Compare commits

6 Commits

Author SHA1 Message Date
20c51d0796 Acabat el nou motor per a textos en pantalla 2024-10-30 09:25:28 +01:00
b43782786a Modificades les linux_utils 2024-10-30 09:25:12 +01:00
15554c449f Nuevos textos para el game_text 2024-10-30 08:19:32 +01:00
ba05eab79e Reduida la dependencia de PathSprite a Sprite
Treballant en els missatges de text que ixen durant la partida
2024-10-29 20:05:05 +01:00
d83c05bad4 El game_text dels items ja son textures generades i precarregades 2024-10-29 16:04:14 +01:00
e2abf835f9 Afegida nova tipografia 04b_25
Eliminades tipografies que no s'utilitzaven
La classe Text ara pot tornar una textura amb el text
2024-10-29 15:22:19 +01:00
34 changed files with 634 additions and 903 deletions

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@@ -347,4 +347,13 @@ Per favor
espere
## 116 - NOTIFICACIONES
Torna a polsar per apagar el sistema
Torna a polsar per apagar el sistema
## 117 - GAME TEXT
SuperPoder!
## 118 - GAME TEXT
+1 Colp
## 119 - GAME TEXT
Temps!

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@@ -347,4 +347,13 @@ Please
wait
## 116 - NOTIFICACIONES
Press again to shutdown system
Press again to shutdown system
## 117 - GAME TEXT
PowerUp
## 118 - GAME TEXT
+1 Hit
## 119 - GAME TEXT
Stop!

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@@ -347,4 +347,13 @@ Por favor
espere
## 94 - NOTIFICACIONES
Pulsa otra vez para apagar el sistema
Pulsa otra vez para apagar el sistema
## 117 - GAME TEXT
Potenciador
## 118 - GAME TEXT
+1 Golpe
## 119 - GAME TEXT
Tiempo!

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@@ -1,20 +0,0 @@
#!/bin/bash
# warning,style,performance
#cppcheck --force --enable=warning,style,performance --std=c++20 \
# --suppressions-list=/home/sergio/gitea/coffee_crisis_arcade_edition/linux-utils/cppcheck_suppressions \
# /home/sergio/gitea/coffee_crisis_arcade_edition/source/ \
# 2>/home/sergio/cppcheck-result-warning-style-performance.txt
# all
#cppcheck --force --enable=all -I /usr/include --std=c++20 \
#--suppress=missingIncludeSystem \
#--suppressions-list=/home/sergio/gitea/coffee_crisis_arcade_edition/linux-utils/cppcheck_suppressions \
#/home/sergio/gitea/coffee_crisis_arcade_edition/source/ \
#2>/home/sergio/cppcheck-result-all.txt
# unusedFunction
cppcheck --enable=style --std=c++20 \
--suppressions-list=./cppcheck_suppressions \
../source/ \
2>/home/sergio/cppcheck-result-all.txt

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@@ -0,0 +1,53 @@
#!/bin/bash
# Función para mostrar el uso del script
mostrar_uso() {
echo "Uso: $0 [-o opción]"
echo "Opciones:"
echo " w Ejecutar cppcheck con warning, style, performance"
echo " a Ejecutar cppcheck con todas las opciones habilitadas"
echo " u Ejecutar cppcheck para unusedFunction"
}
# Inicializar las variables
opcion=""
# Procesar las opciones
while getopts "o:" opt; do
case $opt in
o)
opcion=$OPTARG
;;
*)
mostrar_uso
exit 1
;;
esac
done
# Ejecutar según la opción seleccionada
case $opcion in
w)
cppcheck --force --enable=warning,style,performance --std=c++20 \
--suppressions-list=./cppcheck_suppressions \
../source/ \
2>./cppcheck-result-warning-style-performance.txt
;;
a)
cppcheck --force --enable=all -I /usr/include --std=c++20 \
--suppress=missingIncludeSystem \
--suppressions-list=./cppcheck_suppressions \
../source/ \
2>./cppcheck-result-all.txt
;;
u)
cppcheck --enable=style --std=c++20 \
--suppressions-list=./cppcheck_suppressions \
../source/ \
2>./cppcheck-result-unusedFunction.txt
;;
*)
mostrar_uso
exit 1
;;
esac

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@@ -28,13 +28,13 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
vy_ = 0;
max_vy_ = 3.0f;
const int size = static_cast<int>(size_);
gravity_ = param.balloon.at(size).grav;
default_vy_ = param.balloon.at(size).vel;
h_ = w_ = BALLOON_SIZE[size];
power_ = BALLOON_POWER[size];
menace_ = BALLOON_MENACE[size];
score_ = BALLOON_SCORE[size];
const int index = static_cast<int>(size_);
gravity_ = param.balloon.at(index).grav;
default_vy_ = param.balloon.at(index).vel;
h_ = w_ = BALLOON_SIZE[index];
power_ = BALLOON_POWER[index];
menace_ = BALLOON_MENACE[index];
score_ = BALLOON_SCORE[index];
break;
}
@@ -44,25 +44,25 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
default_vy_ = max_vy_ = vy_ = fabs(vx_ * 2.0f);
gravity_ = 0.00f;
const int size = static_cast<int>(size_);
h_ = w_ = BALLOON_SIZE[size];
power_ = BALLOON_POWER[size];
menace_ = BALLOON_MENACE[size];
score_ = BALLOON_SCORE[size];
const int index = static_cast<int>(size_);
h_ = w_ = BALLOON_SIZE[index];
power_ = BALLOON_POWER[index];
menace_ = BALLOON_MENACE[index];
score_ = BALLOON_SCORE[index];
break;
}
case BalloonType::POWERBALL:
{
const int size = 3;
h_ = w_ = BALLOON_SIZE[size];
const int index = 3;
h_ = w_ = BALLOON_SIZE[index];
power_ = score_ = menace_ = 0;
vy_ = 0;
max_vy_ = 3.0f;
gravity_ = param.balloon.at(size).grav;
default_vy_ = param.balloon.at(size).vel;
gravity_ = param.balloon.at(index).grav;
default_vy_ = param.balloon.at(index).vel;
sprite_->disableRotate();
sprite_->setRotateSpeed(0);

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@@ -427,15 +427,6 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/gfx/game/game_sky_colors.png", AssetType::BITMAP);
}
{ // Game Text
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_1000_points.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_2500_points.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_5000_points.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_powerup.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_one_hit.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game_text/game_text_stop.png", AssetType::BITMAP);
}
{ // Intro
Asset::get()->add(prefix + "/data/gfx/intro/intro.png", AssetType::BITMAP);
}
@@ -495,16 +486,12 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/font/8bithud.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/8bithud.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/nokia.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/nokia_big2.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/nokia.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/nokia2.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/nokia2.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/nokia_big2.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/smb2_big.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/smb2_big.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/smb2.gif", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/smb2_palette1.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/font/smb2.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/04b_25.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/04b_25.txt", AssetType::FONT);
// Textos
Asset::get()->add(prefix + "/data/lang/es_ES.txt", AssetType::LANG);

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@@ -1,39 +1,40 @@
#include "game.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL2/SDL_keycode.h> // Para SDLK_1, SDLK_2, SDLK_3, SDLK_4
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <SDL2/SDL_video.h> // Para SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
#include <stdlib.h> // Para rand, size_t
#include <algorithm> // Para find_if, clamp, min, remove_if
#include <iterator> // Para distance, size
#include <numeric> // Para accumulate
#include "asset.h" // Para Asset
#include "background.h" // Para Background
#include "balloon.h" // Para Balloon, BALLOON_SCORE, BALLOON_VE...
#include "balloon_formations.h" // Para BalloonFormations, BalloonFormatio...
#include "bullet.h" // Para Bullet, BulletType, BulletMoveStatus
#include "explosions.h" // Para Explosions
#include "fade.h" // Para Fade, FadeType
#include "global_inputs.h" // Para check
#include "input.h" // Para InputType, Input, INPUT_DO_NOT_ALL...
#include "item.h" // Para Item, ItemType
#include "jail_audio.h" // Para JA_PlaySound, JA_GetMusicState
#include "lang.h" // Para getText
#include "manage_hiscore_table.h" // Para ManageHiScoreTable
#include "notifier.h" // Para Notifier
#include "param.h" // Para Param, param, ParamGame, ParamFade
#include "path_sprite.h" // Para PathSprite, PathType
#include "player.h" // Para Player, PlayerStatus
#include "resource.h" // Para Resource
#include "scoreboard.h" // Para Scoreboard, ScoreboardMode, SCOREB...
#include "screen.h" // Para Screen
#include "section.h" // Para Name, name, Options, options
#include "smart_sprite.h" // Para SmartSprite
#include "text.h" // Para Text, TEXT_CENTER
#include "texture.h" // Para Texture
struct JA_Sound_t; // lines 40-40
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_4
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
#include <stdlib.h> // for rand, size_t
#include <algorithm> // for find_if, clamp, min, remove_if
#include <functional> // for function
#include <iterator> // for distance, size
#include <numeric> // for accumulate
#include "asset.h" // for Asset
#include "background.h" // for Background
#include "balloon.h" // for Balloon, BALLOON_SCORE, BALLOON_VE...
#include "balloon_formations.h" // for BalloonFormations, BalloonFormatio...
#include "bullet.h" // for Bullet, BulletType, BulletMoveStatus
#include "explosions.h" // for Explosions
#include "fade.h" // for Fade, FadeType
#include "global_inputs.h" // for check
#include "input.h" // for InputType, Input, INPUT_DO_NOT_ALL...
#include "item.h" // for Item, ItemType
#include "jail_audio.h" // for JA_PlaySound, JA_GetMusicState
#include "lang.h" // for getText
#include "manage_hiscore_table.h" // for ManageHiScoreTable, HiScoreEntry
#include "notifier.h" // for Notifier
#include "param.h" // for Param, param, ParamGame, ParamFade
#include "path_sprite.h" // for Path, PathSprite, createPath, Path...
#include "player.h" // for Player, PlayerStatus
#include "resource.h" // for Resource
#include "scoreboard.h" // for Scoreboard, ScoreboardMode, SCOREB...
#include "screen.h" // for Screen
#include "section.h" // for Name, name, Options, options
#include "smart_sprite.h" // for SmartSprite
#include "text.h" // for Text
#include "texture.h" // for Texture
struct JA_Sound_t; // lines 36-36
// Constructor
Game::Game(int player_id, int current_stage, bool demo)
@@ -46,8 +47,7 @@ Game::Game(int player_id, int current_stage, bool demo)
balloon_formations_(std::make_unique<BalloonFormations>()),
canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
fade_(std::make_unique<Fade>()),
current_stage_(current_stage),
last_stage_reached_(current_stage)
current_stage_(current_stage)
{
// Pasa variables
demo_.enabled = demo;
@@ -89,6 +89,7 @@ Game::Game(int player_id, int current_stage, bool demo)
{
createTwoBigBalloons();
evaluateAndSetMenace();
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("get_ready"));
}
}
@@ -118,12 +119,12 @@ void Game::setResources()
// Texturas - Game_text
{
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_1000_points.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_2500_points.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_5000_points.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_powerup.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_one_hit.png"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_stop.png"));
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"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_powerup"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_one_hit"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_stop"));
}
// Texturas - Globos
@@ -201,14 +202,6 @@ void Game::setResources()
item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee_machine.ani"));
}
// Texto
{
text_ = std::make_unique<Text>(Resource::get()->getTexture("smb2.gif"), Resource::get()->getTextFile("smb2.txt"));
text_big_ = std::make_unique<Text>(Resource::get()->getTexture("smb2_big.png"), Resource::get()->getTextFile("smb2_big.txt"));
text_nokia2_ = std::make_unique<Text>(Resource::get()->getTexture("nokia2.png"), Resource::get()->getTextFile("nokia2.txt"));
text_nokia2_big_ = std::make_unique<Text>(Resource::get()->getTexture("nokia_big2.png"), Resource::get()->getTextFile("nokia_big2.txt"));
}
}
// Crea una formación de enemigos
@@ -333,46 +326,50 @@ void Game::updateStage()
if (current_power_ >= balloon_formations_->getStage(current_stage_).power_to_complete)
{
// Cambio de fase
current_stage_++;
++current_stage_;
current_power_ = 0;
last_stage_reached_ = current_stage_;
// Ha llegado al final el juego
if (current_stage_ == 10)
{ // Ha llegado al final el juego
{
game_completed_ = true; // Marca el juego como completado
current_stage_ = 9; // Deja el valor dentro de los limites
destroyAllBalloons(); // Destruye a todos los enemigos
current_power_ = 0; // Vuelve a dejar el poder a cero, por lo que hubiera podido subir al destruir todos lo globos
menace_current_ = 255; // Sube el nivel de amenaza para que no cree mas globos
// Añade un millon de puntos a los jugadores que queden vivos
for (auto &player : players_)
{ // Añade un millon de puntos a los jugadores que queden vivos
if (player->isPlaying())
{
player->addScore(1000000);
}
}
updateHiScore();
JA_StopMusic();
}
JA_PlaySound(Resource::get()->getSound("stage_change.wav"));
stage_bitmap_counter_ = 0;
balloon_speed_ = default_balloon_speed_;
setBalloonSpeed(balloon_speed_);
screen_->flash(flash_color, 5);
screen_->flash(flash_color, 10);
screen_->shake();
}
// Incrementa el contador del bitmap que aparece mostrando el cambio de fase
if (stage_bitmap_counter_ < STAGE_COUNTER_)
{
stage_bitmap_counter_++;
}
// Si el juego se ha completado, el bitmap se detiene en el centro de la pantalla
if (game_completed_)
{
if (stage_bitmap_counter_ > 100)
// Escribe el texto por pantalla
const auto stage_number = balloon_formations_->getStage(current_stage_).number;
if (!game_completed_)
{
stage_bitmap_counter_ = 100;
std::vector<Path> paths = {paths_.at(2), paths_.at(3)};
if (stage_number == 10)
createMessage(paths, Resource::get()->getTexture("last_stage"));
else
{
auto text = std::make_unique<Text>(Resource::get()->getTexture("04b_25.png"), Resource::get()->getTextFile("04b_25.txt"));
const std::string caption = std::to_string(10 - current_stage_) + lang::getText(38);
createMessage(paths, text->writeToTexture(caption, 2, -2));
}
}
else
{
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("congratulations"));
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("1000000_points"));
}
}
}
@@ -385,6 +382,9 @@ void Game::updateGameOver()
{
if (game_over_counter_ > 0)
{
if (game_over_counter_ == GAME_OVER_COUNTER_)
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_over"));
game_over_counter_--;
if ((game_over_counter_ == 250) || (game_over_counter_ == 200) || (game_over_counter_ == 180) || (game_over_counter_ == 120) || (game_over_counter_ == 60))
@@ -652,28 +652,28 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
{
player->addScore(1000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[0]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[0]);
createItemText(x, game_text_textures_[0]);
break;
}
case ItemType::GAVINA:
{
player->addScore(2500);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[1]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[1]);
createItemText(x, game_text_textures_[1]);
break;
}
case ItemType::PACMAR:
{
player->addScore(5000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[2]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[2]);
createItemText(x, game_text_textures_[2]);
break;
}
case ItemType::CLOCK:
{
enableTimeStopItem();
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[5]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[5]);
createItemText(x, game_text_textures_[5]);
break;
}
case ItemType::COFFEE:
@@ -682,13 +682,13 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
{
player->addScore(5000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[2]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[2]);
createItemText(x, game_text_textures_[2]);
}
else
{
player->giveExtraHit();
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[4]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[4]);
createItemText(x, game_text_textures_[4]);
}
break;
}
@@ -697,7 +697,7 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
player->setPowerUp();
coffee_machine_enabled_ = false;
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_[3]->getWidth()) / 2;
createPathSprite(x, game_text_textures_[3]);
createItemText(x, game_text_textures_[3]);
break;
}
default:
@@ -897,7 +897,7 @@ void Game::freeItems()
}
// Crea un objeto PathSprite
void Game::createPathSprite(int x, std::shared_ptr<Texture> texture)
void Game::createItemText(int x, std::shared_ptr<Texture> texture)
{
path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
@@ -905,7 +905,7 @@ void Game::createPathSprite(int x, std::shared_ptr<Texture> texture)
const auto h = texture->getHeight();
const int y0 = param.game.play_area.rect.h - h;
const int y1 = 160;
const int y1 = 155;
const int y2 = -h;
// Ajusta para que no se dibuje fuera de pantalla
@@ -920,6 +920,17 @@ void Game::createPathSprite(int x, std::shared_ptr<Texture> texture)
path_sprites_.back()->enable();
}
// Crea un objeto PathSprite
void Game::createMessage(const std::vector<Path> &paths, std::shared_ptr<Texture> texture)
{
path_sprites_.emplace_back(std::make_unique<PathSprite>(texture));
// Inicializa
for (const auto &path : paths)
path_sprites_.back()->addPath(path, true);
path_sprites_.back()->enable();
}
// Vacia el vector de smartsprites
void Game::freeSmartSprites()
{
@@ -1202,15 +1213,15 @@ void Game::updateBackground()
balloons_popped_ = (balloons_popped_ > 400) ? (balloons_popped_ - 25) : 200;
// Calcula la velocidad en función de los globos explotados y el total de globos a explotar para acabar el juego
constexpr auto clouds_initial_speed = 0.05f;
constexpr auto clouds_final_speed = 2.00f - clouds_initial_speed;
const float cloudsSpeed = (-clouds_initial_speed) + (-clouds_final_speed * ((float)balloons_popped_ / (float)total_power_to_complete_game_));
constexpr float clouds_initial_speed = 0.05f;
constexpr float clouds_final_speed = 2.00f - clouds_initial_speed;
const float cloudsSpeed = (-clouds_initial_speed) + (-clouds_final_speed * (static_cast<float>(balloons_popped_) / total_power_to_complete_game_));
background_->setCloudsSpeed(cloudsSpeed);
// Calcula la transición de los diferentes fondos
const float gradient_number = std::min(((float)balloons_popped_ / 1250.0f), 3.0f);
const float percent = gradient_number - (int)gradient_number;
background_->setGradientNumber((int)gradient_number);
const float gradient_number = std::min(balloons_popped_ / 1250.0f, 3.0f);
const float percent = gradient_number - static_cast<int>(gradient_number);
background_->setGradientNumber(static_cast<int>(gradient_number));
background_->setTransition(percent);
// Actualiza el objeto
@@ -1228,11 +1239,10 @@ void Game::fillCanvas()
background_->render();
renderItems();
renderSmartSprites();
renderPathSprites();
explosions_->render();
renderBalloons();
renderBullets();
renderMessages();
renderPathSprites();
renderPlayers();
// Deja el renderizador apuntando donde estaba
@@ -1248,6 +1258,12 @@ void Game::render()
// Copia la textura con la zona de juego a la pantalla
SDL_RenderCopy(renderer_, canvas_, nullptr, &param.game.play_area.rect);
// SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 255, 255);
// const int y = param.game.play_area.center_y;
// SDL_RenderDrawLine(Screen::get()->getRenderer(), 0, y, param.game.play_area.rect.w, y);
// const int x = param.game.play_area.center_x;
// SDL_RenderDrawLine(Screen::get()->getRenderer(), x, 0, x, param.game.play_area.rect.h);
// Dibuja el marcador
scoreboard_->render();
@@ -1282,45 +1298,6 @@ void Game::updateMenace()
}
}
// Pinta diferentes mensajes en la pantalla
void Game::renderMessages()
{
// GetReady
if (counter_ < STAGE_COUNTER_ && !demo_.enabled)
text_nokia2_big_->write((int)get_ready_bitmap_path_[counter_], param.game.play_area.center_y - 8, lang::getText(75), -2);
// STAGE NUMBER
if (stage_bitmap_counter_ < STAGE_COUNTER_)
{
const auto stage_number = balloon_formations_->getStage(current_stage_).number;
std::string text;
if (stage_number == 10)
{
// Ultima fase
text = lang::getText(79);
}
else
{
// X fases restantes
text = std::to_string(11 - stage_number) + lang::getText(38);
}
if (!game_completed_)
{
// Escribe el número de fases restantes
text_nokia2_big_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2, no_color, 2, shdw_txt_color);
}
else
{
// Escribe el texto de juego completado
text = lang::getText(50);
text_nokia2_big_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_], text, -2, no_color, 1, shdw_txt_color);
text_nokia2_->writeDX(TEXT_CENTER, param.game.play_area.center_x, stage_bitmap_path_[stage_bitmap_counter_] + text_nokia2_big_->getCharacterSize() + 2, lang::getText(76), -1, no_color, 1, shdw_txt_color);
}
}
}
// Habilita el efecto del item de detener el tiempo
void Game::enableTimeStopItem()
{
@@ -1379,57 +1356,54 @@ int Game::calculateScreenPower()
// Inicializa las variables que contienen puntos de ruta para mover objetos
void Game::initPaths()
{
// Vector con los valores del seno para 360 grados
float sin[360];
for (int i = 0; i < 360; ++i)
sin[i] = SDL_sinf((float)i * 3.14f / 180.0f);
// Letrero de STAGE #
constexpr auto first_part = STAGE_COUNTER_ / 4; // 50
constexpr auto second_part = first_part * 3; // 150
const auto center_point = param.game.play_area.center_y - (BLOCK * 2);
const auto distance = (param.game.play_area.rect.h) - (param.game.play_area.center_y - 16);
for (int i = 0; i < first_part; ++i)
// Recorrido para el texto de "Get Ready!" (0,1)
{
int index = static_cast<int>((i * 1.8f) + 90) % 360;
stage_bitmap_path_[i] = sin[index] * distance + center_point;
const auto &texture = Resource::get()->getTexture("get_ready");
const auto w = texture->getWidth();
const int x0 = -w;
const int x1 = param.game.play_area.center_x - w / 2;
const int x2 = param.game.play_area.rect.w;
const int y = param.game.play_area.center_y;
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 20));
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
}
for (int i = first_part; i < second_part; ++i)
stage_bitmap_path_[i] = center_point;
for (int i = second_part; i < STAGE_COUNTER_; ++i)
// Recorrido para el texto de "Last Stage!" o de "X stages left" o "Game Over" (2,3)
{
int index = static_cast<int>(((i - 149) * 1.8f) + 90) % 360;
stage_bitmap_path_[i] = sin[index] * (center_point + 17) - 17;
const auto &texture = Resource::get()->getTexture("last_stage");
const auto h = texture->getHeight();
const int y0 = param.game.play_area.rect.h - h;
const int y1 = param.game.play_area.center_y - h / 2;
const int y2 = -h;
const int x = param.game.play_area.center_x;
paths_.emplace_back(Path(createPath(y0, y1, PathType::VERTICAL, x, 80, easeOutQuint), 20));
paths_.emplace_back(Path(createPath(y1, y2, PathType::VERTICAL, x, 80, easeInQuint), 0));
}
// Letrero de GetReady
const auto size = text_nokia2_big_->lenght(lang::getText(75), -2);
const float start1 = param.game.play_area.rect.x - size;
const float finish1 = param.game.play_area.center_x - (size / 2);
const float finish2 = param.game.play_area.rect.w;
const float distance1 = finish1 - start1;
const float distance2 = finish2 - finish1;
for (int i = 0; i < first_part; ++i)
// Recorrido para el texto de "Congratulations!!" (3,4)
{
get_ready_bitmap_path_[i] = sin[(int)(i * 1.8f)];
get_ready_bitmap_path_[i] *= distance1;
get_ready_bitmap_path_[i] -= size;
const auto &texture = Resource::get()->getTexture("congratulations");
const auto w = texture->getWidth();
const auto h = texture->getHeight();
const int x0 = -w;
const int x1 = param.game.play_area.center_x - w / 2;
const int x2 = param.game.play_area.rect.w;
const int y = param.game.play_area.center_y - h / 2 - 20;
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 400));
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
}
for (int i = first_part; i < second_part; ++i)
get_ready_bitmap_path_[i] = (int)finish1;
for (int i = second_part; i < STAGE_COUNTER_; ++i)
// Recorrido para el texto de "1.000.000 points!" (5,6)
{
get_ready_bitmap_path_[i] = sin[(int)((i - second_part) * 1.8f)];
get_ready_bitmap_path_[i] *= distance2;
get_ready_bitmap_path_[i] += finish1;
const auto &texture = Resource::get()->getTexture("1000000_points");
const auto w = texture->getWidth();
const auto h = texture->getHeight();
const int x0 = param.game.play_area.rect.w;
const int x1 = param.game.play_area.center_x - w / 2;
const int x2 = -w;
const int y = param.game.play_area.center_y + h / 2 - 20;
paths_.emplace_back(Path(createPath(x0, x1, PathType::HORIZONTAL, y, 80, easeOutQuint), 400));
paths_.emplace_back(Path(createPath(x1, x2, PathType::HORIZONTAL, y, 80, easeInQuint), 0));
}
}
@@ -1565,9 +1539,14 @@ void Game::checkEvents()
case SDLK_5: // Crea un PathSprite
{
const int x = players_.at(0)->getPosX() + (players_.at(0)->getWidth() - game_text_textures_[3]->getWidth()) / 2;
createPathSprite(x, game_text_textures_.at(3));
createItemText(x, game_text_textures_.at(3));
break;
}
case SDLK_6: // Crea un mensaje
{
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("congratulations"));
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("1000000_points"));
}
default:
break;
}
@@ -1619,9 +1598,7 @@ void Game::updateScoreboard()
void Game::pause(bool value)
{
paused_ = value;
#ifndef DEBUG
screen_->attenuate(paused_);
#endif
}
// Añade una puntuación a la tabla de records

View File

@@ -1,31 +1,31 @@
#pragma once
#include <SDL2/SDL_render.h> // Para SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // Para Uint32, Uint8
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include "balloon.h" // Para Balloon
#include "manage_hiscore_table.h" // Para HiScoreEntry
#include "options.h" // Para Options, OptionsGame, options
#include "player.h" // Para Player
#include "utils.h" // Para Demo
class Asset; // lines 12-12
class Background; // lines 13-13
class BalloonFormations; // lines 14-14
class Bullet; // lines 15-15
class Explosions; // lines 16-16
class Fade; // lines 17-17
class Input; // lines 18-18
class Item; // lines 19-19
class PathSprite; // lines 20-20
class Scoreboard; // lines 21-21
class Screen; // lines 22-22
class SmartSprite; // lines 23-23
class Text; // lines 24-24
class Texture; // lines 25-25
enum class BulletType : Uint8; // lines 26-26
enum class ItemType; // lines 27-27
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string
#include <vector> // for vector
#include "balloon.h" // for Balloon
#include "manage_hiscore_table.h" // for HiScoreEntry
#include "options.h" // for Options, OptionsGame, options
#include "player.h" // for Player
#include "utils.h" // for Demo
class Asset; // lines 14-14
class Background; // lines 15-15
class BalloonFormations; // lines 16-16
class Bullet; // lines 17-17
class Explosions; // lines 18-18
class Fade; // lines 19-19
class Input; // lines 20-20
class Item; // lines 21-21
class PathSprite; // lines 22-22
class Scoreboard; // lines 23-23
class Screen; // lines 24-24
class SmartSprite; // lines 25-25
class Texture; // lines 27-27
enum class BulletType : Uint8; // lines 28-28
enum class ItemType; // lines 29-29
struct Path;
// Modo demo
constexpr bool GAME_MODE_DEMO_OFF = false;
@@ -67,7 +67,6 @@ private:
// Constantes
// Contadores
static constexpr int STAGE_COUNTER_ = 200;
static constexpr int HELP_COUNTER_ = 1000;
static constexpr int GAME_COMPLETED_START_FADE_ = 500;
static constexpr int GAME_COMPLETED_END_ = 700;
@@ -144,12 +143,8 @@ private:
std::vector<std::vector<std::string>> balloon_animations_; // Vector con las animaciones de los globos
std::vector<std::vector<std::string>> explosions_animations_; // Vector con las animaciones de las explosiones
std::unique_ptr<Text> text_; // Fuente para los textos del juego
std::unique_ptr<Text> text_big_; // Fuente de texto grande
std::unique_ptr<Text> text_nokia2_; // Otra fuente de texto para mensajes
std::unique_ptr<Text> text_nokia2_big_; // Y la versión en grande
std::unique_ptr<Fade> fade_; // Objeto para renderizar fades
std::vector<Path> paths_; // Vector con los recorridos precalculados almacenados
// Variables
HiScoreEntry hi_score_ = HiScoreEntry(
@@ -157,7 +152,6 @@ private:
options.game.hi_score_table[0].score); // Máxima puntuación y nombre de quien la ostenta
int current_stage_; // Indica la fase actual
int last_stage_reached_; // Contiene el número de la última pantalla que se ha alcanzado
Demo demo_; // Variable con todas las variables relacionadas con el modo demo
GameDifficulty difficulty_ = options.game.difficulty; // Dificultad del juego
Helper helper_; // Variable para gestionar las ayudas
@@ -170,8 +164,6 @@ private:
float balloon_speed_; // Velocidad a la que se mueven los enemigos
float default_balloon_speed_; // Velocidad base de los enemigos, sin incrementar
float difficulty_score_multiplier_; // Multiplicador de puntos en función de la dificultad
float get_ready_bitmap_path_[STAGE_COUNTER_]; // Vector con los puntos X por donde se desplaza el texto
int stage_bitmap_path_[STAGE_COUNTER_]; // Vector con los puntos Y por donde se desplaza el texto
int balloon_deploy_counter_ = 0; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero
int balloons_popped_ = 0; // Lleva la cuenta de los globos explotados
int counter_ = 0; // Contador para el juego
@@ -182,7 +174,6 @@ private:
int menace_current_ = 0; // Nivel de amenaza actual
int menace_threshold_ = 0; // Umbral del nivel de amenaza. Si el nivel de amenaza cae por debajo del umbral, se generan más globos. Si el umbral aumenta, aumenta el número de globos
int power_ball_counter_ = 0; // Contador de formaciones enemigas entre la aparicion de una PowerBall y otra
int stage_bitmap_counter_ = STAGE_COUNTER_; // Contador para el tiempo visible del texto de Stage
int time_stopped_counter_ = 0; // Temporizador para llevar la cuenta del tiempo detenido
int total_power_to_complete_game_; // La suma del poder necesario para completar todas las fases
#ifdef DEBUG
@@ -304,7 +295,10 @@ private:
void freeItems();
// Crea un objeto PathSprite
void createPathSprite(int x, std::shared_ptr<Texture> texture);
void createItemText(int x, std::shared_ptr<Texture> texture);
// Crea un objeto PathSprite
void createMessage(const std::vector<Path> &paths, std::shared_ptr<Texture> texture);
// Vacia el vector de smartsprites
void freeSmartSprites();

View File

@@ -139,9 +139,7 @@ Intro::Intro()
texts_[8]->setSpeed(16);
for (auto &text : texts_)
{
text->center(param.game.game_area.center_x);
}
}
// Recarga todas las texturas
@@ -171,9 +169,7 @@ void Intro::checkEvents()
case SDL_WINDOWEVENT:
{
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
reloadTextures();
}
break;
}

View File

@@ -63,19 +63,23 @@ struct ParamNotification
};
// Estructura para almacenar todos los parámetros del juego
struct Param
{
ParamGame game; // Parametros relacionados con el juego
ParamFade fade; // Parametros para ajustar el fade
SDL_Rect scoreboard; // Posición y tamaño del marcador
ParamTitle title; // Parametros con ajustes para la sección Title
ParamBackground background; // Parametros que afectan a la clase Background
std::vector<ParamBalloon> balloon; // Parametros de velocidad y gravedad de cada tipo de globo
ParamNotification notification; // Opciones para las notificaciones
struct Param {
ParamGame game;
ParamFade fade;
SDL_Rect scoreboard;
ParamTitle title;
ParamBackground background;
std::vector<ParamBalloon> balloon;
ParamNotification notification;
Param() { balloon.reserve(4); }
Param() : game(), fade(), scoreboard(), title(), background(), notification() {
balloon.reserve(4);
}
};
extern Param param;
extern Param param;
// Establece valores para los parametros a partir de un fichero de texto

View File

@@ -1,40 +1,11 @@
#include "path_sprite.h"
#include <bits/std_abs.h> // Para abs
#include <stdlib.h> // Para abs
#include <utility> // Para move
#include "moving_sprite.h" // Para MovingSprite
#include "utils.h" // Para easeOutQuint
#include <functional>
class Texture; // lines 3-3
// Constructor
PathSprite::PathSprite(std::shared_ptr<Texture> texture)
: AnimatedSprite(texture) {}
// Actualiza la posición y comprueba si ha llegado a su destino
void PathSprite::update()
{
if (enabled_)
{
moveThroughCurrentPath();
goToNextPathOrDie();
}
}
// Añade un recorrido
void PathSprite::addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction, int waiting_counter)
{
paths_.emplace_back(createPath(start, end, type, fixed_pos, steps, easingFunction), waiting_counter);
}
// Añade un recorrido
void PathSprite::addPath(std::vector<SDL_Point> spots, int waiting_counter)
{
paths_.emplace_back(std::move(spots), waiting_counter);
}
#include <bits/std_abs.h> // for abs
#include <stdlib.h> // for abs
#include <functional> // for function
#include <utility> // for move
// Devuelve un vector con los puntos que conforman la ruta
std::vector<SDL_Point> PathSprite::createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction)
std::vector<SDL_Point> createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction)
{
std::vector<SDL_Point> v;
v.reserve(steps);
@@ -69,6 +40,59 @@ std::vector<SDL_Point> PathSprite::createPath(int start, int end, PathType type,
return v;
}
// Actualiza la posición y comprueba si ha llegado a su destino
void PathSprite::update()
{
if (enabled_)
{
moveThroughCurrentPath();
goToNextPathOrDie();
}
}
// Añade un recorrido
void PathSprite::addPath(Path path, bool centered)
{
PathCentered path_centered = PathCentered::NONE;
if (centered)
path_centered = (path.spots.back().x == path.spots.front().x) ? PathCentered::ON_X : PathCentered::ON_Y;
switch (path_centered)
{
case PathCentered::ON_X:
{
const int x = path.spots.back().x - pos_.w / 2;
for (auto &spot : path.spots)
spot.x = x;
paths_.emplace_back(path);
break;
}
case PathCentered::ON_Y:
{
const int y = path.spots.back().y - pos_.h / 2;
for (auto &spot : path.spots)
spot.y = y;
paths_.emplace_back(path);
break;
}
default:
paths_.emplace_back(path);
break;
}
}
// Añade un recorrido
void PathSprite::addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction, int waiting_counter)
{
paths_.emplace_back(createPath(start, end, type, fixed_pos, steps, easingFunction), waiting_counter);
}
// Añade un recorrido
void PathSprite::addPath(std::vector<SDL_Point> spots, int waiting_counter)
{
paths_.emplace_back(std::move(spots), waiting_counter);
}
// Habilita el objeto
void PathSprite::enable()
{
@@ -82,7 +106,7 @@ void PathSprite::moveThroughCurrentPath()
// Establece la posición
const auto &p = path.spots.at(path.counter);
MovingSprite::setPos(p.x, p.y);
setPosition(p);
// Comprobar si ha terminado el recorrido
if (!path.on_destination)
@@ -101,7 +125,7 @@ void PathSprite::moveThroughCurrentPath()
if (path.waiting_counter == 0)
path.finished = true;
else
--path.waiting_counter;
--path.waiting_counter;
}
}

View File

@@ -1,11 +1,11 @@
#pragma once
#include <SDL2/SDL_rect.h> // Para SDL_Point
#include <memory> // Para shared_ptr
#include <functional>
#include <vector> // Para vector
#include "animated_sprite.h" // Para AnimatedSprite
class Texture; // lines 5-5
#include <SDL2/SDL_rect.h> // for SDL_Point
#include <functional> // for function
#include <memory> // for shared_ptr
#include <vector> // for vector
#include "sprite.h" // for Sprite
class Texture; // lines 8-8
enum class PathType
{
@@ -13,26 +13,35 @@ enum class PathType
HORIZONTAL,
};
enum class PathCentered
{
ON_X,
ON_Y,
NONE,
};
// Estructuras
struct Path
{
std::vector<SDL_Point> spots; // Puntos por los que se desplazará el sprite
int waiting_counter; // Tiempo de espera una vez en el destino
bool on_destination = false; // Indica si ha llegado al destino
bool finished = false; // Indica si ha terminado de esperarse
int counter = 0; // Contador interno
// Constructor
Path(const std::vector<SDL_Point> &spots_init, int waiting_counter_init)
: spots(spots_init), waiting_counter(waiting_counter_init) {}
};
// Devuelve un vector con los puntos que conforman la ruta
std::vector<SDL_Point> createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction);
// Clase PathSprite
class PathSprite : public AnimatedSprite
class PathSprite : public Sprite
{
private:
// Estructuras
struct Path
{
std::vector<SDL_Point> spots; // Puntos por los que se desplazará el sprite
int waiting_counter; // Tiempo de espera una vez en el destino
bool on_destination = false; // Indica si ha llegado al destino
bool finished = false; // Indica si ha terminado de esperarse
int counter = 0; // Contador interno
// Constructor
Path(const std::vector<SDL_Point> &spots_init, int waiting_counter_init)
: spots(spots_init), waiting_counter(waiting_counter_init) {}
};
// Variables
bool finished_ = false; // Indica si ya ha terminado
bool enabled_ = false; // Indica si el objeto está habilitado
int current_path_ = 0; // Path que se está recorriendo actualmente
std::vector<Path> paths_; // Caminos a recorrer por el sprite
@@ -45,21 +54,20 @@ private:
public:
// Constructor
explicit PathSprite(std::shared_ptr<Texture> texture);
explicit PathSprite(std::shared_ptr<Texture> texture)
: Sprite(texture) {}
// Destructor
~PathSprite() = default;
// Actualiza la posición del sprite
void update() override;
void update();
// Añade un recorrido
void addPath(Path path, bool centered = false);
void addPath(std::vector<SDL_Point> spots, int waiting_counter);
void addPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction, int waiting_counter);
// Devuelve un vector con los puntos que conforman la ruta
std::vector<SDL_Point> createPath(int start, int end, PathType type, int fixed_pos, int steps, const std::function<double(double)> &easingFunction);
// Habilita el objeto
void enable();

View File

@@ -3,8 +3,10 @@
#include <iostream> // Para basic_ostream, operator<<, endl, cout, cerr
#include <stdexcept> // Para runtime_error
#include "asset.h" // Para Asset, AssetType
#include "lang.h" // Para lang
#include "jail_audio.h" // Para JA_LoadMusic, JA_LoadSound
#include "screen.h" // Para Screen
#include "text.h" // Para Text
struct JA_Music_t;
struct JA_Sound_t;
@@ -40,19 +42,10 @@ Resource::Resource()
loadAnimations();
loadDemoData();
addPalettes();
createTextures();
std::cout << "\n** RESOURCES LOADED" << std::endl;
}
// Destructor
Resource::~Resource()
{
sounds_.clear();
musics_.clear();
textures_.clear();
text_files_.clear();
animations_.clear();
}
// Obtiene el sonido a partir de un nombre
JA_Sound_t *Resource::getSound(const std::string &name)
{
@@ -230,4 +223,50 @@ void Resource::addPalettes()
// Fuentes
getTexture("smb2.gif")->addPaletteFromFile(Asset::get()->get("smb2_palette1.pal"));
}
}
// Crea texturas
void Resource::createTextures()
{
struct NameAndText
{
std::string name;
std::string text;
// Constructor
NameAndText(const std::string &name_init, const std::string &text_init)
: name(name_init), text(text_init) {}
};
std::cout << "\n>> CREATING TEXTURES" << std::endl;
auto text = std::make_unique<Text>(getTexture("04b_25.png"), getTextFile("04b_25.txt"));
// Tamaño normal
std::vector<NameAndText> strings = {
NameAndText("game_text_1000_points", "1.000"),
NameAndText("game_text_2500_points", "2.500"),
NameAndText("game_text_5000_points", "5.000"),
NameAndText("game_text_powerup", lang::getText(117)),
NameAndText("game_text_one_hit", lang::getText(118)),
NameAndText("game_text_stop", lang::getText(119)),
NameAndText("1000000_points", lang::getText(76))};
for (const auto &s : strings)
{
textures_.emplace_back(ResourceTexture(s.name, text->writeToTexture(s.text, 1, -2)));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
// Tamaño doble
std::vector<NameAndText> strings2X = {
NameAndText("get_ready", lang::getText(75)),
NameAndText("last_stage", lang::getText(79)),
NameAndText("congratulations", lang::getText(50)),
NameAndText("game_over", "Game Over")};
for (const auto &s : strings2X)
{
textures_.emplace_back(ResourceTexture(s.name, text->writeToTexture(s.text, 2, -2)));
printWithDots("Texture : ", s.name, "[ DONE ]");
}
}

View File

@@ -99,13 +99,16 @@ private:
// Añade paletas a las texturas
void addPalettes();
// Crea texturas
void createTextures();
// [SINGLETON] Ahora el constructor y el destructor son privados, para no poder crear objetos resource desde fuera
// Constructor
Resource();
// Destructor
~Resource();
~Resource() = default;
public:
// [SINGLETON] Crearemos el objeto resource con esta función estática

View File

@@ -141,7 +141,7 @@ void Screen::blit()
// Copia la textura de juego en el renderizador en la posición adecuada
if (shake_effect_.enabled)
SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr); // Esta copia es para evitar que se vea negro por los laterales
SDL_RenderCopy(renderer_, game_canvas_, &src_rect_, &dst_rect_);
// Muestra por pantalla el renderizador
@@ -375,10 +375,7 @@ void Screen::updateShakeEffect()
// Pone la pantalla de color
void Screen::flash(Color color, int lenght)
{
flash_effect_.enabled = true;
flash_effect_.counter = 0;
flash_effect_.lenght = lenght;
flash_effect_.color = color;
flash_effect_ = FlashEffect(true, lenght, color);
}
// Actualiza y dibuja el efecto de flash en la pantalla
@@ -387,14 +384,14 @@ void Screen::doFlash()
if (flash_effect_.enabled)
{
// Dibuja el color del flash en la textura
SDL_Texture *temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, game_canvas_);
//auto temp = SDL_GetRenderTarget(renderer_);
//SDL_SetRenderTarget(renderer_, game_canvas_);
SDL_SetRenderDrawColor(renderer_, flash_effect_.color.r, flash_effect_.color.g, flash_effect_.color.b, 0xFF);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, temp);
//SDL_SetRenderTarget(renderer_, temp);
// Actualiza la lógica del efecto
flash_effect_.counter < flash_effect_.lenght ? flash_effect_.counter++ : flash_effect_.enabled = false;
flash_effect_.counter > 0 ? flash_effect_.counter-- : flash_effect_.enabled = false;
}
}
@@ -403,11 +400,11 @@ void Screen::doAttenuate()
{
if (attenuate_effect_)
{
SDL_Texture *temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, game_canvas_);
//auto temp = SDL_GetRenderTarget(renderer_);
//SDL_SetRenderTarget(renderer_, game_canvas_);
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 64);
SDL_RenderFillRect(renderer_, nullptr);
SDL_SetRenderTarget(renderer_, temp);
//SDL_SetRenderTarget(renderer_, temp);
}
}

View File

@@ -43,7 +43,7 @@ private:
int fps_ = 0; // Frames calculados en el último segundo
std::string info_resolution_; // Texto con la informacion de la pantalla
#ifdef DEBUG
bool show_info_ = true; // Indica si ha de mostrar/ocultar la información de la pantalla
bool show_info_ = false; // Indica si ha de mostrar/ocultar la información de la pantalla
#else
bool show_info_ = false; // Indica si ha de mostrar/ocultar la información de la pantalla
#endif
@@ -52,12 +52,11 @@ private:
{
bool enabled; // Indica si el efecto está activo
int counter; // Contador para el efecto
int lenght; // Duración del efecto
Color color; // Color del efecto
// Constructor
explicit FlashEffect(bool en = false, int cnt = 0, int len = 0, Color col = Color(0xFF, 0xFF, 0xFF))
: enabled(en), counter(cnt), lenght(len), color(col) {}
explicit FlashEffect(bool en = false, int cnt = 0, Color col = Color(0xFF, 0xFF, 0xFF))
: enabled(en), counter(cnt), color(col) {}
};
struct ShakeEffect

View File

@@ -1,11 +1,16 @@
#include "text.h"
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <fstream> // Para basic_ifstream, basic_istream, basic_ostream
#include <iostream> // Para cerr
#include <stdexcept> // Para runtime_error
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para Color, getFileName, printWithDots
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_TEXTUREACCESS_TARGET
#include <stddef.h> // for size_t
#include <fstream> // for basic_ifstream, basic_istream, basic...
#include <iostream> // for cerr
#include <stdexcept> // for runtime_error
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for Color, getFileName, printWithDots
// Llena una estructuta TextFile desde un fichero
std::shared_ptr<TextFile> loadTextFile(const std::string &file_path)
@@ -45,9 +50,7 @@ std::shared_ptr<TextFile> loadTextFile(const std::string &file_path)
{
// Almacena solo las lineas impares
if (line_read % 2 == 1)
{
tf->offset[index++].w = std::stoi(buffer);
}
// Limpia el buffer
buffer.clear();
@@ -122,26 +125,50 @@ Text::Text(std::shared_ptr<Texture> texture, std::shared_ptr<TextFile> text_file
// Escribe texto en pantalla
void Text::write(int x, int y, const std::string &text, int kerning, int lenght)
{
auto shift = 0;
int shift = 0;
if (lenght == -1)
{
lenght = text.length();
}
sprite_->setY(y);
const auto width = sprite_->getWidth();
const auto height = sprite_->getHeight();
for (int i = 0; i < lenght; ++i)
{
const auto index = static_cast<int>(text[i]);
sprite_->setSpriteClip(offset_[index].x, offset_[index].y, width, height);
auto index = static_cast<int>(text[i]);
sprite_->setSpriteClip(offset_[index].x, offset_[index].y, box_width_, box_height_);
sprite_->setX(x + shift);
sprite_->render();
shift += fixed_width_ ? box_width_ : (offset_[int(text[i])].w + kerning);
shift += offset_[static_cast<int>(text[i])].w + kerning;
}
}
// Escribe texto en pantalla
void Text::write2X(int x, int y, const std::string &text, int kerning)
{
int shift = 0;
for (size_t i = 0; i < text.length(); ++i)
{
auto index = static_cast<size_t>(text[i]);
SDL_Rect rect = {offset_[index].x, offset_[index].y, box_width_, box_height_};
sprite_->getTexture()->render(x + shift, y, &rect, 2.0f, 2.0f);
shift += (offset_[index].w + kerning) * 2;
}
}
// Escribe el texto en una textura
std::shared_ptr<Texture> Text::writeToTexture(const std::string &text, int zoom, int kerning)
{
auto renderer = Screen::get()->getRenderer();
auto texture = std::make_shared<Texture>(renderer);
auto width = lenght(text, kerning) * zoom;
auto height = box_height_ * zoom;
texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
texture->setBlendMode(SDL_BLENDMODE_BLEND);
texture->setAsRenderTarget(renderer);
zoom == 1 ? write(0, 0, text, kerning) : write2X(0, 0, text, kerning);
return texture;
}
// Escribe el texto con colores
void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int lenght)
{
@@ -211,12 +238,9 @@ void Text::writeDX(Uint8 flags, int x, int y, const std::string &text, int kerni
// Obtiene la longitud en pixels de una cadena
int Text::lenght(const std::string &text, int kerning) const
{
auto shift = 0;
for (int i = 0; i < (int)text.length(); ++i)
{
shift += (offset_[int(text[i])].w + kerning);
}
int shift = 0;
for (size_t i = 0; i < text.length(); ++i)
shift += (offset_[static_cast<int>(text[i])].w + kerning);
// Descuenta el kerning del último caracter
return shift - kerning;

View File

@@ -50,6 +50,10 @@ public:
// Escribe el texto en pantalla
void write(int x, int y, const std::string &text, int kerning = 1, int lenght = -1);
void write2X(int x, int y, const std::string &text, int kerning = 1);
// Escribe el texto en una textura
std::shared_ptr<Texture> writeToTexture(const std::string &text, int zoom = 1, int kerning = 1);
// Escribe el texto con colores
void writeColored(int x, int y, const std::string &text, Color color, int kerning = 1, int lenght = -1);

View File

@@ -60,6 +60,9 @@ Texture::~Texture()
// Carga una imagen desde un fichero
bool Texture::loadFromFile(const std::string &file_path)
{
if (file_path.empty())
return false;
int req_format = STBI_rgb_alpha;
int width, height, orig_format;
unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);