endl << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Carga el fichero de puntos
|
// Carga el fichero de puntos
|
||||||
|
|||||||
@@ -245,7 +245,7 @@ private:
|
|||||||
void init();
|
void init();
|
||||||
|
|
||||||
// Carga los recursos necesarios para la sección 'Game'
|
// Carga los recursos necesarios para la sección 'Game'
|
||||||
bool loadMedia();
|
void loadMedia();
|
||||||
|
|
||||||
// Carga el fichero de puntos
|
// Carga el fichero de puntos
|
||||||
bool loadScoreFile();
|
bool loadScoreFile();
|
||||||
|
|||||||
3
todo.txt
3
todo.txt
@@ -20,4 +20,5 @@ x no pone la animacion corecta al no disparar con el powerup
|
|||||||
que grite "yiiijaa!" o algo parecido al coger la maquina de cafe
|
que grite "yiiijaa!" o algo parecido al coger la maquina de cafe
|
||||||
o que diga DIMONIS! en un globo de texto que se evapore
|
o que diga DIMONIS! en un globo de texto que se evapore
|
||||||
podrian salir comentarios aleatoriamente o con ciertos eventos (falta ver si no estorbará)
|
podrian salir comentarios aleatoriamente o con ciertos eventos (falta ver si no estorbará)
|
||||||
que se vea el nivel de dificultad
|
que se vea el nivel de dificultad
|
||||||
|
cargar y guardar la configuración
|
||||||
Reference in New Issue
Block a user