26 Commits
v2.3 ... master

Author SHA1 Message Date
1e73a3159f Sanejar codi 2025-02-21 15:13:57 +01:00
cf19194e7a fix: 4 arreglets xorra
Muntada de versió
2025-02-21 13:47:35 +01:00
8a43e7cd65 Retocada la estructura del menu d'opcions 2025-02-21 12:34:39 +01:00
370120345e Actualitzat jail_audio 2025-02-21 12:33:08 +01:00
134b679a75 Canviats defines per constexpr 2025-02-21 12:27:03 +01:00
788aec0dab Pasaeta de include-what-you-use
Afegit fitxer CMakeLists.txt
2025-02-21 12:02:39 +01:00
a08da3b983 Eliminat tot el online, jailerid, tables de puntuacions, etc..
Tots els fitxers cpp juntets
2025-02-21 11:07:39 +01:00
62a61ecad4 Fix: No escrivia be la configuració de pantalla completa 2025-02-17 18:58:48 +01:00
2e6436cc4e Modificada la versió en el joc a 2.3.1 2025-02-17 18:43:48 +01:00
7c50cc00fa Actualitzada la versió del Makefile 2025-02-17 18:37:13 +01:00
8f5d56af7f Afegit CMakeLists.txt 2025-02-17 18:36:34 +01:00
424c243ffc Actualitzat createSystemFolder a la nova ruta de Linux 2025-02-17 18:20:35 +01:00
78f858831f Actualitzades les rutes a les imatges del README.md 2025-02-17 18:04:48 +01:00
d3e031e8b5 Restaurat README.MD i de paso traduït al valencià 2024-10-27 17:04:54 +01:00
4792e4f91d Actualizar README.md 2024-10-27 13:36:52 +01:00
e1801a9255 Actualizar README.md 2024-10-27 09:35:21 +01:00
f0d9e39bb1 Actualizado README.md 2024-08-03 10:50:15 +02:00
eb94a17f26 Modificado Makefile 2024-08-03 10:04:31 +02:00
ea5c2c15d6 Añadido un define para poder pausar el juego y hacer capturas de pantalla 2024-08-03 10:03:43 +02:00
ff7170934e Añadido el icono de windows desde el de macos para tener todos los tamaños 2024-08-03 09:44:30 +02:00
1c1762f6b1 Actualizado Makefile 2024-07-13 14:27:24 +02:00
ee8c075213 Añadido icono para windows 2024-07-13 14:26:54 +02:00
958e9f7f75 Añadido icono para windows 2024-07-13 14:26:35 +02:00
8fda06e232 FIX: El item "disco" no aparecía nunca 2024-07-13 13:56:58 +02:00
fb2ffd58ee FIX: En el modo demo el jugador solo disparaba recto hacia arriba 2024-07-13 13:51:44 +02:00
3f183a5489 Modificado .gitignore 2024-07-13 13:50:04 +02:00
74 changed files with 962 additions and 2508 deletions

6
.gitignore vendored
View File

@@ -1,4 +1,5 @@
.vscode
build/
data/config/config.txt
*.DS_Store
thumbs.db
@@ -12,3 +13,8 @@ thumbs.db
*config.bin
*score.bin
coffee_crisis*
SDL2.dll
libwinpthread-1.dll
libstdc++-6.dll
libgcc_s_seh-1.dll
linux_utils/

71
CMakeLists.txt Normal file
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@@ -0,0 +1,71 @@
# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(coffee_crisis VERSION 1.00)
# Configuración de compilador para MinGW en Windows, si es necesario
if(WIN32 AND NOT CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
set(CMAKE_CXX_COMPILER "g++")
set(CMAKE_C_COMPILER "gcc")
endif()
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Configuración global de flags de compilación
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections")
# Define el directorio de los archivos fuente
set(DIR_SOURCES "${CMAKE_SOURCE_DIR}/source")
# Cargar todos los archivos fuente en DIR_SOURCES
file(GLOB SOURCES "${DIR_SOURCES}/*.cpp")
# Verificar si se encontraron archivos fuente
if(NOT SOURCES)
message(FATAL_ERROR "No se encontraron archivos fuente en ${DIR_SOURCES}. Verifica que el directorio existe y contiene archivos .cpp.")
endif()
# Configuración de SDL2
find_package(SDL2 REQUIRED)
if(SDL2_FOUND)
message(STATUS "SDL2 encontrado: ${SDL2_INCLUDE_DIRS}")
include_directories(${SDL2_INCLUDE_DIRS})
link_directories(${SDL2_LIBDIR})
else()
message(FATAL_ERROR "SDL2 no encontrado")
endif()
# Incluye rutas de SDL2 obtenidas con pkg-config
include_directories(/usr/local/include /usr/local/include/SDL2)
link_directories(/usr/local/lib)
# Definir las bibliotecas comunes
set(LIBS SDL2)
# Configuración común de salida de ejecutables en el directorio raíz
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
# Añadir ejecutable principal
add_executable(${PROJECT_NAME} ${SOURCES})
# Añadir definiciones de compilación dependiendo del tipo de build
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:DEBUG VERBOSE>)
# Enlazar bibliotecas
target_link_libraries(${PROJECT_NAME} ${LIBS})
# Configuración específica para cada plataforma
if(WIN32)
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
target_link_libraries(${PROJECT_NAME} mingw32 gdi32 winmm imm32 ole32 version)
elseif(APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
# Configurar compilación para Apple Silicon
set(CMAKE_OSX_ARCHITECTURES "arm64")
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
target_link_libraries(${PROJECT_NAME} ${LIBS})
endif()

View File

@@ -1,8 +1,9 @@
executable = coffee_crisis
source = source/*.cpp source/common/*.cpp
source = source/*.cpp
appName = Coffee Crisis
releaseFolder = cc_release
version = v2.3
version = v2.3.2
resource_file = release/coffee.res
# Release names
windowsRelease = $(executable)-$(version)-win32-x64.zip
@@ -10,14 +11,18 @@ macosIntelRelease = $(executable)-$(version)-macos-intel.dmg
macosAppleSiliconRelease = $(executable)-$(version)-macos-apple-silicon.dmg
linuxRelease = $(executable)-$(version)-linux.tar.gz
# Specify the C++ standard
cpp_standard = c++20
windows:
@echo off
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
windres release/coffee.rc -O coff -o $(resource_file)
g++ $(source) $(resource_file) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
strip -s -R .comment -R .gnu.version "$(executable).exe" --strip-unneeded
windows_debug:
@echo off
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
g++ $(source) -D DEBUG -D PAUSE -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
strip -s -R .comment -R .gnu.version "$(executable)_debug.exe" --strip-unneeded
windows_release:
@@ -36,7 +41,7 @@ windows_release:
powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)"
# Build
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
g++ $(source) $(resource_file) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
# Create ZIP
@@ -47,10 +52,10 @@ windows_release:
powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
macos:
clang++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)"
clang++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)"
macos_debug:
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)_debug"
clang++ $(source) -D DEBUG -D PAUSE -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)_debug"
macos_release:
# Remove data and possible data from previous builds
@@ -81,7 +86,7 @@ macos_release:
ln -s /Applications "$(releaseFolder)"/Applications
# Build INTEL
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
# Build INTEL DMG
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
@@ -89,7 +94,7 @@ macos_release:
rm -f tmp.dmg
# Build APPLE SILICON
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Build APPLE SILICON DMG
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
@@ -101,11 +106,11 @@ macos_release:
rm -rdf "$(releaseFolder)"
linux:
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
strip -s -R .comment -R .gnu.version "$(executable)" --strip-unneeded
linux_debug:
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
g++ $(source) -D DEBUG -D PAUSE -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
strip -s -R .comment -R .gnu.version "$(executable)_debug" --strip-unneeded
linux_release:
@@ -121,7 +126,7 @@ linux_release:
cp README.md "$(releaseFolder)"
# Build
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable)" --strip-unneeded
# Pack files

View File

@@ -1,35 +1,34 @@
# Coffee Crisis
Coffee Crisis es un juego arcade que pondrá a prueba tus reflejos. Empezado durante el verano de 2020 y terminado un año despues, en el verano de 2021. Intenta conseguir todos los puntos que puedas con una sola vida a traves de los 10 niveles de juego y ayuda a Bal1 a defender la UPV de la invasión de la cafeína esférica y saltarina.
Coffee Crisis és un joc arcade que posarà a prova els teus reflexos. Començat durant l'estiu de 2020 i acabat un any després a l'estiu de 2021. Intenta aconseguir tots els punts que pugues amb una sola vida a través dels 10 nivells de joc i ajuda a Bal1 a defensar la UPV de la invasió de la cafeïna esfèrica i saltarina.
![alt text](https://php.sustancia.synology.me/images/cc1.png)
![alt text](https://php.sustancia.synology.me/images/cc/cc1.png)
## Teclado
El juego se maneja con teclado, aunque tambien se puede conectar un mando de control.
Las teclas son las siguientes:
## Teclat
* **Cursores**: Mover al personaje, moverse por los menus
* **Q, W, E**: Disparar a la izquierda, al centro y a la derecha respectivamente
* **ESCAPE**: Pone en pausa el juego durante la partida. Sale de los menus. Cierra el juego
* **ENTER**: Acepta las opciones en los menus
El joc es maneja amb teclat, encara que també es pot connectar un comandament de control.
Les tecles són les següents:
* **Fletxes**: Moure el personatge, moure's pels menús
* **Q, W, E**: Disparar a l'esquerra, al centre i a la dreta respectivament
* **ESCAPE**: Posa en pausa el joc durant la partida. Surt dels menús. Tanca el joc
* **ENTER**: Accepta les opcions en els menús
![alt text](https://php.sustancia.synology.me/images/cc2.png)
![alt text](https://php.sustancia.synology.me/images/cc/cc2.png)
## Compilar
Para compilar el código se necesitan tener las librerías SDL instaladas en el sistema y el compilador g++.
Per compilar el codi cal tindre les biblioteques SDL instal·lades al sistema i el compilador g++.
En Linux:
```bash
sudo apt install libsdl2-dev g++
```
En macOS se pueden instalar fácilmente con [brew](https://brew.sh):
En macOS es poden instal·lar fàcilment amb [brew](https://brew.sh):
```bash
brew install sdl2 g++
```
Una vez instaladas las librerías SDL, se puede compilar utilizando el fichero Makefile suministrado.
Un cop instal·lades les biblioteques SDL, es pot compilar utilitzant el fitxer Makefile subministrat.
En Linux:
```bash
@@ -40,11 +39,11 @@ En macOS:
```bash
make macos
```
![alt text](https://php.sustancia.synology.me/images/cc3.png)
![alt text](https://php.sustancia.synology.me/images/cc/cc3.png)
## Como ejecutar
## Com executar
Para ejecutar el juego hay que escribir en la terminal la orden que se muestra a continuación.
Per executar el joc cal escriure a la terminal l'ordre que es mostra a continuació.
En Linux:
```bash
@@ -56,12 +55,12 @@ En macOS:
./coffee_crisis_macos
```
En macOS tambien puedes hacer doble click sobre el archivo coffee_crisis_macos
En macOS també pots fer doble clic sobre l'arxiu coffee_crisis_macos
## Agradecimientos
A los jailers y a la jail. Y entre ellos, a JailDoctor por estar siempre ahí apoyándonos/obligándonos a sacar un Jailgame más.
## Agraïments
Als jailers i a la jail. I entre ells, a JailDoctor per estar sempre donant-nos suport/obligant-nos a traure un Jailgame més.
Y por supuesto a ti por estar aquí.
I per descomptat a tu per estar aquí.
## Licencia
Usa el código para lo que quieras: aprender, reirte, curiosear... excepto para sacar beneficio económico. Si lo consigues, por favor avísame y vamos a medias.
## Llicència
Utilitza el codi per a el que vulgues: aprendre, riure't, tafanejar... excepte per treure'n benefici econòmic. Si ho aconsegueixes, si us plau avisa'm i anem a mitges.

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@@ -101,18 +101,7 @@ line=true
[item]
text=HOW TO PLAY
hPaddingDown=2
[/item]
[item]
text=HISCORE TABLE
hPaddingDown=2
[/item]
[item]
text=JAILERID:
hPaddingDown=6
line=true
hPaddingDown=10
[/item]
[item]

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@@ -21,11 +21,11 @@
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>2.2a</string>
<string>2.3.2</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>2.3</string>
<string>2.3.2</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSMinimumSystemVersion</key>

1
release/coffee.rc Normal file
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@@ -0,0 +1 @@
id ICON "icon.ico"

BIN
release/coffee.res Normal file

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BIN
release/icon.ico Normal file

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@@ -1,4 +1,8 @@
#include "animatedsprite.h"
#include <fstream> // for basic_ostream, operator<<, basic_istream, basic...
#include <iostream> // for cout
#include <sstream> // for basic_stringstream
#include "texture.h" // for Texture
// Carga la animación desde un fichero
animatedSprite_t loadAnimationFromFile(Texture *texture, std::string filePath, bool verbose)

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@@ -1,15 +1,12 @@
#pragma once
#include <SDL2/SDL.h>
#include "movingsprite.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
#include <vector>
#ifndef ANIMATEDSPRITE_H
#define ANIMATEDSPRITE_H
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <string> // for string, basic_string
#include <vector> // for vector
#include "movingsprite.h" // for MovingSprite
class Texture;
struct animation_t
{
@@ -99,5 +96,3 @@ public:
// Reinicia la animación
void resetAnimation();
};
#endif

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@@ -1,5 +1,8 @@
#include "asset.h"
#include <iostream>
#include <SDL2/SDL_rwops.h> // for SDL_RWFromFile, SDL_RWclose, SDL_RWops
#include <SDL2/SDL_stdinc.h> // for SDL_max
#include <stddef.h> // for size_t
#include <iostream> // for basic_ostream, operator<<, cout, endl
// Constructor
Asset::Asset(std::string executablePath)

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@@ -1,11 +1,7 @@
#pragma once
#include <SDL2/SDL.h>
#include <string>
#include <vector>
#ifndef ASSET_H
#define ASSET_H
#include <string> // for string, basic_string
#include <vector> // for vector
enum assetType
{
@@ -62,5 +58,3 @@ public:
// Establece si ha de mostrar texto por pantalla
void setVerbose(bool value);
};
#endif

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@@ -1,5 +1,10 @@
#include "const.h"
#include "balloon.h"
#include <math.h> // for abs
#include "animatedsprite.h" // for AnimatedSprite
#include "const.h" // for PLAY_AREA_LEFT, PLAY_AREA_RIGHT, PLAY_AR...
#include "movingsprite.h" // for MovingSprite
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
// Constructor
Balloon::Balloon(float x, float y, Uint8 kind, float velx, float speed, Uint16 creationtimer, Texture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer)

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@@ -1,72 +1,71 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/animatedsprite.h"
#include "common/utils.h"
#include <sstream>
#include <vector>
#ifndef BALLOON_H
#define BALLOON_H
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16, Uint32
#include <string> // for string
#include <vector> // for vector
#include "utils.h" // for circle_t
class AnimatedSprite;
class Texture;
// Cantidad de elementos del vector con los valores de la deformación del globo al rebotar
#define MAX_BOUNCE 10
constexpr int MAX_BOUNCE = 10;
// Tipos de globo
#define BALLOON_1 1
#define BALLOON_2 2
#define BALLOON_3 3
#define BALLOON_4 4
#define HEXAGON_1 5
#define HEXAGON_2 6
#define HEXAGON_3 7
#define HEXAGON_4 8
#define POWER_BALL 9
constexpr int BALLOON_1 = 1;
constexpr int BALLOON_2 = 2;
constexpr int BALLOON_3 = 3;
constexpr int BALLOON_4 = 4;
constexpr int HEXAGON_1 = 5;
constexpr int HEXAGON_2 = 6;
constexpr int HEXAGON_3 = 7;
constexpr int HEXAGON_4 = 8;
constexpr int POWER_BALL = 9;
// Puntos de globo
#define BALLOON_SCORE_1 50
#define BALLOON_SCORE_2 100
#define BALLOON_SCORE_3 200
#define BALLOON_SCORE_4 400
constexpr int BALLOON_SCORE_1 = 50;
constexpr int BALLOON_SCORE_2 = 100;
constexpr int BALLOON_SCORE_3 = 200;
constexpr int BALLOON_SCORE_4 = 400;
// Tamaños de globo
#define BALLOON_SIZE_1 1
#define BALLOON_SIZE_2 2
#define BALLOON_SIZE_3 3
#define BALLOON_SIZE_4 4
constexpr int BALLOON_SIZE_1 = 1;
constexpr int BALLOON_SIZE_2 = 2;
constexpr int BALLOON_SIZE_3 = 3;
constexpr int BALLOON_SIZE_4 = 4;
// Clases de globo
#define BALLOON_CLASS 0
#define HEXAGON_CLASS 1
constexpr int BALLOON_CLASS = 0;
constexpr int HEXAGON_CLASS = 1;
// Velocidad del globo
#define BALLOON_VELX_POSITIVE 0.7f
#define BALLOON_VELX_NEGATIVE -0.7f
constexpr float BALLOON_VELX_POSITIVE = 0.7f;
constexpr float BALLOON_VELX_NEGATIVE = -0.7f;
// Indice para las animaciones de los globos
#define BALLOON_MOVING_ANIMATION 0
#define BALLOON_POP_ANIMATION 1
#define BALLOON_BORN_ANIMATION 2
// Índice para las animaciones de los globos
constexpr int BALLOON_MOVING_ANIMATION = 0;
constexpr int BALLOON_POP_ANIMATION = 1;
constexpr int BALLOON_BORN_ANIMATION = 2;
// Cantidad posible de globos
#define MAX_BALLOONS 100
constexpr int MAX_BALLOONS = 100;
// Velocidades a las que se mueven los globos
#define BALLOON_SPEED_1 0.60f
#define BALLOON_SPEED_2 0.70f
#define BALLOON_SPEED_3 0.80f
#define BALLOON_SPEED_4 0.90f
#define BALLOON_SPEED_5 1.00f
constexpr float BALLOON_SPEED_1 = 0.60f;
constexpr float BALLOON_SPEED_2 = 0.70f;
constexpr float BALLOON_SPEED_3 = 0.80f;
constexpr float BALLOON_SPEED_4 = 0.90f;
constexpr float BALLOON_SPEED_5 = 1.00f;
// Tamaño de los globos
#define BALLOON_WIDTH_1 8
#define BALLOON_WIDTH_2 13
#define BALLOON_WIDTH_3 21
#define BALLOON_WIDTH_4 37
constexpr int BALLOON_WIDTH_1 = 8;
constexpr int BALLOON_WIDTH_2 = 13;
constexpr int BALLOON_WIDTH_3 = 21;
constexpr int BALLOON_WIDTH_4 = 37;
// PowerBall
#define POWERBALL_SCREENPOWER_MINIMUM 10
#define POWERBALL_COUNTER 8
constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
constexpr int POWERBALL_COUNTER = 8;
// Clase Balloon
class Balloon
@@ -250,5 +249,3 @@ public:
// Obtiene le valor de la variable
Uint8 getPower();
};
#endif

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@@ -1,5 +1,7 @@
#include "const.h"
#include "bullet.h"
#include "const.h" // for NO_KIND, PLAY_AREA_LEFT, PLAY_AREA_RIGHT, PLAY_A...
#include "sprite.h" // for Sprite
class Texture;
// Constructor
Bullet::Bullet(int x, int y, int kind, bool poweredUp, int owner, Texture *texture, SDL_Renderer *renderer)

View File

@@ -1,20 +1,19 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/sprite.h"
#include "common/utils.h"
#ifndef BULLET_H
#define BULLET_H
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8
#include "utils.h" // for circle_t
class Sprite;
class Texture;
// Tipos de bala
#define BULLET_UP 1
#define BULLET_LEFT 2
#define BULLET_RIGHT 3
constexpr int BULLET_UP = 1;
constexpr int BULLET_LEFT = 2;
constexpr int BULLET_RIGHT = 3;
// Tipos de retorno de la funcion move de la bala
#define BULLET_MOVE_OK 0
#define BULLET_MOVE_OUT 1
// Tipos de retorno de la función move de la bala
constexpr int BULLET_MOVE_OK = 0;
constexpr int BULLET_MOVE_OUT = 1;
// Clase Bullet
class Bullet
@@ -80,5 +79,3 @@ public:
// Obtiene el circulo de colisión
circle_t &getCollider();
};
#endif

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@@ -1,101 +0,0 @@
#ifdef JA_USESDLMIXER
#include "jail_audio.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include <stdio.h>
struct JA_Sound_t {}; // Dummy structs
struct JA_Music_t {};
int JA_freq {48000};
SDL_AudioFormat JA_format {AUDIO_S16};
Uint8 JA_channels {2};
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
JA_freq = freq;
JA_format = format;
JA_channels = channels;
Mix_OpenAudio(JA_freq, JA_format, JA_channels, 1024);
}
void JA_Quit() {
Mix_CloseAudio();
}
JA_Music_t *JA_LoadMusic(const char* filename) {
return (JA_Music_t*)Mix_LoadMUS(filename);
}
void JA_PlayMusic(JA_Music_t *music, const int loop) {
Mix_PlayMusic((Mix_Music*)music, loop);
}
void JA_PauseMusic() {
Mix_PauseMusic();
}
void JA_ResumeMusic() {
Mix_ResumeMusic();
}
void JA_StopMusic() {
Mix_HaltMusic();
}
JA_Music_state JA_GetMusicState() {
if (Mix_PausedMusic()) {
return JA_MUSIC_PAUSED;
} else if (Mix_PlayingMusic()) {
return JA_MUSIC_PLAYING;
} else {
return JA_MUSIC_STOPPED;
}
}
void JA_DeleteMusic(JA_Music_t *music) {
Mix_FreeMusic((Mix_Music*)music);
}
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
return NULL;
}
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *sound = (JA_Sound_t*)Mix_LoadWAV(filename);
return sound;
}
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
return Mix_PlayChannel(-1, (Mix_Chunk*)sound, loop);
}
void JA_DeleteSound(JA_Sound_t *sound) {
Mix_FreeChunk((Mix_Chunk*)sound);
}
void JA_PauseChannel(const int channel) {
Mix_Pause(channel);
}
void JA_ResumeChannel(const int channel) {
Mix_Resume(channel);
}
void JA_StopChannel(const int channel) {
Mix_HaltChannel(channel);
}
JA_Channel_state JA_GetChannelState(const int channel) {
if (Mix_Paused(channel)) {
return JA_CHANNEL_PAUSED;
} else if (Mix_Playing(channel)) {
return JA_CHANNEL_PLAYING;
} else {
return JA_CHANNEL_FREE;
}
}
int JA_SetVolume(int volume) {
return Mix_Volume(-1, volume);
}
#endif

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@@ -1,154 +0,0 @@
#include "jscore.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/types.h>
#ifdef _WIN32
#include <winsock2.h>
#else
#include <sys/socket.h>
#include <netdb.h>
#include <netinet/in.h>
#endif
#include <unistd.h>
#include <string>
#include <vector>
namespace jscore {
using namespace std;
struct user {
string name;
int points;
};
vector<user> score;
#define bzero(b,len) (memset((b), '\0', (len)), (void) 0)
int sock;
struct sockaddr_in client;
int PORT = 9911;
string HOST = "jaildoctor.duckdns.org";
#ifdef WIN32
WSADATA WsaData;
#endif
bool jscore_error = false;
string error_message;
void init(std::string host, const int port) {
PORT = port;
HOST = host;
}
void setErrorMessage(string message) {
jscore_error = true;
error_message = message;
}
string sendRequest(const string request) {
#ifdef WIN32
int ret = WSAStartup(0x101,&WsaData);
if (ret != 0) return 0;
#endif
struct hostent * host = gethostbyname(HOST.c_str());
if ( (host == NULL) || (host->h_addr == NULL) ) {
setErrorMessage("Error retrieving DNS information.\n");
return "";
}
bzero(&client, sizeof(client));
client.sin_family = AF_INET;
client.sin_port = htons( PORT );
memcpy(&client.sin_addr, host->h_addr, host->h_length);
sock = socket(AF_INET, SOCK_STREAM, 0);
if (sock < 0) {
setErrorMessage("Error creating socket.\n");
return "";
}
if ( connect(sock, (struct sockaddr *)&client, sizeof(client)) < 0 ) {
close(sock);
setErrorMessage("Could not connect\n");
return "";
}
string r = request + " HTTP/1.1\r\nHost: "+HOST+"\r\nConnection: close\r\n\r\n\r\n";
if (send(sock, r.c_str(), r.length(), 0) != (int)r.length()) {
setErrorMessage("Error sending request.\n");
return "";
}
char cur;
char start[5]="\r\n\r\n";
int pos = 0;
while ( recv(sock, &cur, 1,0) > 0 ) {
if (cur==start[pos]) { pos++; if (pos == 4) break; } else { pos = 0; }
}
char buffer[1024]; buffer[0]=0; pos=0;
while ( recv(sock, &cur, 1,0) > 0 ) {
buffer[pos] = cur;
pos++;
}
#ifdef WIN32
WSACleanup();
#endif
buffer[pos]=0;
return buffer;
}
const bool initOnlineScore(string game) {
string strbuff = sendRequest("GET /score-list.php?game=" + game);
if (jscore_error) return not jscore_error;
user u;
char buffer[1024];
strcpy(buffer, strbuff.c_str());
char *str = buffer;
char *p = str;
score.clear();
while (*p!=0) {
while (*p!=',') {p++;}
*p=0; u.name = str; p++; str=p;
while (*p!='\n') {p++;}
*p=0; u.points = atoi(str); p++; str=p;
score.push_back(u);
}
return not jscore_error;
}
const int getNumUsers() {
return score.size();
}
string getUserName(const int index) {
return score[index].name;
}
const int getPoints(const int index) {
return score[index].points;
}
const bool updateUserPoints(string game, string user, const int points) {
string strbuff = sendRequest("GET /score-update.php?game=" + game + "&user=" + user + "&points=" + to_string(points));
initOnlineScore(game);
return not jscore_error;
}
const int getUserPoints(string game, std::string user) {
return atoi(sendRequest("GET /getuserpoints.php?game=" + game + "&user=" + user).c_str());
}
string getUserData(string game, string user) {
return sendRequest("GET /getuserdata.php?game=" + game + "&user=" + user);
}
void setUserData(string game, string user, string data) {
sendRequest("GET /setuserdata.php?game=" + game + "&user=" + user + "&data=" + data);
}
};

View File

@@ -1,16 +0,0 @@
#pragma once
#include <string>
namespace jscore {
void init(std::string host, const int port);
const bool initOnlineScore(std::string game);
const int getNumUsers();
std::string getUserName(const int index);
const int getPoints(const int index);
const int getUserPoints(std::string game, std::string user);
const bool updateUserPoints(std::string game, std::string user, const int points);
std::string getUserData(std::string game, std::string user);
void setUserData(std::string game, std::string user, std::string data);
};

View File

@@ -1,285 +0,0 @@
#include "notify.h"
#include <string>
#include <stdio.h>
#include <iostream>
// Constructor
Notify::Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile, options_t *options)
{
// Inicializa variables
this->renderer = renderer;
this->options = options;
bgColor = options->notifications.color;
waitTime = 300;
// Crea objetos
iconTexture = new Texture(renderer, iconFile);
textTexture = new Texture(renderer, bitmapFile);
text = new Text(textFile, textTexture, renderer);
sound = JA_LoadSound(soundFile.c_str());
}
// Destructor
Notify::~Notify()
{
// Libera la memoria de los objetos
delete textTexture;
delete iconTexture;
delete text;
JA_DeleteSound(sound);
for (auto notification : notifications)
{
delete notification.sprite;
delete notification.texture;
}
}
// Dibuja las notificaciones por pantalla
void Notify::render()
{
for (int i = (int)notifications.size() - 1; i >= 0; --i)
{
notifications[i].sprite->render();
}
}
// Actualiza el estado de las notificaiones
void Notify::update()
{
for (int i = 0; i < (int)notifications.size(); ++i)
{
// Si la notificación anterior está "saliendo", no hagas nada
if (i > 0)
{
if (notifications[i - 1].state == ns_rising)
{
break;
}
}
notifications[i].counter++;
// Hace sonar la notificación en el primer frame
if (notifications[i].counter == 1)
{
if (options->notifications.sound)
{
if (notifications[i].state == ns_rising)
{ // Reproduce el sonido de la notificación
JA_PlaySound(sound);
}
}
}
// Comprueba los estados
if (notifications[i].state == ns_rising)
{
const float step = ((float)notifications[i].counter / notifications[i].travelDist);
const int alpha = 255 * step;
if (options->notifications.posV == pos_top)
{
notifications[i].rect.y++;
}
else
{
notifications[i].rect.y--;
}
notifications[i].texture->setAlpha(alpha);
if (notifications[i].rect.y == notifications[i].y)
{
notifications[i].state = ns_stay;
notifications[i].texture->setAlpha(255);
notifications[i].counter = 0;
}
}
else if (notifications[i].state == ns_stay)
{
if (notifications[i].counter == waitTime)
{
notifications[i].state = ns_vanishing;
notifications[i].counter = 0;
}
}
else if (notifications[i].state == ns_vanishing)
{
const float step = (notifications[i].counter / (float)notifications[i].travelDist);
const int alpha = 255 * (1 - step);
if (options->notifications.posV == pos_top)
{
notifications[i].rect.y--;
}
else
{
notifications[i].rect.y++;
}
notifications[i].texture->setAlpha(alpha);
if (notifications[i].rect.y == notifications[i].y - notifications[i].travelDist)
{
notifications[i].state = ns_finished;
}
}
notifications[i].sprite->setRect(notifications[i].rect);
}
clearFinishedNotifications();
}
// Elimina las notificaciones finalizadas
void Notify::clearFinishedNotifications()
{
for (int i = (int)notifications.size() - 1; i >= 0; --i)
{
if (notifications[i].state == ns_finished)
{
delete notifications[i].sprite;
delete notifications[i].texture;
notifications.erase(notifications.begin() + i);
}
}
}
// Muestra una notificación de texto por pantalla;
void Notify::showText(std::string text1, std::string text2, int icon)
{
// Inicializa variables
const int iconSize = 16;
const int padding = text->getCharacterSize();
const int iconSpace = icon >= 0 ? iconSize + padding : 0;
const std::string txt = text1.length() > text2.length() ? text1 : text2;
const int width = text->lenght(txt) + (padding * 2) + iconSpace;
const int height = (text->getCharacterSize() * 2) + (padding * 2);
// Posición horizontal
int despH = 0;
if (options->notifications.posH == pos_left)
{
despH = padding;
}
else if (options->notifications.posH == pos_middle)
{
despH = ((options->screen.windowWidth * options->windowSize) / 2 - (width / 2));
}
else
{
despH = (options->screen.windowWidth * options->windowSize) - width - padding;
}
// Posición vertical
int despV = 0;
if (options->notifications.posV == pos_top)
{
despV = padding;
}
else
{
despV = (options->screen.windowHeight * options->windowSize) - height - padding;
}
const int travelDist = height + padding;
// Offset
int offset = 0;
if (options->notifications.posV == pos_top)
{
offset = (int)notifications.size() > 0 ? notifications.back().y + travelDist : despV;
}
else
{
offset = (int)notifications.size() > 0 ? notifications.back().y - travelDist : despV;
}
// Crea la notificacion
notification_t n;
// Inicializa variables
n.y = offset;
n.travelDist = travelDist;
n.counter = 0;
n.state = ns_rising;
n.text1 = text1;
n.text2 = text2;
if (options->notifications.posV == pos_top)
{
n.rect = {despH, offset - travelDist, width, height};
}
else
{
n.rect = {despH, offset + travelDist, width, height};
}
// Crea la textura
n.texture = new Texture(renderer);
n.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET);
n.texture->setBlendMode(SDL_BLENDMODE_BLEND);
// Prepara para dibujar en la textura
n.texture->setAsRenderTarget(renderer);
// Dibuja el fondo de la notificación
SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
SDL_Rect rect;
rect = {4, 0, width - (4 * 2), height};
SDL_RenderFillRect(renderer, &rect);
rect = {4 / 2, 1, width - 4, height - 2};
SDL_RenderFillRect(renderer, &rect);
rect = {1, 4 / 2, width - 2, height - 4};
SDL_RenderFillRect(renderer, &rect);
rect = {0, 4, width, height - (4 * 2)};
SDL_RenderFillRect(renderer, &rect);
// Dibuja el icono de la notificación
if (icon >= 0)
{
Sprite *sp = new Sprite({0, 0, iconSize, iconSize}, iconTexture, renderer);
sp->setPos({padding, padding, iconSize, iconSize});
sp->setSpriteClip({iconSize * (icon % 10), iconSize * (icon / 10), iconSize, iconSize});
sp->render();
delete sp;
}
// Escribe el texto de la notificación
color_t color = {255, 255, 255};
if (text2 != "")
{ // Dos lineas de texto
text->writeColored(padding + iconSpace, padding, text1, color);
text->writeColored(padding + iconSpace, padding + text->getCharacterSize() + 1, text2, color);
}
else
{ // Una linea de texto
text->writeColored(padding + iconSpace, (height / 2) - (text->getCharacterSize() / 2), text1, color);
}
// Deja de dibujar en la textura
SDL_SetRenderTarget(renderer, nullptr);
// Crea el sprite de la notificación
n.sprite = new Sprite(n.rect, n.texture, renderer);
// Deja la notificación invisible
n.texture->setAlpha(0);
// Añade la notificación a la lista
notifications.push_back(n);
}
// Indica si hay notificaciones activas
bool Notify::active()
{
if ((int)notifications.size() > 0)
{
return true;
}
return false;
}

View File

@@ -1,87 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
#include "jail_audio.h"
#include "sprite.h"
#include "text.h"
#include "texture.h"
#include "utils.h"
#include <vector>
#ifndef NOTIFY_H
#define NOTIFY_H
class Notify
{
private:
enum notification_state_e
{
ns_rising,
ns_stay,
ns_vanishing,
ns_finished
};
enum notification_position_e
{
upperLeft,
upperCenter,
upperRight,
middleLeft,
middleRight,
bottomLeft,
bottomCenter,
bottomRight
};
struct notification_t
{
std::string text1;
std::string text2;
int counter;
notification_state_e state;
notification_position_e position;
Texture *texture;
Sprite *sprite;
SDL_Rect rect;
int y;
int travelDist;
};
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Texture *textTexture; // Textura para la fuente de las notificaciones
Texture *iconTexture; // Textura para los iconos de las notificaciones
Text *text; // Objeto para dibujar texto
options_t *options; // Variable con todas las opciones del programa
// Variables
color_t bgColor; // Color de fondo de las notificaciones
int waitTime; // Tiempo que se ve la notificación
std::vector<notification_t> notifications; // La lista de notificaciones activas
JA_Sound_t *sound; // Sonido a reproducir cuando suena la notificación
// Elimina las notificaciones finalizadas
void clearFinishedNotifications();
public:
// Dibuja las notificaciones por pantalla
void render();
// Actualiza el estado de las notificaiones
void update();
// Constructor
Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile, options_t *options);
// Destructor
~Notify();
// Muestra una notificación de texto por pantalla;
void showText(std::string text1 = "", std::string text2 = "", int icon = -1);
// Indica si hay notificaciones activas
bool active();
};
#endif

View File

@@ -1,65 +1,60 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/utils.h"
#include "utils.h"
#include "lang.h"
#ifndef CONST_H
#define CONST_H
// Tamaño de bloque
#define BLOCK 8
#define HALF_BLOCK BLOCK / 2
constexpr int BLOCK = 8;
constexpr int HALF_BLOCK = BLOCK / 2;
// Tamaño de la pantalla virtual
#define GAMECANVAS_WIDTH 256
#define GAMECANVAS_HEIGHT 192
constexpr int GAMECANVAS_WIDTH = 256;
constexpr int GAMECANVAS_HEIGHT = 192;
// Zona de juego
const int PLAY_AREA_TOP = (0 * BLOCK);
const int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
const int PLAY_AREA_LEFT = (0 * BLOCK);
const int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
constexpr int PLAY_AREA_TOP = (0 * BLOCK);
constexpr int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
constexpr int PLAY_AREA_LEFT = (0 * BLOCK);
constexpr int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
constexpr int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
constexpr int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
constexpr int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
constexpr int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
constexpr int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
constexpr int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
constexpr int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
constexpr int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
// Anclajes de pantalla
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
constexpr int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
constexpr int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
constexpr int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
constexpr int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
constexpr int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
constexpr int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
// Secciones del programa
#define SECTION_PROG_LOGO 0
#define SECTION_PROG_INTRO 1
#define SECTION_PROG_TITLE 2
#define SECTION_PROG_GAME 3
#define SECTION_PROG_QUIT 4
constexpr int SECTION_PROG_LOGO = 0;
constexpr int SECTION_PROG_INTRO = 1;
constexpr int SECTION_PROG_TITLE = 2;
constexpr int SECTION_PROG_GAME = 3;
constexpr int SECTION_PROG_QUIT = 4;
// Subsecciones
#define SUBSECTION_GAME_PLAY_1P 0
#define SUBSECTION_GAME_PLAY_2P 1
#define SUBSECTION_GAME_PAUSE 2
#define SUBSECTION_GAME_GAMEOVER 3
#define SUBSECTION_TITLE_1 3
#define SUBSECTION_TITLE_2 4
#define SUBSECTION_TITLE_3 5
#define SUBSECTION_TITLE_INSTRUCTIONS 6
constexpr int SUBSECTION_GAME_PLAY_1P = 0;
constexpr int SUBSECTION_GAME_PLAY_2P = 1;
constexpr int SUBSECTION_GAME_PAUSE = 2;
constexpr int SUBSECTION_GAME_GAMEOVER = 3;
constexpr int SUBSECTION_TITLE_1 = 3;
constexpr int SUBSECTION_TITLE_2 = 4;
constexpr int SUBSECTION_TITLE_3 = 5;
constexpr int SUBSECTION_TITLE_INSTRUCTIONS = 6;
// Ningun tipo
#define NO_KIND 0
constexpr int NO_KIND = 0;
// Colores
const color_t bgColor = {0x27, 0x27, 0x36};
const color_t noColor = {0xFF, 0xFF, 0xFF};
const color_t shdwTxtColor = {0x43, 0x43, 0x4F};
#endif

View File

@@ -1,20 +1,44 @@
#include "common/jscore.h"
#include "common/utils.h"
#include "const.h"
#include "director.h"
#include <iostream>
#include <fstream>
#include <string>
#include <sys/stat.h>
#include <unistd.h>
#include <SDL2/SDL.h> // for SDL_Init, SDL_Quit, SDL_INIT_EV...
#include <SDL2/SDL_audio.h> // for AUDIO_S16
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_gamecontroller.h> // for SDL_CONTROLLER_BUTTON_B, SDL_CO...
#include <SDL2/SDL_hints.h> // for SDL_SetHint, SDL_HINT_RENDER_SC...
#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_ESCAPE, SDL_SCANCO...
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <errno.h> // for errno, EEXIST, EACCES, ENAMETOO...
#include <stdio.h> // for printf, perror
#include <string.h> // for strcmp
#include <sys/stat.h> // for mkdir, stat, S_IRWXU
#include <unistd.h> // for getuid
#include <cstdlib> // for exit, EXIT_FAILURE, srand
#include <fstream> // for basic_ostream, operator<<, basi...
#include <iostream> // for cout
#include <string> // for basic_string, operator+, char_t...
#include <vector> // for vector
#include <memory>
#include "asset.h" // for Asset, assetType
#include "const.h" // for SECTION_PROG_LOGO, GAMECANVAS_H...
#include "game.h" // for Game
#include "input.h" // for Input, inputs_e, INPUT_USE_GAME...
#include "intro.h" // for Intro
#include "jail_audio.h" // for JA_Init
#include "lang.h" // for Lang, MAX_LANGUAGES, ba_BA, en_UK
#include "logo.h" // for Logo
#include "screen.h" // for FILTER_NEAREST, Screen, FILTER_...
#include "title.h" // for Title
#include "utils.h" // for options_t, input_t, boolToString
#ifndef _WIN32
#include <pwd.h>
#endif
// Constructor
Director::Director(int argc, char *argv[])
Director::Director(int argc, const char *argv[])
{
std::cout << "Game start" << std::endl;
// Inicializa variables
section = new section_t();
section->name = SECTION_PROG_LOGO;
@@ -60,9 +84,6 @@ Director::Director(int argc, char *argv[])
initInput();
screen = new Screen(window, renderer, asset, options);
// Inicializa los servicios online
initOnline();
}
Director::~Director()
@@ -80,6 +101,8 @@ Director::~Director()
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "\nBye!" << std::endl;
}
// Inicializa el objeto input
@@ -187,8 +210,8 @@ bool Director::initSDL()
{
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
//Uint32 flags = SDL_RENDERER_SOFTWARE;
//Uint32 flags = SDL_RENDERER_ACCELERATED;
// Uint32 flags = SDL_RENDERER_SOFTWARE;
// Uint32 flags = SDL_RENDERER_ACCELERATED;
Uint32 flags = 0;
if (options->vSync)
{
@@ -240,9 +263,6 @@ bool Director::setFileList()
asset->add(prefix + "/data/config/demo.bin", t_data);
asset->add(prefix + "/data/config/gamecontrollerdb.txt", t_data);
// Notificaciones
asset->add(prefix + "/data/notifications/notify.png", t_bitmap);
// Musicas
asset->add(prefix + "/data/music/intro.ogg", t_music);
asset->add(prefix + "/data/music/playing.ogg", t_music);
@@ -266,7 +286,6 @@ bool Director::setFileList()
asset->add(prefix + "/data/sound/title.wav", t_sound);
asset->add(prefix + "/data/sound/clock.wav", t_sound);
asset->add(prefix + "/data/sound/powerball.wav", t_sound);
asset->add(prefix + "/data/sound/notify.wav", t_sound);
// Texturas
asset->add(prefix + "/data/gfx/balloon1.png", t_bitmap);
@@ -398,28 +417,10 @@ void Director::initOptions()
options->difficulty = DIFFICULTY_NORMAL;
options->language = ba_BA;
options->console = false;
// Opciones online
options->online.enabled = false;
options->online.server = "jaildoctor.duckdns.org";
options->online.port = 9911;
#ifdef DEBUG
options->online.gameID = "coffee_crisis_test2";
#else
options->online.gameID = "coffee_crisis";
#endif
options->online.jailerID = "";
options->online.score = 0;
// Opciones de las notificaciones
options->notifications.posV = pos_top;
options->notifications.posH = pos_left;
options->notifications.sound = true;
options->notifications.color = {48, 48, 48};
}
// Comprueba los parametros del programa
void Director::checkProgramArguments(int argc, char *argv[])
void Director::checkProgramArguments(int argc, const char *argv[])
{
// Establece la ruta del programa
executablePath = argv[0];
@@ -435,7 +436,7 @@ void Director::checkProgramArguments(int argc, char *argv[])
}
// Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder(std::string folder)
void Director::createSystemFolder(const std::string &folder)
{
#ifdef _WIN32
systemFolder = std::string(getenv("APPDATA")) + "/" + folder;
@@ -446,7 +447,18 @@ void Director::createSystemFolder(std::string folder)
#elif __linux__
struct passwd *pw = getpwuid(getuid());
const char *homedir = pw->pw_dir;
systemFolder = std::string(homedir) + "/." + folder;
systemFolder = std::string(homedir) + "/.config/" + folder;
{
// Intenta crear ".config", per si no existeix
std::string config_base_folder = std::string(homedir) + "/.config";
int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
if (ret == -1 && errno != EEXIST)
{
printf("ERROR CREATING CONFIG BASE FOLDER.");
exit(EXIT_FAILURE);
}
}
#endif
struct stat st = {0};
@@ -590,12 +602,12 @@ bool Director::saveConfigFile()
else if (options->videoMode == SDL_WINDOW_FULLSCREEN)
{
file << "fullScreenMode=SDL_WINDOW_FULLSCREEN\n";
file << "videoMode=SDL_WINDOW_FULLSCREEN\n";
}
else if (options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
file << "fullScreenMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
file << "videoMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
}
file << "windowSize=" + std::to_string(options->windowSize) + "\n";
@@ -623,41 +635,6 @@ bool Director::saveConfigFile()
file << "input0=" + std::to_string(options->input[0].deviceType) + "\n";
file << "input1=" + std::to_string(options->input[1].deviceType) + "\n";
// Opciones sobre la conexión online
file << "\n## ONLINE OPTIONS\n";
file << "enabled=" + boolToString(options->online.enabled) + "\n";
file << "server=" + options->online.server + "\n";
file << "port=" + std::to_string(options->online.port) + "\n";
file << "jailerID=" + options->online.jailerID + "\n";
// Opciones de las notificaciones
file << "\n## NOTIFICATION OPTIONS\n";
file << "## notifications.posV = pos_top | pos_bottom\n";
if (options->notifications.posV == pos_top)
{
file << "notifications.posV=pos_top\n";
}
else
{
file << "notifications.posV=pos_bottom\n";
}
file << "## notifications.posH = pos_left | pos_middle | pos_right\n";
if (options->notifications.posH == pos_left)
{
file << "notifications.posH=pos_left\n";
}
else if (options->notifications.posH == pos_middle)
{
file << "notifications.posH=pos_middle\n";
}
else
{
file << "notifications.posH=pos_right\n";
}
file << "notifications.sound=" + boolToString(options->notifications.sound) + "\n";
// Cierra el fichero
file.close();
@@ -666,34 +643,30 @@ bool Director::saveConfigFile()
void Director::runLogo()
{
logo = new Logo(renderer, screen, asset, input, section);
auto logo = std::make_unique<Logo>(renderer, screen, asset, input, section);
logo->run();
delete logo;
}
void Director::runIntro()
{
intro = new Intro(renderer, screen, asset, input, lang, section);
auto intro = std::make_unique<Intro>(renderer, screen, asset, input, lang, section);
intro->run();
delete intro;
}
void Director::runTitle()
{
title = new Title(renderer, screen, input, asset, options, lang, section);
auto title = std::make_unique<Title>(renderer, screen, input, asset, options, lang, section);
title->run();
delete title;
}
void Director::runGame()
{
const int numPlayers = section->subsection == SUBSECTION_GAME_PLAY_1P ? 1 : 2;
game = new Game(numPlayers, 0, renderer, screen, asset, lang, input, false, options, section);
auto game = std::make_unique<Game>(numPlayers, 0, renderer, screen, asset, lang, input, false, options, section);
game->run();
delete game;
}
void Director::run()
int Director::run()
{
// Bucle principal
while (section->name != SECTION_PROG_QUIT)
@@ -717,66 +690,8 @@ void Director::run()
break;
}
}
}
// Inicializa los servicios online
void Director::initOnline()
{
if (options->online.sessionEnabled)
{ // Si ya ha iniciado la sesión, que no continue
return;
}
if (options->online.jailerID == "")
{ // Jailer ID no definido
options->online.enabled = false;
}
else
{ // Jailer ID iniciado
options->online.enabled = options->online.sessionEnabled = true;
// Establece el servidor y el puerto
jscore::init(options->online.server, options->online.port);
#ifdef DEBUG
const std::string caption = options->online.jailerID + " (DEBUG)";
#else
const std::string caption = options->online.jailerID;
#endif
//screen->showNotification(caption, lang->getText(85), 12);
screen->showNotification(caption, lang->getText(85));
if (options->console)
{
std::cout << caption << std::endl;
}
// Obtiene la información de puntuaciones online
if (!jscore::initOnlineScore(options->online.gameID))
{
screen->showNotification(lang->getText(80), options->online.server);
if (options->console)
{
std::cout << "Can't connect to " << options->online.server << std::endl;
}
options->online.enabled = false;
return;
}
// Obten la puntuación online para el jailerID
const int points = jscore::getUserPoints(options->online.gameID, options->online.jailerID);
if (points == 0)
{ // Fallo de conexión o no hay registros
screen->showNotification(lang->getText(81), lang->getText(82));
if (options->console)
{
std::cout << "Can't get online scores" << std::endl;
}
}
else
{
options->online.score = points;
}
}
return 0;
}
// Asigna variables a partir de dos cadenas
@@ -874,65 +789,6 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
options->input[1].deviceType = std::stoi(value);
}
// Opciones onlince
else if (var == "enabled")
{
options->online.enabled = stringToBool(value);
}
else if (var == "server")
{
options->online.server = value;
}
else if (var == "port")
{
if (value == "")
{
value = "0";
}
options->online.port = std::stoi(value);
}
else if (var == "jailerID")
{
options->online.jailerID = toLower(value);
}
// Opciones de notificaciones
else if (var == "notifications.posH")
{
if (value == "pos_left")
{
options->notifications.posH = pos_left;
}
else if (value == "pos_middle")
{
options->notifications.posH = pos_middle;
}
else
{
options->notifications.posH = pos_right;
}
}
else if (var == "notifications.posV")
{
if (value == "pos_top")
{
options->notifications.posV = pos_top;
}
else
{
options->notifications.posV = pos_bottom;
}
}
else if (var == "notifications.sound")
{
options->notifications.sound = stringToBool(value);
}
// Lineas vacias o que empiezan por comentario
else if (var == "" || var.substr(0, 1) == "#")
{

View File

@@ -1,33 +1,21 @@
#pragma once
#include <SDL2/SDL.h>
#include "balloon.h"
#include "bullet.h"
#include "common/asset.h"
#include "common/input.h"
#include "common/jail_audio.h"
#include "common/menu.h"
#include "common/movingsprite.h"
#include "common/screen.h"
#include "common/smartsprite.h"
#include "common/sprite.h"
#include "common/text.h"
#include "common/utils.h"
#include "common/writer.h"
#include "const.h"
#include "fade.h"
#include "game.h"
#include "intro.h"
#include "item.h"
#include "logo.h"
#include "player.h"
#include "title.h"
#ifndef DIRECTOR_H
#define DIRECTOR_H
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_video.h> // for SDL_Window
#include <string> // for string, basic_string
class Asset;
class Game;
class Input;
class Intro;
class Lang;
class Logo;
class Screen;
class Title;
struct options_t;
struct section_t;
// Textos
#define WINDOW_CAPTION "Coffee Crisis"
constexpr const char* WINDOW_CAPTION = "Coffee Crisis";
class Director
{
@@ -36,10 +24,6 @@ private:
SDL_Window *window; // La ventana donde dibujamos
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Logo *logo; // Objeto para la sección del logo
Intro *intro; // Objeto para la sección de la intro
Title *title; // Objeto para la sección del titulo y el menu de opciones
Game *game; // Objeto para la sección del juego
Input *input; // Objeto Input para gestionar las entradas
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
@@ -59,9 +43,6 @@ private:
// Inicializa el objeto input
void initInput();
// Inicializa los servicios online
void initOnline();
// Inicializa las opciones del programa
void initOptions();
@@ -78,13 +59,10 @@ private:
bool saveConfigFile();
// Comprueba los parametros del programa
void checkProgramArguments(int argc, char *argv[]);
void checkProgramArguments(int argc, const char *argv[]);
// Crea la carpeta del sistema donde guardar datos
void createSystemFolder(std::string folder);
// Establece el valor de la variable
void setSection(section_t section);
void createSystemFolder(const std::string &folder);
// Ejecuta la seccion de juego con el logo
void runLogo();
@@ -100,13 +78,11 @@ private:
public:
// Constructor
Director(int argc, char *argv[]);
Director(int argc, const char *argv[]);
// Destructor
~Director();
// Bucle principal
void run();
int run();
};
#endif

View File

@@ -1,348 +0,0 @@
#include "common/jail_audio.h"
#include "common/jscore.h"
#include "const.h"
#include "enter_id.h"
#include <iostream>
// Constructor
EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->lang = lang;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new Texture(renderer, asset->get("smb2.png"));
text = new Text(asset->get("smb2.txt"), texture, renderer);
// Crea la textura para el texto que se escribe en pantalla
textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (textTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
// Inicializa variables
oldJailerID = options->online.jailerID;
loopRunning = true;
counter = 0;
ticks = 0;
ticksSpeed = 15;
jailerIDPos = 0;
initName();
// Escribe el texto en la textura
fillTexture();
}
// Destructor
EnterID::~EnterID()
{
delete eventHandler;
delete text;
delete texture;
}
// Bucle principal
void EnterID::run()
{
while (loopRunning)
{
update();
checkEvents();
render();
}
}
// Comprueba el manejador de eventos
void EnterID::checkEvents()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_PROG_QUIT;
loopRunning = false;
break;
}
// Comprueba las teclas que se han pulsado
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
if (eventHandler->key.keysym.scancode == SDL_SCANCODE_RETURN)
{
options->online.jailerID = toLower((std::string)name);
endSection();
break;
}
if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_A && eventHandler->key.keysym.scancode <= SDL_SCANCODE_Z)
{ // Si pulsa una letra
if (pos < maxLenght)
{
name[pos++] = eventHandler->key.keysym.scancode + 61;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_1 && eventHandler->key.keysym.scancode <= SDL_SCANCODE_9)
{ // Si pulsa un número
if (pos < maxLenght)
{ // En ascii el '0' va antes del '1', pero en scancode el '0' va despues de '9'
name[pos++] = eventHandler->key.keysym.scancode + 19;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_0)
{
if (pos < maxLenght)
{
name[pos++] = 48;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_BACKSPACE)
{
if (pos > 0)
{
name[--pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_ESCAPE)
{
section->name = SECTION_PROG_QUIT;
loopRunning = false;
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F1)
{
screen->setWindowSize(1);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F2)
{
screen->setWindowSize(2);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F3)
{
screen->setWindowSize(3);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F4)
{
screen->setWindowSize(4);
break;
}
}
}
}
// Actualiza las variables
void EnterID::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza el contador
counter++;
// Actualiza el cursor
cursor = (counter % 20 >= 10) ? " " : "_";
// Actualiza las notificaciones
screen->updateNotifier();
}
}
// Dibuja en pantalla
void EnterID::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Dibuja la textura con el texto en pantalla
SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
// Escribe el jailerID
const std::string jailerID = (std::string)name + cursor;
const color_t color = stringToColor(options->palette, "white");
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, jailerIDPos, jailerID, 1, color);
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Inicializa los textos
void EnterID::iniTexts()
{
const color_t orangeColor = {0xFF, 0x7A, 0x00};
const color_t noColor = {0xFF, 0xFF, 0xFF};
texts.clear();
texts.push_back({lang->getText(89), orangeColor});
texts.push_back({"", noColor});
texts.push_back({lang->getText(90), noColor});
texts.push_back({lang->getText(91), noColor});
texts.push_back({lang->getText(92), noColor});
texts.push_back({"", noColor});
texts.push_back({"", noColor});
texts.push_back({"", noColor});
texts.push_back({"JAILER_ID:", orangeColor});
}
// Escribe el texto en la textura
void EnterID::fillTexture()
{
const color_t shdwTxtColor = {0x43, 0x43, 0x4F};
// Inicializa los textos
iniTexts();
// Rellena la textura con un color de fondo
SDL_SetRenderTarget(renderer, textTexture);
SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 0xFF);
SDL_RenderClear(renderer);
// Añade el efecto de degradado en el fondo
//Texture *gradient = new Texture(renderer, asset->get("title_gradient.png"));
//SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
//gradient->render(renderer, 0, 0, &rect);
//delete gradient;
// Escribe el texto en la textura
const int desp = 40;
const int size = text->getCharacterSize() + 2;
int i = 0;
for (auto t : texts)
{
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, PLAY_AREA_CENTER_X, (i * size) + desp, t.label, 1, t.color, 1, shdwTxtColor);
i++;
}
jailerIDPos = ((i + 1) * size) + desp;
SDL_SetRenderTarget(renderer, nullptr);
}
// Inicializa los servicios online
void EnterID::initOnline()
{
// Si ya ha iniciado la sesión y no ha cambiado el jailerID, que no continue
if (options->online.sessionEnabled)
{
if (oldJailerID == options->online.jailerID)
{
return;
}
}
if (options->online.jailerID == "")
{ // Jailer ID no definido
options->online.enabled = false;
options->online.sessionEnabled = false;
}
else
{ // Jailer ID iniciado
options->online.enabled = options->online.sessionEnabled = true;
// Establece el servidor y el puerto
jscore::init(options->online.server, options->online.port);
#ifdef DEBUG
const std::string caption = options->online.jailerID + " (DEBUG)";
#else
const std::string caption = options->online.jailerID;
#endif
// screen->showNotification(caption, lang->getText(85), 12);
screen->showNotification(caption, lang->getText(85));
if (options->console)
{
std::cout << caption << std::endl;
}
// Obtiene la información de puntuaciones online
if (!jscore::initOnlineScore(options->online.gameID))
{
screen->showNotification(lang->getText(80), options->online.server);
if (options->console)
{
std::cout << "Can't connect to " << options->online.server << std::endl;
}
options->online.enabled = false;
return;
}
// Obten la puntuación online para el jailerID
const int points = jscore::getUserPoints(options->online.gameID, options->online.jailerID);
if (points == 0)
{ // Fallo de conexión o no hay registros
screen->showNotification(lang->getText(81), lang->getText(82));
if (options->console)
{
std::cout << "Can't get online scores" << std::endl;
}
}
else
{
options->online.score = points;
}
}
}
// Termina la sección
void EnterID::endSection()
{
loopRunning = false;
initOnline();
}
// Inicializa el vector utilizado para almacenar el texto que se escribe en pantalla
void EnterID::initName()
{
// Calcula el tamaño del vector
name[0] = 0;
maxLenght = sizeof(name) / sizeof(name[pos]);
// Inicializa el vector con ceros
for (int i = 0; i < maxLenght; ++i)
{
name[i] = 0;
}
// Si no hay definido ningun JailerID, coloca el cursor en primera posición
if (options->online.jailerID == "")
{
pos = 0;
}
else
{ // En caso contrario, copia el texto al vector y coloca el cursor en posición
const int len = std::min((int)options->online.jailerID.size(), maxLenght);
for (int i = 0; i < len; ++i)
{
name[i] = (char)options->online.jailerID[i];
}
pos = len;
}
}

View File

@@ -1,85 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/asset.h"
#include "common/screen.h"
#include "common/utils.h"
#include "common/text.h"
#include "common/texture.h"
#include <string>
#include <vector>
#ifndef ENTER_ID_H
#define ENTER_ID_H
class EnterID
{
private:
struct captions_t
{
std::string label; // Texto a escribir
color_t color; // Color del texto
};
// Punteros y objetos
Asset *asset; // Objeto con los ficheros de recursos
options_t *options; // Puntero a las opciones del juego
Screen *screen; // Objeto encargado de dibujar en pantalla
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
SDL_Event *eventHandler; // Manejador de eventos
SDL_Renderer *renderer; // El renderizador de la ventana
SDL_Texture *textTexture; // Textura para dibujar el texto
Text *text; // Objeto para escribir texto en pantalla
Texture *texture; // Textura para la fuente para el texto
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
bool loopRunning; // Indica si ha de terminar el bucle principal
int counter; // Contador
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<captions_t> texts; // Vector con los textos
std::string cursor; // Contiene el caracter que se muestra como cursor
char name[15]; // Aqui se guardan los caracteres de las teclas que se van pulsando
int pos; // Posición actual en el vector name
int maxLenght; // Tamaño máximo del jailerID
std::string oldJailerID; // Almacena el valor de jailerID al inicio para ver si se ha modificado
int jailerIDPos; // Posición en el eje Y donde ser va a escribir el texto
// Actualiza las variables
void update();
// Dibuja en pantalla
void render();
// Comprueba el manejador de eventos
void checkEvents();
// Inicializa los textos
void iniTexts();
// Escribe el texto en la textura
void fillTexture();
// Inicializa los servicios online
void initOnline();
// Termina la sección
void endSection();
// Inicializa el vector utilizado para almacenar el texto que se escribe en pantalla
void initName();
public:
// Constructor
EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, options_t *options, section_t *section);
// Destructor
~EnterID();
// Bucle principal
void run();
};
#endif

View File

@@ -1,6 +1,10 @@
#include "fade.h"
#include "const.h"
#include <iostream>
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_timer.h> // for SDL_Delay
#include <stdlib.h> // for rand
#include <iostream> // for char_traits, basic_ostream, operator<<
#include "const.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
// Constructor
Fade::Fade(SDL_Renderer *renderer)

View File

@@ -1,15 +1,13 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/texture.h"
#ifndef FADE_H
#define FADE_H
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16
// Tipos de fundido
#define FADE_FULLSCREEN 0
#define FADE_CENTER 1
#define FADE_RANDOM_SQUARE 2
constexpr int FADE_FULLSCREEN = 0;
constexpr int FADE_CENTER = 1;
constexpr int FADE_RANDOM_SQUARE = 2;
// Clase Fade
class Fade
@@ -53,5 +51,3 @@ public:
// Establece el tipo de fade
void setFadeType(Uint8 fadeType);
};
#endif

View File

@@ -1,5 +1,30 @@
#include "game.h"
#include "common/jscore.h"
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_rwops.h> // for SDL_RWFromFile, SDL_RWclose, SDL_RWwrite
#include <SDL2/SDL_timer.h> // for SDL_GetTicks, SDL_Delay
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_FOCUS_LOST
#include <stdlib.h> // for rand
#include <algorithm> // for max, min
#include <fstream> // for basic_ifstream
#include <iostream> // for basic_ostream, char_traits, operator<<
#include "asset.h" // for Asset
#include "balloon.h" // for Balloon, BALLOON_VELX_NEGATIVE, BALLOON_...
#include "bullet.h" // for Bullet, BULLET_LEFT, BULLET_RIGHT, BULLE...
#include "const.h" // for PLAY_AREA_CENTER_X, BLOCK, PLAY_AREA_CEN...
#include "fade.h" // for Fade, FADE_CENTER
#include "input.h" // for inputs_e, Input, REPEAT_TRUE, REPEAT_FALSE
#include "item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
#include "jail_audio.h" // for JA_PlaySound, JA_DeleteSound, JA_LoadSound
#include "lang.h" // for Lang
#include "menu.h" // for Menu
#include "movingsprite.h" // for MovingSprite
#include "player.h" // for Player, DEATH_COUNTER
#include "screen.h" // for Screen
#include "smartsprite.h" // for SmartSprite
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER
#include "texture.h" // for Texture
struct JA_Sound_t;
// Constructor
Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, options_t *options, section_t *section)
@@ -16,7 +41,11 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
// Pasa variables
this->demo.enabled = demo;
this->numPlayers = numPlayers;
#ifdef PAUSE
this->currentStage = 3;
#else
this->currentStage = currentStage;
#endif
lastStageReached = currentStage;
if (numPlayers == 1)
{ // Si solo juega un jugador, permite jugar tanto con teclado como con mando
@@ -57,12 +86,14 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
// Inicializa las variables necesarias para la sección 'Game'
init();
#ifdef PAUSE
pause = false;
#endif
}
Game::~Game()
{
saveScoreFile();
sendOnlineScore();
saveDemoFile();
// Restaura el metodo de control
@@ -766,38 +797,6 @@ bool Game::saveScoreFile()
return success;
}
// Sube la puntuación online
bool Game::sendOnlineScore()
{
if (!options->online.enabled)
{
return true;
}
if (demo.enabled)
{
return true;
}
const int score = players[0]->getScore();
if (score <= options->online.score)
{
return true;
}
if (jscore::updateUserPoints(options->online.gameID, options->online.jailerID, score))
{
options->online.score = score;
screen->showNotification(lang->getText(86) + std::to_string(score), "", 2);
return true;
}
else
{
screen->showNotification(lang->getText(86), lang->getText(87));
return false;
}
}
// Guarda el fichero de datos para la demo
bool Game::saveDemoFile()
{
@@ -1614,12 +1613,6 @@ void Game::updateHiScore()
// Actualiza la máxima puntuación
hiScore = player->getScore();
// Cambia el nombre del jugador con la máxima puntuación
if (options->online.enabled)
{
hiScoreName = options->online.jailerID.substr(0, 12) + " - ";
}
// Almacena la máxima puntuación en el fichero junto con un checksum
scoreDataFile[0] = hiScore;
scoreDataFile[1] = hiScore % 43;
@@ -2552,7 +2545,7 @@ Uint8 Game::dropItem()
// Crea un objeto item
void Game::createItem(Uint8 kind, float x, float y)
{
Item *item = new Item(kind, x, y, itemTextures[kind], itemAnimations[kind], renderer);
Item *item = new Item(kind, x, y, itemTextures[kind - 1], itemAnimations[kind - 1], renderer);
items.push_back(item);
}
@@ -2786,9 +2779,6 @@ void Game::update()
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza las notificaciones
screen->updateNotifier();
// Actualiza el contador de juego
counter++;
@@ -3066,7 +3056,7 @@ void Game::checkGameInput()
if (players[index]->canFire())
{
players[index]->setInput(input_fire_left);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_LEFT, players[index]->isPowerUp(), index);
players[index]->setFireCooldown(10);
}
}
@@ -3076,7 +3066,7 @@ void Game::checkGameInput()
if (players[index]->canFire())
{
players[index]->setInput(input_fire_right);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_UP, players[index]->isPowerUp(), index);
createBullet(players[index]->getPosX() + (players[index]->getWidth() / 2) - 4, players[index]->getPosY() + (players[index]->getHeight() / 2), BULLET_RIGHT, players[index]->isPowerUp(), index);
players[index]->setFireCooldown(10);
}
}
@@ -3367,8 +3357,13 @@ void Game::run()
}
}
#ifdef PAUSE
if (!pause)
update();
#else
// Actualiza la lógica del juego
update();
#endif
// Comprueba los eventos que hay en cola
checkEvents();
@@ -3388,9 +3383,6 @@ void Game::updatePausedGame()
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza las notificaciones
screen->updateNotifier();
if (leavingPauseMenu)
{
if (pauseCounter > 0)
@@ -3533,9 +3525,6 @@ void Game::updateGameOverScreen()
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza las notificaciones
screen->updateNotifier();
// Actualiza la lógica del menu
gameOverMenu->update();
@@ -3681,9 +3670,6 @@ void Game::runGameOverScreen()
// Guarda los puntos
saveScoreFile();
// Sube la puntuación online
sendOnlineScore();
// Reinicia el menu
gameOverMenu->reset();
@@ -3869,6 +3855,16 @@ void Game::checkEvents()
section->subsection = SUBSECTION_GAME_PAUSE;
}
}
#ifdef PAUSE
else if (eventHandler->type == SDL_KEYDOWN)
{
if (eventHandler->key.keysym.scancode == SDL_SCANCODE_P)
{
pause = !pause;
}
}
#endif
}
}
@@ -3963,23 +3959,5 @@ void Game::setHiScore()
{
// Carga el fichero de puntos
loadScoreFile();
// Establece el resto de variables
if (options->online.enabled)
{
if (jscore::getNumUsers() > 0)
{
hiScoreName = jscore::getUserName(0).substr(0, 12) + " - ";
hiScore = (Uint32)jscore::getPoints(0);
}
else
{
hiScoreName = "Bacteriol - ";
hiScore = 10;
}
}
else
{
hiScoreName = "";
}
}

View File

@@ -1,54 +1,56 @@
#pragma once
#include <SDL2/SDL.h>
#include "balloon.h"
#include "bullet.h"
#include "common/asset.h"
#include "common/input.h"
#include "common/jail_audio.h"
#include "common/menu.h"
#include "common/movingsprite.h"
#include "common/screen.h"
#include "common/smartsprite.h"
#include "common/sprite.h"
#include "common/text.h"
#include "common/utils.h"
#include "common/writer.h"
#include "const.h"
#include "fade.h"
#include "item.h"
#include "player.h"
#include <iostream>
#ifndef GAME_H
#define GAME_H
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16, Uint32
#include <string> // for string, basic_string
#include <vector> // for vector
#include "utils.h" // for demoKeys_t, color_t
class Asset;
class Balloon;
class Bullet;
class Fade;
class Input;
class Item;
class Lang;
class Menu;
class MovingSprite;
class Player;
class Screen;
class SmartSprite;
class Sprite;
class Text;
class Texture;
struct JA_Music_t;
struct JA_Sound_t;
// Cantidad de elementos a escribir en los ficheros de datos
#define TOTAL_SCORE_DATA 3
#define TOTAL_DEMO_DATA 2000
constexpr int TOTAL_SCORE_DATA = 3;
constexpr int TOTAL_DEMO_DATA = 2000;
// Contadores
#define STAGE_COUNTER 200
#define SHAKE_COUNTER 10
#define HELP_COUNTER 1000
#define GAME_COMPLETED_START_FADE 500
#define GAME_COMPLETED_END 700
constexpr int STAGE_COUNTER = 200;
constexpr int SHAKE_COUNTER = 10;
constexpr int HELP_COUNTER = 1000;
constexpr int GAME_COMPLETED_START_FADE = 500;
constexpr int GAME_COMPLETED_END = 700;
// Formaciones enemigas
#define NUMBER_OF_ENEMY_FORMATIONS 100
#define MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION 50
constexpr int NUMBER_OF_ENEMY_FORMATIONS = 100;
constexpr int MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION = 50;
// Porcentaje de aparición de los objetos
#define ITEM_POINTS_1_DISK_ODDS 10
#define ITEM_POINTS_2_GAVINA_ODDS 6
#define ITEM_POINTS_3_PACMAR_ODDS 3
#define ITEM_CLOCK_ODDS 5
#define ITEM_COFFEE_ODDS 5
#define ITEM_POWER_BALL_ODDS 0
#define ITEM_COFFEE_MACHINE_ODDS 4
constexpr int ITEM_POINTS_1_DISK_ODDS = 10;
constexpr int ITEM_POINTS_2_GAVINA_ODDS = 6;
constexpr int ITEM_POINTS_3_PACMAR_ODDS = 3;
constexpr int ITEM_CLOCK_ODDS = 5;
constexpr int ITEM_COFFEE_ODDS = 5;
constexpr int ITEM_POWER_BALL_ODDS = 0;
constexpr int ITEM_COFFEE_MACHINE_ODDS = 4;
// Valores para las variables asociadas a los objetos
#define TIME_STOPPED_COUNTER 300
constexpr int TIME_STOPPED_COUNTER = 300;
// Clase Game
class Game
@@ -238,6 +240,9 @@ private:
int cloudsSpeed; // Velocidad a la que se desplazan las nubes
int pauseCounter; // Contador para salir del menu de pausa y volver al juego
bool leavingPauseMenu; // Indica si esta saliendo del menu de pausa para volver al juego
#ifdef PAUSE
bool pause;
#endif
// Actualiza el juego
void update();
@@ -263,9 +268,6 @@ private:
// Guarda el fichero de puntos
bool saveScoreFile();
// Sube la puntuación online
bool sendOnlineScore();
// Guarda el fichero de datos para la demo
bool saveDemoFile();
@@ -525,5 +527,3 @@ public:
// Bucle para el juego
void run();
};
#endif

View File

@@ -1,286 +0,0 @@
#include "hiscore_table.h"
#include "common/jscore.h"
#include <iostream>
const Uint8 SELF = 0;
// Constructor
HiScoreTable::HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, options_t *options, section_t *section)
{
// Copia los punteros
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->input = input;
this->lang = lang;
this->section = section;
this->options = options;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
// Crea un backbuffer para el renderizador
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (backbuffer == nullptr)
{
if (options->console)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
// Inicializa variables
section->name = SELF;
ticks = 0;
ticksSpeed = 15;
manualQuit = false;
counter = 0;
counterEnd = 600;
}
// Destructor
HiScoreTable::~HiScoreTable()
{
delete eventHandler;
delete text;
SDL_DestroyTexture(backbuffer);
}
// Actualiza las variables
void HiScoreTable::update()
{
// Comprueba los eventos
checkEventHandler();
// Comprueba las entradas
checkInput();
// Actualiza las variables
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza las notificaciones
screen->updateNotifier();
if (mode == mhst_auto)
{ // Modo automático
counter++;
if (counter == counterEnd)
{
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
}
}
else
{ // Modo manual
++counter %= 60000;
if (manualQuit)
{
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_3;
}
}
}
}
// Pinta en pantalla
void HiScoreTable::render()
{
// Pinta en pantalla
SDL_Rect window = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
const color_t orangeColor = {0xFF, 0x7A, 0x00};
// hay 27 letras - 7 de puntos quedan 20 caracteres 20 - nameLenght 0 numDots
const int spaceBetweenHeader = 32;
const int spaceBetweenLines = text->getCharacterSize() * 1.8f;
// Pinta en el backbuffer el texto y los sprites
SDL_SetRenderTarget(renderer, backbuffer);
SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
SDL_RenderClear(renderer);
// Escribe el texto: Mejores puntuaciones
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, 8, lang->getText(42), 1, orangeColor, 1, shdwTxtColor);
// Escribe la lista de jugadores
int numUsers = jscore::getNumUsers();
for (int i = 0; i < numUsers; ++i)
{
const std::string userName = jscore::getUserName(i).substr(0, 17);
const int nameLenght = (int)userName.length();
const int numDots = 20 - nameLenght;
std::string dots = "";
for (int j = 0; j < numDots; ++j)
{
dots = dots + ".";
}
const std::string line = userName + dots + scoreToString(jscore::getPoints(i));
text->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, (i * spaceBetweenLines) + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor);
}
// Rellena la lista con otros nombres
if (numUsers < 10)
{
std::vector<std::string> names;
names.insert(names.end(), {"Bry", "Usufondo", "G.Lucas", "P.Delgat", "P.Arrabalera", "Pelechano", "Sahuquillo", "Bacteriol", "Pepe", "Rosita"});
for (int i = numUsers; i < 10; ++i)
{
const int nameLenght = names[i - numUsers].length();
const int numDots = 20 - nameLenght;
std::string dots = "";
for (int j = 0; j < numDots; ++j)
{
dots = dots + ".";
}
const std::string line = names[i - numUsers] + dots + "0000000";
text->writeDX(TXT_CENTER | TXT_SHADOW, GAMECANVAS_CENTER_X, (i * spaceBetweenLines) + spaceBetweenHeader, line, 1, orangeColor, 1, shdwTxtColor);
}
}
if ((mode == mhst_manual) && (counter % 50 > 14))
{
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, GAMECANVAS_CENTER_X, GAMECANVAS_HEIGHT - 12, lang->getText(22), 1, orangeColor, 1, shdwTxtColor);
}
// Cambia el destino de renderizado
SDL_SetRenderTarget(renderer, nullptr);
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean(bgColor);
// Establece la ventana del backbuffer
if (mode == mhst_auto)
{
window.y = std::max(8, GAMECANVAS_HEIGHT - counter + 100);
}
else
{
window.y = 0;
}
// Copia el backbuffer al renderizador
SDL_RenderCopy(renderer, backbuffer, nullptr, &window);
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Comprueba los eventos
void HiScoreTable::checkEventHandler()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_PROG_QUIT;
break;
}
}
}
// Comprueba las entradas
void HiScoreTable::checkInput()
{
if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
}
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_fire_left, REPEAT_FALSE) || input->checkInput(input_fire_center, REPEAT_FALSE) || input->checkInput(input_fire_right, REPEAT_FALSE))
{
if (mode == mhst_auto)
{
JA_StopMusic();
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
}
else
{
if (counter > 30)
{
manualQuit = true;
}
}
}
}
// Bucle para la pantalla de instrucciones
void HiScoreTable::run(mode_hiScoreTable_e mode)
{
this->mode = mode;
while (section->name == SELF)
{
update();
render();
}
}
// Transforma un valor numérico en una cadena de 6 cifras
std::string HiScoreTable::scoreToString(Uint32 num)
{
if ((num >= 0) && (num <= 9))
{
return ("000000" + std::to_string(num));
}
if ((num >= 10) && (num <= 99))
{
return ("00000" + std::to_string(num));
}
if ((num >= 100) && (num <= 999))
{
return ("0000" + std::to_string(num));
}
if ((num >= 1000) && (num <= 9999))
{
return ("000" + std::to_string(num));
}
if ((num >= 010000) && (num <= 99999))
{
return ("00" + std::to_string(num));
}
if ((num >= 100000) && (num <= 999999))
{
return ("0" + std::to_string(num));
}
if ((num >= 1000000) && (num <= 9999999))
{
return (std::to_string(num));
}
return (std::to_string(num));
}

View File

@@ -1,71 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/asset.h"
#include "common/input.h"
#include "common/jail_audio.h"
#include "common/screen.h"
#include "common/sprite.h"
#include "common/text.h"
#include "common/utils.h"
#include "const.h"
#ifndef HISCORE_TABLE_H
#define HISCORE_TABLE_H
enum mode_hiScoreTable_e
{
mhst_manual,
mhst_auto
};
class HiScoreTable
{
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
SDL_Event *eventHandler; // Manejador de eventos
SDL_Texture *backbuffer; // Textura para usar como backbuffer
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Text *text; // Objeto para escribir texto
options_t *options; // Opciones y parametros del programa
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
Uint16 counter; // Contador
Uint16 counterEnd; // Valor final para el contador
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
bool manualQuit; // Indica si se quiere salir del modo manual
mode_hiScoreTable_e mode; // Modo en el que se van a ejecutar las instrucciones
// Actualiza las variables
void update();
// Pinta en pantalla
void render();
// Comprueba los eventos
void checkEventHandler();
// Comprueba las entradas
void checkInput();
// Transforma un valor numérico en una cadena de 6 cifras
std::string scoreToString(Uint32 num);
public:
// Constructor
HiScoreTable(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, options_t *options, section_t *section);
// Destructor
~HiScoreTable();
// Bucle principal
void run(mode_hiScoreTable_e mode);
};
#endif

View File

@@ -1,5 +1,10 @@
#include "input.h"
#include <iostream>
#include <SDL2/SDL.h> // for SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_events.h> // for SDL_ENABLE
#include <SDL2/SDL_joystick.h> // for SDL_NumJoysticks
#include <SDL2/SDL_keyboard.h> // for SDL_GetKeyboardState
#include <iostream> // for basic_ostream, operator<<, cout, basi...
// Constructor
Input::Input(std::string file)

View File

@@ -1,11 +1,19 @@
#pragma once
#include <SDL2/SDL.h>
#include <string>
#include <vector>
#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton, SDL_G...
#include <SDL2/SDL_scancode.h> // for SDL_Scancode
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <string> // for string, basic_string
#include <vector> // for vector
#ifndef INPUT_H
#define INPUT_H
// Valores de repetición
constexpr bool REPEAT_TRUE = true;
constexpr bool REPEAT_FALSE = false;
// Métodos de entrada
constexpr int INPUT_USE_KEYBOARD = 0;
constexpr int INPUT_USE_GAMECONTROLLER = 1;
constexpr int INPUT_USE_ANY = 2;
enum inputs_e
{
@@ -32,13 +40,6 @@ enum inputs_e
input_number_of_inputs
};
#define REPEAT_TRUE true
#define REPEAT_FALSE false
#define INPUT_USE_KEYBOARD 0
#define INPUT_USE_GAMECONTROLLER 1
#define INPUT_USE_ANY 2
enum i_disable_e
{
d_notDisabled,
@@ -114,5 +115,3 @@ public:
// Hablita las entradas
void enable();
};
#endif

View File

@@ -1,5 +1,21 @@
#include "instructions.h"
#include <iostream>
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <algorithm> // for max
#include <iostream> // for char_traits, basic_ostream, operator<<
#include <string> // for basic_string
#include "asset.h" // for Asset
#include "const.h" // for shdwTxtColor, GAMECANVAS_CENTER_X, GAME...
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // for JA_StopMusic
#include "lang.h" // for Lang
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER, TXT_COLOR, TXT_SHADOW
#include "texture.h" // for Texture
#include "utils.h" // for color_t, section_t
const Uint8 SELF = 0;

View File

@@ -1,17 +1,17 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/asset.h"
#include "common/input.h"
#include "common/jail_audio.h"
#include "common/screen.h"
#include "common/sprite.h"
#include "common/text.h"
#include "common/utils.h"
#include "const.h"
#ifndef INSTRUCTIONS_H
#define INSTRUCTIONS_H
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint16, Uint32
#include <vector> // for vector
class Asset;
class Input;
class Lang;
class Screen;
class Sprite;
class Text;
class Texture;
struct section_t;
enum mode_e
{
@@ -66,5 +66,3 @@ public:
// Bucle principal
void run(mode_e mode);
};
#endif

View File

@@ -1,4 +1,17 @@
#include "intro.h"
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <string> // for basic_string
#include "asset.h" // for Asset
#include "const.h" // for GAMECANVAS_CENTER_X, GAMECANVAS_FIRST_QU...
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // for JA_StopMusic, JA_DeleteMusic, JA_LoadMusic
#include "lang.h" // for Lang
#include "screen.h" // for Screen
#include "smartsprite.h" // for SmartSprite
#include "text.h" // for Text
#include "texture.h" // for Texture
#include "utils.h" // for section_t, color_t
#include "writer.h" // for Writer
// Constructor
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Lang *lang, section_t *section)
@@ -398,9 +411,6 @@ void Intro::update()
// Actualiza las escenas de la intro
updateScenes();
// Actualiza las notificaciones
screen->updateNotifier();
}
}

View File

@@ -1,18 +1,19 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/asset.h"
#include "common/input.h"
#include "common/jail_audio.h"
#include "common/screen.h"
#include "common/smartsprite.h"
#include "common/utils.h"
#include "common/writer.h"
#include "const.h"
#include <vector>
#ifndef INTRO_H
#define INTRO_H
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
#include <vector> // for vector
class Asset;
class Input;
class Lang;
class Screen;
class SmartSprite;
class Text;
class Texture;
class Writer;
struct JA_Music_t;
struct section_t;
// Clase Intro
class Intro
@@ -65,5 +66,3 @@ public:
// Bucle principal
void run();
};
#endif

View File

@@ -1,5 +1,8 @@
#include "const.h"
#include "item.h"
#include <stdlib.h> // for rand
#include "animatedsprite.h" // for AnimatedSprite
#include "const.h" // for PLAY_AREA_LEFT, PLAY_AREA_RIGHT, PLAY_AR...
class Texture;
// Constructor
Item::Item(Uint8 kind, float x, float y, Texture *texture, std::vector<std::string> *animation, SDL_Renderer *renderer)

View File

@@ -1,19 +1,20 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/animatedsprite.h"
#include "common/utils.h"
#ifndef ITEM_H
#define ITEM_H
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16
#include <string> // for string
#include <vector> // for vector
#include "utils.h" // for circle_t
class AnimatedSprite;
class Texture;
// Tipos de objetos
#define ITEM_POINTS_1_DISK 0
#define ITEM_POINTS_2_GAVINA 1
#define ITEM_POINTS_3_PACMAR 2
#define ITEM_CLOCK 3
#define ITEM_COFFEE 4
#define ITEM_COFFEE_MACHINE 5
constexpr int ITEM_POINTS_1_DISK = 1;
constexpr int ITEM_POINTS_2_GAVINA = 2;
constexpr int ITEM_POINTS_3_PACMAR = 3;
constexpr int ITEM_CLOCK = 4;
constexpr int ITEM_COFFEE = 5;
constexpr int ITEM_COFFEE_MACHINE = 6;
// Clase Item
class Item
@@ -41,6 +42,7 @@ private:
// Actualiza la posición y estados del objeto
void move();
public:
Uint16 timeToLive; // Temporizador con el tiempo que el objeto está presente
@@ -56,7 +58,6 @@ public:
// Pinta el objeto en la pantalla
void render();
// Pone a cero todos los valores del objeto
void disable();
@@ -93,5 +94,3 @@ public:
// Informa si el objeto ha colisionado con el suelo
bool isOnFloor();
};
#endif

View File

@@ -1,10 +1,14 @@
#ifndef JA_USESDLMIXER
#include "jail_audio.h"
#include "stb_vorbis.c"
#include <SDL2/SDL.h>
#include <stdio.h>
#include <SDL2/SDL_log.h> // for SDL_Log, SDL_LogSetPriority, SDL_LOG_CAT...
#include <SDL2/SDL_rwops.h> // for SDL_RWFromMem
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <stdint.h> // for uint8_t, uint32_t
#include <stdio.h> // for NULL, fseek, fclose, fopen, fread, ftell
#include <stdlib.h> // for free, malloc
#include "stb_vorbis.c" // for stb_vorbis_decode_memory
#define JA_MAX_SIMULTANEOUS_CHANNELS 5
constexpr int JA_MAX_SIMULTANEOUS_CHANNELS = 20;
struct JA_Sound_t {
Uint32 length {0};
@@ -20,6 +24,7 @@ struct JA_Channel_t {
struct JA_Music_t {
int samples {0};
Uint32 length {0};
int pos {0};
int times {0};
short* output {NULL};
@@ -32,19 +37,41 @@ JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
int JA_freq {48000};
SDL_AudioFormat JA_format {AUDIO_S16};
Uint8 JA_channels {2};
int JA_volume = 128;
int JA_musicVolume = 128;
int JA_soundVolume = 64;
bool JA_musicEnabled = true;
bool JA_soundEnabled = true;
SDL_AudioDeviceID sdlAudioDevice = 0;
bool fading = false;
int fade_start_time;
int fade_duration;
int fade_initial_volume;
void audioCallback(void * userdata, uint8_t * stream, int len) {
SDL_memset(stream, 0, len);
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
const int size = SDL_min(len, current_music->samples*2-current_music->pos);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, JA_volume);
current_music->pos += size/2;
int volume = JA_musicVolume;
if (fading) {
int time = SDL_GetTicks();
if (time > (fade_start_time+fade_duration)) {
fading = false;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
volume = 0;
} else {
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
volume = JA_musicVolume * (1.0 - percent);
}
}
const int size = SDL_min(len, current_music->length - current_music->pos);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output)+current_music->pos, AUDIO_S16, size, volume);
current_music->pos += size;
if (size < len) {
if (current_music->times != 0) {
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, JA_volume);
current_music->pos = (len-size)/2;
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, volume);
current_music->pos = len-size;
if (current_music->times > 0) current_music->times--;
} else {
current_music->pos = 0;
@@ -56,11 +83,11 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) {
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_volume/2);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_soundVolume);
channels[i].pos += size;
if (size < len) {
if (channels[i].times != 0) {
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_volume/2);
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_soundVolume);
channels[i].pos = len-size;
if (channels[i].times > 0) channels[i].times--;
} else {
@@ -71,13 +98,19 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
}
}
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels)
{
#ifdef DEBUG
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
#endif
JA_freq = freq;
JA_format = format;
JA_channels = channels;
SDL_AudioSpec audioSpec{JA_freq, JA_format, JA_channels, 0, 1024, 0, 0, audioCallback, NULL};
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(NULL, 0, &audioSpec, NULL, 0);
SDL_PauseAudioDevice(sdlAudioDevice, 0);
}
@@ -87,9 +120,35 @@ void JA_Quit() {
sdlAudioDevice = 0;
}
JA_Music_t *JA_LoadMusic(const char* filename) {
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
{
int chan, samplerate;
JA_Music_t *music = new JA_Music_t();
music->samples = stb_vorbis_decode_memory(buffer, length, &chan, &samplerate, &music->output);
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
if (cvt.needed) {
cvt.len = music->samples * chan * 2;
music->length = cvt.len;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, music->output, cvt.len);
SDL_ConvertAudio(&cvt);
free(music->output);
music->output = (short*)cvt.buf;
}
music->length = music->samples * chan * 2;
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
return music;
}
JA_Music_t *JA_LoadMusic(const char* filename)
{
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
@@ -99,30 +158,17 @@ JA_Music_t *JA_LoadMusic(const char* filename) {
if (fread(buffer, fsize, 1, f)!=1) return NULL;
fclose(f);
JA_Music_t *music = new JA_Music_t();
JA_Music_t *music = JA_LoadMusic(buffer, fsize);
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
free(buffer);
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
if (cvt.needed) {
cvt.len = music->samples * chan * 2;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, music->output, cvt.len);
SDL_ConvertAudio(&cvt);
free(music->output);
music->output = (short*)cvt.buf;
}
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
return music;
}
void JA_PlayMusic(JA_Music_t *music, const int loop) {
void JA_PlayMusic(JA_Music_t *music, const int loop)
{
if (!JA_musicEnabled) return;
if (current_music != NULL) {
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
@@ -133,23 +179,45 @@ void JA_PlayMusic(JA_Music_t *music, const int loop) {
current_music->times = loop;
}
void JA_PauseMusic() {
void JA_PauseMusic()
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->state = JA_MUSIC_PAUSED;
}
void JA_ResumeMusic() {
void JA_ResumeMusic()
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->state = JA_MUSIC_PLAYING;
}
void JA_StopMusic() {
void JA_StopMusic()
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
}
void JA_FadeOutMusic(const int milliseconds)
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
fading = true;
fade_start_time = SDL_GetTicks();
fade_duration = milliseconds;
fade_initial_volume = JA_musicVolume;
}
JA_Music_state JA_GetMusicState() {
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
if (current_music == NULL) return JA_MUSIC_INVALID;
return current_music->state;
}
@@ -160,6 +228,35 @@ void JA_DeleteMusic(JA_Music_t *music) {
delete music;
}
int JA_SetMusicVolume(int volume)
{
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_musicVolume;
}
void JA_SetMusicPosition(float value)
{
if (!current_music) return;
current_music->pos = value * JA_freq;
}
float JA_GetMusicPosition()
{
if (!current_music) return 0;
return float(current_music->pos)/float(JA_freq);
}
void JA_EnableMusic(const bool value)
{
if (!value && current_music != NULL && current_music->state==JA_MUSIC_PLAYING) JA_StopMusic();
JA_musicEnabled = value;
}
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t *sound = new JA_Sound_t();
sound->buffer = buffer;
@@ -167,6 +264,24 @@ JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
return sound;
}
JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
SDL_LoadWAV_RW(SDL_RWFromMem(buffer, size),1, &wavSpec, &sound->buffer, &sound->length);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, wavSpec.format, wavSpec.channels, wavSpec.freq, JA_format, JA_channels, JA_freq);
cvt.len = sound->length;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, sound->buffer, sound->length);
SDL_ConvertAudio(&cvt);
SDL_FreeWAV(sound->buffer);
sound->buffer = cvt.buf;
sound->length = cvt.len_cvt;
return sound;
}
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
@@ -185,7 +300,10 @@ JA_Sound_t *JA_LoadSound(const char* filename) {
return sound;
}
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
int JA_PlaySound(JA_Sound_t *sound, const int loop)
{
if (!JA_soundEnabled) return -1;
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
@@ -197,7 +315,21 @@ int JA_PlaySound(JA_Sound_t *sound, const int loop) {
return channel;
}
void JA_DeleteSound(JA_Sound_t *sound) {
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop)
{
if (!JA_soundEnabled) return -1;
if (channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].state = JA_CHANNEL_PLAYING;
return channel;
}
void JA_DeleteSound(JA_Sound_t *sound)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
@@ -205,7 +337,10 @@ void JA_DeleteSound(JA_Sound_t *sound) {
delete sound;
}
void JA_PauseChannel(const int channel) {
void JA_PauseChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) channels[i].state = JA_CHANNEL_PAUSED;
@@ -215,7 +350,10 @@ void JA_PauseChannel(const int channel) {
}
}
void JA_ResumeChannel(const int channel) {
void JA_ResumeChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PAUSED) channels[i].state = JA_CHANNEL_PLAYING;
@@ -225,7 +363,10 @@ void JA_ResumeChannel(const int channel) {
}
}
void JA_StopChannel(const int channel) {
void JA_StopChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
channels[i].state = JA_CHANNEL_FREE;
@@ -239,13 +380,34 @@ void JA_StopChannel(const int channel) {
}
}
JA_Channel_state JA_GetChannelState(const int channel) {
JA_Channel_state JA_GetChannelState(const int channel)
{
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
int JA_SetVolume(int volume) {
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_volume;
int JA_SetSoundVolume(int volume)
{
JA_soundVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_soundVolume;
}
void JA_EnableSound(const bool value)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state == JA_CHANNEL_PLAYING) JA_StopChannel(i);
}
JA_soundEnabled = value;
}
int JA_SetVolume(int volume)
{
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
JA_soundVolume = JA_musicVolume/2;
return JA_musicVolume;
}
#endif

View File

@@ -1,8 +1,12 @@
#pragma once
#include <SDL2/SDL.h>
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED };
#include <SDL2/SDL_audio.h> // for SDL_AudioFormat
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
struct JA_Music_t; // lines 8-8
struct JA_Sound_t; // lines 7-7
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };
struct JA_Sound_t;
struct JA_Music_t;
@@ -11,20 +15,30 @@ void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
void JA_Quit();
JA_Music_t *JA_LoadMusic(const char* filename);
JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length);
void JA_PlayMusic(JA_Music_t *music, const int loop = -1);
void JA_PauseMusic();
void JA_ResumeMusic();
void JA_StopMusic();
void JA_FadeOutMusic(const int milliseconds);
JA_Music_state JA_GetMusicState();
void JA_DeleteMusic(JA_Music_t *music);
int JA_SetMusicVolume(int volume);
void JA_SetMusicPosition(float value);
float JA_GetMusicPosition();
void JA_EnableMusic(const bool value);
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0);
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop = 0);
void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);
JA_Channel_state JA_GetChannelState(const int channel);
void JA_DeleteSound(JA_Sound_t *sound);
int JA_SetSoundVolume(int volume);
void JA_EnableSound(const bool value);
int JA_SetVolume(int volume);

View File

@@ -1,6 +1,6 @@
#include "lang.h"
#include <iostream>
#include <fstream>
#include <fstream> // for basic_ifstream, basic_istream, ifstream
#include "asset.h" // for Asset
// Constructor
Lang::Lang(Asset *mAsset)

View File

@@ -1,20 +1,17 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/asset.h"
#include <string>
#ifndef LANG_H
#define LANG_H
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <string> // for string, basic_string
class Asset;
// Códigos de idioma
#define es_ES 0
#define ba_BA 1
#define en_UK 2
#define MAX_LANGUAGES 3
constexpr int es_ES = 0;
constexpr int ba_BA = 1;
constexpr int en_UK = 2;
constexpr int MAX_LANGUAGES = 3;
// Textos
#define MAX_TEXT_STRINGS 100
constexpr int MAX_TEXT_STRINGS = 100;
// Clase Lang
class Lang
@@ -36,4 +33,3 @@ public:
// Obtiene la cadena de texto del indice
std::string getText(int index);
};
#endif

View File

@@ -1,7 +1,19 @@
#include "logo.h"
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <algorithm> // for min
#include <string> // for basic_string
#include "asset.h" // for Asset
#include "const.h" // for bgColor, SECTION_PROG_LOGO, SECTION_PROG...
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // for JA_StopMusic
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for section_t, color_t
#define INIT_FADE 100
#define END_LOGO 200
// Valores de inicialización y fin
constexpr int INIT_FADE = 100;
constexpr int END_LOGO = 200;
// Constructor
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, section_t *section)
@@ -119,9 +131,6 @@ void Logo::update()
// Comprueba si ha terminado el logo
checkLogoEnd();
// Actualiza las notificaciones
screen->updateNotifier();
}
}

View File

@@ -1,16 +1,14 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/asset.h"
#include "common/input.h"
#include "common/jail_audio.h"
#include "common/screen.h"
#include "common/sprite.h"
#include "common/utils.h"
#include "const.h"
#ifndef LOGO_H
#define LOGO_H
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint32
class Asset;
class Input;
class Screen;
class Sprite;
class Texture;
struct section_t;
// Clase Logo
class Logo
@@ -59,5 +57,3 @@ public:
// Bucle principal
void run();
};
#endif

View File

@@ -39,24 +39,14 @@ Reescribiendo el código el 27/09/2022
*/
#include <memory>
#include "director.h"
#include <stdio.h>
int main(int argc, char *argv[])
{
std::cout << "Starting the game..." << std::endl
<< std::endl;
// Crea el objeto Director
Director *director = new Director(argc, argv);
auto director = std::make_unique<Director>(argc, const_cast<const char **>(argv));
// Bucle principal
director->run();
// Destruye el objeto Director
delete director;
std::cout << "\nShutting down the game..." << std::endl;
return 0;
return director->run();
}

View File

@@ -1,6 +1,11 @@
#include "../const.h"
#include "menu.h"
#include <iostream>
#include <algorithm> // for max, min
#include <fstream> // for char_traits, basic_ifstream, basic_istream
#include <sstream> // for basic_stringstream
#include "asset.h" // for Asset
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // for JA_LoadSound, JA_PlaySound, JA_DeleteSound
#include "text.h" // for Text
// Constructor
Menu::Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file)
@@ -700,7 +705,7 @@ void Menu::render()
else
{ // Si no es seleccionable
if ((item[i].linkedUp) && (i == selector.index + 1))
{// Si el elemento está enlazado con el elemento superior se pinta del color del selector
{ // Si el elemento está enlazado con el elemento superior se pinta del color del selector
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, color);
}

View File

@@ -1,30 +1,26 @@
#pragma once
#include <SDL2/SDL.h>
#include "asset.h"
#include "input.h"
#include "jail_audio.h"
#include "sprite.h"
#include "text.h"
#include "utils.h"
#include <fstream>
#include <sstream>
#include <vector>
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <string> // for string, basic_string
#include <vector> // for vector
#include "utils.h" // for color_t
class Asset;
class Input;
class Text;
struct JA_Sound_t;
#ifndef MENU_H
#define MENU_H
// Tipos de fondos para el menu
#define MENU_BACKGROUND_TRANSPARENT 0
#define MENU_BACKGROUND_SOLID 1
// Tipos de fondos para el menú
constexpr int MENU_BACKGROUND_TRANSPARENT = 0;
constexpr int MENU_BACKGROUND_SOLID = 1;
// Tipos de archivos de audio
#define SOUND_ACCEPT 0
#define SOUND_MOVE 1
#define SOUND_CANCEL 2
constexpr int SOUND_ACCEPT = 0;
constexpr int SOUND_MOVE = 1;
constexpr int SOUND_CANCEL = 2;
// Opciones de menu
#define MENU_NO_OPTION -1
// Opciones de menú
constexpr int MENU_NO_OPTION = -1;
// Clase Menu
class Menu
@@ -232,5 +228,3 @@ public:
// Establece el rectangulo de fondo del menu
void setRectSize(int w = 0, int h = 0);
};
#endif

View File

@@ -1,4 +1,5 @@
#include "movingsprite.h"
#include "texture.h" // for Texture
// Constructor
MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, Texture *texture, SDL_Renderer *renderer)

View File

@@ -1,10 +1,10 @@
#pragma once
#include <SDL2/SDL.h>
#include "sprite.h"
#ifndef MOVINGSPRITE_H
#define MOVINGSPRITE_H
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
#include <SDL2/SDL_render.h> // for SDL_RendererFlip, SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint16
#include "sprite.h" // for Sprite
class Texture;
// Clase MovingSprite. Añade posicion y velocidad en punto flotante
class MovingSprite : public Sprite
@@ -163,5 +163,3 @@ public:
// Devuelve el incremento en el eje X en pixels
int getIncX();
};
#endif

View File

@@ -1,5 +1,9 @@
#include "const.h"
#include "player.h"
#include <stdlib.h> // for rand
#include "animatedsprite.h" // for AnimatedSprite
#include "const.h" // for PLAY_AREA_LEFT, PLAY_AREA_RIGHT
#include "input.h" // for inputs_e
#include "texture.h" // for Texture
// Constructor
Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> texture, std::vector<std::vector<std::string> *> animations)

View File

@@ -1,31 +1,29 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/animatedsprite.h"
#include "common/asset.h"
#include "common/input.h"
#include "common/texture.h"
#include "common/utils.h"
#ifndef PLAYER_H
#define PLAYER_H
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16, Uint32
#include <string> // for string
#include <vector> // for vector
#include "utils.h" // for circle_t
class AnimatedSprite;
class Texture;
// Contadores
#define DEATH_COUNTER 350
constexpr int DEATH_COUNTER = 350;
// Estados del jugador
#define PLAYER_STATUS_WALKING_LEFT 0
#define PLAYER_STATUS_WALKING_RIGHT 1
#define PLAYER_STATUS_WALKING_STOP 2
constexpr int PLAYER_STATUS_WALKING_LEFT = 0;
constexpr int PLAYER_STATUS_WALKING_RIGHT = 1;
constexpr int PLAYER_STATUS_WALKING_STOP = 2;
#define PLAYER_STATUS_FIRING_UP 0
#define PLAYER_STATUS_FIRING_LEFT 1
#define PLAYER_STATUS_FIRING_RIGHT 2
#define PLAYER_STATUS_FIRING_NO 3
constexpr int PLAYER_STATUS_FIRING_UP = 0;
constexpr int PLAYER_STATUS_FIRING_LEFT = 1;
constexpr int PLAYER_STATUS_FIRING_RIGHT = 2;
constexpr int PLAYER_STATUS_FIRING_NO = 3;
// Variables del jugador
#define PLAYER_INVULNERABLE_COUNTER 200
#define PLAYER_POWERUP_COUNTER 1500
constexpr int PLAYER_INVULNERABLE_COUNTER = 200;
constexpr int PLAYER_POWERUP_COUNTER = 1500;
// Clase Player
class Player
@@ -217,5 +215,3 @@ public:
// Obtiene el valor de la variable
Uint16 getDeathCounter();
};
#endif

View File

@@ -1,6 +1,12 @@
#include "screen.h"
#include <string>
#include <iostream>
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_events.h> // for SDL_DISABLE, SDL_ENABLE
#include <SDL2/SDL_mouse.h> // for SDL_ShowCursor
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <algorithm> // for max, min
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include <string> // for basic_string, char_traits, string
class Asset;
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options)
@@ -11,9 +17,6 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
this->options = options;
this->asset = asset;
// Crea los objetos
notify = new Notify(renderer, asset->get("notify.png"), asset->get("smb2.png"), asset->get("smb2.txt"), asset->get("notify.wav"), options);
gameCanvasWidth = options->gameWidth;
gameCanvasHeight = options->gameHeight;
borderWidth = options->borderWidth * 2;
@@ -47,7 +50,6 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
// Destructor
Screen::~Screen()
{
delete notify;
SDL_DestroyTexture(gameCanvas);
}
@@ -77,9 +79,6 @@ void Screen::blit()
// Copia la textura de juego en el renderizador en la posición adecuada
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
// Dibuja las notificaciones
renderNotifications();
// Muestra por pantalla el renderizador
SDL_RenderPresent(renderer);
}
@@ -178,9 +177,6 @@ void Screen::setVideoMode(int videoMode)
options->videoMode = videoMode;
options->screen.windowWidth = windowWidth;
options->screen.windowHeight = windowHeight;
// Establece el tamaño de las notificaciones
setNotificationSize();
}
// Camibia entre pantalla completa y ventana
@@ -384,53 +380,3 @@ void Screen::renderFX()
renderFade();
renderSpectrumFade();
}
// Actualiza el notificador
void Screen::updateNotifier()
{
notify->update();
notifyActive = notify->active();
}
// Muestra una notificación de texto por pantalla;
void Screen::showNotification(std::string text1, std::string text2, int icon)
{
notify->showText(text1, text2, icon);
}
// Dibuja las notificaciones
void Screen::renderNotifications()
{
if (!notifyActive)
{
return;
}
SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight);
notify->render();
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
}
// Establece el tamaño de las notificaciones
void Screen::setNotificationSize()
{
if (options->videoMode == 0)
{
if (options->windowSize == 3)
{
notificationLogicalWidth = (windowWidth * 3) / 2;
notificationLogicalHeight = (windowHeight * 3) / 2;
}
else
{
notificationLogicalWidth = windowWidth * 2;
notificationLogicalHeight = windowHeight * 2;
}
}
if (options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
notificationLogicalWidth = windowWidth / 3;
notificationLogicalHeight = windowHeight / 3;
}
}

View File

@@ -1,17 +1,16 @@
#pragma once
#include <SDL2/SDL.h>
#include "asset.h"
#include "notify.h"
#include "utils.h"
#include "../const.h"
#include <vector>
#include <SDL2/SDL_blendmode.h> // for SDL_BlendMode
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_video.h> // for SDL_Window
#include <vector> // for vector
#include "utils.h" // for color_t
class Asset;
#ifndef SCREEN_H
#define SCREEN_H
#define FILTER_NEAREST 0
#define FILTER_LINEAL 1
// Tipos de filtro
constexpr int FILTER_NEAREST = 0;
constexpr int FILTER_LINEAL = 1;
class Screen
{
@@ -22,7 +21,6 @@ private:
Asset *asset; // Objeto con el listado de recursos
SDL_Texture *gameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
options_t *options; // Variable con todas las opciones del programa
Notify *notify; // Dibuja notificaciones por pantalla
// Variables
int windowWidth; // Ancho de la pantalla o ventana
@@ -64,12 +62,6 @@ private:
// Dibuja el spectrum fade
void renderSpectrumFade();
// Dibuja las notificaciones
void renderNotifications();
// Establece el tamaño de las notificaciones
void setNotificationSize();
public:
// Constructor
Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options_t *options);
@@ -134,12 +126,4 @@ public:
// Dibuja los efectos
void renderFX();
// Actualiza el notificador
void updateNotifier();
// Muestra una notificación de texto por pantalla;
void showNotification(std::string text1 = "", std::string text2 = "", int icon = -1);
};
#endif

View File

@@ -1,4 +1,6 @@
#include "smartsprite.h"
#include "movingsprite.h" // for MovingSprite
class Texture;
// Constructor
SmartSprite::SmartSprite(Texture *texture, SDL_Renderer *renderer)

View File

@@ -1,12 +1,8 @@
#pragma once
#include <SDL2/SDL.h>
#include "animatedsprite.h"
#include "utils.h"
#include <vector>
#ifndef SMARTSPRITE_H
#define SMARTSPRITE_H
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include "animatedsprite.h" // for AnimatedSprite
class Texture;
// Clase SmartSprite
class SmartSprite : public AnimatedSprite
@@ -69,5 +65,3 @@ public:
// Obtiene el valor de la variable
bool hasFinished();
};
#endif

View File

@@ -1,4 +1,5 @@
#include "sprite.h"
#include "texture.h" // for Texture
// Constructor
Sprite::Sprite(int x, int y, int w, int h, Texture *texture, SDL_Renderer *renderer)

View File

@@ -1,10 +1,8 @@
#pragma once
#include <SDL2/SDL.h>
#include "texture.h"
#ifndef SPRITE_H
#define SPRITE_H
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer
class Texture;
// Clase sprite
class Sprite
@@ -92,5 +90,3 @@ public:
// Establece los valores de posición y tamaño del sprite
void setRect(SDL_Rect rect);
};
#endif

View File

@@ -1,7 +1,10 @@
#include "text.h"
#include <iostream>
#include <fstream>
#include <fstream> // for char_traits, basic_ostream, basic_ifstream, ope...
#include <iostream> // for cout
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for color_t
// Llena una estructuta textFile_t desde un fichero
textFile_t LoadTextFile(std::string file, bool verbose)

View File

@@ -1,15 +1,17 @@
#pragma once
#include "sprite.h"
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <string> // for string
class Sprite;
class Texture;
#include "utils.h"
#ifndef TEXT_H
#define TEXT_H
#define TXT_COLOR 1
#define TXT_SHADOW 2
#define TXT_CENTER 4
#define TXT_STROKE 8
// Opciones de texto
constexpr int TXT_COLOR = 1;
constexpr int TXT_SHADOW = 2;
constexpr int TXT_CENTER = 4;
constexpr int TXT_STROKE = 8;
struct offset_t
{
@@ -64,7 +66,7 @@ public:
void writeCentered(int x, int y, std::string text, int kerning = 1, int lenght = -1);
// Escribe texto con extras
void writeDX(Uint8 flags, int x, int y, std::string text, int kerning = 1, color_t textColor = {255, 255, 255}, Uint8 shadowDistance = 1, color_t shadowColor = {0, 0, 0}, int lenght = -1);
void writeDX(Uint8 flags, int x, int y, std::string text, int kerning = 1, color_t textColor = color_t(255, 255, 255), Uint8 shadowDistance = 1, color_t shadowColor = color_t(0, 0, 0), int lenght = -1);
// Obtiene la longitud en pixels de una cadena
int lenght(std::string text, int kerning = 1);
@@ -78,5 +80,3 @@ public:
// Establece si se usa un tamaño fijo de letra
void setFixedWidth(bool value);
};
#endif

View File

@@ -1,8 +1,13 @@
#include "texture.h"
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_log.h> // for SDL_Log
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGB24, SDL_PIXELFORMAT...
#include <SDL2/SDL_surface.h> // for SDL_CreateRGBSurfaceWithFormatFrom
#include <stdlib.h> // for exit
#include <iostream> // for basic_ostream, operator<<, cout, endl
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <iostream>
#include "stb_image.h" // for stbi_failure_reason, stbi_image_free
// Constructor
Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)

View File

@@ -1,11 +1,10 @@
#pragma once
#include <SDL2/SDL.h>
#include <stdio.h>
#include <string>
#ifndef TEXTURE_H
#define TEXTURE_H
#include <SDL2/SDL_blendmode.h> // for SDL_BlendMode
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_FLIP_NONE, SDL_TEX...
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <string> // for basic_string, string
class Texture
{
@@ -62,5 +61,3 @@ public:
// Obtiene la textura
SDL_Texture *getSDLTexture();
};
#endif

View File

@@ -1,5 +1,25 @@
#include "title.h"
#include "common/jscore.h"
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOW_FULLSCREEN, SDL_WINDOW_FULLS...
#include <stdlib.h> // for rand
#include <iostream> // for basic_ostream, operator<<, basic_ostrea...
#include <string> // for basic_string, operator+, char_traits
#include "animatedsprite.h" // for AnimatedSprite
#include "asset.h" // for Asset
#include "const.h" // for GAMECANVAS_CENTER_X, SECTION_PROG_QUIT
#include "fade.h" // for Fade
#include "game.h" // for Game
#include "input.h" // for Input, INPUT_USE_GAMECONTROLLER, INPUT_...
#include "jail_audio.h" // for JA_StopMusic, JA_GetMusicState, JA_Play...
#include "lang.h" // for Lang, ba_BA, en_UK, es_ES
#include "menu.h" // for Menu
#include "screen.h" // for Screen, FILTER_LINEAL, FILTER_NEAREST
#include "smartsprite.h" // for SmartSprite
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TXT_CENTER, TXT_SHADOW
#include "texture.h" // for Texture
// Constructor
Title::Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset, options_t *options, Lang *lang, section_t *section)
@@ -206,9 +226,6 @@ void Title::init()
// Actualiza los textos de los menus
updateMenuLabels();
// Comprueba si se puede acceder a la tabla de puntuaciones y habilita la opción de menu
setHiScoreTableOptionMenu();
}
// Actualiza las variables del objeto
@@ -223,9 +240,6 @@ void Title::update()
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Actualiza las notificaciones
screen->updateNotifier();
switch (section->subsection)
{
// Sección 1 - Titulo desplazandose
@@ -321,10 +335,6 @@ void Title::update()
{
runInstructions(m_auto);
}
if (section->name != SECTION_PROG_QUIT)
{
runHiScoreTable(mhst_auto);
}
}
else
section->name = SECTION_PROG_LOGO;
@@ -478,23 +488,13 @@ void Title::update()
runInstructions(m_manual);
break;
case 12: // HISCORE TABLE
runHiScoreTable(mhst_manual);
break;
case 13: // JAILERID:
runEnterID();
setHiScoreTableOptionMenu();
updateMenuLabels();
break;
case 14: // ACCEPT
case 12: // ACCEPT
applyOptions();
menu.active->reset();
menu.active = menu.title;
break;
case 15: // CANCEL
case 13: // CANCEL
options = &optionsPrevious;
updateMenuLabels();
menu.active->reset();
@@ -515,10 +515,6 @@ void Title::update()
{
if (demo)
{
if (section->name != SECTION_PROG_QUIT)
{
runHiScoreTable(mhst_auto);
}
runDemoGame();
if (section->name != SECTION_PROG_QUIT)
{
@@ -918,15 +914,6 @@ void Title::updateMenuLabels()
// HOW TO PLAY
menu.options->setItemCaption(i, lang->getText(2));
i++;
// HISCORE TABLE
menu.options->setItemCaption(i, lang->getText(93));
i++;
// JAILERID;
const std::string jailerID = options->online.jailerID == "" ? lang->getText(64) : options->online.jailerID;
menu.options->setItemCaption(i, "JAILERID: " + jailerID);
i++;
// ACCEPT
menu.options->setItemCaption(i, lang->getText(9)); // ACCEPT
@@ -1004,22 +991,6 @@ void Title::runInstructions(mode_e mode)
delete instructions;
}
// Ejecuta la parte donde se muestra la tabla de puntuaciones
void Title::runHiScoreTable(mode_hiScoreTable_e mode)
{
if (!options->online.enabled)
{
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
return;
}
hiScoreTable = new HiScoreTable(renderer, screen, asset, input, lang, options, section);
hiScoreTable->run(mode);
delete hiScoreTable;
}
// Ejecuta el juego en modo demo
void Title::runDemoGame()
{
@@ -1028,14 +999,6 @@ void Title::runDemoGame()
delete demoGame;
}
// Introduce el JailerID
void Title::runEnterID()
{
enterID = new EnterID(renderer, screen, asset, lang, options, section);
enterID->run();
delete enterID;
}
// Modifica las opciones para los controles de los jugadores
bool Title::updatePlayerInputs(int numPlayer)
{
@@ -1187,18 +1150,3 @@ void Title::reLoadTextures()
gradientTexture->reLoad();
createTiledBackground();
}
// Comprueba si se puede acceder a la tabla de puntuaciones y habilita la opción de menu
void Title::setHiScoreTableOptionMenu()
{
if (options->online.sessionEnabled)
{
menu.options->setSelectable(12, true);
menu.options->setGreyed(12, false);
}
else
{
menu.options->setSelectable(12, false);
menu.options->setGreyed(12, true);
}
}

View File

@@ -1,35 +1,35 @@
#pragma once
#include <SDL2/SDL.h>
#include "common/asset.h"
#include "common/input.h"
#include "common/jail_audio.h"
#include "common/menu.h"
#include "common/movingsprite.h"
#include "common/screen.h"
#include "common/smartsprite.h"
#include "common/sprite.h"
#include "common/text.h"
#include "common/utils.h"
#include "const.h"
#include "fade.h"
#include "game.h"
#include "enter_id.h"
#include "hiscore_table.h"
#include "instructions.h"
#include "item.h"
#ifndef TITLE_H
#define TITLE_H
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
#include <vector> // for vector
#include "instructions.h" // for mode_e
#include "utils.h" // for input_t, options_t, section_t
class AnimatedSprite;
class Asset;
class Fade;
class Game;
class Input;
class Lang;
class Menu;
class Screen;
class SmartSprite;
class Sprite;
class Text;
class Texture;
struct JA_Music_t;
struct JA_Sound_t;
// Textos
#define TEXT_COPYRIGHT "@2020,2023 JailDesigner (v2.3)"
constexpr const char *TEXT_COPYRIGHT = "@2020,2023 JailDesigner (v2.3.2)";
// Contadores
#define TITLE_COUNTER 800
constexpr int TITLE_COUNTER = 800;
// Cantidad de eventos de la pantalla de titulo
#define TITLE_TOTAL_EVENTS 2
// Cantidad de eventos de la pantalla de título
constexpr int TITLE_TOTAL_EVENTS = 2;
class Title
{
@@ -50,9 +50,7 @@ private:
Input *input; // Objeto para leer las entradas de teclado o mando
Lang *lang; // Objeto para gestionar los textos en diferentes idiomas
Instructions *instructions; // Objeto para la sección de las instrucciones
HiScoreTable *hiScoreTable; // Objeto para mostrar las mejores puntuaciones online
Game *demoGame; // Objeto para lanzar la demo del juego
EnterID *enterID; // Objeto para introducir o modificar el JailerID
SDL_Event *eventHandler; // Manejador de eventos
section_t *section; // Indicador para el bucle del titulo
@@ -125,15 +123,9 @@ private:
// Ejecuta la parte donde se muestran las instrucciones
void runInstructions(mode_e mode);
// Ejecuta la parte donde se muestra la tabla de puntuaciones
void runHiScoreTable(mode_hiScoreTable_e mode);
// Ejecuta el juego en modo demo
void runDemoGame();
// Introduce el JailerID
void runEnterID();
// Modifica las opciones para los controles de los jugadores
bool updatePlayerInputs(int numPlayer);
@@ -146,9 +138,6 @@ private:
// Recarga las texturas
void reLoadTextures();
// Comprueba si se puede acceder a la tabla de puntuaciones y habilita la opción de menu
void setHiScoreTableOptionMenu();
public:
// Constructor
Title(SDL_Renderer *renderer, Screen *screen, Input *input, Asset *asset, options_t *options, Lang *lang, section_t *section);
@@ -159,5 +148,3 @@ public:
// Bucle para el titulo del juego
void run();
};
#endif

View File

@@ -1,5 +1,6 @@
#include "utils.h"
#include <math.h>
#include <stdlib.h> // for abs, free, malloc
#include <cmath> // for round, abs
// Calcula el cuadrado de la distancia entre dos puntos
double distanceSquared(int x1, int y1, int x2, int y2)

View File

@@ -1,21 +1,14 @@
#pragma once
#include <SDL2/SDL.h>
#include "texture.h"
#include <string>
#include <vector>
#ifndef UTILS_H
#define UTILS_H
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint32
#include <string> // for string, basic_string
#include <vector> // for vector
// Dificultad del juego
#define DIFFICULTY_EASY 0
#define DIFFICULTY_NORMAL 1
#define DIFFICULTY_HARD 2
// Tipo de filtro
#define FILTER_NEAREST 0
#define FILTER_LINEAL 1
constexpr int DIFFICULTY_EASY = 0;
constexpr int DIFFICULTY_NORMAL = 1;
constexpr int DIFFICULTY_HARD = 2;
// Estructura para definir un circulo
struct circle_t
@@ -55,6 +48,9 @@ struct color_t
Uint8 r;
Uint8 g;
Uint8 b;
color_t() : r(0), g(0), b(0) {} // Constructor por defecto
color_t(Uint8 red, Uint8 green, Uint8 blue) : r(red), g(green), b(blue) {}
};
// Tipos de paleta
@@ -64,16 +60,6 @@ enum palette_e
p_zxarne
};
// Posiciones de las notificaciones
enum not_pos_e
{
pos_top,
pos_bottom,
pos_left,
pos_middle,
pos_right
};
// Estructura para saber la seccion y subseccion del programa
struct section_t
{
@@ -100,18 +86,6 @@ struct input_t
Uint8 deviceType; // Tipo de dispositivo (teclado o mando)
};
// Estructura para el servicio online
struct online_t
{
bool enabled; // Indica si se quiere usar el modo online o no
bool sessionEnabled; // Indica ya se ha hecho login
std::string server; // Servidor para los servicios online
int port; // Puerto del servidor
std::string gameID; // Identificador del juego para los servicios online
std::string jailerID; // Identificador del jugador para los servicios online
int score; // Puntuación almacenada online
};
// Estructura con opciones de la pantalla
struct op_screen_t
{
@@ -119,15 +93,6 @@ struct op_screen_t
int windowHeight; // Alto de la ventana
};
// Estructura para las opciones de las notificaciones
struct op_notification_t
{
not_pos_e posH; // Ubicación de las notificaciones en pantalla
not_pos_e posV; // Ubicación de las notificaciones en pantalla
bool sound; // Indica si las notificaciones suenan
color_t color; // Color de las notificaciones
};
// Estructura con todas las opciones de configuración del programa
struct options_t
{
@@ -150,9 +115,7 @@ struct options_t
palette_e palette; // Paleta de colores a usar en el juego
bool console; // Indica si ha de mostrar información por la consola de texto
online_t online; // Datos del servicio online
op_screen_t screen; // Opciones relativas a la clase screen
op_notification_t notifications; // Opciones relativas a las notificaciones;
};
// Calcula el cuadrado de la distancia entre dos puntos
@@ -202,5 +165,3 @@ std::string boolToString(bool value);
// Convierte una cadena a minusculas
std::string toLower(std::string str);
#endif

View File

@@ -1,4 +1,5 @@
#include "writer.h"
#include "text.h" // for Text
// Constructor
Writer::Writer(Text *text)

View File

@@ -1,11 +1,7 @@
#pragma once
#include <SDL2/SDL.h>
#include "sprite.h"
#include "text.h"
#ifndef WRITER_H
#define WRITER_H
#include <string> // for string, basic_string
class Text;
// Clase Writer. Pinta texto en pantalla letra a letra a partir de una cadena y un bitmap
class Writer
@@ -71,5 +67,3 @@ public:
// Obtiene el valor de la variable
bool hasFinished();
};
#endif