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