Eliminades variables sobrants en director.cpp
This commit is contained in:
@@ -59,7 +59,6 @@ Director::Director(int argc, char *argv[])
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// Crea el objeto que controla los ficheros de recursos
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// Crea el objeto que controla los ficheros de recursos
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Asset::init(executablePath);
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Asset::init(executablePath);
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asset = Asset::get();
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// Si falta algún fichero no inicia el programa
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// Si falta algún fichero no inicia el programa
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if (!setFileList())
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if (!setFileList())
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@@ -68,19 +67,19 @@ Director::Director(int argc, char *argv[])
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}
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}
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// Carga el fichero de configuración
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// Carga el fichero de configuración
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loadOptionsFile(asset->get("config.txt"));
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loadOptionsFile(Asset::get()->get("config.txt"));
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// Carga los parametros para configurar el juego
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// Carga los parametros para configurar el juego
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#ifdef ANBERNIC
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#ifdef ANBERNIC
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const std::string paramFilePath = asset->get("param_320x240.txt");
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const std::string paramFilePath = asset->get("param_320x240.txt");
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#else
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#else
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const std::string paramFilePath = paramFileArgument == "--320x240" ? asset->get("param_320x240.txt") : asset->get("param_320x256.txt");
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const std::string paramFilePath = paramFileArgument == "--320x240" ? Asset::get()->get("param_320x240.txt") : Asset::get()->get("param_320x256.txt");
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#endif
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#endif
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loadParams(paramFilePath);
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loadParams(paramFilePath);
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// Carga el fichero de puntuaciones
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// Carga el fichero de puntuaciones
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ManageHiScoreTable *manager = new ManageHiScoreTable(&options.game.hiScoreTable);
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ManageHiScoreTable *manager = new ManageHiScoreTable(&options.game.hiScoreTable);
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manager->loadFromFile(asset->get("score.bin"));
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manager->loadFromFile(Asset::get()->get("score.bin"));
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delete manager;
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delete manager;
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// Inicializa SDL
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// Inicializa SDL
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@@ -95,12 +94,10 @@ Director::Director(int argc, char *argv[])
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// Crea los objetos
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// Crea los objetos
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lang::loadFromFile(getLangFile((lang::lang_e)options.game.language));
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lang::loadFromFile(getLangFile((lang::lang_e)options.game.language));
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Input::init(asset->get("gamecontrollerdb.txt"));
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Input::init(Asset::get()->get("gamecontrollerdb.txt"));
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input = Input::get();
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initInput();
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initInput();
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Screen::init(window, renderer);
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Screen::init(window, renderer);
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screen = Screen::get();
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OnScreenHelp::init();
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OnScreenHelp::init();
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@@ -113,7 +110,7 @@ Director::Director(int argc, char *argv[])
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Director::~Director()
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Director::~Director()
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{
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{
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saveOptionsFile(asset->get("config.txt"));
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saveOptionsFile(Asset::get()->get("config.txt"));
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Asset::destroy();
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Asset::destroy();
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Input::destroy();
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Input::destroy();
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@@ -134,94 +131,94 @@ void Director::initInput()
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{
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{
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// Establece si ha de mostrar mensajes
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// Establece si ha de mostrar mensajes
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#ifdef VERBOSE
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#ifdef VERBOSE
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input->setVerbose(true);
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Input::get()->setVerbose(true);
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#else
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#else
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input->setVerbose(false);
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Input::get()->setVerbose(false);
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#endif
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#endif
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// Busca si hay mandos conectados
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// Busca si hay mandos conectados
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input->discoverGameControllers();
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Input::get()->discoverGameControllers();
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// Teclado - Movimiento del jugador
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// Teclado - Movimiento del jugador
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input->bindKey(input_up, SDL_SCANCODE_UP);
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Input::get()->bindKey(input_up, SDL_SCANCODE_UP);
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input->bindKey(input_down, SDL_SCANCODE_DOWN);
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Input::get()->bindKey(input_down, SDL_SCANCODE_DOWN);
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input->bindKey(input_left, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(input_left, SDL_SCANCODE_LEFT);
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input->bindKey(input_right, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(input_right, SDL_SCANCODE_RIGHT);
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input->bindKey(input_fire_left, SDL_SCANCODE_Q);
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Input::get()->bindKey(input_fire_left, SDL_SCANCODE_Q);
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input->bindKey(input_fire_center, SDL_SCANCODE_W);
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Input::get()->bindKey(input_fire_center, SDL_SCANCODE_W);
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input->bindKey(input_fire_right, SDL_SCANCODE_E);
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Input::get()->bindKey(input_fire_right, SDL_SCANCODE_E);
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input->bindKey(input_start, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(input_start, SDL_SCANCODE_RETURN);
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// Teclado - Control del programa
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// Teclado - Control del programa
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input->bindKey(input_service, SDL_SCANCODE_0);
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Input::get()->bindKey(input_service, SDL_SCANCODE_0);
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input->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
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input->bindKey(input_pause, SDL_SCANCODE_P);
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Input::get()->bindKey(input_pause, SDL_SCANCODE_P);
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input->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
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Input::get()->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
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input->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
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Input::get()->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
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input->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
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Input::get()->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
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input->bindKey(input_video_shaders, SDL_SCANCODE_F4);
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Input::get()->bindKey(input_video_shaders, SDL_SCANCODE_F4);
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input->bindKey(input_mute, SDL_SCANCODE_F5);
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Input::get()->bindKey(input_mute, SDL_SCANCODE_F5);
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input->bindKey(input_showinfo, SDL_SCANCODE_F6);
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Input::get()->bindKey(input_showinfo, SDL_SCANCODE_F6);
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input->bindKey(input_reset, SDL_SCANCODE_F10);
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Input::get()->bindKey(input_reset, SDL_SCANCODE_F10);
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// Asigna botones a inputs
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// Asigna botones a inputs
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const int numGamePads = input->getNumControllers();
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const int numGamePads = Input::get()->getNumControllers();
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for (int i = 0; i < numGamePads; ++i)
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for (int i = 0; i < numGamePads; ++i)
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{
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{
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// Mando - Movimiento del jugador
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// Mando - Movimiento del jugador
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input->bindGameControllerButton(i, input_up, SDL_CONTROLLER_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(i, input_up, SDL_CONTROLLER_BUTTON_DPAD_UP);
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input->bindGameControllerButton(i, input_down, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(i, input_down, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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input->bindGameControllerButton(i, input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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input->bindGameControllerButton(i, input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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Input::get()->bindGameControllerButton(i, input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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input->bindGameControllerButton(i, input_fire_left, SDL_CONTROLLER_BUTTON_X);
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Input::get()->bindGameControllerButton(i, input_fire_left, SDL_CONTROLLER_BUTTON_X);
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input->bindGameControllerButton(i, input_fire_center, SDL_CONTROLLER_BUTTON_Y);
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Input::get()->bindGameControllerButton(i, input_fire_center, SDL_CONTROLLER_BUTTON_Y);
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input->bindGameControllerButton(i, input_fire_right, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(i, input_fire_right, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(i, input_start, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(i, input_start, SDL_CONTROLLER_BUTTON_START);
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// Mando - Control del programa
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// Mando - Control del programa
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input->bindGameControllerButton(i, input_service, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(i, input_service, SDL_CONTROLLER_BUTTON_BACK);
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input->bindGameControllerButton(i, input_exit, input_start);
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Input::get()->bindGameControllerButton(i, input_exit, input_start);
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input->bindGameControllerButton(i, input_pause, input_fire_right);
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Input::get()->bindGameControllerButton(i, input_pause, input_fire_right);
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input->bindGameControllerButton(i, input_video_shaders, input_fire_left);
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Input::get()->bindGameControllerButton(i, input_video_shaders, input_fire_left);
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input->bindGameControllerButton(i, input_mute, input_left);
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Input::get()->bindGameControllerButton(i, input_mute, input_left);
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input->bindGameControllerButton(i, input_showinfo, input_right);
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Input::get()->bindGameControllerButton(i, input_showinfo, input_right);
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input->bindGameControllerButton(i, input_reset, input_fire_center);
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Input::get()->bindGameControllerButton(i, input_reset, input_fire_center);
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input->bindGameControllerButton(i, input_config, input_down);
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Input::get()->bindGameControllerButton(i, input_config, input_down);
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input->bindGameControllerButton(i, input_swap_controllers, input_up);
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Input::get()->bindGameControllerButton(i, input_swap_controllers, input_up);
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}
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}
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// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
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// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
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for (int i = 0; i < numGamePads; ++i)
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for (int i = 0; i < numGamePads; ++i)
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for (int index = 0; index < (int)options.controller.size(); ++index)
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for (int index = 0; index < (int)options.controller.size(); ++index)
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if (input->getControllerName(i) == options.controller[index].name)
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if (Input::get()->getControllerName(i) == options.controller[index].name)
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for (int j = 0; j < (int)options.controller[index].inputs.size(); ++j)
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for (int j = 0; j < (int)options.controller[index].inputs.size(); ++j)
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{
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{
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input->bindGameControllerButton(i, options.controller[index].inputs[j], options.controller[index].buttons[j]);
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Input::get()->bindGameControllerButton(i, options.controller[index].inputs[j], options.controller[index].buttons[j]);
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}
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}
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// Asigna botones a inputs desde otros inputs
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// Asigna botones a inputs desde otros inputs
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for (int i = 0; i < numGamePads; ++i)
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for (int i = 0; i < numGamePads; ++i)
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{
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{
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input->bindGameControllerButton(i, input_exit, input_start);
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Input::get()->bindGameControllerButton(i, input_exit, input_start);
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input->bindGameControllerButton(i, input_reset, input_fire_center);
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Input::get()->bindGameControllerButton(i, input_reset, input_fire_center);
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input->bindGameControllerButton(i, input_pause, input_fire_right);
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Input::get()->bindGameControllerButton(i, input_pause, input_fire_right);
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input->bindGameControllerButton(i, input_video_shaders, input_fire_left);
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Input::get()->bindGameControllerButton(i, input_video_shaders, input_fire_left);
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input->bindGameControllerButton(i, input_mute, input_left);
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Input::get()->bindGameControllerButton(i, input_mute, input_left);
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input->bindGameControllerButton(i, input_showinfo, input_right);
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Input::get()->bindGameControllerButton(i, input_showinfo, input_right);
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input->bindGameControllerButton(i, input_config, input_down);
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Input::get()->bindGameControllerButton(i, input_config, input_down);
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input->bindGameControllerButton(i, input_swap_controllers, input_up);
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Input::get()->bindGameControllerButton(i, input_swap_controllers, input_up);
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}
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}
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// Guarda las asignaciones de botones en las opciones
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// Guarda las asignaciones de botones en las opciones
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for (int i = 0; i < numGamePads; ++i)
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for (int i = 0; i < numGamePads; ++i)
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{
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{
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options.controller[i].name = input->getControllerName(i);
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options.controller[i].name = Input::get()->getControllerName(i);
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for (int j = 0; j < (int)options.controller[i].inputs.size(); ++j)
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for (int j = 0; j < (int)options.controller[i].inputs.size(); ++j)
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{
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{
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options.controller[i].buttons[j] = input->getControllerBinding(i, options.controller[i].inputs[j]);
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options.controller[i].buttons[j] = Input::get()->getControllerBinding(i, options.controller[i].inputs[j]);
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}
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}
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}
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}
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}
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}
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@@ -346,137 +343,137 @@ bool Director::setFileList()
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#endif
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#endif
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// Ficheros de configuración
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// Ficheros de configuración
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asset->add(systemFolder + "/config.txt", t_data, false, true);
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Asset::get()->add(systemFolder + "/config.txt", t_data, false, true);
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asset->add(systemFolder + "/score.bin", t_data, false, true);
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Asset::get()->add(systemFolder + "/score.bin", t_data, false, true);
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asset->add(prefix + "/data/config/param_320x240.txt", t_data);
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Asset::get()->add(prefix + "/data/config/param_320x240.txt", t_data);
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asset->add(prefix + "/data/config/param_320x256.txt", t_data);
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Asset::get()->add(prefix + "/data/config/param_320x256.txt", t_data);
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asset->add(prefix + "/data/config/demo1.bin", t_data);
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Asset::get()->add(prefix + "/data/config/demo1.bin", t_data);
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asset->add(prefix + "/data/config/demo2.bin", t_data);
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Asset::get()->add(prefix + "/data/config/demo2.bin", t_data);
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asset->add(prefix + "/data/config/gamecontrollerdb.txt", t_data);
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Asset::get()->add(prefix + "/data/config/gamecontrollerdb.txt", t_data);
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// Musicas
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// Musicas
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asset->add(prefix + "/data/music/intro.ogg", t_music);
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Asset::get()->add(prefix + "/data/music/intro.ogg", t_music);
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asset->add(prefix + "/data/music/playing.ogg", t_music);
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Asset::get()->add(prefix + "/data/music/playing.ogg", t_music);
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asset->add(prefix + "/data/music/title.ogg", t_music);
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Asset::get()->add(prefix + "/data/music/title.ogg", t_music);
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// Sonidos
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// Sonidos
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asset->add(prefix + "/data/sound/balloon.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/balloon.wav", t_sound);
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asset->add(prefix + "/data/sound/bubble1.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/bubble1.wav", t_sound);
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asset->add(prefix + "/data/sound/bubble2.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/bubble2.wav", t_sound);
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asset->add(prefix + "/data/sound/bubble3.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/bubble3.wav", t_sound);
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asset->add(prefix + "/data/sound/bubble4.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/bubble4.wav", t_sound);
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asset->add(prefix + "/data/sound/bullet.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/bullet.wav", t_sound);
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asset->add(prefix + "/data/sound/coffeeout.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/coffeeout.wav", t_sound);
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asset->add(prefix + "/data/sound/hiscore.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/hiscore.wav", t_sound);
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asset->add(prefix + "/data/sound/itemdrop.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/itemdrop.wav", t_sound);
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asset->add(prefix + "/data/sound/itempickup.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/itempickup.wav", t_sound);
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asset->add(prefix + "/data/sound/player_collision.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/player_collision.wav", t_sound);
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asset->add(prefix + "/data/sound/stage_change.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/stage_change.wav", t_sound);
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asset->add(prefix + "/data/sound/title.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/title.wav", t_sound);
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asset->add(prefix + "/data/sound/clock.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/clock.wav", t_sound);
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asset->add(prefix + "/data/sound/powerball.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/powerball.wav", t_sound);
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asset->add(prefix + "/data/sound/notify.wav", t_sound);
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Asset::get()->add(prefix + "/data/sound/notify.wav", t_sound);
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// Shaders
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// Shaders
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asset->add(prefix + "/data/shaders/crtpi.glsl", t_data);
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Asset::get()->add(prefix + "/data/shaders/crtpi.glsl", t_data);
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// Texturas
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// Texturas
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asset->add(prefix + "/data/gfx/controllers/controllers.png", t_bitmap);
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Asset::get()->add(prefix + "/data/gfx/controllers/controllers.png", t_bitmap);
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asset->add(prefix + "/data/gfx/balloon/balloon1.png", t_bitmap);
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Asset::get()->add(prefix + "/data/gfx/balloon/balloon1.png", t_bitmap);
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asset->add(prefix + "/data/gfx/balloon/balloon1.ani", t_animation);
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Asset::get()->add(prefix + "/data/gfx/balloon/balloon1.ani", t_animation);
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asset->add(prefix + "/data/gfx/balloon/balloon2.png", t_bitmap);
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Asset::get()->add(prefix + "/data/gfx/balloon/balloon2.png", t_bitmap);
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asset->add(prefix + "/data/gfx/balloon/balloon2.ani", t_animation);
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Asset::get()->add(prefix + "/data/gfx/balloon/balloon2.ani", t_animation);
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asset->add(prefix + "/data/gfx/balloon/balloon3.png", t_bitmap);
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Asset::get()->add(prefix + "/data/gfx/balloon/balloon3.png", t_bitmap);
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asset->add(prefix + "/data/gfx/balloon/balloon3.ani", t_animation);
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Asset::get()->add(prefix + "/data/gfx/balloon/balloon3.ani", t_animation);
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asset->add(prefix + "/data/gfx/balloon/balloon4.png", t_bitmap);
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Asset::get()->add(prefix + "/data/gfx/balloon/balloon4.png", t_bitmap);
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asset->add(prefix + "/data/gfx/balloon/balloon4.ani", t_animation);
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Asset::get()->add(prefix + "/data/gfx/balloon/balloon4.ani", t_animation);
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asset->add(prefix + "/data/gfx/balloon/explosion1.png", t_bitmap);
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Asset::get()->add(prefix + "/data/gfx/balloon/explosion1.png", t_bitmap);
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asset->add(prefix + "/data/gfx/balloon/explosion1.ani", t_animation);
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Asset::get()->add(prefix + "/data/gfx/balloon/explosion1.ani", t_animation);
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asset->add(prefix + "/data/gfx/balloon/explosion2.png", t_bitmap);
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Asset::get()->add(prefix + "/data/gfx/balloon/explosion2.png", t_bitmap);
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asset->add(prefix + "/data/gfx/balloon/explosion2.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/balloon/explosion2.ani", t_animation);
|
||||||
asset->add(prefix + "/data/gfx/balloon/explosion3.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/balloon/explosion3.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/balloon/explosion3.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/balloon/explosion3.ani", t_animation);
|
||||||
asset->add(prefix + "/data/gfx/balloon/explosion4.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/balloon/explosion4.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/balloon/explosion4.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/balloon/explosion4.ani", t_animation);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/balloon/powerball.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/balloon/powerball.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/balloon/powerball.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/balloon/powerball.ani", t_animation);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/bullet/bullet.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/bullet/bullet.png", t_bitmap);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/game/game_buildings.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/game/game_buildings.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/game/game_clouds1.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/game/game_clouds1.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/game/game_clouds2.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/game/game_clouds2.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/game/game_grass.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/game/game_grass.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/game/game_power_meter.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/game/game_power_meter.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/game/game_sky_colors.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/game/game_sky_colors.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/game/game_text.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/game/game_text.png", t_bitmap);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/intro/intro.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/intro/intro.png", t_bitmap);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/logo/logo_jailgames.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/logo/logo_jailgames.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/logo/logo_jailgames_mini.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/logo/logo_jailgames_mini.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/logo/logo_since_1998.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/logo/logo_since_1998.png", t_bitmap);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/item/item_points1_disk.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/item/item_points1_disk.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/item/item_points1_disk.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/item/item_points1_disk.ani", t_animation);
|
||||||
asset->add(prefix + "/data/gfx/item/item_points2_gavina.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/item/item_points2_gavina.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/item/item_points2_gavina.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/item/item_points2_gavina.ani", t_animation);
|
||||||
asset->add(prefix + "/data/gfx/item/item_points3_pacmar.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/item/item_points3_pacmar.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/item/item_points3_pacmar.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/item/item_points3_pacmar.ani", t_animation);
|
||||||
asset->add(prefix + "/data/gfx/item/item_clock.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/item/item_clock.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/item/item_clock.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/item/item_clock.ani", t_animation);
|
||||||
asset->add(prefix + "/data/gfx/item/item_coffee.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/item/item_coffee.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/item/item_coffee.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/item/item_coffee.ani", t_animation);
|
||||||
asset->add(prefix + "/data/gfx/item/item_coffee_machine.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/item/item_coffee_machine.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/item/item_coffee_machine.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/item/item_coffee_machine.ani", t_animation);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/title/title_bg_tile.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/title/title_bg_tile.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/title/title_coffee.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/title/title_coffee.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/title/title_crisis.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/title/title_crisis.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/title/title_arcade_edition.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/title/title_arcade_edition.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/title/title_dust.png", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/title/title_dust.png", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/title/title_dust.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/title/title_dust.ani", t_animation);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/player/player1.gif", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/player/player1.gif", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/player/player1_pal1.gif", t_palette);
|
Asset::get()->add(prefix + "/data/gfx/player/player1_pal1.gif", t_palette);
|
||||||
asset->add(prefix + "/data/gfx/player/player1_pal2.gif", t_palette);
|
Asset::get()->add(prefix + "/data/gfx/player/player1_pal2.gif", t_palette);
|
||||||
asset->add(prefix + "/data/gfx/player/player1_pal3.gif", t_palette);
|
Asset::get()->add(prefix + "/data/gfx/player/player1_pal3.gif", t_palette);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/player/player2.gif", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/player/player2.gif", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/player/player2_pal1.gif", t_palette);
|
Asset::get()->add(prefix + "/data/gfx/player/player2_pal1.gif", t_palette);
|
||||||
asset->add(prefix + "/data/gfx/player/player2_pal2.gif", t_palette);
|
Asset::get()->add(prefix + "/data/gfx/player/player2_pal2.gif", t_palette);
|
||||||
asset->add(prefix + "/data/gfx/player/player2_pal3.gif", t_palette);
|
Asset::get()->add(prefix + "/data/gfx/player/player2_pal3.gif", t_palette);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/player/player.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/player/player.ani", t_animation);
|
||||||
|
|
||||||
asset->add(prefix + "/data/gfx/player/player_power.gif", t_bitmap);
|
Asset::get()->add(prefix + "/data/gfx/player/player_power.gif", t_bitmap);
|
||||||
asset->add(prefix + "/data/gfx/player/player_power_pal.gif", t_palette);
|
Asset::get()->add(prefix + "/data/gfx/player/player_power_pal.gif", t_palette);
|
||||||
asset->add(prefix + "/data/gfx/player/player_power.ani", t_animation);
|
Asset::get()->add(prefix + "/data/gfx/player/player_power.ani", t_animation);
|
||||||
|
|
||||||
// Fuentes de texto
|
// Fuentes de texto
|
||||||
asset->add(prefix + "/data/font/8bithud.png", t_font);
|
Asset::get()->add(prefix + "/data/font/8bithud.png", t_font);
|
||||||
asset->add(prefix + "/data/font/8bithud.txt", t_font);
|
Asset::get()->add(prefix + "/data/font/8bithud.txt", t_font);
|
||||||
asset->add(prefix + "/data/font/nokia.png", t_font);
|
Asset::get()->add(prefix + "/data/font/nokia.png", t_font);
|
||||||
asset->add(prefix + "/data/font/nokia_big2.png", t_font);
|
Asset::get()->add(prefix + "/data/font/nokia_big2.png", t_font);
|
||||||
asset->add(prefix + "/data/font/nokia.txt", t_font);
|
Asset::get()->add(prefix + "/data/font/nokia.txt", t_font);
|
||||||
asset->add(prefix + "/data/font/nokia2.png", t_font);
|
Asset::get()->add(prefix + "/data/font/nokia2.png", t_font);
|
||||||
asset->add(prefix + "/data/font/nokia2.txt", t_font);
|
Asset::get()->add(prefix + "/data/font/nokia2.txt", t_font);
|
||||||
asset->add(prefix + "/data/font/nokia_big2.txt", t_font);
|
Asset::get()->add(prefix + "/data/font/nokia_big2.txt", t_font);
|
||||||
asset->add(prefix + "/data/font/smb2_big.png", t_font);
|
Asset::get()->add(prefix + "/data/font/smb2_big.png", t_font);
|
||||||
asset->add(prefix + "/data/font/smb2_big.txt", t_font);
|
Asset::get()->add(prefix + "/data/font/smb2_big.txt", t_font);
|
||||||
asset->add(prefix + "/data/font/smb2.gif", t_font);
|
Asset::get()->add(prefix + "/data/font/smb2.gif", t_font);
|
||||||
asset->add(prefix + "/data/font/smb2_pal1.gif", t_palette);
|
Asset::get()->add(prefix + "/data/font/smb2_pal1.gif", t_palette);
|
||||||
asset->add(prefix + "/data/font/smb2.txt", t_font);
|
Asset::get()->add(prefix + "/data/font/smb2.txt", t_font);
|
||||||
|
|
||||||
// Textos
|
// Textos
|
||||||
asset->add(prefix + "/data/lang/es_ES.txt", t_lang);
|
Asset::get()->add(prefix + "/data/lang/es_ES.txt", t_lang);
|
||||||
asset->add(prefix + "/data/lang/en_UK.txt", t_lang);
|
Asset::get()->add(prefix + "/data/lang/en_UK.txt", t_lang);
|
||||||
asset->add(prefix + "/data/lang/ba_BA.txt", t_lang);
|
Asset::get()->add(prefix + "/data/lang/ba_BA.txt", t_lang);
|
||||||
|
|
||||||
return asset->check();
|
return Asset::get()->check();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Carga los parametros para configurar el juego
|
// Carga los parametros para configurar el juego
|
||||||
@@ -563,7 +560,7 @@ void Director::createSystemFolder(std::string folder)
|
|||||||
void Director::loadSounds()
|
void Director::loadSounds()
|
||||||
{
|
{
|
||||||
// Obtiene la lista con las rutas a los ficheros de sonidos
|
// Obtiene la lista con las rutas a los ficheros de sonidos
|
||||||
std::vector<std::string> list = asset->getListByType(t_sound);
|
std::vector<std::string> list = Asset::get()->getListByType(t_sound);
|
||||||
sounds.clear();
|
sounds.clear();
|
||||||
|
|
||||||
for (auto l : list)
|
for (auto l : list)
|
||||||
@@ -581,7 +578,7 @@ void Director::loadSounds()
|
|||||||
void Director::loadMusics()
|
void Director::loadMusics()
|
||||||
{
|
{
|
||||||
// Obtiene la lista con las rutas a los ficheros musicales
|
// Obtiene la lista con las rutas a los ficheros musicales
|
||||||
std::vector<std::string> list = asset->getListByType(t_music);
|
std::vector<std::string> list = Asset::get()->getListByType(t_music);
|
||||||
musics.clear();
|
musics.clear();
|
||||||
|
|
||||||
for (auto l : list)
|
for (auto l : list)
|
||||||
@@ -618,7 +615,7 @@ void Director::deleteMusics()
|
|||||||
// Ejecuta la sección con el logo
|
// Ejecuta la sección con el logo
|
||||||
void Director::runLogo()
|
void Director::runLogo()
|
||||||
{
|
{
|
||||||
logo = new Logo();
|
Logo *logo = new Logo();
|
||||||
logo->run();
|
logo->run();
|
||||||
delete logo;
|
delete logo;
|
||||||
}
|
}
|
||||||
@@ -626,7 +623,7 @@ void Director::runLogo()
|
|||||||
// Ejecuta la sección con la secuencia de introducción
|
// Ejecuta la sección con la secuencia de introducción
|
||||||
void Director::runIntro()
|
void Director::runIntro()
|
||||||
{
|
{
|
||||||
intro = new Intro(getMusic(musics, "intro.ogg"));
|
Intro *intro = new Intro(getMusic(musics, "intro.ogg"));
|
||||||
intro->run();
|
intro->run();
|
||||||
delete intro;
|
delete intro;
|
||||||
}
|
}
|
||||||
@@ -634,7 +631,7 @@ void Director::runIntro()
|
|||||||
// Ejecuta la sección con el titulo del juego
|
// Ejecuta la sección con el titulo del juego
|
||||||
void Director::runTitle()
|
void Director::runTitle()
|
||||||
{
|
{
|
||||||
title = new Title(getMusic(musics, "title.ogg"));
|
Title *title = new Title(getMusic(musics, "title.ogg"));
|
||||||
title->run();
|
title->run();
|
||||||
delete title;
|
delete title;
|
||||||
}
|
}
|
||||||
@@ -644,7 +641,7 @@ void Director::runGame()
|
|||||||
{
|
{
|
||||||
const int playerID = section::options == section::OPTIONS_GAME_PLAY_1P ? 1 : 2;
|
const int playerID = section::options == section::OPTIONS_GAME_PLAY_1P ? 1 : 2;
|
||||||
const int currentStage = 0;
|
const int currentStage = 0;
|
||||||
game = new Game(playerID, currentStage, GAME_MODE_DEMO_OFF, getMusic(musics, "playing.ogg"));
|
Game *game = new Game(playerID, currentStage, GAME_MODE_DEMO_OFF, getMusic(musics, "playing.ogg"));
|
||||||
game->run();
|
game->run();
|
||||||
delete game;
|
delete game;
|
||||||
}
|
}
|
||||||
@@ -652,7 +649,7 @@ void Director::runGame()
|
|||||||
// Ejecuta la sección donde se muestran las instrucciones
|
// Ejecuta la sección donde se muestran las instrucciones
|
||||||
void Director::runInstructions()
|
void Director::runInstructions()
|
||||||
{
|
{
|
||||||
instructions = new Instructions(getMusic(musics, "title.ogg"));
|
Instructions *instructions = new Instructions(getMusic(musics, "title.ogg"));
|
||||||
instructions->run();
|
instructions->run();
|
||||||
delete instructions;
|
delete instructions;
|
||||||
}
|
}
|
||||||
@@ -660,7 +657,7 @@ void Director::runInstructions()
|
|||||||
// Ejecuta la sección donde se muestra la tabla de puntuaciones
|
// Ejecuta la sección donde se muestra la tabla de puntuaciones
|
||||||
void Director::runHiScoreTable()
|
void Director::runHiScoreTable()
|
||||||
{
|
{
|
||||||
hiScoreTable = new HiScoreTable(getMusic(musics, "title.ogg"));
|
HiScoreTable *hiScoreTable = new HiScoreTable(getMusic(musics, "title.ogg"));
|
||||||
hiScoreTable->run();
|
hiScoreTable->run();
|
||||||
delete hiScoreTable;
|
delete hiScoreTable;
|
||||||
}
|
}
|
||||||
@@ -670,9 +667,9 @@ void Director::runDemoGame()
|
|||||||
{
|
{
|
||||||
const int playerID = (rand() % 2) + 1;
|
const int playerID = (rand() % 2) + 1;
|
||||||
const int currentStage = 0;
|
const int currentStage = 0;
|
||||||
demoGame = new Game(playerID, currentStage, GAME_MODE_DEMO_ON, nullptr);
|
Game *game = new Game(playerID, currentStage, GAME_MODE_DEMO_ON, nullptr);
|
||||||
demoGame->run();
|
game->run();
|
||||||
delete demoGame;
|
delete game;
|
||||||
}
|
}
|
||||||
|
|
||||||
int Director::run()
|
int Director::run()
|
||||||
@@ -729,20 +726,20 @@ std::string Director::getLangFile(lang::lang_e lang)
|
|||||||
switch (lang)
|
switch (lang)
|
||||||
{
|
{
|
||||||
case lang::ba_BA:
|
case lang::ba_BA:
|
||||||
return asset->get("ba_BA.txt");
|
return Asset::get()->get("ba_BA.txt");
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case lang::es_ES:
|
case lang::es_ES:
|
||||||
return asset->get("es_ES.txt");
|
return Asset::get()->get("es_ES.txt");
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case lang::en_UK:
|
case lang::en_UK:
|
||||||
return asset->get("en_UK.txt");
|
return Asset::get()->get("en_UK.txt");
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
return asset->get("en_UK.txt");
|
return Asset::get()->get("en_UK.txt");
|
||||||
}
|
}
|
||||||
@@ -25,16 +25,6 @@ private:
|
|||||||
// Objetos y punteros
|
// Objetos y punteros
|
||||||
SDL_Window *window; // La ventana donde dibujamos
|
SDL_Window *window; // La ventana donde dibujamos
|
||||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
|
||||||
Logo *logo; // Objeto para la sección del logo
|
|
||||||
Intro *intro; // Objeto para la sección de la intro
|
|
||||||
Title *title; // Objeto para la sección del titulo y el menu de opciones
|
|
||||||
Game *game; // Objeto para la sección del juego
|
|
||||||
Instructions *instructions; // Objeto para la sección de las instrucciones
|
|
||||||
HiScoreTable *hiScoreTable; // Objeto para mostrar las mejores puntuaciones online
|
|
||||||
Game *demoGame; // Objeto para lanzar la demo del juego
|
|
||||||
Input *input; // Objeto Input para gestionar las entradas
|
|
||||||
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
|
|
||||||
|
|
||||||
// Variables
|
// Variables
|
||||||
std::string executablePath; // Path del ejecutable
|
std::string executablePath; // Path del ejecutable
|
||||||
|
|||||||
Reference in New Issue
Block a user