Acabat el nou motor per a textos en pantalla
This commit is contained in:
@@ -1,20 +0,0 @@
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#!/bin/bash
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# warning,style,performance
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#cppcheck --force --enable=warning,style,performance --std=c++20 \
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# --suppressions-list=/home/sergio/gitea/coffee_crisis_arcade_edition/linux-utils/cppcheck_suppressions \
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# /home/sergio/gitea/coffee_crisis_arcade_edition/source/ \
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# 2>/home/sergio/cppcheck-result-warning-style-performance.txt
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# all
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#cppcheck --force --enable=all -I /usr/include --std=c++20 \
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#--suppress=missingIncludeSystem \
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#--suppressions-list=/home/sergio/gitea/coffee_crisis_arcade_edition/linux-utils/cppcheck_suppressions \
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#/home/sergio/gitea/coffee_crisis_arcade_edition/source/ \
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#2>/home/sergio/cppcheck-result-all.txt
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# unusedFunction
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cppcheck --enable=style --std=c++20 \
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--suppressions-list=./cppcheck_suppressions \
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../source/ \
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2>/home/sergio/cppcheck-result-all.txt
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@@ -28,13 +28,13 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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vy_ = 0;
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max_vy_ = 3.0f;
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const int size = static_cast<int>(size_);
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gravity_ = param.balloon.at(size).grav;
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default_vy_ = param.balloon.at(size).vel;
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h_ = w_ = BALLOON_SIZE[size];
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power_ = BALLOON_POWER[size];
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menace_ = BALLOON_MENACE[size];
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score_ = BALLOON_SCORE[size];
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const int index = static_cast<int>(size_);
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gravity_ = param.balloon.at(index).grav;
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default_vy_ = param.balloon.at(index).vel;
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h_ = w_ = BALLOON_SIZE[index];
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power_ = BALLOON_POWER[index];
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menace_ = BALLOON_MENACE[index];
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score_ = BALLOON_SCORE[index];
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break;
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}
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@@ -44,25 +44,25 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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default_vy_ = max_vy_ = vy_ = fabs(vx_ * 2.0f);
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gravity_ = 0.00f;
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const int size = static_cast<int>(size_);
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h_ = w_ = BALLOON_SIZE[size];
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power_ = BALLOON_POWER[size];
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menace_ = BALLOON_MENACE[size];
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score_ = BALLOON_SCORE[size];
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const int index = static_cast<int>(size_);
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h_ = w_ = BALLOON_SIZE[index];
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power_ = BALLOON_POWER[index];
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menace_ = BALLOON_MENACE[index];
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score_ = BALLOON_SCORE[index];
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break;
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}
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case BalloonType::POWERBALL:
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{
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const int size = 3;
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h_ = w_ = BALLOON_SIZE[size];
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const int index = 3;
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h_ = w_ = BALLOON_SIZE[index];
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power_ = score_ = menace_ = 0;
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vy_ = 0;
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max_vy_ = 3.0f;
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gravity_ = param.balloon.at(size).grav;
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default_vy_ = param.balloon.at(size).vel;
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gravity_ = param.balloon.at(index).grav;
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default_vy_ = param.balloon.at(index).vel;
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sprite_->disableRotate();
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sprite_->setRotateSpeed(0);
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260
source/game.cpp
260
source/game.cpp
@@ -1,39 +1,40 @@
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#include "game.h"
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_KEYDOWN
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#include <SDL2/SDL_keycode.h> // Para SDLK_1, SDLK_2, SDLK_3, SDLK_4
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#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
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#include <SDL2/SDL_video.h> // Para SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
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#include <stdlib.h> // Para rand, size_t
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#include <algorithm> // Para find_if, clamp, min, remove_if
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#include <iterator> // Para distance, size
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#include <numeric> // Para accumulate
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#include "asset.h" // Para Asset
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#include "background.h" // Para Background
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#include "balloon.h" // Para Balloon, BALLOON_SCORE, BALLOON_VE...
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#include "balloon_formations.h" // Para BalloonFormations, BalloonFormatio...
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#include "bullet.h" // Para Bullet, BulletType, BulletMoveStatus
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#include "explosions.h" // Para Explosions
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#include "fade.h" // Para Fade, FadeType
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#include "global_inputs.h" // Para check
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#include "input.h" // Para InputType, Input, INPUT_DO_NOT_ALL...
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#include "item.h" // Para Item, ItemType
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#include "jail_audio.h" // Para JA_PlaySound, JA_GetMusicState
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#include "lang.h" // Para getText
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#include "manage_hiscore_table.h" // Para ManageHiScoreTable
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#include "notifier.h" // Para Notifier
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#include "param.h" // Para Param, param, ParamGame, ParamFade
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#include "path_sprite.h" // Para PathSprite, PathType
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#include "player.h" // Para Player, PlayerStatus
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#include "resource.h" // Para Resource
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#include "scoreboard.h" // Para Scoreboard, ScoreboardMode, SCOREB...
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#include "screen.h" // Para Screen
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#include "section.h" // Para Name, name, Options, options
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#include "smart_sprite.h" // Para SmartSprite
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#include "text.h" // Para Text, TEXT_CENTER
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#include "texture.h" // Para Texture
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struct JA_Sound_t; // lines 40-40
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
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#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_4
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
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#include <stdlib.h> // for rand, size_t
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#include <algorithm> // for find_if, clamp, min, remove_if
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#include <functional> // for function
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#include <iterator> // for distance, size
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#include <numeric> // for accumulate
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#include "asset.h" // for Asset
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#include "background.h" // for Background
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#include "balloon.h" // for Balloon, BALLOON_SCORE, BALLOON_VE...
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#include "balloon_formations.h" // for BalloonFormations, BalloonFormatio...
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#include "bullet.h" // for Bullet, BulletType, BulletMoveStatus
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#include "explosions.h" // for Explosions
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#include "fade.h" // for Fade, FadeType
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#include "global_inputs.h" // for check
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#include "input.h" // for InputType, Input, INPUT_DO_NOT_ALL...
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#include "item.h" // for Item, ItemType
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#include "jail_audio.h" // for JA_PlaySound, JA_GetMusicState
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#include "lang.h" // for getText
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#include "manage_hiscore_table.h" // for ManageHiScoreTable, HiScoreEntry
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#include "notifier.h" // for Notifier
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#include "param.h" // for Param, param, ParamGame, ParamFade
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#include "path_sprite.h" // for Path, PathSprite, createPath, Path...
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#include "player.h" // for Player, PlayerStatus
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#include "resource.h" // for Resource
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#include "scoreboard.h" // for Scoreboard, ScoreboardMode, SCOREB...
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#include "screen.h" // for Screen
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#include "section.h" // for Name, name, Options, options
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#include "smart_sprite.h" // for SmartSprite
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#include "text.h" // for Text
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#include "texture.h" // for Texture
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struct JA_Sound_t; // lines 36-36
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// Constructor
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Game::Game(int player_id, int current_stage, bool demo)
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@@ -46,8 +47,7 @@ Game::Game(int player_id, int current_stage, bool demo)
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balloon_formations_(std::make_unique<BalloonFormations>()),
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canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
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fade_(std::make_unique<Fade>()),
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current_stage_(current_stage),
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last_stage_reached_(current_stage)
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current_stage_(current_stage)
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{
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// Pasa variables
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demo_.enabled = demo;
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@@ -89,6 +89,7 @@ Game::Game(int player_id, int current_stage, bool demo)
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{
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createTwoBigBalloons();
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evaluateAndSetMenace();
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createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("get_ready"));
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}
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}
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@@ -325,46 +326,50 @@ void Game::updateStage()
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if (current_power_ >= balloon_formations_->getStage(current_stage_).power_to_complete)
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{
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// Cambio de fase
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current_stage_++;
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++current_stage_;
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current_power_ = 0;
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last_stage_reached_ = current_stage_;
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// Ha llegado al final el juego
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if (current_stage_ == 10)
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{ // Ha llegado al final el juego
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{
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game_completed_ = true; // Marca el juego como completado
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current_stage_ = 9; // Deja el valor dentro de los limites
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destroyAllBalloons(); // Destruye a todos los enemigos
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current_power_ = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos lo globos
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menace_current_ = 255; // Sube el nivel de amenaza para que no cree mas globos
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// Añade un millon de puntos a los jugadores que queden vivos
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for (auto &player : players_)
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{ // Añade un millon de puntos a los jugadores que queden vivos
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if (player->isPlaying())
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{
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player->addScore(1000000);
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}
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}
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updateHiScore();
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JA_StopMusic();
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}
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JA_PlaySound(Resource::get()->getSound("stage_change.wav"));
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stage_bitmap_counter_ = 0;
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balloon_speed_ = default_balloon_speed_;
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setBalloonSpeed(balloon_speed_);
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screen_->flash(flash_color, 5);
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screen_->flash(flash_color, 10);
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screen_->shake();
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}
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// Incrementa el contador del bitmap que aparece mostrando el cambio de fase
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if (stage_bitmap_counter_ < STAGE_COUNTER_)
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// Escribe el texto por pantalla
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const auto stage_number = balloon_formations_->getStage(current_stage_).number;
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if (!game_completed_)
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{
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stage_bitmap_counter_++;
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std::vector<Path> paths = {paths_.at(2), paths_.at(3)};
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if (stage_number == 10)
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createMessage(paths, Resource::get()->getTexture("last_stage"));
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else
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{
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auto text = std::make_unique<Text>(Resource::get()->getTexture("04b_25.png"), Resource::get()->getTextFile("04b_25.txt"));
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const std::string caption = std::to_string(10 - current_stage_) + lang::getText(38);
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createMessage(paths, text->writeToTexture(caption, 2, -2));
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}
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// Si el juego se ha completado, el bitmap se detiene en el centro de la pantalla
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if (game_completed_)
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}
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else
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{
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if (stage_bitmap_counter_ > 100)
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{
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stage_bitmap_counter_ = 100;
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createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("congratulations"));
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createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("1000000_points"));
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}
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}
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}
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@@ -377,6 +382,9 @@ void Game::updateGameOver()
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{
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if (game_over_counter_ > 0)
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{
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if (game_over_counter_ == GAME_OVER_COUNTER_)
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_over"));
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game_over_counter_--;
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if ((game_over_counter_ == 250) || (game_over_counter_ == 200) || (game_over_counter_ == 180) || (game_over_counter_ == 120) || (game_over_counter_ == 60))
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@@ -913,13 +921,13 @@ void Game::createItemText(int x, std::shared_ptr<Texture> texture)
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}
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// Crea un objeto PathSprite
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void Game::createMessage(std::vector<Path> paths, std::shared_ptr<Texture> texture)
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void Game::createMessage(const std::vector<Path> &paths, std::shared_ptr<Texture> texture)
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{
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path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
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// Inicializa
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for (const auto &path : paths)
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path_sprites_.back()->addPath(path);
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path_sprites_.back()->addPath(path, true);
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path_sprites_.back()->enable();
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}
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@@ -1205,15 +1213,15 @@ void Game::updateBackground()
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balloons_popped_ = (balloons_popped_ > 400) ? (balloons_popped_ - 25) : 200;
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// Calcula la velocidad en función de los globos explotados y el total de globos a explotar para acabar el juego
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constexpr auto clouds_initial_speed = 0.05f;
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constexpr auto clouds_final_speed = 2.00f - clouds_initial_speed;
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const float cloudsSpeed = (-clouds_initial_speed) + (-clouds_final_speed * ((float)balloons_popped_ / (float)total_power_to_complete_game_));
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constexpr float clouds_initial_speed = 0.05f;
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constexpr float clouds_final_speed = 2.00f - clouds_initial_speed;
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const float cloudsSpeed = (-clouds_initial_speed) + (-clouds_final_speed * (static_cast<float>(balloons_popped_) / total_power_to_complete_game_));
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background_->setCloudsSpeed(cloudsSpeed);
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// Calcula la transición de los diferentes fondos
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const float gradient_number = std::min(((float)balloons_popped_ / 1250.0f), 3.0f);
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const float percent = gradient_number - (int)gradient_number;
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background_->setGradientNumber((int)gradient_number);
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const float gradient_number = std::min(balloons_popped_ / 1250.0f, 3.0f);
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const float percent = gradient_number - static_cast<int>(gradient_number);
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background_->setGradientNumber(static_cast<int>(gradient_number));
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background_->setTransition(percent);
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// Actualiza el objeto
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@@ -1231,11 +1239,10 @@ void Game::fillCanvas()
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background_->render();
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renderItems();
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renderSmartSprites();
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renderPathSprites();
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explosions_->render();
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renderBalloons();
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renderBullets();
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renderMessages();
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renderPathSprites();
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renderPlayers();
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// Deja el renderizador apuntando donde estaba
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@@ -1251,6 +1258,12 @@ void Game::render()
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// Copia la textura con la zona de juego a la pantalla
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SDL_RenderCopy(renderer_, canvas_, nullptr, ¶m.game.play_area.rect);
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// SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 255, 255);
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// const int y = param.game.play_area.center_y;
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// SDL_RenderDrawLine(Screen::get()->getRenderer(), 0, y, param.game.play_area.rect.w, y);
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// const int x = param.game.play_area.center_x;
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// SDL_RenderDrawLine(Screen::get()->getRenderer(), x, 0, x, param.game.play_area.rect.h);
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// Dibuja el marcador
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scoreboard_->render();
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@@ -1285,48 +1298,6 @@ void Game::updateMenace()
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}
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}
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// Pinta diferentes mensajes en la pantalla
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void Game::renderMessages()
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{
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// GetReady
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if (counter_ == 10 && !demo_.enabled)
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{ // text_04b_25_->write2X((int)get_ready_bitmap_path_[counter_], param.game.play_area.center_y - 8, lang::getText(75), -2);
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std::vector<Path> paths = {paths_.at(0), paths_.at(1)};
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createMessage(paths, Resource::get()->getTexture("get_ready"));
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}
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// STAGE NUMBER
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if (stage_bitmap_counter_ < STAGE_COUNTER_)
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{
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const auto stage_number = balloon_formations_->getStage(current_stage_).number;
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std::string text;
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if (stage_number == 10)
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{
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// Ultima fase
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text = lang::getText(79);
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}
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else
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{
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// X fases restantes
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text = std::to_string(11 - stage_number) + lang::getText(38);
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}
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if (!game_completed_)
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{
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// Escribe el número de fases restantes
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//text_04b_25_->write2X(param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2);
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}
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else
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{
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// Escribe el texto de juego completado
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text = lang::getText(50);
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//text_nokia2_big_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2, no_color, 1, shdw_txt_color);
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//text_nokia2_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_] + text_nokia2_big_->getCharacterSize() + 2, lang::getText(76), -1, no_color, 1, shdw_txt_color);
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}
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}
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}
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// Habilita el efecto del item de detener el tiempo
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void Game::enableTimeStopItem()
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{
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@@ -1385,42 +1356,54 @@ int Game::calculateScreenPower()
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// Inicializa las variables que contienen puntos de ruta para mover objetos
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void Game::initPaths()
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{
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// Recorrido para el texto de "Get Ready!"
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// Recorrido para el texto de "Get Ready!" (0,1)
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{
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const auto &texture = Resource::get()->getTexture("get_ready");
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const auto w = texture->getWidth();
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const auto h = texture->getHeight();
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const int x0 = -w;
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const int x1 = param.game.play_area.center_x - w / 2;
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const int x2 = param.game.play_area.rect.w;
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const int y = param.game.play_area.center_y - h / 2;
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paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 10));
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const int y = param.game.play_area.center_y;
|
||||
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 20));
|
||||
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
|
||||
|
||||
// Vector con los valores del seno para 360 grados
|
||||
float sin[360];
|
||||
for (int i = 0; i < 360; ++i)
|
||||
sin[i] = SDL_sinf((float)i * 3.14f / 180.0f);
|
||||
|
||||
// Letrero de STAGE #
|
||||
constexpr auto first_part = STAGE_COUNTER_ / 4; // 50
|
||||
constexpr auto second_part = first_part * 3; // 150
|
||||
const auto center_point = param.game.play_area.center_y - (BLOCK * 2);
|
||||
const auto distance = (param.game.play_area.rect.h) - (param.game.play_area.center_y - 16);
|
||||
|
||||
for (int i = 0; i < first_part; ++i)
|
||||
{
|
||||
int index = static_cast<int>((i * 1.8f) + 90) % 360;
|
||||
stage_bitmap_path_[i] = sin[index] * distance + center_point;
|
||||
}
|
||||
|
||||
for (int i = first_part; i < second_part; ++i)
|
||||
stage_bitmap_path_[i] = center_point;
|
||||
|
||||
for (int i = second_part; i < STAGE_COUNTER_; ++i)
|
||||
// Recorrido para el texto de "Last Stage!" o de "X stages left" o "Game Over" (2,3)
|
||||
{
|
||||
int index = static_cast<int>(((i - 149) * 1.8f) + 90) % 360;
|
||||
stage_bitmap_path_[i] = sin[index] * (center_point + 17) - 17;
|
||||
const auto &texture = Resource::get()->getTexture("last_stage");
|
||||
const auto h = texture->getHeight();
|
||||
const int y0 = param.game.play_area.rect.h - h;
|
||||
const int y1 = param.game.play_area.center_y - h / 2;
|
||||
const int y2 = -h;
|
||||
const int x = param.game.play_area.center_x;
|
||||
paths_.emplace_back(Path(createPath(y0, y1, PathType::VERTICAL, x, 80, easeOutQuint), 20));
|
||||
paths_.emplace_back(Path(createPath(y1, y2, PathType::VERTICAL, x, 80, easeInQuint), 0));
|
||||
}
|
||||
|
||||
// Recorrido para el texto de "Congratulations!!" (3,4)
|
||||
{
|
||||
const auto &texture = Resource::get()->getTexture("congratulations");
|
||||
const auto w = texture->getWidth();
|
||||
const auto h = texture->getHeight();
|
||||
const int x0 = -w;
|
||||
const int x1 = param.game.play_area.center_x - w / 2;
|
||||
const int x2 = param.game.play_area.rect.w;
|
||||
const int y = param.game.play_area.center_y - h / 2 - 20;
|
||||
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 400));
|
||||
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
|
||||
}
|
||||
|
||||
// Recorrido para el texto de "1.000.000 points!" (5,6)
|
||||
{
|
||||
const auto &texture = Resource::get()->getTexture("1000000_points");
|
||||
const auto w = texture->getWidth();
|
||||
const auto h = texture->getHeight();
|
||||
const int x0 = param.game.play_area.rect.w;
|
||||
const int x1 = param.game.play_area.center_x - w / 2;
|
||||
const int x2 = -w;
|
||||
const int y = param.game.play_area.center_y + h / 2 - 20;
|
||||
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 400));
|
||||
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1559,6 +1542,11 @@ void Game::checkEvents()
|
||||
createItemText(x, game_text_textures_.at(3));
|
||||
break;
|
||||
}
|
||||
case SDLK_6: // Crea un mensaje
|
||||
{
|
||||
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("congratulations"));
|
||||
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("1000000_points"));
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -1610,9 +1598,7 @@ void Game::updateScoreboard()
|
||||
void Game::pause(bool value)
|
||||
{
|
||||
paused_ = value;
|
||||
#ifndef DEBUG
|
||||
screen_->attenuate(paused_);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Añade una puntuación a la tabla de records
|
||||
|
||||
@@ -1,32 +1,31 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL_render.h> // Para SDL_Renderer, SDL_Texture
|
||||
#include <SDL2/SDL_stdinc.h> // Para Uint32, Uint8
|
||||
#include <memory> // Para shared_ptr, unique_ptr
|
||||
#include <string> // Para string
|
||||
#include <vector> // Para vector
|
||||
#include "balloon.h" // Para Balloon
|
||||
#include "manage_hiscore_table.h" // Para HiScoreEntry
|
||||
#include "options.h" // Para Options, OptionsGame, options
|
||||
#include "player.h" // Para Player
|
||||
#include "utils.h" // Para Demo
|
||||
#include "path_sprite.h"
|
||||
class Asset; // lines 12-12
|
||||
class Background; // lines 13-13
|
||||
class BalloonFormations; // lines 14-14
|
||||
class Bullet; // lines 15-15
|
||||
class Explosions; // lines 16-16
|
||||
class Fade; // lines 17-17
|
||||
class Input; // lines 18-18
|
||||
class Item; // lines 19-19
|
||||
class PathSprite; // lines 20-20
|
||||
class Scoreboard; // lines 21-21
|
||||
class Screen; // lines 22-22
|
||||
class SmartSprite; // lines 23-23
|
||||
class Text; // lines 24-24
|
||||
class Texture; // lines 25-25
|
||||
enum class BulletType : Uint8; // lines 26-26
|
||||
enum class ItemType; // lines 27-27
|
||||
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
|
||||
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
|
||||
#include <memory> // for shared_ptr, unique_ptr
|
||||
#include <string> // for string
|
||||
#include <vector> // for vector
|
||||
#include "balloon.h" // for Balloon
|
||||
#include "manage_hiscore_table.h" // for HiScoreEntry
|
||||
#include "options.h" // for Options, OptionsGame, options
|
||||
#include "player.h" // for Player
|
||||
#include "utils.h" // for Demo
|
||||
class Asset; // lines 14-14
|
||||
class Background; // lines 15-15
|
||||
class BalloonFormations; // lines 16-16
|
||||
class Bullet; // lines 17-17
|
||||
class Explosions; // lines 18-18
|
||||
class Fade; // lines 19-19
|
||||
class Input; // lines 20-20
|
||||
class Item; // lines 21-21
|
||||
class PathSprite; // lines 22-22
|
||||
class Scoreboard; // lines 23-23
|
||||
class Screen; // lines 24-24
|
||||
class SmartSprite; // lines 25-25
|
||||
class Texture; // lines 27-27
|
||||
enum class BulletType : Uint8; // lines 28-28
|
||||
enum class ItemType; // lines 29-29
|
||||
struct Path;
|
||||
|
||||
// Modo demo
|
||||
constexpr bool GAME_MODE_DEMO_OFF = false;
|
||||
@@ -68,7 +67,6 @@ private:
|
||||
// Constantes
|
||||
|
||||
// Contadores
|
||||
static constexpr int STAGE_COUNTER_ = 200;
|
||||
static constexpr int HELP_COUNTER_ = 1000;
|
||||
static constexpr int GAME_COMPLETED_START_FADE_ = 500;
|
||||
static constexpr int GAME_COMPLETED_END_ = 700;
|
||||
@@ -154,7 +152,6 @@ private:
|
||||
options.game.hi_score_table[0].score); // Máxima puntuación y nombre de quien la ostenta
|
||||
|
||||
int current_stage_; // Indica la fase actual
|
||||
int last_stage_reached_; // Contiene el número de la última pantalla que se ha alcanzado
|
||||
Demo demo_; // Variable con todas las variables relacionadas con el modo demo
|
||||
GameDifficulty difficulty_ = options.game.difficulty; // Dificultad del juego
|
||||
Helper helper_; // Variable para gestionar las ayudas
|
||||
@@ -167,8 +164,6 @@ private:
|
||||
float balloon_speed_; // Velocidad a la que se mueven los enemigos
|
||||
float default_balloon_speed_; // Velocidad base de los enemigos, sin incrementar
|
||||
float difficulty_score_multiplier_; // Multiplicador de puntos en función de la dificultad
|
||||
float get_ready_bitmap_path_[STAGE_COUNTER_]; // Vector con los puntos X por donde se desplaza el texto
|
||||
int stage_bitmap_path_[STAGE_COUNTER_]; // Vector con los puntos Y por donde se desplaza el texto
|
||||
int balloon_deploy_counter_ = 0; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero
|
||||
int balloons_popped_ = 0; // Lleva la cuenta de los globos explotados
|
||||
int counter_ = 0; // Contador para el juego
|
||||
@@ -179,7 +174,6 @@ private:
|
||||
int menace_current_ = 0; // Nivel de amenaza actual
|
||||
int menace_threshold_ = 0; // Umbral del nivel de amenaza. Si el nivel de amenaza cae por debajo del umbral, se generan más globos. Si el umbral aumenta, aumenta el número de globos
|
||||
int power_ball_counter_ = 0; // Contador de formaciones enemigas entre la aparicion de una PowerBall y otra
|
||||
int stage_bitmap_counter_ = STAGE_COUNTER_; // Contador para el tiempo visible del texto de Stage
|
||||
int time_stopped_counter_ = 0; // Temporizador para llevar la cuenta del tiempo detenido
|
||||
int total_power_to_complete_game_; // La suma del poder necesario para completar todas las fases
|
||||
#ifdef DEBUG
|
||||
@@ -304,7 +298,7 @@ private:
|
||||
void createItemText(int x, std::shared_ptr<Texture> texture);
|
||||
|
||||
// Crea un objeto PathSprite
|
||||
void createMessage(std::vector<Path> paths, std::shared_ptr<Texture> texture);
|
||||
void createMessage(const std::vector<Path> &paths, std::shared_ptr<Texture> texture);
|
||||
|
||||
// Vacia el vector de smartsprites
|
||||
void freeSmartSprites();
|
||||
|
||||
@@ -63,19 +63,23 @@ struct ParamNotification
|
||||
};
|
||||
|
||||
// Estructura para almacenar todos los parámetros del juego
|
||||
struct Param
|
||||
{
|
||||
ParamGame game; // Parametros relacionados con el juego
|
||||
ParamFade fade; // Parametros para ajustar el fade
|
||||
SDL_Rect scoreboard; // Posición y tamaño del marcador
|
||||
ParamTitle title; // Parametros con ajustes para la sección Title
|
||||
ParamBackground background; // Parametros que afectan a la clase Background
|
||||
std::vector<ParamBalloon> balloon; // Parametros de velocidad y gravedad de cada tipo de globo
|
||||
ParamNotification notification; // Opciones para las notificaciones
|
||||
struct Param {
|
||||
ParamGame game;
|
||||
ParamFade fade;
|
||||
SDL_Rect scoreboard;
|
||||
ParamTitle title;
|
||||
ParamBackground background;
|
||||
std::vector<ParamBalloon> balloon;
|
||||
ParamNotification notification;
|
||||
|
||||
Param() { balloon.reserve(4); }
|
||||
Param() : game(), fade(), scoreboard(), title(), background(), notification() {
|
||||
balloon.reserve(4);
|
||||
}
|
||||
};
|
||||
|
||||
extern Param param;
|
||||
|
||||
|
||||
extern Param param;
|
||||
|
||||
// Establece valores para los parametros a partir de un fichero de texto
|
||||
|
||||
@@ -1,11 +1,8 @@
|
||||
#include "path_sprite.h"
|
||||
#include <bits/std_abs.h> // Para abs
|
||||
#include <stdlib.h> // Para abs
|
||||
#include <utility> // Para move
|
||||
#include "moving_sprite.h" // Para MovingSprite
|
||||
#include "utils.h" // Para easeOutQuint
|
||||
#include <functional>
|
||||
class Texture; // lines 3-3
|
||||
#include <bits/std_abs.h> // for abs
|
||||
#include <stdlib.h> // for abs
|
||||
#include <functional> // for function
|
||||
#include <utility> // for move
|
||||
|
||||
// Devuelve un vector con los puntos que conforman la ruta
|
||||
std::vector<SDL_Point> createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction)
|
||||
@@ -54,9 +51,34 @@ void PathSprite::update()
|
||||
}
|
||||
|
||||
// Añade un recorrido
|
||||
void PathSprite::addPath(Path path)
|
||||
void PathSprite::addPath(Path path, bool centered)
|
||||
{
|
||||
PathCentered path_centered = PathCentered::NONE;
|
||||
if (centered)
|
||||
path_centered = (path.spots.back().x == path.spots.front().x) ? PathCentered::ON_X : PathCentered::ON_Y;
|
||||
|
||||
switch (path_centered)
|
||||
{
|
||||
case PathCentered::ON_X:
|
||||
{
|
||||
const int x = path.spots.back().x - pos_.w / 2;
|
||||
for (auto &spot : path.spots)
|
||||
spot.x = x;
|
||||
paths_.emplace_back(path);
|
||||
break;
|
||||
}
|
||||
case PathCentered::ON_Y:
|
||||
{
|
||||
const int y = path.spots.back().y - pos_.h / 2;
|
||||
for (auto &spot : path.spots)
|
||||
spot.y = y;
|
||||
paths_.emplace_back(path);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
paths_.emplace_back(path);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Añade un recorrido
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL_rect.h> // Para SDL_Point
|
||||
#include <memory> // Para shared_ptr
|
||||
#include <functional>
|
||||
#include <vector> // Para vector
|
||||
#include "animated_sprite.h" // Para AnimatedSprite
|
||||
class Texture; // lines 5-5
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Point
|
||||
#include <functional> // for function
|
||||
#include <memory> // for shared_ptr
|
||||
#include <vector> // for vector
|
||||
#include "sprite.h" // for Sprite
|
||||
class Texture; // lines 8-8
|
||||
|
||||
enum class PathType
|
||||
{
|
||||
@@ -13,6 +13,13 @@ enum class PathType
|
||||
HORIZONTAL,
|
||||
};
|
||||
|
||||
enum class PathCentered
|
||||
{
|
||||
ON_X,
|
||||
ON_Y,
|
||||
NONE,
|
||||
};
|
||||
|
||||
// Estructuras
|
||||
struct Path
|
||||
{
|
||||
@@ -35,7 +42,6 @@ class PathSprite : public Sprite
|
||||
{
|
||||
private:
|
||||
// Variables
|
||||
bool finished_ = false; // Indica si ya ha terminado
|
||||
bool enabled_ = false; // Indica si el objeto está habilitado
|
||||
int current_path_ = 0; // Path que se está recorriendo actualmente
|
||||
std::vector<Path> paths_; // Caminos a recorrer por el sprite
|
||||
@@ -58,7 +64,7 @@ public:
|
||||
void update();
|
||||
|
||||
// Añade un recorrido
|
||||
void addPath(Path path);
|
||||
void addPath(Path path, bool centered = false);
|
||||
void addPath(std::vector<SDL_Point> spots, int waiting_counter);
|
||||
void addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction, int waiting_counter);
|
||||
|
||||
|
||||
@@ -238,26 +238,31 @@ void Resource::createTextures()
|
||||
: name(name_init), text(text_init) {}
|
||||
};
|
||||
|
||||
std::cout << "\n>> CREATING TEXTURES" << std::endl;
|
||||
auto text = std::make_unique<Text>(getTexture("04b_25.png"), getTextFile("04b_25.txt"));
|
||||
|
||||
// Tamaño normal
|
||||
std::vector<NameAndText> strings = {
|
||||
NameAndText("game_text_1000_points", "1.000"),
|
||||
NameAndText("game_text_2500_points", "2.500"),
|
||||
NameAndText("game_text_5000_points", "5.000"),
|
||||
NameAndText("game_text_powerup", "PowerUp"),
|
||||
NameAndText("game_text_one_hit", "+1 Hit"),
|
||||
NameAndText("game_text_stop", "Stop!")};
|
||||
NameAndText("game_text_powerup", lang::getText(117)),
|
||||
NameAndText("game_text_one_hit", lang::getText(118)),
|
||||
NameAndText("game_text_stop", lang::getText(119)),
|
||||
NameAndText("1000000_points", lang::getText(76))};
|
||||
|
||||
auto text = std::make_unique<Text>(getTexture("04b_25.png"), getTextFile("04b_25.txt"));
|
||||
|
||||
std::cout << "\n>> CREATING TEXTURES" << std::endl;
|
||||
for (const auto &s : strings)
|
||||
{
|
||||
textures_.emplace_back(ResourceTexture(s.name, text->writeToTexture(s.text, 1, -2)));
|
||||
printWithDots("Texture : ", s.name, "[ DONE ]");
|
||||
}
|
||||
|
||||
// Tamaño doble
|
||||
std::vector<NameAndText> strings2X = {
|
||||
NameAndText("get_ready", lang::getText(75)),
|
||||
NameAndText("stages_remaining", "9 " + lang::getText(38))};
|
||||
NameAndText("last_stage", lang::getText(79)),
|
||||
NameAndText("congratulations", lang::getText(50)),
|
||||
NameAndText("game_over", "Game Over")};
|
||||
|
||||
for (const auto &s : strings2X)
|
||||
{
|
||||
|
||||
@@ -141,7 +141,7 @@ void Screen::blit()
|
||||
|
||||
// Copia la textura de juego en el renderizador en la posición adecuada
|
||||
if (shake_effect_.enabled)
|
||||
SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
|
||||
SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr); // Esta copia es para evitar que se vea negro por los laterales
|
||||
SDL_RenderCopy(renderer_, game_canvas_, &src_rect_, &dst_rect_);
|
||||
|
||||
// Muestra por pantalla el renderizador
|
||||
@@ -375,10 +375,7 @@ void Screen::updateShakeEffect()
|
||||
// Pone la pantalla de color
|
||||
void Screen::flash(Color color, int lenght)
|
||||
{
|
||||
flash_effect_.enabled = true;
|
||||
flash_effect_.counter = 0;
|
||||
flash_effect_.lenght = lenght;
|
||||
flash_effect_.color = color;
|
||||
flash_effect_ = FlashEffect(true, lenght, color);
|
||||
}
|
||||
|
||||
// Actualiza y dibuja el efecto de flash en la pantalla
|
||||
@@ -387,14 +384,14 @@ void Screen::doFlash()
|
||||
if (flash_effect_.enabled)
|
||||
{
|
||||
// Dibuja el color del flash en la textura
|
||||
SDL_Texture *temp = SDL_GetRenderTarget(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, game_canvas_);
|
||||
//auto temp = SDL_GetRenderTarget(renderer_);
|
||||
//SDL_SetRenderTarget(renderer_, game_canvas_);
|
||||
SDL_SetRenderDrawColor(renderer_, flash_effect_.color.r, flash_effect_.color.g, flash_effect_.color.b, 0xFF);
|
||||
SDL_RenderClear(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, temp);
|
||||
//SDL_SetRenderTarget(renderer_, temp);
|
||||
|
||||
// Actualiza la lógica del efecto
|
||||
flash_effect_.counter < flash_effect_.lenght ? flash_effect_.counter++ : flash_effect_.enabled = false;
|
||||
flash_effect_.counter > 0 ? flash_effect_.counter-- : flash_effect_.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -403,11 +400,11 @@ void Screen::doAttenuate()
|
||||
{
|
||||
if (attenuate_effect_)
|
||||
{
|
||||
SDL_Texture *temp = SDL_GetRenderTarget(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, game_canvas_);
|
||||
//auto temp = SDL_GetRenderTarget(renderer_);
|
||||
//SDL_SetRenderTarget(renderer_, game_canvas_);
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 64);
|
||||
SDL_RenderFillRect(renderer_, nullptr);
|
||||
SDL_SetRenderTarget(renderer_, temp);
|
||||
//SDL_SetRenderTarget(renderer_, temp);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -43,7 +43,7 @@ private:
|
||||
int fps_ = 0; // Frames calculados en el último segundo
|
||||
std::string info_resolution_; // Texto con la informacion de la pantalla
|
||||
#ifdef DEBUG
|
||||
bool show_info_ = true; // Indica si ha de mostrar/ocultar la información de la pantalla
|
||||
bool show_info_ = false; // Indica si ha de mostrar/ocultar la información de la pantalla
|
||||
#else
|
||||
bool show_info_ = false; // Indica si ha de mostrar/ocultar la información de la pantalla
|
||||
#endif
|
||||
@@ -52,12 +52,11 @@ private:
|
||||
{
|
||||
bool enabled; // Indica si el efecto está activo
|
||||
int counter; // Contador para el efecto
|
||||
int lenght; // Duración del efecto
|
||||
Color color; // Color del efecto
|
||||
|
||||
// Constructor
|
||||
explicit FlashEffect(bool en = false, int cnt = 0, int len = 0, Color col = Color(0xFF, 0xFF, 0xFF))
|
||||
: enabled(en), counter(cnt), lenght(len), color(col) {}
|
||||
explicit FlashEffect(bool en = false, int cnt = 0, Color col = Color(0xFF, 0xFF, 0xFF))
|
||||
: enabled(en), counter(cnt), color(col) {}
|
||||
};
|
||||
|
||||
struct ShakeEffect
|
||||
|
||||
@@ -1,12 +1,16 @@
|
||||
#include "text.h"
|
||||
#include <SDL2/SDL_rect.h> // Para SDL_Rect
|
||||
#include <fstream> // Para basic_ifstream, basic_istream, basic_ostream
|
||||
#include <iostream> // Para cerr
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#include "sprite.h" // Para Sprite
|
||||
#include "screen.h" // Para Screen
|
||||
#include "texture.h" // Para Texture
|
||||
#include "utils.h" // Para Color, getFileName, printWithDots
|
||||
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
|
||||
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
|
||||
#include <SDL2/SDL_rect.h> // for SDL_Rect
|
||||
#include <SDL2/SDL_render.h> // for SDL_TEXTUREACCESS_TARGET
|
||||
#include <stddef.h> // for size_t
|
||||
#include <fstream> // for basic_ifstream, basic_istream, basic...
|
||||
#include <iostream> // for cerr
|
||||
#include <stdexcept> // for runtime_error
|
||||
#include "screen.h" // for Screen
|
||||
#include "sprite.h" // for Sprite
|
||||
#include "texture.h" // for Texture
|
||||
#include "utils.h" // for Color, getFileName, printWithDots
|
||||
|
||||
// Llena una estructuta TextFile desde un fichero
|
||||
std::shared_ptr<TextFile> loadTextFile(const std::string &file_path)
|
||||
@@ -46,9 +50,7 @@ std::shared_ptr<TextFile> loadTextFile(const std::string &file_path)
|
||||
{
|
||||
// Almacena solo las lineas impares
|
||||
if (line_read % 2 == 1)
|
||||
{
|
||||
tf->offset[index++].w = std::stoi(buffer);
|
||||
}
|
||||
|
||||
// Limpia el buffer
|
||||
buffer.clear();
|
||||
|
||||
Reference in New Issue
Block a user