Fallo parcial en la carga de animaciones desde streams

This commit is contained in:
2022-10-04 07:09:28 +02:00
parent 95d6396dfa
commit ddb70c8c85
6 changed files with 237 additions and 93 deletions

View File

@@ -1,8 +1,7 @@
#include "animatedsprite.h"
// Constructor
AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::string file)
AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::string file, std::stringstream *stream)
{
// Copia los punteros
setTexture(texture);
@@ -11,7 +10,12 @@ AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::s
// Carga las animaciones
if (file != "")
{
load(file);
loadFromFile(file);
}
else if (stream)
{
loadFromStream(stream);
}
// Inicializa variables
@@ -161,7 +165,7 @@ SDL_Rect AnimatedSprite::getAnimationClip(int indexA, Uint8 indexF)
}
// Carga la animación desde un fichero
bool AnimatedSprite::load(std::string filePath)
bool AnimatedSprite::loadFromFile(std::string filePath)
{
int framesPerRow = 0;
int frameWidth = 0;
@@ -204,14 +208,17 @@ bool AnimatedSprite::load(std::string filePath)
{
buffer.name = line.substr(pos + 1, line.length());
}
else if (line.substr(0, pos) == "speed")
{
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
}
else if (line.substr(0, pos) == "loop")
{
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
}
else if (line.substr(0, pos) == "frames")
{
// Se introducen los valores separados por comas en un vector
@@ -221,12 +228,13 @@ bool AnimatedSprite::load(std::string filePath)
while (getline(ss, tmp, ','))
{
// Comprueba que el tile no sea mayor que el maximo indice permitido
const int numTile = std::stoi(tmp) > maxTiles ? 0 : std::stoi(tmp);
const int numTile = std::stoi(tmp) > maxTiles ? 0 : std::stoi(tmp);
rect.x = (numTile % framesPerRow) * frameWidth;
rect.y = (numTile / framesPerRow) * frameHeight;
buffer.frames.push_back(rect);
}
}
else
{
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
@@ -302,6 +310,146 @@ bool AnimatedSprite::load(std::string filePath)
return success;
}
// Carga la animación desde un stream
bool AnimatedSprite::loadFromStream(std::stringstream *stream)
{
int framesPerRow = 0;
int frameWidth = 0;
int frameHeight = 0;
int maxTiles = 0;
static int number = 0;
number++;
std::cout << "Reading stream #" << number << std::endl;
// Indicador de éxito en la carga
bool success = true;
std::string line;
while (std::getline(*stream, line))
{
std::cout << "***: "<<line << std::endl;
}
// Procesa el fichero linea a linea
while (std::getline(*stream, line))
{
// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
if (line == "[animation]")
{
t_animation buffer;
buffer.counter = 0;
buffer.currentFrame = 0;
buffer.completed = false;
do
{
std::getline(*stream, line);
// Encuentra la posición del caracter '='
int pos = line.find("=");
// Procesa las dos subcadenas
if (pos != (int)line.npos)
{
if (line.substr(0, pos) == "name")
{
buffer.name = line.substr(pos + 1, line.length());
}
else if (line.substr(0, pos) == "speed")
{
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
}
else if (line.substr(0, pos) == "loop")
{
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
}
else if (line.substr(0, pos) == "frames")
{
// Se introducen los valores separados por comas en un vector
std::stringstream ss(line.substr(pos + 1, line.length()));
std::string tmp;
SDL_Rect rect = {0, 0, frameWidth, frameHeight};
while (getline(ss, tmp, ','))
{
// Comprueba que el tile no sea mayor que el maximo indice permitido
const int numTile = std::stoi(tmp) > maxTiles ? 0 : std::stoi(tmp);
rect.x = (numTile % framesPerRow) * frameWidth;
rect.y = (numTile / framesPerRow) * frameHeight;
buffer.frames.push_back(rect);
}
}
else
{
std::cout << "Warning: unknown parameter " << line.substr(0, pos).c_str() << std::endl;
success = false;
}
}
} while (line != "[/animation]");
// Añade la animación al vector de animaciones
animation.push_back(buffer);
}
// En caso contrario se parsea el fichero para buscar las variables y los valores
else
{
// Encuentra la posición del caracter '='
int pos = line.find("=");
// Procesa las dos subcadenas
if (pos != (int)line.npos)
{
if (line.substr(0, pos) == "framesPerRow")
{
framesPerRow = std::stoi(line.substr(pos + 1, line.length()));
}
else if (line.substr(0, pos) == "frameWidth")
{
frameWidth = std::stoi(line.substr(pos + 1, line.length()));
}
else if (line.substr(0, pos) == "frameHeight")
{
frameHeight = std::stoi(line.substr(pos + 1, line.length()));
}
else
{
std::cout << "Warning: unknown parameter " << line.substr(0, pos).c_str() << std::endl;
success = false;
}
// Normaliza valores
if (framesPerRow == 0 && frameWidth > 0)
{
framesPerRow = texture->getWidth() / frameWidth;
}
if (maxTiles == 0 && frameWidth > 0 && frameHeight > 0)
{
const int w = texture->getWidth() / frameWidth;
const int h = texture->getHeight() / frameHeight;
maxTiles = w * h;
}
}
}
}
// Pone un valor por defecto
setPos({0, 0, frameWidth, frameHeight});
std::cout << "Closing stream #" << number << std::endl;
return success;
}
// Establece la animacion actual
void AnimatedSprite::setCurrentAnimation(std::string name)
{

View File

@@ -6,6 +6,8 @@
#include <string>
#include <sstream>
#include <fstream>
#include <iostream>
#ifndef ANIMATEDSPRITE_H
#define ANIMATEDSPRITE_H
@@ -29,7 +31,7 @@ private:
public:
// Constructor
AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "");
AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::stringstream *stream = nullptr);
// Destructor
~AnimatedSprite();
@@ -66,7 +68,10 @@ public:
int getIndex(std::string name);
// Carga la animación desde un fichero
bool load(std::string filePath);
bool loadFromFile(std::string filePath);
// Carga la animación desde un stream
bool loadFromStream(std::stringstream *stream);
// Establece la animacion actual
void setCurrentAnimation(std::string name = "default");

View File

@@ -2,9 +2,9 @@
#include "balloon.h"
// Constructor
Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::string file, SDL_Renderer *renderer)
Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::stringstream *stream, SDL_Renderer *renderer)
{
mSprite = new AnimatedSprite(texture, renderer, file);
mSprite = new AnimatedSprite(texture, renderer, "", stream);
disable();
mEnabled = true;

View File

@@ -4,6 +4,7 @@
#include "utils.h"
#include "animatedsprite.h"
#include <vector>
#include <sstream>
#ifndef BALLOON_H
#define BALLOON_H
@@ -107,15 +108,15 @@ private:
Uint16 mCreationCounterIni; // Valor inicial para el temporizador para controlar el estado "creandose"
Uint16 mScore; // Puntos que da el globo al ser destruido
Uint16 mStoppedCounter; // Contador para controlar el estado "parado"
//Uint16 mTimeToLive; // Indica el tiempo de vida que le queda al globo
Uint8 mKind; // Tipo de globo
Uint8 mMenace; // Cantidad de amenaza que genera el globo
Uint32 mCounter; // Contador interno
float mTravelY; // Distancia que ha de recorrer el globo en el eje Y antes de que se le aplique la gravedad
float mSpeed; // Velocidad a la que se mueven los globos
Uint8 mSize; // Tamaño del globo
Uint8 mPower; // Cantidad de poder que alberga el globo
bouncing mBouncing; // Contiene las variables para el efecto de rebote
// Uint16 mTimeToLive; // Indica el tiempo de vida que le queda al globo
Uint8 mKind; // Tipo de globo
Uint8 mMenace; // Cantidad de amenaza que genera el globo
Uint32 mCounter; // Contador interno
float mTravelY; // Distancia que ha de recorrer el globo en el eje Y antes de que se le aplique la gravedad
float mSpeed; // Velocidad a la que se mueven los globos
Uint8 mSize; // Tamaño del globo
Uint8 mPower; // Cantidad de poder que alberga el globo
bouncing mBouncing; // Contiene las variables para el efecto de rebote
// Alinea el circulo de colisión con la posición del objeto globo
void updateColliders();
@@ -140,7 +141,7 @@ private:
public:
// Constructor
Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::string file, SDL_Renderer *renderer);
Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, LTexture *texture, std::stringstream *stream, SDL_Renderer *renderer);
// Destructor
~Balloon();

View File

@@ -48,6 +48,16 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
mTextureGameText = new LTexture(mRenderer, mAsset->get("game_text.png"));
mTextureItems = new LTexture(mRenderer, mAsset->get("items.png"));
balloon1Animation = new std::stringstream;
balloon2Animation = new std::stringstream;
balloon3Animation = new std::stringstream;
balloon4Animation = new std::stringstream;
loadAnimations(mAsset->get("balloon1.ani"), balloon1Animation);
loadAnimations(mAsset->get("balloon2.ani"), balloon2Animation);
loadAnimations(mAsset->get("balloon3.ani"), balloon3Animation);
loadAnimations(mAsset->get("balloon4.ani"), balloon4Animation);
mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), mRenderer);
mTextScoreBoard = new Text(mAsset->get("8bithud.png"), mAsset->get("8bithud.txt"), mRenderer);
mTextBig = new Text(mAsset->get("smb2_big.png"), mAsset->get("smb2_big.txt"), mRenderer);
@@ -84,12 +94,6 @@ Game::~Game()
mOptions->input[0].deviceType = mOnePlayerControl;
mRenderer = nullptr;
mScreen = nullptr;
mAsset = nullptr;
mLang = nullptr;
mInput = nullptr;
for (auto player : players)
{
delete player;
@@ -127,87 +131,45 @@ Game::~Game()
balloon4Texture->unload();
delete balloon4Texture;
delete balloon1Animation;
delete balloon2Animation;
delete balloon3Animation;
delete balloon4Animation;
mTextureBullet->unload();
delete mTextureBullet;
mTextureBullet = nullptr;
mTextureGameBG->unload();
delete mTextureGameBG;
mTextureGameBG = nullptr;
mTextureGameText->unload();
delete mTextureGameText;
mTextureGameText = nullptr;
mTextureItems->unload();
delete mTextureItems;
mTextureItems = nullptr;
delete mText;
mText = nullptr;
delete mTextBig;
mTextBig = nullptr;
delete mTextScoreBoard;
mTextScoreBoard = nullptr;
delete mTextNokia2;
mTextNokia2 = nullptr;
delete mTextNokiaBig2;
mTextNokiaBig2 = nullptr;
delete mMenuGameOver;
mMenuGameOver = nullptr;
delete mMenuPause;
mMenuPause = nullptr;
delete mFade;
mFade = nullptr;
delete mEventHandler;
mEventHandler = nullptr;
delete mClouds1a;
mClouds1a = nullptr;
delete mClouds1b;
mClouds1b = nullptr;
delete mClouds2a;
mClouds2a = nullptr;
delete mClouds2b;
mClouds2b = nullptr;
delete m1000Bitmap;
m1000Bitmap = nullptr;
delete m2500Bitmap;
m2500Bitmap = nullptr;
delete m5000Bitmap;
m5000Bitmap = nullptr;
delete mSpriteBackground;
mSpriteBackground = nullptr;
delete mSpriteGetReady;
mSpriteGetReady = nullptr;
delete mSpriteGradient;
mSpriteGradient = nullptr;
delete mSpriteGrass;
mSpriteGrass = nullptr;
delete mSpritePowerMeter;
mSpritePowerMeter = nullptr;
delete mSpriteScoreBoard;
mSpriteScoreBoard = nullptr;
JA_DeleteSound(mSoundBalloon);
JA_DeleteSound(mSoundBullet);
@@ -1400,12 +1362,12 @@ void Game::deployEnemyFormation()
const Uint8 numEnemies = mStage[mCurrentStage].enemyPool->set[set]->numberOfEnemies;
for (int i = 0; i < numEnemies; ++i)
{
createNewBalloon(mStage[mCurrentStage].enemyPool->set[set]->init[i].x,
mStage[mCurrentStage].enemyPool->set[set]->init[i].y,
mStage[mCurrentStage].enemyPool->set[set]->init[i].kind,
mStage[mCurrentStage].enemyPool->set[set]->init[i].velX,
mEnemySpeed,
mStage[mCurrentStage].enemyPool->set[set]->init[i].creationCounter);
createBalloon(mStage[mCurrentStage].enemyPool->set[set]->init[i].x,
mStage[mCurrentStage].enemyPool->set[set]->init[i].y,
mStage[mCurrentStage].enemyPool->set[set]->init[i].kind,
mStage[mCurrentStage].enemyPool->set[set]->init[i].velX,
mEnemySpeed,
mStage[mCurrentStage].enemyPool->set[set]->init[i].creationCounter);
}
mEnemyDeployCounter = 300;
@@ -1766,10 +1728,9 @@ void Game::renderBalloons()
}
// Crea un globo nuevo en el vector de globos
Uint8 Game::createNewBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 creationtimer)
Uint8 Game::createBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 creationtimer)
{
const std::string file = balloonAnimation(kind);
Balloon *b = new Balloon(x, y, kind, velx, speed, creationtimer, balloonTexture(kind), file, mRenderer);
Balloon *b = new Balloon(x, y, kind, velx, speed, creationtimer, balloonTexture(kind), balloonStreamAnimation(kind), mRenderer);
balloons.push_back(b);
return (Uint8)(balloons.size() - 1);
}
@@ -1786,7 +1747,7 @@ void Game::createPowerBall()
const int x[3] = {left, center, right};
const int posX = x[rand() % 3];
Balloon *b = new Balloon(posX, posY, POWER_BALL, BALLOON_VELX_POSITIVE * (((rand() % 2) * 2) - 1), mEnemySpeed, 100, balloon4Texture, mAsset->get("balloon4.ani"), mRenderer);
Balloon *b = new Balloon(posX, posY, POWER_BALL, BALLOON_VELX_POSITIVE * (((rand() % 2) * 2) - 1), mEnemySpeed, 100, balloon4Texture, balloon4Animation, mRenderer);
balloons.push_back(b);
mPowerBallEnabled = true;
@@ -1911,7 +1872,7 @@ void Game::popBalloon(Balloon *balloon)
// En cualquier otro caso, crea dos globos de un tipo inferior
default:
// Balloon *b1 = new Balloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, mEnemySpeed, 0, mRenderer);
const int index = createNewBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, mEnemySpeed, 0);
const int index = createBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_NEGATIVE, mEnemySpeed, 0);
balloons.at(index)->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
if (balloons.at(index)->getClass() == BALLOON_CLASS)
{
@@ -1922,7 +1883,7 @@ void Game::popBalloon(Balloon *balloon)
balloons.at(index)->setVelY(BALLOON_VELX_NEGATIVE);
}
const int index2 = createNewBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_POSITIVE, mEnemySpeed, 0);
const int index2 = createBalloon(0, balloon->getPosY(), balloon->getKind() - 1, BALLOON_VELX_POSITIVE, mEnemySpeed, 0);
balloons.at(index2)->allignTo(balloon->getPosX() + (balloon->getWidth() / 2));
if (balloons.at(index2)->getClass() == BALLOON_CLASS)
{
@@ -2074,6 +2035,8 @@ Uint8 Game::countBalloons()
// Obtiene la textura correspondiente en funcion del tipo
LTexture *Game::balloonTexture(int kind)
{
std::cout << " ********** kind: " << kind << std::endl;
if (kind == 1 || kind == 5)
{
return balloon1Texture;
@@ -2098,29 +2061,29 @@ LTexture *Game::balloonTexture(int kind)
}
// Obtiene la animacion correspondiente en funcion del tipo
std::string Game::balloonAnimation(int kind)
std::stringstream *Game::balloonStreamAnimation(int kind)
{
if (kind == 1 || kind == 5)
{
return mAsset->get("balloon1.ani");
return balloon1Animation;
}
else if (kind == 2 || kind == 6)
{
return mAsset->get("balloon2.ani");
return balloon2Animation;
}
else if (kind == 3 || kind == 7)
{
return mAsset->get("balloon3.ani");
return balloon3Animation;
}
else if (kind == 4 || kind == 8 || kind == 9)
{
return mAsset->get("balloon4.ani");
return balloon4Animation;
}
return mAsset->get("balloon1.ani");
return balloon1Animation;
}
// Vacia el vector de globos
@@ -3657,4 +3620,23 @@ void Game::checkEventHandler()
}
}
}
}
// Carga las animaciones
void Game::loadAnimations(std::string filePath, std::stringstream *buffer)
{
std::ifstream file(filePath);
if (file)
{
std::cout << "Animation loaded: " << filePath.substr(filePath.find_last_of("\\/") + 1).c_str() << std::endl;
*buffer << file.rdbuf();
file.close();
}
// std::string line;
// while (std::getline(*buffer, line))
//{
// std::cout << line << std::endl;
// }
}

View File

@@ -18,6 +18,7 @@
#include "text.h"
#include "utils.h"
#include "writer.h"
#include "iostream"
#ifndef GAME_H
#define GAME_H
@@ -150,6 +151,11 @@ private:
LTexture *mTextureGameText; // Textura para los sprites con textos
LTexture *mTextureItems; // Textura para los items
std::stringstream *balloon1Animation; // Información para la animación de los globos
std::stringstream *balloon2Animation; // Información para la animación de los globos
std::stringstream *balloon3Animation; // Información para la animación de los globos
std::stringstream *balloon4Animation; // Información para la animación de los globos
Text *mText; // Fuente para los textos del juego
Text *mTextBig; // Fuente de texto grande
Text *mTextScoreBoard; // Fuente para el marcador del juego
@@ -315,7 +321,7 @@ private:
void renderBalloons();
// Crea un globo nuevo en el vector de globos
Uint8 createNewBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 stoppedcounter);
Uint8 createBalloon(float x, int y, Uint8 kind, float velx, float speed, Uint16 stoppedcounter);
// Crea una PowerBall
void createPowerBall();
@@ -357,7 +363,7 @@ private:
LTexture *balloonTexture(int kind);
// Obtiene la animacion correspondiente en funcion del tipo
std::string balloonAnimation(int kind);
std::stringstream *balloonStreamAnimation(int kind);
// Vacia el vector de globos
void freeBalloons();
@@ -461,7 +467,6 @@ private:
// Dibuja el fondo
void renderBackground();
// Gestiona la entrada durante el juego
void checkGameInput();
@@ -504,6 +509,9 @@ private:
// Comprueba si todos los jugadores han muerto
bool allPlayersAreDead();
// Carga las animaciones
void loadAnimations(std::string filePath, std::stringstream *buffer);
public:
// Constructor
Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *mAsset, Lang *lang, Input *input, bool demo, options_t *options);