Les enum class passen a estar totes amb la inicial en majuscula

This commit is contained in:
2024-10-07 12:30:46 +02:00
parent cffa4c3c92
commit 7ebefd7b54
16 changed files with 173 additions and 173 deletions

View File

@@ -27,8 +27,8 @@ Fade::~Fade()
// Inicializa las variables
void Fade::init()
{
type = fadeType::CENTER;
mode = fadeMode::OUT;
type = FadeType::CENTER;
mode = FadeMode::OUT;
enabled = false;
finished = false;
counter = 0;
@@ -67,10 +67,10 @@ void Fade::update()
{
switch (type)
{
case fadeType::FULLSCREEN:
case FadeType::FULLSCREEN:
{
// Modifica la transparencia
a = mode == fadeMode::OUT ? std::min(counter * 4, 255) : 255 - std::min(counter * 4, 255);
a = mode == FadeMode::OUT ? std::min(counter * 4, 255) : 255 - std::min(counter * 4, 255);
SDL_SetTextureAlphaMod(backbuffer, a);
@@ -83,7 +83,7 @@ void Fade::update()
break;
}
case fadeType::CENTER:
case FadeType::CENTER:
{
// Dibuja sobre el backbuffer
auto *temp = SDL_GetRenderTarget(renderer);
@@ -112,7 +112,7 @@ void Fade::update()
break;
}
case fadeType::RANDOM_SQUARE:
case FadeType::RANDOM_SQUARE:
{
if (counter % fadeRandomSquaresDelay == 0)
{
@@ -146,7 +146,7 @@ void Fade::update()
break;
}
case fadeType::VENETIAN:
case FadeType::VENETIAN:
{
// Counter debe ir de 0 a 150
if (square.back().h < param.fade.venetianSize)
@@ -209,14 +209,14 @@ void Fade::activate()
switch (type)
{
case fadeType::FULLSCREEN:
case FadeType::FULLSCREEN:
{
// Pinta el backbuffer de color sólido
cleanBackbuffer(r, g, b, 255);
break;
}
case fadeType::CENTER:
case FadeType::CENTER:
{
rect1 = {0, 0, param.game.width, 0};
rect2 = {0, 0, param.game.width, 0};
@@ -224,7 +224,7 @@ void Fade::activate()
break;
}
case fadeType::RANDOM_SQUARE:
case FadeType::RANDOM_SQUARE:
{
rect1 = {0, 0, param.game.width / numSquaresWidth, param.game.height / numSquaresHeight};
square.clear();
@@ -251,18 +251,18 @@ void Fade::activate()
// Limpia la textura
auto *temp = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, backbuffer);
a = mode == fadeMode::OUT ? 0 : 255;
a = mode == FadeMode::OUT ? 0 : 255;
SDL_SetRenderDrawColor(renderer, r, g, b, a);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, temp);
// Deja el color listo para usar
a = mode == fadeMode::OUT ? 255 : 0;
a = mode == FadeMode::OUT ? 255 : 0;
break;
}
case fadeType::VENETIAN:
case FadeType::VENETIAN:
{
cleanBackbuffer(0, 0, 0, 0);
rect1 = {0, 0, param.game.width, 0};
@@ -297,13 +297,13 @@ bool Fade::hasEnded() const
}
// Establece el tipo de fade
void Fade::setType(fadeType type)
void Fade::setType(FadeType type)
{
this->type = type;
}
// Establece el modo de fade
void Fade::setMode(fadeMode mode)
void Fade::setMode(FadeMode mode)
{
this->mode = mode;
}

View File

@@ -6,7 +6,7 @@
#include <vector> // for vector
// Tipos de fundido
enum class fadeType
enum class FadeType
{
FULLSCREEN = 0,
CENTER = 1,
@@ -15,7 +15,7 @@ enum class fadeType
};
// Modos de fundido
enum class fadeMode
enum class FadeMode
{
IN = 0,
OUT = 1,
@@ -30,17 +30,17 @@ private:
SDL_Texture *backbuffer; // Textura para usar como backbuffer con SDL_TEXTUREACCESS_TARGET
// Variables
fadeType type; // Tipo de fade a realizar
fadeMode mode; // Modo de fade a realizar
FadeType type; // Tipo de fade a realizar
FadeMode mode; // Modo de fade a realizar
Uint16 counter; // Contador interno
bool enabled; // Indica si el fade está activo
bool finished; // Indica si ha terminado la transición
Uint8 r, g, b, a; // Colores para el fade
SDL_Rect rect1; // Rectangulo usado para crear los efectos de transición
SDL_Rect rect2; // Rectangulo usado para crear los efectos de transición
int numSquaresWidth; // Cantidad total de cuadraditos en horizontal para el fadeType::RANDOM_SQUARE
int numSquaresHeight; // Cantidad total de cuadraditos en vertical para el fadeType::RANDOM_SQUARE
std::vector<SDL_Rect> square; // Vector con los indices de los cuadrados para el fadeType::RANDOM_SQUARE
int numSquaresWidth; // Cantidad total de cuadraditos en horizontal para el FadeType::RANDOM_SQUARE
int numSquaresHeight; // Cantidad total de cuadraditos en vertical para el FadeType::RANDOM_SQUARE
std::vector<SDL_Rect> square; // Vector con los indices de los cuadrados para el FadeType::RANDOM_SQUARE
int fadeRandomSquaresDelay; // Duración entre cada pintado de cuadrados
int fadeRandomSquaresMult; // Cantidad de cuadrados que se pintaran cada vez
int postDuration; // Duración posterior del fade tras finalizar
@@ -78,10 +78,10 @@ public:
bool isEnabled() const;
// Establece el tipo de fade
void setType(fadeType type);
void setType(FadeType type);
// Establece el modo de fade
void setMode(fadeMode mode);
void setMode(FadeMode mode);
// Establece el color del fade
void setColor(Uint8 r, Uint8 g, Uint8 b);

View File

@@ -15,7 +15,7 @@
#include "bullet.h" // for Bullet, BulletType::LEFT, BulletType::RIGHT
#include "enemy_formations.h" // for stage_t, EnemyFormations, enemyIni...
#include "explosions.h" // for Explosions
#include "fade.h" // for Fade, fadeType::RANDOM_SQUARE, FADE_VEN...
#include "fade.h" // for Fade, FadeType::RANDOM_SQUARE, FADE_VEN...
#include "global_inputs.h" // for globalInputs::check
#include "input.h" // for inputs_e, Input, INPUT_DO_NOT_ALLO...
#include "item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
@@ -24,7 +24,7 @@
#include "manage_hiscore_table.h" // for ManageHiScoreTable
#include "options.h" // for options
#include "param.h" // for param
#include "player.h" // for Player, playerStatus::PLAYING, PLA...
#include "player.h" // for Player, PlayerStatus::PLAYING, PLA...
#include "scoreboard.h" // for Scoreboard, scoreboard_modes_e
#include "screen.h" // for Screen
#include "smart_sprite.h" // for SmartSprite
@@ -146,7 +146,7 @@ void Game::init(int playerID)
Player *player = getPlayer(playerID);
// Cambia el estado del jugador seleccionado
player->setStatusPlaying(playerStatus::PLAYING);
player->setStatusPlaying(PlayerStatus::PLAYING);
// Como es el principio del juego, empieza sin inmunidad
player->setInvulnerable(false);
@@ -154,7 +154,7 @@ void Game::init(int playerID)
// Variables relacionadas con la dificultad
switch (difficulty)
{
case gameDifficulty::EASY:
case GameDifficulty::EASY:
{
defaultEnemySpeed = BALLOON_SPEED_1;
difficultyScoreMultiplier = 0.5f;
@@ -163,7 +163,7 @@ void Game::init(int playerID)
break;
}
case gameDifficulty::NORMAL:
case GameDifficulty::NORMAL:
{
defaultEnemySpeed = BALLOON_SPEED_1;
difficultyScoreMultiplier = 1.0f;
@@ -172,7 +172,7 @@ void Game::init(int playerID)
break;
}
case gameDifficulty::HARD:
case GameDifficulty::HARD:
{
defaultEnemySpeed = BALLOON_SPEED_5;
difficultyScoreMultiplier = 1.5f;
@@ -192,10 +192,10 @@ void Game::init(int playerID)
scoreboard->setName(player->getScoreBoardPanel(), player->getName());
if (player->isWaiting())
{
scoreboard->setMode(player->getScoreBoardPanel(), scoreboardMode::WAITING);
scoreboard->setMode(player->getScoreBoardPanel(), ScoreboardMode::WAITING);
}
}
scoreboard->setMode(SCOREBOARD_CENTER_PANEL, scoreboardMode::STAGE_INFO);
scoreboard->setMode(SCOREBOARD_CENTER_PANEL, ScoreboardMode::STAGE_INFO);
// Resto de variables
hiScore.score = options.game.hiScoreTable[0].score;
@@ -255,7 +255,7 @@ void Game::init(int playerID)
{
const int otherPlayer = playerID == 1 ? 2 : 1;
Player *player = getPlayer(otherPlayer);
player->setStatusPlaying(playerStatus::PLAYING);
player->setStatusPlaying(PlayerStatus::PLAYING);
}
for (auto player : players)
@@ -274,8 +274,8 @@ void Game::init(int playerID)
JA_EnableSound(false);
// Configura los marcadores
scoreboard->setMode(SCOREBOARD_LEFT_PANEL, scoreboardMode::DEMO);
scoreboard->setMode(SCOREBOARD_RIGHT_PANEL, scoreboardMode::DEMO);
scoreboard->setMode(SCOREBOARD_LEFT_PANEL, ScoreboardMode::DEMO);
scoreboard->setMode(SCOREBOARD_RIGHT_PANEL, ScoreboardMode::DEMO);
}
initPaths();
@@ -297,7 +297,7 @@ void Game::init(int playerID)
// Inicializa el objeto para el fundido
fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
fade->setPost(param.fade.postDuration);
fade->setType(fadeType::VENETIAN);
fade->setType(FadeType::VENETIAN);
// Con los globos creados, calcula el nivel de amenaza
evaluateAndSetMenace();
@@ -861,7 +861,7 @@ void Game::updatePlayers()
if (demo.enabled && allPlayersAreNotPlaying())
{
fade->setType(fadeType::RANDOM_SQUARE);
fade->setType(FadeType::RANDOM_SQUARE);
fade->activate();
}
}
@@ -1037,7 +1037,7 @@ void Game::setBalloonSpeed(float speed)
void Game::incBalloonSpeed()
{
// La velocidad solo se incrementa en el modo normal
if (difficulty == gameDifficulty::NORMAL)
if (difficulty == GameDifficulty::NORMAL)
{
if (enemySpeed == BALLOON_SPEED_1)
{
@@ -1067,7 +1067,7 @@ void Game::incBalloonSpeed()
void Game::decBalloonSpeed()
{
// La velocidad solo se decrementa en el modo normal
if (difficulty == gameDifficulty::NORMAL)
if (difficulty == GameDifficulty::NORMAL)
{
if (enemySpeed == BALLOON_SPEED_5)
{
@@ -1740,7 +1740,7 @@ void Game::killPlayer(Player *player)
JA_PlaySound(playerCollisionSound);
screen->shake();
JA_PlaySound(coffeeOutSound);
player->setStatusPlaying(playerStatus::DYING);
player->setStatusPlaying(PlayerStatus::DYING);
if (!demo.enabled)
{ // En el modo DEMO ni se para la musica ni se añade la puntuación a la tabla
allPlayersAreNotPlaying() ? JA_StopMusic() : JA_ResumeMusic();
@@ -1840,7 +1840,7 @@ void Game::update()
// Activa el fundido antes de acabar con los datos de la demo
if (demo.counter == TOTAL_DEMO_DATA - 200)
{
fade->setType(fadeType::RANDOM_SQUARE);
fade->setType(FadeType::RANDOM_SQUARE);
fade->activate();
}
@@ -2237,7 +2237,7 @@ void Game::checkInput()
// Si no está jugando, el botón de start le permite continuar jugando
if (input->checkInput(input_start, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].deviceType, options.controller[controllerIndex].index))
{
player->setStatusPlaying(playerStatus::PLAYING);
player->setStatusPlaying(PlayerStatus::PLAYING);
}
// Si está continuando, los botones de fuego hacen decrementar el contador
@@ -2260,7 +2260,7 @@ void Game::checkInput()
{
player->setInput(input_start);
addScoreToScoreBoard(player->getRecordName(), player->getScore());
player->setStatusPlaying(playerStatus::CONTINUE);
player->setStatusPlaying(PlayerStatus::CONTINUE);
}
else
{
@@ -2287,7 +2287,7 @@ void Game::checkInput()
{
player->setInput(input_start);
addScoreToScoreBoard(player->getRecordName(), player->getScore());
player->setStatusPlaying(playerStatus::CONTINUE);
player->setStatusPlaying(PlayerStatus::CONTINUE);
}
}
}
@@ -2824,7 +2824,7 @@ void Game::checkAndUpdatePlayerStatus(int activePlayerIndex, int inactivePlayerI
!players[inactivePlayerIndex]->isGameOver() &&
!players[inactivePlayerIndex]->isWaiting())
{
players[activePlayerIndex]->setStatusPlaying(playerStatus::WAITING);
players[activePlayerIndex]->setStatusPlaying(PlayerStatus::WAITING);
}
}
@@ -2842,7 +2842,7 @@ void Game::checkPlayersStatusPlaying()
// Entonces los pone en estado de Game Over
for (auto player : players)
{
player->setStatusPlaying(playerStatus::GAME_OVER);
player->setStatusPlaying(PlayerStatus::GAME_OVER);
}
}

View File

@@ -195,7 +195,7 @@ private:
bool coffeeMachineEnabled; // Indica si hay una máquina de café en el terreno de juego
bool gameCompleted; // Indica si se ha completado la partida, llegando al final de la ultima pantalla
int gameCompletedCounter; // Contador para el tramo final, cuando se ha completado la partida y ya no aparecen más enemigos
gameDifficulty difficulty; // Dificultad del juego
GameDifficulty difficulty; // Dificultad del juego
float difficultyScoreMultiplier; // Multiplicador de puntos en función de la dificultad
color_t difficultyColor; // Color asociado a la dificultad
int lastStageReached; // Contiene el número de la última pantalla que se ha alcanzado

View File

@@ -43,7 +43,7 @@ HiScoreTable::HiScoreTable(JA_Music_t *music) : music(music)
counter = 0;
counterEnd = 800;
viewArea = {0, 0, param.game.width, param.game.height};
fadeMode = fadeMode::IN;
fadeMode = FadeMode::IN;
// Inicializa objetos
background->setPos(param.game.gameArea.rect);
@@ -51,7 +51,7 @@ HiScoreTable::HiScoreTable(JA_Music_t *music) : music(music)
background->setGradientNumber(1);
background->setTransition(0.8f);
fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
fade->setType(fadeType::RANDOM_SQUARE);
fade->setType(FadeType::RANDOM_SQUARE);
fade->setPost(param.fade.postDuration);
fade->setMode(fadeMode);
fade->activate();
@@ -275,14 +275,14 @@ void HiScoreTable::updateFade()
{
fade->update();
if (fade->hasEnded() && fadeMode == fadeMode::IN)
if (fade->hasEnded() && fadeMode == FadeMode::IN)
{
fade->reset();
fadeMode = fadeMode::OUT;
fadeMode = FadeMode::OUT;
fade->setMode(fadeMode);
}
if (fade->hasEnded() && fadeMode == fadeMode::OUT)
if (fade->hasEnded() && fadeMode == FadeMode::OUT)
{
section::name = section::NAME_INSTRUCTIONS;
}

View File

@@ -50,7 +50,7 @@ private:
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
SDL_Rect viewArea; // Parte de la textura que se muestra en pantalla
fadeMode fadeMode; // Modo de fade a utilizar
FadeMode fadeMode; // Modo de fade a utilizar
// Actualiza las variables
void update();

View File

@@ -6,7 +6,7 @@
#include <algorithm> // for max
#include <string> // for basic_string
#include "asset.h" // for Asset
#include "fade.h" // for Fade, fadeType::FULLSCREEN, fadeMode::IN
#include "fade.h" // for Fade, FadeType::FULLSCREEN, FadeMode::IN
#include "global_inputs.h" // for globalInputs::check
#include "input.h" // for Input
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
@@ -57,9 +57,9 @@ Instructions::Instructions(JA_Music_t *music)
// Inicializa objetos
fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
fade->setType(fadeType::FULLSCREEN);
fade->setType(FadeType::FULLSCREEN);
fade->setPost(param.fade.postDuration);
fade->setMode(fadeMode::IN);
fade->setMode(FadeMode::IN);
fade->activate();
// Rellena la textura de texto

View File

@@ -6,11 +6,11 @@
#include <vector> // for vector
#include "input.h" // for inputs_e, INPUT_USE_ANY, INPUT_...
#include "lang.h" // for lang_e
#include "screen.h" // for screenVideoMode, screenFilter
#include "screen.h" // for ScreenVideoMode, ScreenFilter
#include "utils.h" // for op_controller_t, options_t, op_...
// Variables
options_t options;
// Variables
options_t options;
// Declaraciones
bool setOptions(std::string var, std::string value);
@@ -20,13 +20,13 @@ void initOptions()
{
// Opciones de video
#ifdef ANBERNIC
options.video.mode = screenVideoMode::WINDOW;
options.video.mode = ScreenVideoMode::WINDOW;
options.video.window.size = 3;
#else
options.video.mode = screenVideoMode::WINDOW;
options.video.mode = ScreenVideoMode::WINDOW;
options.video.window.size = 2;
#endif
options.video.filter = screenFilter::NEAREST;
options.video.filter = ScreenFilter::NEAREST;
options.video.vSync = true;
options.video.shaders = true;
@@ -43,7 +43,7 @@ void initOptions()
options.audio.sound.volume = 64;
// Opciones de juego
options.game.difficulty = gameDifficulty::NORMAL;
options.game.difficulty = GameDifficulty::NORMAL;
options.game.language = lang::ba_BA;
options.game.autofire = true;
@@ -132,11 +132,11 @@ bool loadOptionsFile(std::string filePath)
}
// Normaliza los valores
const bool a = options.video.mode == screenVideoMode::WINDOW;
const bool b = options.video.mode == screenVideoMode::FULLSCREEN;
const bool a = options.video.mode == ScreenVideoMode::WINDOW;
const bool b = options.video.mode == ScreenVideoMode::FULLSCREEN;
if (!(a || b))
{
options.video.mode = screenVideoMode::WINDOW;
options.video.mode = ScreenVideoMode::WINDOW;
}
if (options.video.window.size < 1 || options.video.window.size > 4)
@@ -171,10 +171,10 @@ bool saveOptionsFile(std::string filePath)
#endif
// Opciones de video
const auto valueVideoModeWinow = std::to_string(static_cast<int>(screenVideoMode::WINDOW));
const auto valueVideoModeFullscreen = std::to_string(static_cast<int>(screenVideoMode::FULLSCREEN));
const auto valueFilterNearest = std::to_string(static_cast<int>(screenFilter::NEAREST));
const auto valueFilterLineal = std::to_string(static_cast<int>(screenFilter::LINEAL));
const auto valueVideoModeWinow = std::to_string(static_cast<int>(ScreenVideoMode::WINDOW));
const auto valueVideoModeFullscreen = std::to_string(static_cast<int>(ScreenVideoMode::FULLSCREEN));
const auto valueFilterNearest = std::to_string(static_cast<int>(ScreenFilter::NEAREST));
const auto valueFilterLineal = std::to_string(static_cast<int>(ScreenFilter::LINEAL));
file << "## VIDEO\n";
file << "## video.mode [" << valueVideoModeWinow << ": window, " << valueVideoModeFullscreen << ": fullscreen]\n";
@@ -236,9 +236,9 @@ bool saveOptionsFile(std::string filePath)
file << "audio.sound.volume=" + std::to_string(options.audio.sound.volume) + "\n";
// Opciones del juego
const auto valueDifficultyEasy = std::to_string(static_cast<int>(gameDifficulty::EASY));
const auto valueDifficultyNormal = std::to_string(static_cast<int>(gameDifficulty::NORMAL));
const auto valueDifficultyHard = std::to_string(static_cast<int>(gameDifficulty::HARD));
const auto valueDifficultyEasy = std::to_string(static_cast<int>(GameDifficulty::EASY));
const auto valueDifficultyNormal = std::to_string(static_cast<int>(GameDifficulty::NORMAL));
const auto valueDifficultyHard = std::to_string(static_cast<int>(GameDifficulty::HARD));
file << "\n\n## GAME\n";
file << "## game.language [0: spanish, 1: valencian, 2: english]\n";
file << "## game.difficulty [" << valueDifficultyEasy << ": easy, " << valueDifficultyNormal << ": normal, " << valueDifficultyHard << ": hard]\n";
@@ -285,8 +285,8 @@ bool setOptions(std::string var, std::string value)
// Opciones de video
if (var == "video.mode")
{
// options.video.mode = value == std::to_string(static_cast<int>(screenVideoMode::WINDOW)) ? screenVideoMode::WINDOW : screenVideoMode::FULLSCREEN;
options.video.mode = static_cast<screenVideoMode>(std::stoi(value));
// options.video.mode = value == std::to_string(static_cast<int>(ScreenVideoMode::WINDOW)) ? ScreenVideoMode::WINDOW : ScreenVideoMode::FULLSCREEN;
options.video.mode = static_cast<ScreenVideoMode>(std::stoi(value));
}
else if (var == "video.window.size")
@@ -300,8 +300,8 @@ bool setOptions(std::string var, std::string value)
else if (var == "video.filter")
{
// options.video.filter = value == std::to_string(static_cast<int>(screenFilter::NEAREST)) ? screenFilter::NEAREST : screenFilter::LINEAL;
options.video.filter = static_cast<screenFilter>(std::stoi(value));
// options.video.filter = value == std::to_string(static_cast<int>(ScreenFilter::NEAREST)) ? ScreenFilter::NEAREST : ScreenFilter::LINEAL;
options.video.filter = static_cast<ScreenFilter>(std::stoi(value));
}
else if (var == "video.shaders")
@@ -370,7 +370,7 @@ bool setOptions(std::string var, std::string value)
else if (var == "game.difficulty")
{
options.game.difficulty = static_cast<gameDifficulty>(std::stoi(value));
options.game.difficulty = static_cast<GameDifficulty>(std::stoi(value));
}
else if (var == "game.autofire")

View File

@@ -33,7 +33,7 @@ Player::Player(int id, float x, int y, bool demo, SDL_Rect *playArea, std::vecto
// Inicializa variables
this->id = id;
this->demo = demo;
statusPlaying = playerStatus::WAITING;
statusPlaying = PlayerStatus::WAITING;
scoreBoardPanel = 0;
name = "";
setRecordName(enterName->getName());
@@ -46,8 +46,8 @@ void Player::init()
// Inicializa variables de estado
posX = defaultPosX;
posY = defaultPosY;
statusWalking = playerStatus::WALKING_STOP;
statusFiring = playerStatus::FIRING_NO;
statusWalking = PlayerStatus::WALKING_STOP;
statusFiring = PlayerStatus::FIRING_NO;
invulnerable = true;
invulnerableCounter = PLAYER_INVULNERABLE_COUNTER;
powerUp = false;
@@ -81,11 +81,11 @@ void Player::setInput(int input)
{
switch (statusPlaying)
{
case playerStatus::PLAYING:
case PlayerStatus::PLAYING:
setInputPlaying(input);
break;
case playerStatus::ENTERING_NAME:
case PlayerStatus::ENTERING_NAME:
setInputEnteringName(input);
break;
@@ -101,29 +101,29 @@ void Player::setInputPlaying(int input)
{
case input_left:
velX = -baseSpeed;
setWalkingStatus(playerStatus::WALKING_LEFT);
setWalkingStatus(PlayerStatus::WALKING_LEFT);
break;
case input_right:
velX = baseSpeed;
setWalkingStatus(playerStatus::WALKING_RIGHT);
setWalkingStatus(PlayerStatus::WALKING_RIGHT);
break;
case input_fire_center:
setFiringStatus(playerStatus::FIRING_UP);
setFiringStatus(PlayerStatus::FIRING_UP);
break;
case input_fire_left:
setFiringStatus(playerStatus::FIRING_LEFT);
setFiringStatus(PlayerStatus::FIRING_LEFT);
break;
case input_fire_right:
setFiringStatus(playerStatus::FIRING_RIGHT);
setFiringStatus(PlayerStatus::FIRING_RIGHT);
break;
default:
velX = 0;
setWalkingStatus(playerStatus::WALKING_STOP);
setWalkingStatus(PlayerStatus::WALKING_STOP);
break;
}
}
@@ -198,7 +198,7 @@ void Player::move()
// Si el cadaver abandona el area de juego por abajo
if (playerSprite->getPosY() > param.game.playArea.rect.h)
{
setStatusPlaying(playerStatus::DIED);
setStatusPlaying(PlayerStatus::DIED);
}
}
}
@@ -219,7 +219,7 @@ void Player::render()
}
// Establece el estado del jugador cuando camina
void Player::setWalkingStatus(playerStatus status)
void Player::setWalkingStatus(PlayerStatus status)
{
// Si cambiamos de estado, reiniciamos la animación
if (statusWalking != status)
@@ -229,7 +229,7 @@ void Player::setWalkingStatus(playerStatus status)
}
// Establece el estado del jugador cuando dispara
void Player::setFiringStatus(playerStatus status)
void Player::setFiringStatus(PlayerStatus status)
{
// Si cambiamos de estado, reiniciamos la animación
if (statusFiring != status)
@@ -242,16 +242,16 @@ void Player::setFiringStatus(playerStatus status)
void Player::setAnimation()
{
// Crea cadenas de texto para componer el nombre de la animación
const std::string aWalking = statusWalking == playerStatus::WALKING_STOP ? "stand" : "walk";
const std::string aFiring = statusFiring == playerStatus::FIRING_UP ? "centershoot" : "sideshoot";
const std::string aWalking = statusWalking == PlayerStatus::WALKING_STOP ? "stand" : "walk";
const std::string aFiring = statusFiring == PlayerStatus::FIRING_UP ? "centershoot" : "sideshoot";
const SDL_RendererFlip flipWalk = statusWalking == playerStatus::WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_RendererFlip flipFire = statusFiring == playerStatus::FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_RendererFlip flipWalk = statusWalking == PlayerStatus::WALKING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
const SDL_RendererFlip flipFire = statusFiring == PlayerStatus::FIRING_RIGHT ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
// Establece la animación a partir de las cadenas
if (isPlaying())
{
if (statusFiring == playerStatus::FIRING_NO)
if (statusFiring == PlayerStatus::FIRING_NO)
{ // No esta disparando
playerSprite->setCurrentAnimation(aWalking);
playerSprite->setFlip(flipWalk);
@@ -326,7 +326,7 @@ void Player::updateCooldown()
}
else
{
setFiringStatus(playerStatus::FIRING_NO);
setFiringStatus(PlayerStatus::FIRING_NO);
}
}
@@ -367,43 +367,43 @@ void Player::addScore(int score)
// Indica si el jugador está jugando
bool Player::isPlaying() const
{
return statusPlaying == playerStatus::PLAYING;
return statusPlaying == PlayerStatus::PLAYING;
}
// Indica si el jugador está continuando
bool Player::isContinue() const
{
return statusPlaying == playerStatus::CONTINUE;
return statusPlaying == PlayerStatus::CONTINUE;
}
// Indica si el jugador está esperando
bool Player::isWaiting() const
{
return statusPlaying == playerStatus::WAITING;
return statusPlaying == PlayerStatus::WAITING;
}
// Indica si el jugador está introduciendo su nombre
bool Player::isEnteringName() const
{
return statusPlaying == playerStatus::ENTERING_NAME;
return statusPlaying == PlayerStatus::ENTERING_NAME;
}
// Indica si el jugador está muriendose
bool Player::isDying() const
{
return statusPlaying == playerStatus::DYING;
return statusPlaying == PlayerStatus::DYING;
}
// Indica si el jugador ha terminado de morir
bool Player::hasDied() const
{
return statusPlaying == playerStatus::DIED;
return statusPlaying == PlayerStatus::DIED;
}
// Indica si el jugador ya ha terminado de jugar
bool Player::isGameOver() const
{
return statusPlaying == playerStatus::GAME_OVER;
return statusPlaying == PlayerStatus::GAME_OVER;
}
// Actualiza el panel del marcador
@@ -412,13 +412,13 @@ void Player::updateScoreboard()
switch (statusPlaying)
{
case playerStatus::CONTINUE:
case PlayerStatus::CONTINUE:
{
Scoreboard::get()->setContinue(getScoreBoardPanel(), getContinueCounter());
break;
}
case playerStatus::ENTERING_NAME:
case PlayerStatus::ENTERING_NAME:
{
Scoreboard::get()->setRecordName(getScoreBoardPanel(), getRecordName());
Scoreboard::get()->setSelectorPos(getScoreBoardPanel(), getRecordNamePos());
@@ -431,7 +431,7 @@ void Player::updateScoreboard()
}
// Cambia el modo del marcador
void Player::setScoreboardMode(scoreboardMode mode)
void Player::setScoreboardMode(ScoreboardMode mode)
{
if (!demo)
{
@@ -440,43 +440,43 @@ void Player::setScoreboardMode(scoreboardMode mode)
}
// Establece el estado del jugador en el juego
void Player::setStatusPlaying(playerStatus value)
void Player::setStatusPlaying(PlayerStatus value)
{
statusPlaying = value;
switch (statusPlaying)
{
case playerStatus::PLAYING:
case PlayerStatus::PLAYING:
{
statusPlaying = playerStatus::PLAYING;
statusPlaying = PlayerStatus::PLAYING;
init();
setScoreboardMode(scoreboardMode::SCORE);
setScoreboardMode(ScoreboardMode::SCORE);
break;
}
case playerStatus::CONTINUE:
case PlayerStatus::CONTINUE:
{
// Inicializa el contador de continuar
continueTicks = SDL_GetTicks();
continueCounter = 9;
enterName->init();
setScoreboardMode(scoreboardMode::CONTINUE);
setScoreboardMode(ScoreboardMode::CONTINUE);
break;
}
case playerStatus::WAITING:
case PlayerStatus::WAITING:
{
setScoreboardMode(scoreboardMode::WAITING);
setScoreboardMode(ScoreboardMode::WAITING);
break;
}
case playerStatus::ENTERING_NAME:
case PlayerStatus::ENTERING_NAME:
{
setScoreboardMode(scoreboardMode::ENTER_NAME);
setScoreboardMode(ScoreboardMode::ENTER_NAME);
break;
}
case playerStatus::DYING:
case PlayerStatus::DYING:
{
// Activa la animación de morir
playerSprite->setAccelY(0.2f);
@@ -485,16 +485,16 @@ void Player::setStatusPlaying(playerStatus value)
break;
}
case playerStatus::DIED:
case PlayerStatus::DIED:
{
const auto nextPlayerStatus = IsEligibleForHighScore() ? playerStatus::ENTERING_NAME : playerStatus::CONTINUE;
demo ? setStatusPlaying(playerStatus::WAITING) : setStatusPlaying(nextPlayerStatus);
const auto nextPlayerStatus = IsEligibleForHighScore() ? PlayerStatus::ENTERING_NAME : PlayerStatus::CONTINUE;
demo ? setStatusPlaying(PlayerStatus::WAITING) : setStatusPlaying(nextPlayerStatus);
break;
}
case playerStatus::GAME_OVER:
case PlayerStatus::GAME_OVER:
{
setScoreboardMode(scoreboardMode::GAME_OVER);
setScoreboardMode(ScoreboardMode::GAME_OVER);
break;
}
@@ -504,7 +504,7 @@ void Player::setStatusPlaying(playerStatus value)
}
// Obtiene el estado del jugador en el juego
playerStatus Player::getStatusPlaying() const
PlayerStatus Player::getStatusPlaying() const
{
return statusPlaying;
}
@@ -694,7 +694,7 @@ int Player::getContinueCounter() const
// Actualiza el contador de continue
void Player::updateContinueCounter()
{
if (statusPlaying == playerStatus::CONTINUE)
if (statusPlaying == PlayerStatus::CONTINUE)
{
const Uint32 ticksSpeed = 1000;
@@ -724,7 +724,7 @@ void Player::decContinueCounter()
continueCounter--;
if (continueCounter < 0)
{
setStatusPlaying(playerStatus::GAME_OVER);
setStatusPlaying(PlayerStatus::GAME_OVER);
}
}

View File

@@ -9,10 +9,10 @@
#include "enter_name.h" // for EnterName
#include "utils.h" // for circle_t
class Texture; // lines 12-12
enum class scoreboardMode;
enum class ScoreboardMode;
// Estados del jugador
enum class playerStatus
enum class PlayerStatus
{
WALKING_LEFT,
WALKING_RIGHT,
@@ -60,9 +60,9 @@ private:
int cooldown; // Contador durante el cual no puede disparar
int score; // Puntos del jugador
float scoreMultiplier; // Multiplicador de puntos
playerStatus statusWalking; // Estado del jugador al moverse
playerStatus statusFiring; // Estado del jugador al disparar
playerStatus statusPlaying; // Estado del jugador en el juego
PlayerStatus statusWalking; // Estado del jugador al moverse
PlayerStatus statusFiring; // Estado del jugador al disparar
PlayerStatus statusPlaying; // Estado del jugador en el juego
bool invulnerable; // Indica si el jugador es invulnerable
int invulnerableCounter; // Contador para la invulnerabilidad
bool extraHit; // Indica si el jugador tiene un toque extra
@@ -99,7 +99,7 @@ private:
bool IsEligibleForHighScore();
// Cambia el modo del marcador
void setScoreboardMode(scoreboardMode mode);
void setScoreboardMode(ScoreboardMode mode);
public:
// Constructor
@@ -133,10 +133,10 @@ public:
void move();
// Establece el estado del jugador
void setWalkingStatus(playerStatus status);
void setWalkingStatus(PlayerStatus status);
// Establece el estado del jugador
void setFiringStatus(playerStatus status);
void setFiringStatus(PlayerStatus status);
// Establece la animación correspondiente al estado
void setAnimation();
@@ -193,10 +193,10 @@ public:
bool isGameOver() const;
// Establece el estado del jugador en el juego
void setStatusPlaying(playerStatus value);
void setStatusPlaying(PlayerStatus value);
// Obtiene el estado del jugador en el juego
playerStatus getStatusPlaying() const;
PlayerStatus getStatusPlaying() const;
// Obtiene el valor de la variable
float getScoreMultiplier() const;

View File

@@ -54,9 +54,9 @@ Scoreboard::Scoreboard(SDL_Renderer *renderer) : renderer(renderer)
hiScoreName = "";
color = {0, 0, 0};
rect = {0, 0, 320, 40};
panel[SCOREBOARD_LEFT_PANEL].mode = scoreboardMode::SCORE;
panel[SCOREBOARD_RIGHT_PANEL].mode = scoreboardMode::SCORE;
panel[SCOREBOARD_CENTER_PANEL].mode = scoreboardMode::STAGE_INFO;
panel[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE;
panel[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE;
panel[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
ticks = SDL_GetTicks();
counter = 0;
@@ -262,7 +262,7 @@ void Scoreboard::fillPanelTextures()
switch (panel[i].mode)
{
case scoreboardMode::SCORE:
case ScoreboardMode::SCORE:
{
// SCORE
textScoreBoard->writeCentered(slot4_1.x, slot4_1.y, name[i]);
@@ -274,7 +274,7 @@ void Scoreboard::fillPanelTextures()
break;
}
case scoreboardMode::DEMO:
case ScoreboardMode::DEMO:
{
// DEMO MODE
textScoreBoard->writeCentered(slot4_1.x, slot4_1.y + 4, lang::getText(101));
@@ -288,7 +288,7 @@ void Scoreboard::fillPanelTextures()
break;
}
case scoreboardMode::WAITING:
case ScoreboardMode::WAITING:
{
// GAME OVER
textScoreBoard->writeCentered(slot4_1.x, slot4_1.y + 4, lang::getText(102));
@@ -302,7 +302,7 @@ void Scoreboard::fillPanelTextures()
break;
}
case scoreboardMode::GAME_OVER:
case ScoreboardMode::GAME_OVER:
{
// GAME OVER
textScoreBoard->writeCentered(slot4_1.x, slot4_1.y + 4, lang::getText(102));
@@ -316,7 +316,7 @@ void Scoreboard::fillPanelTextures()
break;
}
case scoreboardMode::STAGE_INFO:
case ScoreboardMode::STAGE_INFO:
{
// STAGE
textScoreBoard->writeCentered(slot4_1.x, slot4_1.y, lang::getText(57) + std::to_string(stage));
@@ -333,7 +333,7 @@ void Scoreboard::fillPanelTextures()
break;
}
case scoreboardMode::CONTINUE:
case ScoreboardMode::CONTINUE:
{
// SCORE
textScoreBoard->writeCentered(slot4_1.x, slot4_1.y, name[i]);
@@ -345,7 +345,7 @@ void Scoreboard::fillPanelTextures()
break;
}
case scoreboardMode::ENTER_NAME:
case ScoreboardMode::ENTER_NAME:
{
// SCORE
textScoreBoard->writeCentered(slot4_1.x, slot4_1.y, name[i]);
@@ -457,7 +457,7 @@ void Scoreboard::recalculateAnchors()
}
// Establece el modo del marcador
void Scoreboard::setMode(int index, scoreboardMode mode)
void Scoreboard::setMode(int index, ScoreboardMode mode)
{
panel[index].mode = mode;
}

View File

@@ -19,7 +19,7 @@ constexpr int SCOREBOARD_MAX_PANELS = 3;
constexpr int SCOREBOARD_TICK_SPEED = 100;
// Enums
enum class scoreboardMode
enum class ScoreboardMode
{
SCORE,
STAGE_INFO,
@@ -34,7 +34,7 @@ enum class scoreboardMode
// Structs
struct panel_t
{
scoreboardMode mode; // Modo en el que se encuentra el panel
ScoreboardMode mode; // Modo en el que se encuentra el panel
SDL_Rect pos; // Posición donde dibujar el panel dentro del marcador
};
@@ -161,5 +161,5 @@ public:
void setPos(SDL_Rect rect);
// Establece el modo del marcador
void setMode(int index, scoreboardMode mode);
void setMode(int index, ScoreboardMode mode);
};

View File

@@ -184,16 +184,16 @@ void Screen::blit()
}
// Establece el modo de video
void Screen::setVideoMode(screenVideoMode videoMode)
void Screen::setVideoMode(ScreenVideoMode videoMode)
{
options.video.mode = videoMode;
#ifdef ARCADE
options.video.mode = screenVideoMode::WINDOW;
options.video.mode = ScreenVideoMode::WINDOW;
#endif
switch (options.video.mode)
{
case screenVideoMode::WINDOW:
case ScreenVideoMode::WINDOW:
{
// Cambia a modo de ventana
SDL_SetWindowFullscreen(window, 0);
@@ -213,7 +213,7 @@ void Screen::setVideoMode(screenVideoMode videoMode)
}
// Si está activo el modo de pantalla completa añade el borde
case screenVideoMode::FULLSCREEN:
case ScreenVideoMode::FULLSCREEN:
{
// Aplica el modo de video
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
@@ -245,7 +245,7 @@ void Screen::setVideoMode(screenVideoMode videoMode)
// Camibia entre pantalla completa y ventana
void Screen::switchVideoMode()
{
options.video.mode = options.video.mode == screenVideoMode::WINDOW ? screenVideoMode::FULLSCREEN : screenVideoMode::WINDOW;
options.video.mode = options.video.mode == ScreenVideoMode::WINDOW ? ScreenVideoMode::FULLSCREEN : ScreenVideoMode::WINDOW;
setVideoMode(options.video.mode);
}
@@ -253,7 +253,7 @@ void Screen::switchVideoMode()
void Screen::setWindowSize(int size)
{
options.video.window.size = size;
setVideoMode(screenVideoMode::WINDOW);
setVideoMode(ScreenVideoMode::WINDOW);
}
// Reduce el tamaño de la ventana
@@ -261,7 +261,7 @@ void Screen::decWindowSize()
{
--options.video.window.size;
options.video.window.size = std::max(options.video.window.size, 1);
setVideoMode(screenVideoMode::WINDOW);
setVideoMode(ScreenVideoMode::WINDOW);
}
// Aumenta el tamaño de la ventana
@@ -269,7 +269,7 @@ void Screen::incWindowSize()
{
++options.video.window.size;
options.video.window.size = std::min(options.video.window.size, 4);
setVideoMode(screenVideoMode::WINDOW);
setVideoMode(ScreenVideoMode::WINDOW);
}
// Cambia el color del borde
@@ -301,7 +301,7 @@ void Screen::checkInput()
if (input->checkInput(input_window_fullscreen, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
{
switchVideoMode();
const std::string mode = options.video.mode == screenVideoMode::WINDOW ? "Window" : "Fullscreen";
const std::string mode = options.video.mode == ScreenVideoMode::WINDOW ? "Window" : "Fullscreen";
showNotification(mode + " mode");
return;
}

View File

@@ -12,13 +12,13 @@ class Asset;
class Input;
class Notify;
enum class screenFilter
enum class ScreenFilter
{
NEAREST = 0,
LINEAL = 1,
};
enum class screenVideoMode
enum class ScreenVideoMode
{
WINDOW = 0,
FULLSCREEN = 1,
@@ -122,7 +122,7 @@ public:
void blit();
// Establece el modo de video
void setVideoMode(screenVideoMode videoMode);
void setVideoMode(ScreenVideoMode videoMode);
// Camibia entre pantalla completa y ventana
void switchVideoMode();

View File

@@ -59,7 +59,7 @@ void Title::init()
ticks = 0;
ticksSpeed = 15;
fade->setColor(fadeColor.r, fadeColor.g, fadeColor.b);
fade->setType(fadeType::RANDOM_SQUARE);
fade->setType(FadeType::RANDOM_SQUARE);
fade->setPost(param.fade.postDuration);
demo = true;
numControllers = input->getNumControllers();

View File

@@ -10,11 +10,11 @@
#include "input.h" // for inputs_e
struct JA_Music_t;
struct JA_Sound_t;
enum class screenFilter;
enum class screenVideoMode;
enum class ScreenFilter;
enum class ScreenVideoMode;
// Dificultad del juego
enum class gameDifficulty
enum class GameDifficulty
{
EASY = 0,
NORMAL = 1,
@@ -105,8 +105,8 @@ struct op_window_t
struct op_video_t
{
op_window_t window; // Opciones para la ventana del programa
screenVideoMode mode; // Contiene el valor del modo de pantalla completa
screenFilter filter; // Filtro usado para el escalado de la imagen
ScreenVideoMode mode; // Contiene el valor del modo de pantalla completa
ScreenFilter filter; // Filtro usado para el escalado de la imagen
bool vSync; // Indica si se quiere usar vsync o no
bool shaders; // Indica si se van a usar shaders para los filtros de video
};
@@ -135,7 +135,7 @@ struct op_audio_t
// Estructura para las opciones del juego
struct op_game_t
{
gameDifficulty difficulty; // Dificultad del juego
GameDifficulty difficulty; // Dificultad del juego
Uint8 language; // Idioma usado en el juego
bool autofire; // Indica si el jugador ha de pulsar repetidamente para disparar o basta con mantener pulsado
std::vector<hiScoreEntry_t> hiScoreTable; // Tabla con las mejores puntuaciones
@@ -197,12 +197,12 @@ struct paramGame_t
// param.fade
struct paramFade_t
{
int numSquaresWidth; // Cantidad total de cuadraditos en horizontal para el fadeType::RANDOM_SQUARE
int numSquaresHeight; // Cantidad total de cuadraditos en vertical para el fadeType::RANDOM_SQUARE
int numSquaresWidth; // Cantidad total de cuadraditos en horizontal para el FadeType::RANDOM_SQUARE
int numSquaresHeight; // Cantidad total de cuadraditos en vertical para el FadeType::RANDOM_SQUARE
int randomSquaresDelay; // Duración entre cada pintado de cuadrados
int randomSquaresMult; // Cantidad de cuadrados que se pintaran cada vez
int postDuration; // Duración final del fade
int venetianSize; // Altura de los rectangulos para fadeType::VENETIAN
int venetianSize; // Altura de los rectangulos para FadeType::VENETIAN
};
// param.title