canvi de pc (toquejant Options)
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@@ -52,8 +52,8 @@ Game::Game(int player_id, int current_stage, bool demo)
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demo_.enabled = demo;
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// Otras variables
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section::name = section::Name::GAME;
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section::options = section::Options::NONE;
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::NONE;
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Stage::init();
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Stage::number = current_stage;
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@@ -109,7 +109,7 @@ Game::~Game()
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// [Modo JUEGO] Guarda puntuaciones y transita a modo título
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auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
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manager->saveToFile(Asset::get()->get("score.bin"));
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
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Audio::get()->stopMusic();
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}
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@@ -276,7 +276,7 @@ void Game::updateStage()
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else
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{
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auto text = Resource::get()->getText("04b_25_2x");
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const std::string caption = std::to_string(10 - Stage::number) + lang::getText("[GAME_TEXT] 2");
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const std::string caption = std::to_string(10 - Stage::number) + Lang::getText("[GAME_TEXT] 2");
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createMessage(paths, text->writeToTexture(caption, 1, -4));
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}
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}
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@@ -338,14 +338,14 @@ void Game::updateGameStateGameOver()
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if (game_completed_counter_ > 0)
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{
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// Los jugadores han completado el juego
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section::name = section::Name::CREDITS;
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Section::name = Section::Name::CREDITS;
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}
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else
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{
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// La partida ha terminado con la derrota de los jugadores
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section::name = section::Name::HI_SCORE_TABLE;
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Section::name = Section::Name::HI_SCORE_TABLE;
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}
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section::options = section::Options::HI_SCORE_AFTER_PLAYING;
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Section::options = Section::Options::HI_SCORE_AFTER_PLAYING;
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if (options.audio.enabled)
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{
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Audio::get()->stopAllSounds();
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@@ -1090,7 +1090,7 @@ void Game::disableTimeStopItem()
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// Bucle para el juego
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void Game::run()
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{
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while (section::name == section::Name::GAME)
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while (Section::name == Section::Name::GAME)
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{
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#ifndef RECORDING
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checkInput();
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@@ -1233,7 +1233,7 @@ void Game::checkEvents()
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#ifdef DEBUG
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checkDebugEvents(event);
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#endif
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globalEvents::check(event);
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GlobalEvents::check(event);
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}
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}
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@@ -1349,7 +1349,7 @@ void Game::checkInput()
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}
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// Verifica los inputs globales.
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globalInputs::check();
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GlobalInputs::check();
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}
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// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
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@@ -1379,8 +1379,8 @@ void Game::DEMO_handlePassInput()
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{
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if (input_->checkAnyButtonPressed())
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{
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section::name = section::Name::TITLE; // Salir del modo demo y regresar al menú principal.
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO; // El juego volverá a mostrar la demo
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Section::name = Section::Name::TITLE; // Salir del modo demo y regresar al menú principal.
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Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO; // El juego volverá a mostrar la demo
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return;
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}
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}
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@@ -1689,7 +1689,7 @@ void Game::initDifficultyVars()
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// Variables relacionadas con la dificultad
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switch (difficulty_)
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{
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case GameDifficulty::EASY:
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case DifficultyCode::EASY:
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[0]);
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difficulty_score_multiplier_ = 0.5f;
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@@ -1697,7 +1697,7 @@ void Game::initDifficultyVars()
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break;
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}
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case GameDifficulty::NORMAL:
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case DifficultyCode::NORMAL:
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[0]);
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difficulty_score_multiplier_ = 1.0f;
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@@ -1705,7 +1705,7 @@ void Game::initDifficultyVars()
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break;
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}
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case GameDifficulty::HARD:
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case DifficultyCode::HARD:
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{
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balloon_manager_->setDefaultBalloonSpeed(BALLOON_SPEED[4]);
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difficulty_score_multiplier_ = 1.5f;
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@@ -1727,12 +1727,12 @@ void Game::initPlayers(int player_id)
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const int Y = param.game.play_area.rect.h - 30;
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players_.emplace_back(std::make_unique<Player>(1, param.game.play_area.first_quarter_x - 15, Y, demo_.enabled, param.game.play_area.rect, player_textures_[0], player_animations_));
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players_.back()->setScoreBoardPanel(SCOREBOARD_LEFT_PANEL);
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players_.back()->setName(lang::getText("[SCOREBOARD] 1"));
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players_.back()->setName(Lang::getText("[SCOREBOARD] 1"));
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players_.back()->setController(getController(players_.back()->getId()));
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players_.emplace_back(std::make_unique<Player>(2, param.game.play_area.third_quarter_x - 15, Y, demo_.enabled, param.game.play_area.rect, player_textures_[1], player_animations_));
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players_.back()->setScoreBoardPanel(SCOREBOARD_RIGHT_PANEL);
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players_.back()->setName(lang::getText("[SCOREBOARD] 2"));
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players_.back()->setName(Lang::getText("[SCOREBOARD] 2"));
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players_.back()->setController(getController(players_.back()->getId()));
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// Activa el jugador que coincide con el "player_id"
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@@ -1783,7 +1783,7 @@ void Game::updateDemo()
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// Si ha terminado el fundido, cambia de sección
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if (fade_out_->hasEnded())
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{
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section::name = section::Name::HI_SCORE_TABLE;
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Section::name = Section::Name::HI_SCORE_TABLE;
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return;
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}
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}
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@@ -1935,7 +1935,7 @@ void Game::evaluateAndSetMenace()
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// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
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void Game::checkAndUpdateBalloonSpeed()
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{
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if (difficulty_ != GameDifficulty::NORMAL)
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if (difficulty_ != DifficultyCode::NORMAL)
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return;
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const float percent = static_cast<float>(Stage::power) / Stage::get(Stage::number).power_to_complete;
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