acabat el nou motor d'animacions

This commit is contained in:
2024-07-23 22:35:50 +02:00
parent 7ea77e5001
commit 74a7863a8f
5 changed files with 138 additions and 227 deletions

View File

@@ -26,7 +26,7 @@ ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\,$1)
SOURCES := source/*.cpp source/common/*.cpp
CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
CXXFLAGS2:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++
CXXFLAGS2:= -std=c++11 -Wall -static-libstdc++
LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32
RM = del /Q
MKD:= mkdir

View File

@@ -45,7 +45,7 @@ frames=20,21,22,23
[animation]
name=death
speed=5
speed=15
loop=0
frames=24,25,26,27
[/animation]

View File

@@ -28,6 +28,15 @@ Game::Game(int playerID, int currentStage, SDL_Renderer *renderer, Screen *scree
scoreboard = new Scoreboard(renderer, screen, asset, lang, options);
background = new Background(renderer, screen, asset, param);
// Inicializa vectores
playerAnimations.clear();
balloonAnimations.clear();
itemAnimations.clear();
player1Textures.clear();
player2Textures.clear();
itemTextures.clear();
balloonTextures.clear();
// Carga los recursos
loadMedia();
@@ -91,48 +100,69 @@ Game::~Game()
// Animaciones
for (auto animation : playerAnimations)
{
delete animation;
if (animation)
{
delete animation;
}
}
playerAnimations.clear();
for (auto animation : balloonAnimations)
{
delete animation;
if (animation)
{
delete animation;
}
}
balloonAnimations.clear();
for (auto animation : itemAnimations)
{
delete animation;
if (animation)
{
delete animation;
}
}
itemAnimations.clear();
// Texturas
for (auto texture : player1Textures)
{
texture->unload();
delete texture;
if (texture)
{
texture->unload();
delete texture;
}
}
player1Textures.clear();
for (auto texture : player2Textures)
{
texture->unload();
delete texture;
if (texture)
{
texture->unload();
delete texture;
}
}
player2Textures.clear();
for (auto texture : itemTextures)
{
texture->unload();
delete texture;
if (texture)
{
texture->unload();
delete texture;
}
}
itemTextures.clear();
for (auto texture : balloonTextures)
{
texture->unload();
delete texture;
if (texture)
{
texture->unload();
delete texture;
}
}
balloonTextures.clear();
@@ -423,61 +453,31 @@ void Game::loadMedia()
itemTextures.push_back(item6);
// Texturas - Player1
Texture *player1Head = new Texture(renderer, asset->get("player_bal1_head.png"));
player1Textures.push_back(player1Head);
Texture *player1 = new Texture(renderer, asset->get("player.png"));
player1Textures.push_back(player1);
Texture *player1Body = new Texture(renderer, asset->get("player_bal1_body.png"));
player1Textures.push_back(player1Body);
Texture *player1Legs = new Texture(renderer, asset->get("player_bal1_legs.png"));
player1Textures.push_back(player1Legs);
Texture *player1Death = new Texture(renderer, asset->get("player_bal1_death.png"));
player1Textures.push_back(player1Death);
Texture *player1Fire = new Texture(renderer, asset->get("player_bal1_fire.png"));
player1Textures.push_back(player1Fire);
Texture *player1Power = new Texture(renderer, asset->get("player_power.png"));
player1Textures.push_back(player1Power);
playerTextures.push_back(player1Textures);
// Texturas - Player2
Texture *player2Head = new Texture(renderer, asset->get("player_arounder_head.png"));
player2Textures.push_back(player2Head);
Texture *player2 = new Texture(renderer, asset->get("player.png"));
player2Textures.push_back(player2);
Texture *player2Body = new Texture(renderer, asset->get("player_arounder_body.png"));
player2Textures.push_back(player2Body);
Texture *player2Legs = new Texture(renderer, asset->get("player_arounder_legs.png"));
player2Textures.push_back(player2Legs);
Texture *player2Death = new Texture(renderer, asset->get("player_arounder_death.png"));
player2Textures.push_back(player2Death);
Texture *player2Fire = new Texture(renderer, asset->get("player_arounder_fire.png"));
player2Textures.push_back(player2Fire);
Texture *player2Power = new Texture(renderer, asset->get("player_power.png"));
player2Textures.push_back(player2Power);
playerTextures.push_back(player2Textures);
// Animaciones -- Jugador
std::vector<std::string> *playerHeadAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_head.ani"), playerHeadAnimation);
playerAnimations.push_back(playerHeadAnimation);
std::vector<std::string> *playerAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player.ani"), playerAnimation);
playerAnimations.push_back(playerAnimation);
std::vector<std::string> *playerBodyAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_body.ani"), playerBodyAnimation);
playerAnimations.push_back(playerBodyAnimation);
std::vector<std::string> *playerLegsAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_legs.ani"), playerLegsAnimation);
playerAnimations.push_back(playerLegsAnimation);
std::vector<std::string> *playerDeathAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_death.ani"), playerDeathAnimation);
playerAnimations.push_back(playerDeathAnimation);
std::vector<std::string> *playerFireAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_fire.ani"), playerFireAnimation);
playerAnimations.push_back(playerFireAnimation);
std::vector<std::string> *playerPowerAnimation = new std::vector<std::string>;
loadAnimations(asset->get("player_power.ani"), playerPowerAnimation);
playerAnimations.push_back(playerPowerAnimation);
// Animaciones -- Globos
std::vector<std::string> *balloon1Animation = new std::vector<std::string>;
@@ -2441,37 +2441,28 @@ void Game::renderSmartSprites()
// Acciones a realizar cuando el jugador muere
void Game::killPlayer(Player *player)
{
if (!player->isEnabled())
{
if (!player->isEnabled() && player->isInvulnerable())
{ // Si no está habilitado o tiene inmunidad, no hace nada
return;
}
if (!player->isInvulnerable())
{
if (player->hasExtraHit())
{
player->removeExtraHit();
throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2));
JA_PlaySound(coffeeOutSound);
screen->shake();
}
else
{
JA_PauseMusic();
stopAllBalloons(10);
JA_PlaySound(playerCollisionSound);
screen->shake();
JA_PlaySound(coffeeOutSound);
player->setAlive(false);
if (allPlayersAreDead())
{
JA_StopMusic();
}
else
{
JA_ResumeMusic();
}
}
// Si tiene cafes
if (player->hasExtraHit())
{ // Lo pierde
player->removeExtraHit();
throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2));
JA_PlaySound(coffeeOutSound);
screen->shake();
}
else
{ // Si no tiene cafes, muere
JA_PauseMusic();
stopAllBalloons(10);
JA_PlaySound(playerCollisionSound);
screen->shake();
JA_PlaySound(coffeeOutSound);
player->setAlive(false);
allPlayersAreDead() ? JA_StopMusic() : JA_ResumeMusic();
}
}

View File

@@ -8,12 +8,9 @@ Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> te
this->renderer = renderer;
// Reserva memoria para los objetos
headSprite = new AnimatedSprite(texture[0], renderer, "", animations[0]);
bodySprite = new AnimatedSprite(texture[1], renderer, "", animations[1]);
legsSprite = new AnimatedSprite(texture[2], renderer, "", animations[2]);
deathSprite = new AnimatedSprite(texture[3], renderer, "", animations[3]);
fireSprite = new AnimatedSprite(texture[4], renderer, "", animations[4]);
fireSprite->getTexture()->setAlpha(224);
playerSprite = new AnimatedSprite(texture[0], renderer, "", animations[0]);
powerSprite = new AnimatedSprite(texture[1], renderer, "", animations[1]);
powerSprite->getTexture()->setAlpha(224);
// Establece la posición inicial del jugador
defaultPosX = posX = x;
@@ -27,11 +24,8 @@ Player::Player(float x, int y, SDL_Renderer *renderer, std::vector<Texture *> te
// Destructor
Player::~Player()
{
delete headSprite;
delete bodySprite;
delete legsSprite;
delete deathSprite;
delete fireSprite;
delete playerSprite;
delete powerSprite;
}
// Iniciador
@@ -78,19 +72,11 @@ void Player::init()
cooldown = 10;
// Establece la posición del sprite
legsSprite->setPosX(posX);
legsSprite->setPosY(posY);
bodySprite->setPosX(posX);
bodySprite->setPosY(posY);
headSprite->setPosX(posX);
headSprite->setPosY(posY);
playerSprite->setPosX(posX);
playerSprite->setPosY(posY);
// Selecciona un frame para pintar
legsSprite->setCurrentAnimation("stand");
bodySprite->setCurrentAnimation("stand");
headSprite->setCurrentAnimation("stand");
playerSprite->setCurrentAnimation("stand");
}
// Actua en consecuencia de la entrada recibida
@@ -143,31 +129,25 @@ void Player::move()
}
// Actualiza la posición del sprite
legsSprite->setPosX(getPosX());
legsSprite->setPosY(posY);
playerSprite->setPosX(getPosX());
playerSprite->setPosY(posY);
bodySprite->setPosX(getPosX());
bodySprite->setPosY(posY);
headSprite->setPosX(getPosX());
headSprite->setPosY(posY);
fireSprite->setPosX(getPosX() - 2);
fireSprite->setPosY(posY - 10);
powerSprite->setPosX(getPosX() - 2);
powerSprite->setPosY(posY - 10);
}
else
{
deathSprite->update();
playerSprite->update();
// Si el cadaver abandona el area de juego por los laterales
if ((deathSprite->getPosX() < PLAY_AREA_LEFT) || (deathSprite->getPosX() + width > PLAY_AREA_RIGHT))
if ((playerSprite->getPosX() < PLAY_AREA_LEFT) || (playerSprite->getPosX() + width > PLAY_AREA_RIGHT))
{
// Restaura su posición
const float vx = deathSprite->getVelX();
deathSprite->setPosX(deathSprite->getPosX() - vx);
const float vx = playerSprite->getVelX();
playerSprite->setPosX(playerSprite->getPosX() - vx);
// Rebota
deathSprite->setVelX(-vx);
playerSprite->setVelX(-vx);
}
}
}
@@ -183,27 +163,23 @@ void Player::render()
{
if (powerUp)
{
fireSprite->render();
powerSprite->render();
}
legsSprite->render();
bodySprite->render();
headSprite->render();
playerSprite->render();
}
}
else
{
if (powerUp)
{
fireSprite->render();
powerSprite->render();
}
legsSprite->render();
bodySprite->render();
headSprite->render();
playerSprite->render();
}
}
else
{
deathSprite->render();
playerSprite->render();
}
}
@@ -231,15 +207,6 @@ void Player::setFiringStatus(int status)
void Player::setAnimation()
{
// Crea cadenas de texto para componer el nombre de la animación
std::string aBodyCoffees = "";
std::string aHeadCoffees = "";
if (coffees > 0)
{
aBodyCoffees = coffees == 1 ? "_1C" : "_2C";
aHeadCoffees = "_1C";
}
const std::string aPowerUp = powerUp ? "_pwr" : "";
const std::string aWalking = statusWalking == PLAYER_STATUS_WALKING_STOP ? "stand" : "walk";
const std::string aFiring = statusFiring == PLAYER_STATUS_FIRING_UP ? "centershoot" : "sideshoot";
@@ -247,32 +214,29 @@ void Player::setAnimation()
const SDL_RendererFlip flipFire = statusFiring == PLAYER_STATUS_FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
// Establece la animación a partir de las cadenas
legsSprite->setCurrentAnimation(aWalking);
legsSprite->setFlip(flipWalk);
if (statusFiring == PLAYER_STATUS_FIRING_NO)
if (alive)
{
// No esta disparando
bodySprite->setCurrentAnimation(aWalking + aBodyCoffees + aPowerUp);
bodySprite->setFlip(flipWalk);
headSprite->setCurrentAnimation(aWalking + aHeadCoffees + aPowerUp);
headSprite->setFlip(flipWalk);
if (statusFiring == PLAYER_STATUS_FIRING_NO)
{ // No esta disparando
playerSprite->setCurrentAnimation(aWalking);
playerSprite->setFlip(flipWalk);
}
else
{ // Está disparando
playerSprite->setCurrentAnimation(aWalking + "-" + aFiring);
playerSprite->setFlip(flipFire);
}
}
else
{
// Está disparando
bodySprite->setCurrentAnimation(aFiring + aBodyCoffees + aPowerUp);
bodySprite->setFlip(flipFire);
headSprite->setCurrentAnimation(aFiring + aHeadCoffees + aPowerUp);
headSprite->setFlip(flipFire);
playerSprite->setCurrentAnimation("death");
}
// Actualiza las animaciones de los sprites
legsSprite->animate();
bodySprite->animate();
headSprite->animate();
playerSprite->animate();
fireSprite->animate();
fireSprite->setFlip(flipWalk);
powerSprite->setFlip(flipWalk);
powerSprite->animate();
}
// Obtiene el valor de la variable
@@ -338,7 +302,6 @@ void Player::update()
updateCooldown();
updatePowerUpCounter();
updateInvulnerableCounter();
updatePowerUpHeadOffset();
}
// Obtiene la puntuación del jugador
@@ -375,15 +338,9 @@ void Player::setAlive(bool value)
if (!alive)
{
deathSprite->setPosX(headSprite->getRect().x);
deathSprite->setPosY(headSprite->getRect().y);
deathSprite->setAccelY(0.2f);
deathSprite->setVelY(-6.6f);
deathSprite->setVelX(3.3f);
if (rand() % 2 == 0)
{
deathSprite->setVelX(-3.3f);
}
playerSprite->setAccelY(0.2f);
playerSprite->setVelY(-6.6f);
rand() % 2 == 0 ? playerSprite->setVelX(3.3f) : playerSprite->setVelX(-3.3f);
}
}
@@ -402,27 +359,15 @@ void Player::setScoreMultiplier(float value)
// Aumenta el valor de la variable hasta un máximo
void Player::incScoreMultiplier()
{
if (scoreMultiplier < 5.0f)
{
scoreMultiplier += 0.1f;
}
else
{
scoreMultiplier = 5.0f;
}
scoreMultiplier += 0.1f;
scoreMultiplier = std::min(scoreMultiplier, 5.0f);
}
// Decrementa el valor de la variable hasta un mínimo
void Player::decScoreMultiplier()
{
if (scoreMultiplier > 1.0f)
{
scoreMultiplier -= 0.1f;
}
else
{
scoreMultiplier = 1.0f;
}
scoreMultiplier -= 0.1f;
scoreMultiplier = std::max(scoreMultiplier, 1.0f);
}
// Obtiene el valor de la variable
@@ -572,34 +517,14 @@ void Player::shiftColliders()
// Obtiene el puntero a la textura con los gráficos de la animación de morir
Texture *Player::getDeadTexture()
{
return deathSprite->getTexture();
}
// Actualiza el valor de la variable
void Player::updatePowerUpHeadOffset()
{
if (powerUp)
if (powerUpCounter < 300)
{
if (powerUpCounter % 6 > 2)
{
fireSprite->setEnabled(false);
}
else
{
fireSprite->setEnabled(true);
}
}
return playerSprite->getTexture();
}
// Pone las texturas del jugador
void Player::setPlayerTextures(std::vector<Texture *> texture)
{
headSprite->setTexture(texture[0]);
bodySprite->setTexture(texture[1]);
legsSprite->setTexture(texture[2]);
deathSprite->setTexture(texture[3]);
fireSprite->setTexture(texture[4]);
playerSprite->setTexture(texture[0]);
powerSprite->setTexture(texture[1]);
}
// Activa o descativa el jugador

View File

@@ -29,12 +29,9 @@ class Player
{
private:
// Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana
AnimatedSprite *headSprite; // Sprite para dibujar la cabeza
AnimatedSprite *bodySprite; // Sprite para dibujar el cuerpo
AnimatedSprite *legsSprite; // Sprite para dibujar las piernas
AnimatedSprite *deathSprite; // Sprite para dibujar el jugador derrotado
AnimatedSprite *fireSprite; // Sprite para dibujar el aura del jugador con el poder a tope
SDL_Renderer *renderer; // El renderizador de la ventana
AnimatedSprite *playerSprite; // Sprite para dibujar el jugador
AnimatedSprite *powerSprite; // Sprite para dibujar el aura del jugador con el poder a tope
// Variables
float posX; // Posicion en el eje X
@@ -43,7 +40,7 @@ private:
float defaultPosX; // Posición inicial para el jugador
int defaultPosY; // Posición inicial para el jugador
int width; // Anchura
int width; // Anchura
int height; // Altura
float velX; // Cantidad de pixeles a desplazarse en el eje X
@@ -52,22 +49,22 @@ private:
float baseSpeed; // Velocidad base del jugador
int cooldown; // Contador durante el cual no puede disparar
int score; // Puntos del jugador
int score; // Puntos del jugador
float scoreMultiplier; // Multiplicador de puntos
int statusWalking; // Estado del jugador
int statusFiring; // Estado del jugador
int statusFiring; // Estado del jugador
bool invulnerable; // Indica si el jugador es invulnerable
bool invulnerable; // Indica si el jugador es invulnerable
int invulnerableCounter; // Contador para la invulnerabilidad
bool extraHit; // Indica si el jugador tiene un toque extra
int coffees; // Indica cuantos cafes lleva acumulados
bool powerUp; // Indica si el jugador tiene activo el modo PowerUp
int powerUpCounter; // Temporizador para el modo PowerUp
bool input; // Indica si puede recibir ordenes de entrada
circle_t collider; // Circulo de colisión del jugador
bool alive; // Indica si el jugador está vivo
bool enabled; // Indica si el jugador está activo
bool extraHit; // Indica si el jugador tiene un toque extra
int coffees; // Indica cuantos cafes lleva acumulados
bool powerUp; // Indica si el jugador tiene activo el modo PowerUp
int powerUpCounter; // Temporizador para el modo PowerUp
bool input; // Indica si puede recibir ordenes de entrada
circle_t collider; // Circulo de colisión del jugador
bool alive; // Indica si el jugador está vivo
bool enabled; // Indica si el jugador está activo
// Actualiza el circulo de colisión a la posición del jugador
void shiftColliders();
@@ -75,8 +72,6 @@ private:
// Actualiza el valor de la variable
void updateInvulnerableCounter();
// Actualiza el valor de la variable
void updatePowerUpHeadOffset();
public:
// Constructor