Ja es pot "enner llour neim". Falta decidir quin de tots els dissenys m'agrada mes
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@@ -16,6 +16,7 @@
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#include "enemy_formations.h" // for stage_t, EnemyFormations, enemyIni...
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#include "explosions.h" // for Explosions
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#include "fade.h" // for Fade, FADE_RANDOM_SQUARE, FADE_VEN...
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#include "global_inputs.h" // for checkGlobalInputs
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#include "input.h" // for inputs_e, Input, INPUT_DO_NOT_ALLO...
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#include "item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
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#include "jail_audio.h" // for JA_PlaySound, JA_DeleteSound, JA_L...
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@@ -2054,48 +2055,9 @@ void Game::updateMenace()
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// Gestiona la entrada durante el juego
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void Game::checkInput()
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{
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// Comprueba si se sale con el teclado
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if (input->checkInput(input_exit, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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quit(section::OPTIONS_QUIT_NORMAL);
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return;
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}
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// Comprueba si se va a resetear el juego
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if (input->checkInput(input_reset, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
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{
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section::name = section::NAME_INIT;
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screen->showNotification("Reset");
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return;
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}
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// Comprueba si se pulsa el botón de pausa
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for (int i = 0; i < input->getNumControllers(); ++i)
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{
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// Comprueba si se sale con el mando
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if (input->checkModInput(input_service, input_exit, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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quit(section::OPTIONS_QUIT_SHUTDOWN);
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return;
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}
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// Comprueba si se va a resetear el juego
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if (input->checkModInput(input_service, input_reset, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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section::name = section::NAME_LOGO;
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screen->showNotification("Reset");
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return;
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}
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// Comprueba si se va a activar o desactivar el audio
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if (input->checkModInput(input_service, input_mute, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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options.audio.sound.enabled = options.audio.music.enabled = !options.audio.music.enabled;
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JA_EnableMusic(options.audio.music.enabled);
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JA_EnableSound(options.audio.sound.enabled);
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screen->showNotification("Audio " + boolToOnOff(options.audio.music.enabled));
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return;
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}
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// Comprueba si se va a pausar el juego
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if (input->checkModInput(input_service, input_pause, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
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{
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@@ -2275,10 +2237,10 @@ void Game::checkInput()
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}
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#endif
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}
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else
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else if (player->isContinue())
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{
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// Si no está jugando, el botón de start le permite continuar jugando
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if (input->checkInput(input_start, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
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if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
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{
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// Si no ha entrado ya en el estado de game over, entonces se puede continuar
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if (gameOverCounter == GAME_OVER_COUNTER)
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@@ -2288,19 +2250,60 @@ void Game::checkInput()
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}
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// Si está continuando, los botones de fuego hacen decrementar el contador
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const bool fire1 = input->checkInput(input_fire_left, false, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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const bool fire2 = input->checkInput(input_fire_center, false, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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const bool fire3 = input->checkInput(input_fire_right, false, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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const bool fire1 = input->checkInput(input_fire_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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const bool fire2 = input->checkInput(input_fire_center, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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const bool fire3 = input->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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if (fire1 || fire2 || fire3)
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{
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player->decContinueCounter();
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}
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}
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else if (player->isEnteringName())
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{
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const bool fire1 = input->checkInput(input_fire_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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const bool fire2 = input->checkInput(input_fire_center, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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const bool fire3 = input->checkInput(input_fire_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index);
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if (fire1 || fire2 || fire3)
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{
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player->setInput(input_right);
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if (player->getRecordNamePos() == 7)
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{
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player->setInput(input_start);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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player->setStatusPlaying(PLAYER_STATUS_CONTINUE);
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}
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}
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else if (input->checkInput(input_up, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
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{
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player->setInput(input_up);
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}
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else if (input->checkInput(input_down, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
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{
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player->setInput(input_down);
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}
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else if (input->checkInput(input_left, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
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{
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player->setInput(input_left);
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}
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else if (input->checkInput(input_right, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
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{
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player->setInput(input_right);
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}
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else if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
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{
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player->setInput(input_start);
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addScoreToScoreBoard(player->getRecordName(), player->getScore());
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player->setStatusPlaying(PLAYER_STATUS_CONTINUE);
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}
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}
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}
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}
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// Comprueba el input para el resto de objetos
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screen->checkInput();
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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checkGlobalInputs();
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}
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// Pinta diferentes mensajes en la pantalla
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@@ -2789,7 +2792,7 @@ void Game::pause(bool value)
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// Añade una puntuación a la tabla de records
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void Game::addScoreToScoreBoard(std::string name, int score)
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{
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const hiScoreEntry_t entry = {name, score};
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const hiScoreEntry_t entry = {trim(name), score};
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ManageHiScoreTable *manager = new ManageHiScoreTable(&options.game.hiScoreTable);
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manager->add(entry);
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delete manager;
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@@ -2822,6 +2825,8 @@ void Game::checkPlayersStatusPlaying()
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case PLAYER_STATUS_ENTERING_NAME:
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scoreboard->setMode(player->getScoreBoardPanel(), SCOREBOARD_MODE_ENTER_NAME);
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scoreboard->setRecordName(player->getScoreBoardPanel(), player->getRecordName());
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scoreboard->setSelectorPos(player->getScoreBoardPanel(), player->getRecordNamePos());
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break;
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case PLAYER_STATUS_DYING:
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