precarrega les textures del jugador amb variants de paleta

This commit is contained in:
2025-08-10 19:36:10 +02:00
parent 72e606f6d3
commit 645862ecb5
11 changed files with 132 additions and 66 deletions

View File

@@ -197,9 +197,9 @@ void AnimatedSprite::processConfigLine(const std::string& line, AnimationConfig&
// Actualiza los cálculos basados en las dimensiones del frame
void AnimatedSprite::updateFrameCalculations(AnimationConfig& config) {
config.frames_per_row = texture_->getWidth() / config.frame_width;
const int WIDTH = texture_->getWidth() / config.frame_width;
const int HEIGHT = texture_->getHeight() / config.frame_height;
config.frames_per_row = getTexture()->getWidth() / config.frame_width;
const int WIDTH = getTexture()->getWidth() / config.frame_width;
const int HEIGHT = getTexture()->getHeight() / config.frame_height;
config.max_tiles = WIDTH * HEIGHT;
}

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@@ -46,7 +46,7 @@ Director::Director(int argc, std::span<char *> argv) {
Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P;
#elif _DEBUG
Section::name = Section::Name::TITLE;
Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P;
#else // NORMAL GAME
Section::name = Section::Name::LOGO;
@@ -99,7 +99,7 @@ void Director::init() {
Screen::init(); // Inicializa la pantalla y el sistema de renderizado
Audio::init(); // Activa el sistema de audio
#ifdef _DEBUG
Resource::init(Resource::LoadingMode::LAZY_LOAD); // Inicializa el sistema de gestión de recursos
Resource::init(Resource::LoadingMode::PRELOAD); // Inicializa el sistema de gestión de recursos
#else
Resource::init(Resource::LoadingMode::PRELOAD); // Inicializa el sistema de gestión de recursos
#endif

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@@ -72,7 +72,7 @@ void MovingSprite::update() {
}
// Muestra el sprite por pantalla
void MovingSprite::render() { texture_->render(pos_.x, pos_.y, &sprite_clip_, horizontal_zoom_, vertical_zoom_, rotate_.angle, &rotate_.center, flip_); }
void MovingSprite::render() { getTexture()->render(pos_.x, pos_.y, &sprite_clip_, horizontal_zoom_, vertical_zoom_, rotate_.angle, &rotate_.center, flip_); }
// Establece la rotacion
void MovingSprite::rotate() {

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@@ -22,7 +22,7 @@
// Constructor
Player::Player(const Config &config)
: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))),
power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(1), config.animations.at(1))),
power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))),
enter_name_(std::make_unique<EnterName>()),
hi_score_table_(*config.hi_score_table),
glowing_entry_(*config.glowing_entry),
@@ -32,7 +32,10 @@ Player::Player(const Config &config)
default_pos_y_(config.y),
demo_(config.demo) {
// Configura objetos
player_sprite_->getTexture()->setPalette(coffees_);
player_sprite_->addTexture(config.texture.at(1));
player_sprite_->addTexture(config.texture.at(2));
player_sprite_->addTexture(config.texture.at(3));
player_sprite_->setActiveTexture(coffees_);
power_sprite_->getTexture()->setAlpha(224);
power_up_x_offset_ = (power_sprite_->getWidth() - player_sprite_->getWidth()) / 2;
power_sprite_->setPosY(default_pos_y_ - (power_sprite_->getHeight() - player_sprite_->getHeight()));
@@ -777,10 +780,10 @@ void Player::updateInvulnerable() {
if (invulnerable_) {
if (invulnerable_counter_ > 0) {
--invulnerable_counter_;
invulnerable_counter_ % 8 > 3 ? player_sprite_->getTexture()->setPalette(coffees_) : player_sprite_->getTexture()->setPalette(3);
invulnerable_counter_ % 8 > 3 ? player_sprite_->setActiveTexture(coffees_) : player_sprite_->setActiveTexture(3);
} else {
setInvulnerable(false);
player_sprite_->getTexture()->setPalette(coffees_);
player_sprite_->setActiveTexture(coffees_);
}
}
}
@@ -807,7 +810,7 @@ void Player::giveExtraHit() {
extra_hit_ = true;
if (coffees_ < 2) {
coffees_++;
player_sprite_->getTexture()->setPalette(coffees_);
player_sprite_->setActiveTexture(coffees_);
}
}
@@ -816,7 +819,7 @@ void Player::removeExtraHit() {
if (coffees_ > 0) {
coffees_--;
setInvulnerable(true);
player_sprite_->getTexture()->setPalette(coffees_);
player_sprite_->setActiveTexture(coffees_);
}
extra_hit_ = coffees_ != 0;

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@@ -69,7 +69,8 @@ void Resource::loadEssentialResources() {
loadTextFilesQuiet(); // <- VERSIÓN SILENCIOSA
loadEssentialTextures(); // Ya es silenciosa
createText(); // Crear objetos de texto
createTextures(); // Crear texturas generadas (game_text_xxx)
createTextTextures(); // Crear texturas generadas (game_text_xxx)
createPlayerTextures(); // Crea las texturas de jugadores con todas sus variantes de paleta
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Essential resources loaded");
}
@@ -421,9 +422,9 @@ void Resource::load() {
loadTextFiles(); // Carga ficheros de texto
loadAnimations(); // Carga animaciones
loadDemoData(); // Carga datos de demo
addPalettes(); // Añade paletas a las texturas
createText(); // Crea objetos de texto
createTextures(); // Crea texturas a partir de texto
createTextTextures(); // Crea texturas a partir de texto
createPlayerTextures(); // Crea las texturas de jugadores con todas sus variantes de paleta
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** RESOURCES LOADED");
// Restablece el sincronismo vertical a su valor original
@@ -440,20 +441,6 @@ void Resource::reload() {
}
}
// Recarga solo las texturas y paletas
void Resource::reloadTextures() {
if (loading_mode_ == LoadingMode::PRELOAD) {
loadTextures();
addPalettes();
createTextures();
} else {
// En modo lazy, limpiamos las texturas cargadas para forzar recarga
for (auto &texture : textures_) {
texture.texture = nullptr;
}
}
}
// Carga los sonidos del juego
void Resource::loadSounds() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> SOUND FILES");
@@ -541,23 +528,61 @@ void Resource::loadDemoData() {
}
}
// Añade paletas de colores a las texturas principales
void Resource::addPalettes() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> PALETTES");
// Crea las texturas de jugadores con todas sus variantes de paleta
void Resource::createPlayerTextures() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING PLAYER TEXTURES");
// Paletas para el jugador 1
getTexture("player1.gif")->addPaletteFromPalFile(Asset::get()->get("player1_coffee1.pal"));
getTexture("player1.gif")->addPaletteFromPalFile(Asset::get()->get("player1_coffee2.pal"));
getTexture("player1.gif")->addPaletteFromPalFile(Asset::get()->get("player1_invencible.pal"));
// Configuración de jugadores y sus paletas
struct PlayerConfig {
std::string base_texture;
std::vector<std::string> palette_files;
std::string name_prefix;
};
// Paletas para el jugador 2
getTexture("player2.gif")->addPaletteFromPalFile(Asset::get()->get("player2_coffee1.pal"));
getTexture("player2.gif")->addPaletteFromPalFile(Asset::get()->get("player2_coffee2.pal"));
getTexture("player2.gif")->addPaletteFromPalFile(Asset::get()->get("player2_invencible.pal"));
std::vector<PlayerConfig> players = {
{"player1.gif", {"player1_coffee1.pal", "player1_coffee2.pal", "player1_invencible.pal"}, "player1"},
{"player2.gif", {"player2_coffee1.pal", "player2_coffee2.pal", "player2_invencible.pal"}, "player2"}};
for (const auto &player : players) {
// Encontrar el archivo original de la textura
std::string texture_file_path;
auto texture_list = Asset::get()->getListByType(Asset::Type::BITMAP);
for (const auto &file : texture_list) {
if (getFileName(file) == player.base_texture) {
texture_file_path = file;
break;
}
}
// Crear variante con paleta original (pal0) - usar la textura ya cargada
auto base_texture = getTexture(player.base_texture);
std::string pal0_name = player.name_prefix + "_pal0";
textures_.emplace_back(pal0_name, base_texture);
printWithDots("Player Texture : ", pal0_name, "[ DONE ]");
// Crear variantes con paletas adicionales - CADA UNA DESDE EL ARCHIVO
for (size_t i = 0; i < player.palette_files.size(); ++i) {
// Crear textura completamente nueva desde el archivo
auto texture_copy = std::make_shared<Texture>(Screen::get()->getRenderer(), texture_file_path);
// Añadir todas las paletas
texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[0]));
texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[1]));
texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[2]));
// Cambiar a la paleta específica (índice i+1 porque 0 es la original)
texture_copy->setPalette(i + 1);
// Guardar con nombre específico
std::string variant_name = player.name_prefix + "_pal" + std::to_string(i + 1);
textures_.emplace_back(variant_name, texture_copy);
printWithDots("Player Texture : ", variant_name, "[ DONE ]");
}
}
}
// Crea texturas a partir de textos para mostrar puntuaciones y mensajes
void Resource::createTextures() {
void Resource::createTextTextures() {
struct NameAndText {
std::string name;
std::string text;

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@@ -41,7 +41,6 @@ class Resource {
// --- Métodos de recarga de recursos ---
void reload(); // Recarga todos los recursos
void reloadTextures(); // Recarga solo las texturas
// --- Método para obtener el modo de carga actual ---
auto getLoadingMode() const -> LoadingMode { return loading_mode_; }
@@ -141,8 +140,9 @@ class Resource {
void loadEssentialResources(); // Carga recursos esenciales en modo lazy
void loadEssentialTextures(); // Carga solo las texturas esenciales (fuentes)
void loadTextFilesQuiet(); // Carga ficheros de texto sin mostrar progreso (para modo lazy)
void addPalettes(); // Añade paletas a las texturas
void createTextures(); // Crea las texturas a partir de los datos cargados
// void addPalettes(); // Añade paletas a las texturas
void createPlayerTextures(); // Crea las texturas de jugadores con todas sus variantes de paleta
void createTextTextures(); // Crea las texturas a partir de los datos cargados
void createText(); // Crea los objetos de texto
void clear(); // Vacía todos los vectores de recursos
void load(); // Carga todos los recursos

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@@ -331,13 +331,19 @@ void Credits::initPlayers() {
// Texturas - Player1
std::vector<std::shared_ptr<Texture>> player1_textures;
player1_textures.emplace_back(Resource::get()->getTexture("player1.gif"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal0"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal1"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal2"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal3"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_power.png"));
player_textures.push_back(player1_textures);
// Texturas - Player2
std::vector<std::shared_ptr<Texture>> player2_textures;
player2_textures.emplace_back(Resource::get()->getTexture("player2.gif"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal0"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal1"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal2"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal3"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_power.png"));
player_textures.push_back(player2_textures);

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@@ -163,13 +163,19 @@ void Game::setResources() {
player_textures_.clear();
// Texturas - Player1
std::vector<std::shared_ptr<Texture>> player1_textures;
player1_textures.emplace_back(Resource::get()->getTexture("player1.gif"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal0"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal1"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal2"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal3"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_power.png"));
player_textures_.push_back(player1_textures);
// Texturas - Player2
std::vector<std::shared_ptr<Texture>> player2_textures;
player2_textures.emplace_back(Resource::get()->getTexture("player2.gif"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal0"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal1"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal2"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal3"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_power.png"));
player_textures_.push_back(player2_textures);

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@@ -488,13 +488,19 @@ void Title::initPlayers() {
// Texturas - Player1
std::vector<std::shared_ptr<Texture>> player1_textures;
player1_textures.emplace_back(Resource::get()->getTexture("player1.gif"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal0"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal1"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal2"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_pal3"));
player1_textures.emplace_back(Resource::get()->getTexture("player1_power.png"));
player_textures.push_back(player1_textures);
// Texturas - Player2
std::vector<std::shared_ptr<Texture>> player2_textures;
player2_textures.emplace_back(Resource::get()->getTexture("player2.gif"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal0"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal1"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal2"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_pal3"));
player2_textures.emplace_back(Resource::get()->getTexture("player2_power.png"));
player_textures.push_back(player2_textures);

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@@ -1,28 +1,29 @@
#include "sprite.h"
#include <utility> // Para move
#include <vector> // Para vector
#include "texture.h" // Para Texture
// Constructor
Sprite::Sprite(std::shared_ptr<Texture> texture, float pos_x, float pos_y, float width, float height)
: texture_(std::move(texture)),
: textures_{texture},
pos_((SDL_FRect){pos_x, pos_y, width, height}),
sprite_clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {}
Sprite::Sprite(std::shared_ptr<Texture> texture, SDL_FRect rect)
: texture_(std::move(texture)),
: textures_{texture},
pos_(rect),
sprite_clip_((SDL_FRect){0, 0, pos_.w, pos_.h}) {}
Sprite::Sprite(std::shared_ptr<Texture> texture)
: texture_(std::move(texture)),
pos_(SDL_FRect{0, 0, static_cast<float>(texture_->getWidth()), static_cast<float>(texture_->getHeight())}),
: textures_{texture},
pos_(SDL_FRect{0, 0, static_cast<float>(textures_.at(texture_index_)->getWidth()), static_cast<float>(textures_.at(texture_index_)->getHeight())}),
sprite_clip_(pos_) {}
// Muestra el sprite por pantalla
void Sprite::render() {
texture_->render(pos_.x, pos_.y, &sprite_clip_, zoom_, zoom_);
textures_.at(texture_index_)->render(pos_.x, pos_.y, &sprite_clip_, zoom_, zoom_);
}
// Establece la posición del objeto
@@ -42,3 +43,12 @@ void Sprite::clear() {
pos_ = {0, 0, 0, 0};
sprite_clip_ = {0, 0, 0, 0};
}
// Cambia la textura activa por índice
bool Sprite::setActiveTexture(size_t index) {
if (index < textures_.size()) {
texture_index_ = index;
return true;
}
return false; // Índice fuera de rango
}

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@@ -3,6 +3,7 @@
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_FPoint
#include <memory> // Para shared_ptr
#include <vector> // Para vector
class Texture;
@@ -49,12 +50,21 @@ class Sprite {
void setSpriteClip(float pos_x, float pos_y, float width, float height) { sprite_clip_ = SDL_FRect{pos_x, pos_y, width, height}; }
// --- Textura ---
[[nodiscard]] auto getTexture() const -> std::shared_ptr<Texture> { return texture_; }
void setTexture(std::shared_ptr<Texture> texture) { texture_ = texture; }
[[nodiscard]] auto getTexture() const -> std::shared_ptr<Texture> { return textures_.at(texture_index_); }
void setTexture(std::shared_ptr<Texture> texture) { textures_.at(texture_index_) = texture; }
void addTexture(std::shared_ptr<Texture> texture) { textures_.push_back(texture); }
bool setActiveTexture(size_t index); // Cambia la textura activa por índice
size_t getActiveTextureIndex() const { return texture_index_; } // Obtiene el índice de la textura activa
size_t getTextureCount() const { return textures_.size(); } // Obtiene el número total de texturas
protected:
std::shared_ptr<Texture>& getTextureRef() {
return textures_.at(texture_index_);
}
// --- Variables internas ---
std::shared_ptr<Texture> texture_; // Textura donde están todos los dibujos del sprite
size_t texture_index_ = 0;
std::vector<std::shared_ptr<Texture>> textures_; // Lista de texturas
SDL_FRect pos_; // Posición y tamaño donde dibujar el sprite
SDL_FRect sprite_clip_; // Rectángulo de origen de la textura que se dibujará en pantalla
double zoom_ = 1.0F; // Zoom aplicado a la textura