migrant input: ja compila, ja no peta... falta descomentar mig codi

This commit is contained in:
2025-07-31 12:02:16 +02:00
parent 2d9a6e744e
commit 89a0638a89
13 changed files with 171 additions and 142 deletions

View File

@@ -125,6 +125,7 @@ Game::~Game() {
void Game::setResources() {
// Texturas - Game_text
{
game_text_textures_.clear();
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_1000_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_2500_points"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_5000_points"));
@@ -136,6 +137,7 @@ void Game::setResources() {
// Texturas - Items
{
item_textures_.clear();
item_textures_.emplace_back(Resource::get()->getTexture("item_points1_disk.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_points2_gavina.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_points3_pacmar.png"));
@@ -145,6 +147,7 @@ void Game::setResources() {
item_textures_.emplace_back(Resource::get()->getTexture("item_coffee_machine.png"));
}
player_textures_.clear();
// Texturas - Player1
{
std::vector<std::shared_ptr<Texture>> player_texture;
@@ -163,12 +166,14 @@ void Game::setResources() {
// Animaciones -- Jugador
{
player_animations_.clear();
player_animations_.emplace_back(Resource::get()->getAnimation("player.ani"));
player_animations_.emplace_back(Resource::get()->getAnimation("player_power.ani"));
}
// Animaciones -- Items
{
item_animations_.clear();
item_animations_.emplace_back(Resource::get()->getAnimation("item_points1_disk.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_points2_gavina.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_points3_pacmar.ani"));
@@ -1243,8 +1248,9 @@ void Game::checkInput() {
// Verifica si alguno de los controladores ha solicitado una pausa y actualiza el estado de pausa del juego.
void Game::checkPauseInput() {
// Comprueba los mandos
for (int i = 0; i < input_->getNumControllers(); ++i) {
if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::Device::CONTROLLER, i)) {
auto gamepads = input_->getGamepads();
for (auto gamepad : gamepads) {
if (input_->checkAction(Input::Action::PAUSE, Input::DO_NOT_ALLOW_REPEAT, Input::Device::CONTROLLER, gamepad)) {
pause(!paused_);
return;
}
@@ -1360,14 +1366,14 @@ void Game::handlePlayersInput() {
// Maneja las entradas de movimiento y disparo para un jugador en modo normal.
void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player) {
const auto &controller = Options::controllers.at(player->getController());
const auto &controller = Options::controllers.at(0);
if (input_->checkAction(Input::Action::LEFT, Input::ALLOW_REPEAT, controller.type, controller.index)) {
if (input_->checkAction(Input::Action::LEFT, Input::ALLOW_REPEAT, controller.type, controller.gamepad)) {
player->setInput(Input::Action::LEFT);
#ifdef RECORDING
demo_.keys.left = 1;
#endif
} else if (input_->checkAction(Input::Action::RIGHT, Input::ALLOW_REPEAT, controller.type, controller.index)) {
} else if (input_->checkAction(Input::Action::RIGHT, Input::ALLOW_REPEAT, controller.type, controller.gamepad)) {
player->setInput(Input::Action::RIGHT);
#ifdef RECORDING
demo_.keys.right = 1;
@@ -1380,23 +1386,23 @@ void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player) {
}
const bool AUTOFIRE = player->isPowerUp() || Options::settings.autofire;
handleFireInputs(player, AUTOFIRE, player->getController()); // Verifica y maneja todas las posibles entradas de disparo.
handleFireInputs(player, AUTOFIRE); // Verifica y maneja todas las posibles entradas de disparo.
}
// Procesa las entradas de disparo del jugador, permitiendo disparos automáticos si está habilitado.
void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire, int controller_index) {
const auto CONTROLLER = Options::controllers.at(player->getController());
if (input_->checkAction(Input::Action::FIRE_CENTER, autofire, CONTROLLER.type, CONTROLLER.index)) {
void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire) {
const auto CONTROLLER = Options::controllers.at(0);
if (input_->checkAction(Input::Action::FIRE_CENTER, autofire, CONTROLLER.type, CONTROLLER.gamepad)) {
handleFireInput(player, BulletType::UP);
#ifdef RECORDING
demo_.keys.fire = 1;
#endif
} else if (input_->checkAction(Input::Action::FIRE_LEFT, autofire, CONTROLLER.type, CONTROLLER.index)) {
} else if (input_->checkAction(Input::Action::FIRE_LEFT, autofire, CONTROLLER.type, CONTROLLER.gamepad)) {
handleFireInput(player, BulletType::LEFT);
#ifdef RECORDING
demo_.keys.fire_left = 1;
#endif
} else if (input_->checkAction(Input::Action::FIRE_RIGHT, autofire, CONTROLLER.type, CONTROLLER.index)) {
} else if (input_->checkAction(Input::Action::FIRE_RIGHT, autofire, CONTROLLER.type, CONTROLLER.gamepad)) {
handleFireInput(player, BulletType::RIGHT);
#ifdef RECORDING
demo_.keys.fire_right = 1;
@@ -1406,17 +1412,17 @@ void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire
// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
const auto CONTROLLER = Options::controllers.at(player->getController());
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
const auto CONTROLLER = Options::controllers.at(0);
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
player->setPlayingState(Player::State::RESPAWNING);
player->addCredit();
sendPlayerToTheFront(player);
}
// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad) ||
input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad) ||
input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
if (player->getContinueCounter() < param.scoreboard.skip_countdown_value) {
player->decContinueCounter();
}
@@ -1425,8 +1431,8 @@ void Game::handlePlayerContinueInput(const std::shared_ptr<Player> &player) {
// Maneja la continuación del jugador cuando no está jugando, permitiendo que continúe si se pulsa el botón de inicio.
void Game::handlePlayerWaitingInput(const std::shared_ptr<Player> &player) {
const auto CONTROLLER = Options::controllers.at(player->getController());
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
const auto CONTROLLER = Options::controllers.at(0);
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
player->setPlayingState(Player::State::ENTERING_SCREEN);
player->addCredit();
sendPlayerToTheFront(player);
@@ -1435,8 +1441,8 @@ void Game::handlePlayerWaitingInput(const std::shared_ptr<Player> &player) {
// Procesa las entradas para la introducción del nombre del jugador.
void Game::handleNameInput(const std::shared_ptr<Player> &player) {
const auto CONTROLLER = Options::controllers.at(player->getController());
if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
const auto CONTROLLER = Options::controllers.at(0);
if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else if (player->getEnterNamePositionOverflow()) {
@@ -1446,18 +1452,18 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player) {
} else {
player->setInput(Input::Action::RIGHT);
}
} else if (input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) ||
input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
} else if (input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad) ||
input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else {
player->setInput(Input::Action::LEFT);
}
} else if (input_->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
} else if (input_->checkAction(Input::Action::UP, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
player->setInput(Input::Action::UP);
} else if (input_->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
} else if (input_->checkAction(Input::Action::DOWN, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
player->setInput(Input::Action::DOWN);
} else if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index)) {
} else if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.gamepad)) {
if (player->isShowingName()) {
player->setPlayingState(Player::State::CONTINUE);
} else {