Listo para lanzamiento

This commit is contained in:
2022-10-09 14:23:45 +02:00
parent 9e73f7f97d
commit f83154c062
16 changed files with 249 additions and 145 deletions

View File

@@ -199,14 +199,14 @@ void Game::init()
// Crea los jugadores
if (numPlayers == 1)
{
Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, player1Textures, playerAnimations);
Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures.at(options->playerSelected), playerAnimations);
players.push_back(player);
}
else if (numPlayers == 2)
{
Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, player1Textures, playerAnimations);
Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, player2Textures, playerAnimations);
Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures.at(0), playerAnimations);
Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures.at(1), playerAnimations);
players.push_back(player1);
players.push_back(player2);
}
@@ -447,6 +447,8 @@ void Game::loadMedia()
LTexture *player1Fire = new LTexture(renderer, asset->get("player_bal1_fire.png"));
player1Textures.push_back(player1Fire);
playerTextures.push_back(player1Textures);
// Texturas - Player2
LTexture *player2Head = new LTexture(renderer, asset->get("player_arounder_head.png"));
player2Textures.push_back(player2Head);
@@ -463,6 +465,8 @@ void Game::loadMedia()
LTexture *player2Fire = new LTexture(renderer, asset->get("player_arounder_fire.png"));
player2Textures.push_back(player2Fire);
playerTextures.push_back(player2Textures);
// Animaciones -- Jugador
std::vector<std::string> *playerHeadAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_head.ani"), playerHeadAnimation);
@@ -541,8 +545,9 @@ void Game::loadMedia()
gameOverMenu->setRectSize(w, 0);
gameOverMenu->centerMenuOnX(199);
pauseMenu = new Menu(renderer, asset, input, asset->get("pause.men"));
pauseMenu->setItemCaption(0, lang->getText(46));
pauseMenu->setItemCaption(1, lang->getText(47));
pauseMenu->setItemCaption(0, lang->getText(41));
pauseMenu->setItemCaption(1, lang->getText(46));
pauseMenu->setItemCaption(2, lang->getText(47));
// Sonidos
balloonSound = JA_LoadSound(asset->get("balloon.wav").c_str());
@@ -3272,6 +3277,97 @@ section_t Game::run()
return section;
}
// Actualiza las variables del menu de pausa del juego
void Game::updatePausedGame()
{
// Comprueba los eventos que hay en la cola
checkEventHandler();
// Calcula la lógica de los objetos
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza la lógica del menu de pausa
pauseMenu->update();
// Comprueba las entradas para el menu
pauseMenu->checkInput();
// Comprueba si se ha seleccionado algún item del menú
switch (pauseMenu->getItemSelected())
{
case 1:
section.name = PROG_SECTION_GAME;
section.subsection = numPlayers == 1 ? GAME_SECTION_PLAY_1P : GAME_SECTION_PLAY_2P;
if (JA_GetMusicState() == JA_MUSIC_PAUSED)
{
JA_ResumeMusic();
}
break;
case 2:
fade->setFadeType(FADE_CENTER);
fade->activateFade();
break;
default:
break;
}
// Actualiza el fade
fade->update();
if (fade->hasEnded())
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
JA_StopMusic();
}
}
}
// Dibuja el menu de pausa del juego
void Game::renderPausedGame()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean(bgColor);
// Pinta el escenario
{
renderBackground();
renderBalloons();
renderBullets();
renderMessages();
renderItems();
renderSmartSprites();
renderScoreBoard();
renderPlayers();
if ((deathCounter <= 150) && !players.at(0)->isAlive())
{
renderDeathFade(150 - deathCounter);
}
if ((gameCompleted) && (gameCompletedCounter >= GAME_COMPLETED_START_FADE))
{
renderDeathFade(gameCompletedCounter - GAME_COMPLETED_START_FADE);
}
renderFlashEffect();
}
pauseMenu->render();
fade->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Bucle para el menu de pausa del juego
void Game::runPausedGame()
{
@@ -3280,95 +3376,8 @@ void Game::runPausedGame()
while ((section.subsection == GAME_SECTION_PAUSE) && (section.name == PROG_SECTION_GAME))
{
// Comprueba los eventos que hay en la cola
checkEventHandler();
// Calcula la lógica de los objetos
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza la lógica del menu
pauseMenu->update();
fade->update();
if (fade->hasEnded())
{
section.name = PROG_SECTION_TITLE;
section.subsection = TITLE_SECTION_1;
JA_StopMusic();
break;
}
}
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean(bgColor);
// Pinta el escenario
{
renderBackground();
renderBalloons();
renderBullets();
renderMessages();
renderItems();
renderSmartSprites();
renderScoreBoard();
renderPlayers();
if ((deathCounter <= 150) && !players.at(0)->isAlive())
{
renderDeathFade(150 - deathCounter);
}
if ((gameCompleted) && (gameCompletedCounter >= GAME_COMPLETED_START_FADE))
{
renderDeathFade(gameCompletedCounter - GAME_COMPLETED_START_FADE);
}
renderFlashEffect();
}
pauseMenu->render();
fade->render();
// Vuelca el contenido del renderizador en pantalla
screen->blit();
// Comprueba las entradas para el menu
pauseMenu->checkInput();
// Comprueba si se ha seleccionado algún item del menú
switch (pauseMenu->getItemSelected())
{
case 0:
section.name = PROG_SECTION_GAME;
if (numPlayers == 1)
{
section.subsection = GAME_SECTION_PLAY_1P;
}
else
{
section.subsection = GAME_SECTION_PLAY_2P;
}
if (JA_GetMusicState() == JA_MUSIC_PAUSED)
{
JA_ResumeMusic();
}
break;
case 1:
fade->setFadeType(FADE_CENTER);
fade->activateFade();
break;
default:
break;
}
updatePausedGame();
renderPausedGame();
}
}