Listo para lanzamiento
This commit is contained in:
197
source/game.cpp
197
source/game.cpp
@@ -199,14 +199,14 @@ void Game::init()
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// Crea los jugadores
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if (numPlayers == 1)
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{
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Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, player1Textures, playerAnimations);
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Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures.at(options->playerSelected), playerAnimations);
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players.push_back(player);
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}
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else if (numPlayers == 2)
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{
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Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, player1Textures, playerAnimations);
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Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, player2Textures, playerAnimations);
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Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures.at(0), playerAnimations);
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Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures.at(1), playerAnimations);
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players.push_back(player1);
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players.push_back(player2);
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}
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@@ -447,6 +447,8 @@ void Game::loadMedia()
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LTexture *player1Fire = new LTexture(renderer, asset->get("player_bal1_fire.png"));
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player1Textures.push_back(player1Fire);
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playerTextures.push_back(player1Textures);
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// Texturas - Player2
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LTexture *player2Head = new LTexture(renderer, asset->get("player_arounder_head.png"));
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player2Textures.push_back(player2Head);
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@@ -463,6 +465,8 @@ void Game::loadMedia()
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LTexture *player2Fire = new LTexture(renderer, asset->get("player_arounder_fire.png"));
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player2Textures.push_back(player2Fire);
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playerTextures.push_back(player2Textures);
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// Animaciones -- Jugador
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std::vector<std::string> *playerHeadAnimation = new std::vector<std::string>;
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loadAnimations(asset->get("player_head.ani"), playerHeadAnimation);
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@@ -541,8 +545,9 @@ void Game::loadMedia()
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gameOverMenu->setRectSize(w, 0);
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gameOverMenu->centerMenuOnX(199);
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pauseMenu = new Menu(renderer, asset, input, asset->get("pause.men"));
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pauseMenu->setItemCaption(0, lang->getText(46));
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pauseMenu->setItemCaption(1, lang->getText(47));
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pauseMenu->setItemCaption(0, lang->getText(41));
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pauseMenu->setItemCaption(1, lang->getText(46));
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pauseMenu->setItemCaption(2, lang->getText(47));
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// Sonidos
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balloonSound = JA_LoadSound(asset->get("balloon.wav").c_str());
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@@ -3272,6 +3277,97 @@ section_t Game::run()
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return section;
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}
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// Actualiza las variables del menu de pausa del juego
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void Game::updatePausedGame()
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{
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// Comprueba los eventos que hay en la cola
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checkEventHandler();
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// Calcula la lógica de los objetos
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Actualiza la lógica del menu de pausa
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pauseMenu->update();
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// Comprueba las entradas para el menu
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pauseMenu->checkInput();
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// Comprueba si se ha seleccionado algún item del menú
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switch (pauseMenu->getItemSelected())
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{
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case 1:
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section.name = PROG_SECTION_GAME;
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section.subsection = numPlayers == 1 ? GAME_SECTION_PLAY_1P : GAME_SECTION_PLAY_2P;
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if (JA_GetMusicState() == JA_MUSIC_PAUSED)
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{
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JA_ResumeMusic();
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}
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break;
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case 2:
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fade->setFadeType(FADE_CENTER);
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fade->activateFade();
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break;
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default:
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break;
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}
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// Actualiza el fade
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fade->update();
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if (fade->hasEnded())
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{
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section.name = PROG_SECTION_TITLE;
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section.subsection = TITLE_SECTION_1;
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JA_StopMusic();
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}
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}
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}
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// Dibuja el menu de pausa del juego
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void Game::renderPausedGame()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean(bgColor);
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// Pinta el escenario
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{
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renderBackground();
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renderBalloons();
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renderBullets();
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renderMessages();
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renderItems();
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renderSmartSprites();
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renderScoreBoard();
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renderPlayers();
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if ((deathCounter <= 150) && !players.at(0)->isAlive())
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{
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renderDeathFade(150 - deathCounter);
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}
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if ((gameCompleted) && (gameCompletedCounter >= GAME_COMPLETED_START_FADE))
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{
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renderDeathFade(gameCompletedCounter - GAME_COMPLETED_START_FADE);
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}
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renderFlashEffect();
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}
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pauseMenu->render();
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fade->render();
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Bucle para el menu de pausa del juego
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void Game::runPausedGame()
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{
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@@ -3280,95 +3376,8 @@ void Game::runPausedGame()
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while ((section.subsection == GAME_SECTION_PAUSE) && (section.name == PROG_SECTION_GAME))
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{
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// Comprueba los eventos que hay en la cola
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checkEventHandler();
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// Calcula la lógica de los objetos
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Actualiza la lógica del menu
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pauseMenu->update();
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fade->update();
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if (fade->hasEnded())
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{
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section.name = PROG_SECTION_TITLE;
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section.subsection = TITLE_SECTION_1;
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JA_StopMusic();
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break;
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}
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}
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Limpia la pantalla
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screen->clean(bgColor);
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// Pinta el escenario
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{
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renderBackground();
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renderBalloons();
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renderBullets();
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renderMessages();
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renderItems();
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renderSmartSprites();
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renderScoreBoard();
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renderPlayers();
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if ((deathCounter <= 150) && !players.at(0)->isAlive())
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{
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renderDeathFade(150 - deathCounter);
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}
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if ((gameCompleted) && (gameCompletedCounter >= GAME_COMPLETED_START_FADE))
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{
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renderDeathFade(gameCompletedCounter - GAME_COMPLETED_START_FADE);
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}
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renderFlashEffect();
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}
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pauseMenu->render();
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fade->render();
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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// Comprueba las entradas para el menu
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pauseMenu->checkInput();
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// Comprueba si se ha seleccionado algún item del menú
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switch (pauseMenu->getItemSelected())
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{
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case 0:
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section.name = PROG_SECTION_GAME;
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if (numPlayers == 1)
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{
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section.subsection = GAME_SECTION_PLAY_1P;
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}
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else
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{
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section.subsection = GAME_SECTION_PLAY_2P;
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}
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if (JA_GetMusicState() == JA_MUSIC_PAUSED)
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{
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JA_ResumeMusic();
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}
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break;
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case 1:
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fade->setFadeType(FADE_CENTER);
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fade->activateFade();
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break;
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default:
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break;
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}
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updatePausedGame();
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renderPausedGame();
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}
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}
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