Afegits sons de caminar i de comptador de continuar
Afegits estats al joc i al jugador per a escenificar el inici de la partida
This commit is contained in:
BIN
data/sound/continue_clock.wav
Normal file
BIN
data/sound/continue_clock.wav
Normal file
Binary file not shown.
BIN
data/sound/walk.wav
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BIN
data/sound/walk.wav
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Binary file not shown.
@@ -388,29 +388,31 @@ void Director::setFileList()
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Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC);
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// Sonidos
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Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble1.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble2.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble3.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bubble4.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/bullet.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/clock.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/coffeeout.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/continue_clock.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/hiscore.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/itemdrop.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/itempickup.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/clock.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/powerball.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/logo.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_coffee.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/powerball.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/tabe.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_coffee.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND);
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Asset::get()->add(prefix + "/data/sound/walk.wav", AssetType::SOUND);
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// Shaders
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Asset::get()->add(prefix + "/data/shaders/crtpi_256.glsl", AssetType::DATA);
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125
source/game.cpp
125
source/game.cpp
@@ -285,27 +285,6 @@ void Game::updateStage()
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}
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}
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// Actualiza el estado de fade in
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void Game::updateFadeInState()
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{
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if (state_ == GameState::FADE_IN)
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{
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if (fade_in_->hasEnded())
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{
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state_ = GameState::PLAYING;
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// Crea los primeros globos y el mensaje de inicio
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if (!demo_.enabled)
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{
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balloon_manager_->createTwoBigBalloons();
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evaluateAndSetMenace();
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createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
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JA_PlaySound(Resource::get()->getSound("voice_get_ready.wav"));
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}
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}
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}
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}
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// Actualiza el estado de fin de la partida
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void Game::updateGameOverState()
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{
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@@ -345,7 +324,7 @@ void Game::updateGameOverState()
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}
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// Gestiona eventos para el estado del final del juego
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void Game::updateCompletedState()
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void Game::updateGameStateCompleted()
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{
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if (state_ == GameState::COMPLETED)
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{
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@@ -583,11 +562,15 @@ void Game::checkBulletBalloonCollision()
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}
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// Mueve las balas activas
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void Game::moveBullets()
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void Game::updateBullets()
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{
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for (auto &bullet : bullets_)
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{
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if (bullet->move() == BulletMoveStatus::OUT)
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{
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getPlayer(bullet->getOwner())->decScoreMultiplier();
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}
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}
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}
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// Pinta las balas activas
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@@ -802,28 +785,36 @@ void Game::throwCoffee(int x, int y)
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void Game::updateSmartSprites()
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{
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for (auto &sprite : smart_sprites_)
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{
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sprite->update();
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}
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}
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// Pinta los SmartSprites activos
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void Game::renderSmartSprites()
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{
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for (auto &sprite : smart_sprites_)
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{
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sprite->render();
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}
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}
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// Actualiza los PathSprites
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void Game::updatePathSprites()
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{
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for (auto &sprite : path_sprites_)
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{
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sprite->update();
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}
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}
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// Pinta los PathSprites activos
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void Game::renderPathSprites()
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{
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for (auto &sprite : path_sprites_)
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{
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sprite->render();
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}
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}
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// Acciones a realizar cuando el jugador muere
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@@ -895,7 +886,27 @@ void Game::update()
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#ifdef RECORDING
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updateRecording();
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#endif
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updateGame();
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// AQUI HAY QUE PONER UN SWITCH Y HACER EL UPDATE EN FUNCIÓN DEL ESTADO
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switch (state_)
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{
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case GameState::PLAYING:
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case GameState::COMPLETED:
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case GameState::GAME_OVER:
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updateGameStatePlaying();
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break;
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case GameState::FADE_IN:
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updateGameStateFadeIn();
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break;
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case GameState::ENTERING_PLAYER:
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updateGameStateEnteringPlayer();
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break;
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case GameState::SHOWING_GET_READY_MESSAGE:
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updateGameStateShowingGetReadyMessage();
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break;
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default:
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break;
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}
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checkMusicStatus();
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screen_->update();
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@@ -991,7 +1002,8 @@ void Game::disableTimeStopItem()
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void Game::checkMusicStatus()
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{
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// Si se ha completado el juego o los jugadores han terminado, detiene la música
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if (state_ != GameState::COMPLETED && !allPlayersAreGameOver())
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// if (state_ != GameState::COMPLETED && !allPlayersAreGameOver())
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if (state_ == GameState::PLAYING)
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{
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playMusic();
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}
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@@ -1194,7 +1206,7 @@ void Game::checkEvents()
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}
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case SDLK_6: // Crea un mensaje
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{
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createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_congratulations"));
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createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
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break;
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}
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case SDLK_7: // Flash
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@@ -1705,7 +1717,7 @@ void Game::initPlayers(int player_id)
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// Activa el jugador que coincide con el "player_id"
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auto player = getPlayer(player_id);
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player->setPlayingState(PlayerState::PLAYING);
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player->setPlayingState(PlayerState::ENTERING_SCREEN);
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player->setInvulnerable(false);
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}
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@@ -1791,18 +1803,63 @@ void Game::updateRecording()
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}
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#endif
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// Actualiza las variables durante el transcurso normal del juego
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void Game::updateGame()
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// Actualiza variables durande dicho estado
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void Game::updateGameStateFadeIn()
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{
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if (!paused_)
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fade_in_->update();
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updateScoreboard();
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updateBackground();
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if (fade_in_->hasEnded())
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{
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state_ = GameState::ENTERING_PLAYER;
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balloon_manager_->createTwoBigBalloons();
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evaluateAndSetMenace();
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}
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}
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// Actualiza variables durande dicho estado
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void Game::updateGameStateEnteringPlayer()
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{
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balloon_manager_->update();
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updatePlayers();
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updateScoreboard();
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updateBackground();
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for (auto player : players_)
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{
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if (player->isPlaying())
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{
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state_ = GameState::SHOWING_GET_READY_MESSAGE;
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createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
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JA_PlaySound(Resource::get()->getSound("voice_get_ready.wav"));
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}
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}
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}
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// Actualiza variables durande dicho estado
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void Game::updateGameStateShowingGetReadyMessage()
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{
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balloon_manager_->update();
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updatePathSprites();
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updatePlayers();
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updateBullets();
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updateScoreboard();
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updateBackground();
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freePathSprites();
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if (path_sprites_.size() == 0)
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{
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state_ = GameState::PLAYING;
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}
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}
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// Actualiza las variables durante el transcurso normal del juego
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void Game::updateGameStatePlaying()
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{
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#ifdef DEBUG
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if (auto_pop_balloons_ && state_ == GameState::PLAYING)
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{
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Stage::addPower(5);
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}
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#endif
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fade_in_->update();
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fade_out_->update();
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updatePlayers();
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checkPlayersStatusPlaying();
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@@ -1810,12 +1867,11 @@ void Game::updateGame()
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updateBackground();
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balloon_manager_->update();
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tabe_->update();
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moveBullets();
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updateBullets();
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updateItems();
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updateStage();
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updateFadeInState();
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updateGameOverState();
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updateCompletedState();
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updateGameStateCompleted();
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updateSmartSprites();
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updatePathSprites();
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updateTimeStopped();
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@@ -1825,7 +1881,6 @@ void Game::updateGame()
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checkAndUpdateBalloonSpeed();
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checkState();
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cleanVectors();
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}
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}
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// Vacía los vectores de elementos deshabilitados
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@@ -67,6 +67,8 @@ private:
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enum class GameState
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{
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FADE_IN,
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ENTERING_PLAYER,
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SHOWING_GET_READY_MESSAGE,
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PLAYING,
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COMPLETED,
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GAME_OVER,
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@@ -197,9 +199,6 @@ private:
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// Comprueba si hay cambio de fase y actualiza las variables
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void updateStage();
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// Actualiza el estado de fade in
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void updateFadeInState();
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// Actualiza el estado de fin de la partida
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void updateGameOverState();
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@@ -216,7 +215,7 @@ private:
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void checkBulletBalloonCollision();
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// Mueve las balas activas
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void moveBullets();
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void updateBullets();
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// Pinta las balas activas
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void renderBullets();
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@@ -392,11 +391,20 @@ private:
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// Actualiza las variables durante el modo de grabación
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void updateRecording();
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#endif
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// Actualiza variables durande dicho estado
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void updateGameStateFadeIn();
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// Actualiza variables durande dicho estado
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void updateGameStateEnteringPlayer();
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// Actualiza variables durande dicho estado
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void updateGameStateShowingGetReadyMessage();
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// Actualiza las variables durante el transcurso normal del juego
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void updateGame();
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void updateGameStatePlaying();
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// Gestiona eventos para el estado del final del juego
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void updateCompletedState();
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void updateGameStateCompleted();
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// Comprueba el estado del juego
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void checkState();
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@@ -95,7 +95,17 @@ void PathSprite::addPath(std::vector<SDL_Point> spots, int waiting_counter)
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// Habilita el objeto
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void PathSprite::enable()
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{
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if (paths_.size() == 0)
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{
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return;
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}
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enabled_ = true;
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// Establece la posición
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auto &path = paths_.at(current_path_);
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const auto &p = path.spots.at(path.counter);
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setPosition(p);
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}
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// Coloca el sprite en los diferentes puntos del recorrido
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@@ -40,7 +40,7 @@ void Player::init()
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pos_y_ = default_pos_y_;
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walking_state_ = PlayerState::WALKING_STOP;
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firing_state_ = PlayerState::FIRING_NONE;
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playing_state_ = PlayerState::WAITING;
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setPlayingState(PlayerState::WAITING);
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invulnerable_ = true;
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invulnerable_counter_ = INVULNERABLE_COUNTER_;
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power_up_ = false;
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@@ -206,6 +206,12 @@ void Player::move()
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}
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case PlayerState::LEAVING_SCREEN:
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{
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++step_counter_;
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if (step_counter_ % 10 == 0)
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{
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JA_PlaySound(Resource::get()->getSound("walk.wav"));
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}
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switch (id_)
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{
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case 1:
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@@ -224,7 +230,45 @@ void Player::move()
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shiftSprite();
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if (pos_x_ == min_x || pos_x_ == max_x)
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{
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setPlayingState(PlayerState::GAME_OVER);
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}
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break;
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}
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case PlayerState::ENTERING_SCREEN:
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{
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++step_counter_;
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if (step_counter_ % 10 == 0)
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{
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JA_PlaySound(Resource::get()->getSound("walk.wav"));
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}
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switch (id_)
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{
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case 1:
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setInputPlaying(InputType::RIGHT);
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pos_x_ += vel_x_;
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if (pos_x_ > default_pos_x_)
|
||||
{
|
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pos_x_ = default_pos_x_;
|
||||
setPlayingState(PlayerState::PLAYING);
|
||||
setInvulnerable(false);
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}
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break;
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case 2:
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setInputPlaying(InputType::LEFT);
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pos_x_ += vel_x_;
|
||||
if (pos_x_ < default_pos_x_)
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||||
{
|
||||
pos_x_ = default_pos_x_;
|
||||
setPlayingState(PlayerState::PLAYING);
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||||
setInvulnerable(false);
|
||||
}
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||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
shiftSprite();
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||||
break;
|
||||
}
|
||||
case PlayerState::CREDITS:
|
||||
@@ -291,6 +335,7 @@ void Player::setAnimation()
|
||||
{
|
||||
case PlayerState::PLAYING:
|
||||
case PlayerState::ENTERING_NAME_GAME_COMPLETED:
|
||||
case PlayerState::ENTERING_SCREEN:
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||||
case PlayerState::LEAVING_SCREEN:
|
||||
case PlayerState::CREDITS:
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||||
{
|
||||
@@ -506,9 +551,29 @@ void Player::setPlayingState(PlayerState state)
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}
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||||
case PlayerState::LEAVING_SCREEN:
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||||
{
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||||
step_counter_ = 0;
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||||
setScoreboardMode(ScoreboardMode::GAME_COMPLETED);
|
||||
break;
|
||||
}
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||||
case PlayerState::ENTERING_SCREEN:
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||||
{
|
||||
step_counter_ = 0;
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||||
setScoreboardMode(ScoreboardMode::SCORE);
|
||||
switch (id_)
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||||
{
|
||||
case 1:
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||||
pos_x_ = param.game.game_area.rect.x - WIDTH_;
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||||
break;
|
||||
|
||||
case 2:
|
||||
pos_x_ = param.game.game_area.rect.x + param.game.game_area.rect.w;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PlayerState::CREDITS:
|
||||
{
|
||||
vel_x_ = (walking_state_ == PlayerState::WALKING_RIGHT) ? BASE_SPEED_ : -BASE_SPEED_;
|
||||
@@ -648,6 +713,10 @@ void Player::decContinueCounter()
|
||||
{
|
||||
setPlayingState(PlayerState::GAME_OVER);
|
||||
}
|
||||
else
|
||||
{
|
||||
JA_PlaySound(Resource::get()->getSound("continue_clock.wav"));
|
||||
}
|
||||
}
|
||||
|
||||
// Decrementa el contador de entrar nombre
|
||||
|
||||
@@ -40,6 +40,7 @@ enum class PlayerState
|
||||
CELEBRATING, // Poniendo pose de victoria
|
||||
ENTERING_NAME_GAME_COMPLETED, // Poniendo nombre en el tramo final del juego
|
||||
LEAVING_SCREEN, // Moviendose fuera de la pantalla
|
||||
ENTERING_SCREEN, // Entando a la pantalla
|
||||
CREDITS, // Estado para los creditos del juego
|
||||
};
|
||||
|
||||
@@ -91,6 +92,7 @@ private:
|
||||
bool demo_; // Para que el jugador sepa si está en el modo demostración
|
||||
int enter_name_counter_; // Contador para poner nombre
|
||||
Uint32 enter_name_ticks_ = 0; // Variable para poder cambiar el contador de poner nombre en función del tiempo
|
||||
int step_counter_ = 0; // Cuenta los pasos para los estados en los que camina automáticamente
|
||||
|
||||
// Actualiza el circulo de colisión a la posición del jugador
|
||||
void shiftColliders();
|
||||
|
||||
Reference in New Issue
Block a user