Renombrado "section->subsection" por el mas apropiado "section->options"

This commit is contained in:
2024-09-09 13:38:56 +02:00
parent 1b2d1c5786
commit 922d146781
9 changed files with 27 additions and 25 deletions

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@@ -66,7 +66,7 @@ enum not_pos_e
struct section_t
{
Uint8 name;
Uint8 subsection;
Uint8 options;
};
// Estructura para las entradas de la tabla de recirds

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@@ -21,10 +21,12 @@
#define SECTION_PROG_QUIT 7
// Subsecciones
#define SUBSECTION_GAME_PLAY_1P 0
#define SUBSECTION_GAME_PLAY_2P 1
#define SUBSECTION_TITLE_1 3
#define SUBSECTION_TITLE_2 4
#define SECTION_OPTIONS_GAME_PLAY_1P 0
#define SECTION_OPTIONS_GAME_PLAY_2P 1
#define SECTION_OPTIONS_TITLE_1 3
#define SECTION_OPTIONS_TITLE_2 4
#define SECTION_OPTIONS_QUIT_NORMAL 5
#define SECTION_OPTIONS_QUIT_SHUTDOWN 6
// Ningun tipo
#define NO_KIND 0

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@@ -19,7 +19,7 @@ Director::Director(int argc, char *argv[])
section = new section_t();
#ifdef RECORDING
section->name = SECTION_PROG_GAME;
section->subsection = SUBSECTION_GAME_PLAY_1P;
section->options = SECTION_OPTIONS_GAME_PLAY_1P;
#elif DEBUG
section->name = SECTION_PROG_LOGO;
#else
@@ -849,7 +849,7 @@ void Director::runTitle()
// Ejecuta la sección donde se juega al juego
void Director::runGame()
{
const int playerID = section->subsection == SUBSECTION_GAME_PLAY_1P ? 0 : 1;
const int playerID = section->options == SECTION_OPTIONS_GAME_PLAY_1P ? 0 : 1;
game = new Game(playerID, 0, screen, asset, lang, input, false, param, options, section, getMusic(musics, "playing.ogg"));
game->run();
delete game;

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@@ -171,7 +171,7 @@ void Game::init(int playerID)
gameCompleted = false;
gameCompletedCounter = 0;
section->name = SECTION_PROG_GAME;
section->subsection = SUBSECTION_GAME_PLAY_1P;
section->options = SECTION_OPTIONS_GAME_PLAY_1P;
currentPower = 0;
menaceCurrent = 0;
menaceThreshold = 0;
@@ -2484,9 +2484,9 @@ void Game::updateGameCompleted()
if (gameCompletedCounter == GAME_COMPLETED_END)
{
// section->subsection = SUBSECTION_GAME_GAMEOVER;
// section->options = SUBSECTION_GAME_GAMEOVER;
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
section->options = SECTION_OPTIONS_TITLE_1;
}
}

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@@ -203,7 +203,7 @@ void HiScoreTable::checkInput()
{
JA_StopMusic();
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
section->options = SECTION_OPTIONS_TITLE_1;
}
// Comprueba el input para el resto de objetos

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@@ -253,7 +253,7 @@ void Instructions::update()
if (counter == counterEnd)
{
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
section->options = SECTION_OPTIONS_TITLE_1;
}
}
}
@@ -332,7 +332,7 @@ void Instructions::checkInput()
{
JA_StopMusic();
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
section->options = SECTION_OPTIONS_TITLE_1;
}
// Comprueba el input para el resto de objetos

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@@ -20,7 +20,7 @@ Intro::Intro(Screen *screen, Asset *asset, Input *input, Lang *lang, param_t *pa
// Inicializa variables
section->name = SECTION_PROG_INTRO;
section->subsection = 0;
section->options = 0;
ticks = 0;
ticksSpeed = 15;
scene = 1;
@@ -202,7 +202,7 @@ void Intro::checkInput()
{
JA_StopMusic();
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
section->options = SECTION_OPTIONS_TITLE_1;
}
// Comprueba el input para el resto de objetos
@@ -355,7 +355,7 @@ void Intro::updateScenes()
texts[8]->setEnabled(false);
JA_StopMusic();
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
section->options = SECTION_OPTIONS_TITLE_1;
}
break;

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@@ -111,7 +111,7 @@ void Logo::checkInput()
else if (input->checkAnyButtonPressed())
{
section->name = SECTION_PROG_TITLE;
section->subsection = SUBSECTION_TITLE_1;
section->options = SECTION_OPTIONS_TITLE_1;
}
// Comprueba el input para el resto de objetos

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@@ -59,7 +59,7 @@ Title::~Title()
void Title::init()
{
// Inicializa variables
section->subsection = SUBSECTION_TITLE_1;
section->options = SECTION_OPTIONS_TITLE_1;
counter = 0;
nextSection.name = SECTION_PROG_GAME;
postFade = 0;
@@ -95,13 +95,13 @@ void Title::update()
{
case 1: // 1 PLAYER
section->name = SECTION_PROG_GAME;
section->subsection = SUBSECTION_GAME_PLAY_1P;
section->options = SECTION_OPTIONS_GAME_PLAY_1P;
JA_StopMusic();
break;
case 2: // 2 PLAYER
section->name = SECTION_PROG_GAME;
section->subsection = SUBSECTION_GAME_PLAY_2P;
section->options = SECTION_OPTIONS_GAME_PLAY_2P;
JA_StopMusic();
break;
@@ -115,17 +115,17 @@ void Title::update()
}
// Sección 1 - Titulo animandose
if (section->subsection == SUBSECTION_TITLE_1)
if (section->options == SECTION_OPTIONS_TITLE_1)
{
gameLogo->update();
if (gameLogo->hasFinished())
{
section->subsection = SUBSECTION_TITLE_2;
section->options = SECTION_OPTIONS_TITLE_2;
}
}
// Sección 2 - La pantalla con el titulo, el fondo animado y la música
else if (section->subsection == SUBSECTION_TITLE_2)
else if (section->options == SECTION_OPTIONS_TITLE_2)
{
// El contador solo sube si no estamos definiendo botones
if (!defineButtons->isEnabled())
@@ -169,7 +169,7 @@ void Title::render()
// Dibuja el logo con el título del juego
gameLogo->render();
if (section->subsection == SUBSECTION_TITLE_2)
if (section->options == SECTION_OPTIONS_TITLE_2)
{
const color_t shadow = {0x14, 0x87, 0xc4};
// 'PULSA 1P o 2P PARA JUGAR'
@@ -291,7 +291,7 @@ void Title::checkInput()
{
if (input->checkInput(input_start, false, INPUT_USE_GAMECONTROLLER, i))
{
if (section->subsection == SUBSECTION_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
if (section->options == SECTION_OPTIONS_TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
{
fade->activate();
postFade = i + 1;