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

@@ -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;
// }
}