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11 Commits

Author SHA1 Message Date
52a0c2b91f Treballant en la nova tabla de records: ja pinta amb sprites 2025-01-25 21:17:45 +01:00
f12a456017 Alguns arreglos en updateTimeStopped() 2025-01-25 18:51:39 +01:00
f39e65afaf Ja no se que he tocat i qué no, cosetes del malo nou 2025-01-25 18:47:06 +01:00
d3183237df Estandaritzats els noms dels fitxers de audio
Eliminat el soroll de TNT que feia ANYS que no existía
2025-01-25 18:15:49 +01:00
60302004f4 Afegits efectes de audio nous
Retocats alguns efectes de audio al afagar items per a no solapar dos audios
2025-01-25 18:11:24 +01:00
e60938cb19 El malo nou ja suca cosetes, falta ajustar un poc els paràmetres 2025-01-25 17:41:45 +01:00
2b3cc719ba Fix del fix: aaaara si que lleva el garbage de la zona negra. Havia posat el clean() on no tocava 2025-01-25 13:14:25 +01:00
d01c91ebde Fix: m'havia carregat el shakeEffect() de la pantalla quan havia shaders, i de paso he vist que el que tenbia fet shakejava també les notificacions i els menus de debug. Ale, ja està tot arreglaet.
Fix: tampoc estava netejant la pantalla, pensava que no feia falta, pero quan SDL replena de negre la finestra en pantalla completa, havia gorrinades
2025-01-24 20:20:50 +01:00
7130f2298a Merge branch 'main' of https://gitea.sustancia.synology.me/JailDesigner/coffee_crisis_arcade_edition 2025-01-24 10:44:58 +01:00
380cc17861 Fix: ara apaga el sistem al final del tot, almenys quan ja ha escrit la configuració a disc 2025-01-24 10:43:00 +01:00
a5388873e3 Actualizar README.md 2025-01-05 15:47:51 +01:00
30 changed files with 348 additions and 135 deletions

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@@ -11,7 +11,7 @@ Coffee Crisis Arcade Edition és una versió ampliada i millorada del aclamat Co
Defensa el teu cafè contra les bambolles gegants en aquest trepidant joc d'arcade! 🍵
<p align="center">
<img src="https://php.sustancia.synology.me/images/ccae_title.png" alt="Títol" />
<img src="https://php.sustancia.synology.me/images/ccae_title.png" alt="Títol" width="60%" />
</p>
## Controls
@@ -25,7 +25,8 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
> Nota: El joc suporta nomes un jugador amb teclat.
<p align="center">
<img src="https://php.sustancia.synology.me/images/ccae1.png" alt="Joc" />
<img src="https://php.sustancia.synology.me/images/ccae1.png" alt="Joc" width="45%" />
<img src="https://php.sustancia.synology.me/images/ccae3.png" alt="Joc" width="45%" />
</p>
## Altres tecles
@@ -43,7 +44,7 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
| **F10** | Reset del joc |
<p align="center">
<img src="https://php.sustancia.synology.me/images/ccae2.png" alt="Joc" />
<img src="https://php.sustancia.synology.me/images/ccae2.png" alt="Joc" width="50%" />
</p>
## Com instal·lar i jugar

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@@ -0,0 +1,9 @@
frame_width=20
frame_height=20
[animation]
name=default
speed=10
loop=0
frames=0,1
[/animation]

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@@ -2,8 +2,15 @@ frame_width=32
frame_height=32
[animation]
name=default
name=fly
speed=2
loop=0
frames=0,1
[/animation]
[animation]
name=hit
speed=2
loop=0
frames=2,3
[/animation]

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data/sound/debian_drop.wav Normal file

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data/sound/tabe_hit.wav Normal file

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@@ -321,7 +321,7 @@ int BalloonManager::destroyAllBalloons()
}
balloon_deploy_counter_ = 300;
JA_PlaySound(Resource::get()->getSound("powerball.wav"));
JA_PlaySound(Resource::get()->getSound("power_ball_explosion.wav"));
Screen::get()->flash(flash_color, 3);
Screen::get()->shake();

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@@ -52,7 +52,7 @@ Director::Director(int argc, const char *argv[])
section::name = section::Name::GAME;
section::options = section::Options::GAME_PLAY_1P;
#elif DEBUG
section::name = section::Name::LOGO;
section::name = section::Name::HI_SCORE_TABLE;
#else // NORMAL GAME
section::name = section::Name::LOGO;
section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
@@ -126,6 +126,10 @@ void Director::close()
SDL_DestroyWindow(window_);
SDL_Quit();
#ifdef ARCADE
shutdownSystem(section::options == section::Options::QUIT_WITH_CONTROLLER);
#endif
}
// Carga los parametros
@@ -393,16 +397,16 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/sound/bubble4.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bullet.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/clock.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/coffeeout.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/coffee_out.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/continue_clock.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/hiscore.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/itemdrop.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/itempickup.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/hi_score_achieved.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/item_drop.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/item_pickup.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/logo.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/powerball.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/power_ball_explosion.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/tabe.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
@@ -411,6 +415,9 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/walk.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/debian_drop.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/debian_pickup.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/tabe_hit.wav", AssetType::SOUND);
// Shaders
Asset::get()->add(prefix + "/data/shaders/crtpi_256.glsl", AssetType::DATA);
@@ -490,6 +497,8 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/gfx/item/item_clock.ani", AssetType::ANIMATION);
Asset::get()->add(prefix + "/data/gfx/item/item_coffee.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/item/item_coffee.ani", AssetType::ANIMATION);
Asset::get()->add(prefix + "/data/gfx/item/item_debian.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/item/item_debian.ani", AssetType::ANIMATION);
Asset::get()->add(prefix + "/data/gfx/item/item_coffee_machine.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/item/item_coffee_machine.ani", AssetType::ANIMATION);
}
@@ -762,11 +771,6 @@ int Director::run()
// Habilita de nuevo los std::cout
std::cout.rdbuf(orig_buf);
#endif
#ifdef ARCADE
// Comprueba si ha de apagar el sistema
if (section::options == section::Options::QUIT_WITH_CONTROLLER)
shutdownSystem();
#endif
return (section::options == section::Options::QUIT_WITH_CONTROLLER) ? 1 : 0;
}
@@ -794,20 +798,23 @@ std::string Director::getLangFile(lang::Code code)
#ifdef ARCADE
// Apaga el sistema
void Director::shutdownSystem()
void Director::shutdownSystem(bool shouldShutdown)
{
if (shouldShutdown)
{
#ifdef _WIN32
// Apaga el sistema en Windows
system("shutdown /s /t 0");
system("shutdown /s /t 5");
#elif __APPLE__
// Apaga el sistema en macOS
system("sudo shutdown -h now");
system("sudo shutdown -h +0.1");
#elif __linux__
// Apaga el sistema en Linux
system("shutdown -h now");
system("sleep 5; shutdown -h now");
#else
// Sistema operativo no compatible
#error "Sistema operativo no soportado"
#endif
}
}
#endif // ARCADE

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@@ -74,7 +74,7 @@ private:
std::string getLangFile(lang::Code code);
#ifdef ARCADE
// Apaga el sistema
void shutdownSystem();
void shutdownSystem(bool shouldShutdown);
#endif
// Inicializa todo

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@@ -140,6 +140,7 @@ void Game::setResources()
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"));
game_text_textures_.emplace_back(Resource::get()->getTexture("game_text_100000_points"));
}
// Texturas - Items
@@ -149,6 +150,7 @@ void Game::setResources()
item_textures_.emplace_back(Resource::get()->getTexture("item_points3_pacmar.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_clock.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_coffee.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_debian.png"));
item_textures_.emplace_back(Resource::get()->getTexture("item_coffee_machine.png"));
}
@@ -181,6 +183,7 @@ void Game::setResources()
item_animations_.emplace_back(Resource::get()->getAnimation("item_points3_pacmar.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_clock.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_debian.ani"));
item_animations_.emplace_back(Resource::get()->getAnimation("item_coffee_machine.ani"));
}
}
@@ -202,7 +205,7 @@ void Game::updateHiScore()
if (hi_score_achieved_ == false)
{
hi_score_achieved_ = true;
JA_PlaySound(Resource::get()->getSound("hiscore.wav"));
JA_PlaySound(Resource::get()->getSound("hi_score_achieved.wav"));
}
}
}
@@ -297,7 +300,7 @@ void Game::updateGameStateGameOver()
updateSmartSprites();
updatePathSprites();
updateTimeStopped();
checkBulletBalloonCollision();
checkBulletCollision();
cleanVectors();
if (game_over_counter_ > 0)
@@ -462,37 +465,41 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
case ItemType::DISK:
{
player->addScore(1000);
const auto x =
item->getPosX() +
(item->getWidth() - game_text_textures_[0]->getWidth()) / 2;
createItemText(x, game_text_textures_[0]);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(0)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(0));
JA_PlaySound(Resource::get()->getSound("item_pickup.wav"));
break;
}
case ItemType::GAVINA:
{
player->addScore(2500);
const auto x =
item->getPosX() +
(item->getWidth() - game_text_textures_[1]->getWidth()) / 2;
createItemText(x, game_text_textures_[1]);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(1)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(1));
JA_PlaySound(Resource::get()->getSound("item_pickup.wav"));
break;
}
case ItemType::PACMAR:
{
player->addScore(5000);
const auto x =
item->getPosX() +
(item->getWidth() - game_text_textures_[2]->getWidth()) / 2;
createItemText(x, game_text_textures_[2]);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(2)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(2));
JA_PlaySound(Resource::get()->getSound("item_pickup.wav"));
break;
}
case ItemType::DEBIAN:
{
player->addScore(100000);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(6)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(6));
JA_PlaySound(Resource::get()->getSound("debian_pickup.wav"));
break;
}
case ItemType::CLOCK:
{
enableTimeStopItem();
const auto x =
item->getPosX() +
(item->getWidth() - game_text_textures_[5]->getWidth()) / 2;
createItemText(x, game_text_textures_[5]);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(5)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(5));
JA_PlaySound(Resource::get()->getSound("item_pickup.wav"));
break;
}
case ItemType::COFFEE:
@@ -500,18 +507,14 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
if (player->getCoffees() == 2)
{
player->addScore(5000);
const auto x =
item->getPosX() +
(item->getWidth() - game_text_textures_[2]->getWidth()) / 2;
createItemText(x, game_text_textures_[2]);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(2)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(2));
}
else
{
player->giveExtraHit();
const auto x =
item->getPosX() +
(item->getWidth() - game_text_textures_[4]->getWidth()) / 2;
createItemText(x, game_text_textures_[4]);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(4)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(4));
}
JA_PlaySound(Resource::get()->getSound("voice_coffee.wav"));
break;
@@ -520,10 +523,8 @@ 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;
createItemText(x, game_text_textures_[3]);
const auto x = item->getPosX() + (item->getWidth() - game_text_textures_.at(3)->getWidth()) / 2;
createItemText(x, game_text_textures_.at(3));
JA_PlaySound(Resource::get()->getSound("voice_power_up.wav"));
break;
}
@@ -532,18 +533,46 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player)
}
updateHiScore();
JA_PlaySound(Resource::get()->getSound("itempickup.wav"));
item->disable();
}
}
}
}
// Comprueba y procesa la colisión entre las balas y los globos
void Game::checkBulletBalloonCollision()
// Comprueba y procesa la colisión de las balas
void Game::checkBulletCollision()
{
for (auto &bullet : bullets_)
{
// Comprueba la colisión con el Tabe
if (bullet->isEnabled() && tabe_->isEnabled())
if (checkCollision(bullet->getCollider(), tabe_->getCollider()))
{
tabe_->setState(TabeState::HIT);
bullet->disable();
auto pos = tabe_->getCollider();
if (tabe_->tryToGetBonus())
{
createItem(ItemType::DEBIAN, pos.x, pos.y);
JA_PlaySound(Resource::get()->getSound("debian_drop.wav"));
}
else
{
if (rand() % 3 == 0)
{
createItem(ItemType::COFFEE, pos.x, pos.y);
// JA_PlaySound(Resource::get()->getSound("item_drop.wav"));
}
else
{
// JA_PlaySound(Resource::get()->getSound("tabe_hit.wav"));
}
JA_PlaySound(Resource::get()->getSound("tabe_hit.wav"));
}
break;
}
// Comprueba la colisión con los globos
for (auto &balloon : balloon_manager_->getBalloons())
{
if (balloon->isEnabled() && (!balloon->isInvulnerable()) && bullet->isEnabled())
@@ -560,7 +589,7 @@ void Game::checkBulletBalloonCollision()
if (dropped_item != ItemType::COFFEE_MACHINE)
{
createItem(dropped_item, balloon->getPosX(), balloon->getPosY());
JA_PlaySound(Resource::get()->getSound("itemdrop.wav"));
JA_PlaySound(Resource::get()->getSound("item_drop.wav"));
}
else
{
@@ -745,7 +774,7 @@ void Game::createItemText(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 = 155;
const int y1 = 160 - (h / 2);
const int y2 = -h;
// Ajusta para que no se dibuje fuera de pantalla
@@ -865,7 +894,7 @@ void Game::killPlayer(std::shared_ptr<Player> &player)
// Lo pierde
player->removeExtraHit();
throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2));
JA_PlaySound(Resource::get()->getSound("coffeeout.wav"));
JA_PlaySound(Resource::get()->getSound("coffee_out.wav"));
screen_->shake();
}
else
@@ -893,21 +922,29 @@ void Game::updateTimeStopped()
if (time_stopped_counter_ > 120)
{
if (time_stopped_counter_ % 30 == 0)
{
JA_PlaySound(Resource::get()->getSound("clock.wav"));
}
}
else
{
if (time_stopped_counter_ % 15 == 0)
JA_PlaySound(Resource::get()->getSound("clock.wav"));
if (time_stopped_counter_ % 30 == 0)
{
balloon_manager_->normalColorsToAllBalloons();
if (time_stopped_counter_ % 30 == 15)
JA_PlaySound(Resource::get()->getSound("clock.wav"));
}
else if (time_stopped_counter_ % 30 == 15)
{
balloon_manager_->reverseColorsToAllBalloons();
JA_PlaySound(Resource::get()->getSound("clock.wav"));
}
}
}
else
{
disableTimeStopItem();
}
}
// Actualiza el juego
void Game::update()
@@ -1233,10 +1270,10 @@ void Game::checkEvents()
createItem(ItemType::CLOCK, players_.at(0)->getPosX(), players_.at(0)->getPosY() - 40);
break;
}
case SDLK_5: // Crea un PathSprite
case SDLK_5: // 5.000
{
const int x = players_.at(0)->getPosX() + (players_.at(0)->getWidth() - game_text_textures_[3]->getWidth()) / 2;
createItemText(x, game_text_textures_.at(3));
createItemText(x, game_text_textures_.at(2));
break;
}
case SDLK_6: // Crea un mensaje
@@ -1244,9 +1281,13 @@ void Game::checkEvents()
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
break;
}
case SDLK_7: // Flash
case SDLK_7: // 100.000
{
screen_->flash(flash_color, 3);
// screen_->flash(flash_color, 3);
// tabe_->setState(TabeState::HIT);
const int x = players_.at(0)->getPosX() + (players_.at(0)->getWidth() - game_text_textures_[3]->getWidth()) / 2;
createItemText(x, game_text_textures_.at(6));
break;
break;
}
case SDLK_8:
@@ -1941,7 +1982,7 @@ void Game::updateGameStatePlaying()
updatePathSprites();
updateTimeStopped();
updateHelper();
checkBulletBalloonCollision();
checkBulletCollision();
updateMenace();
checkAndUpdateBalloonSpeed();
checkState();

View File

@@ -211,8 +211,8 @@ private:
// Comprueba la colisión entre el jugador y los items
void checkPlayerItemCollision(std::shared_ptr<Player> &player);
// Comprueba la colisión entre las balas y los globos
void checkBulletBalloonCollision();
// Comprueba y procesa la colisión de las balas
void checkBulletCollision();
// Mueve las balas activas
void updateBullets();

View File

@@ -51,6 +51,9 @@ HiScoreTable::HiScoreTable()
fade_->setMode(fade_mode_);
fade_->activate();
// Crea los sprites con los textos
createSprites();
// Crea el contenido de la textura con la lista de puntuaciones
fillTexture();
}
@@ -108,13 +111,6 @@ void HiScoreTable::update()
// Crea el contenido de la textura con la lista de puntuaciones
void HiScoreTable::fillTexture()
{
// hay 27 letras - 7 de puntos quedan 20 caracteres 20 - name_lenght 0 num_dots
constexpr auto max_names = 10;
constexpr auto space_between_header = 32;
const auto space_between_lines = text_->getCharacterSize() * 2.0f;
const auto size = space_between_header + space_between_lines * (max_names - 1) + text_->getCharacterSize();
const auto first_line = (param.game.height - size) / 2;
// Pinta en el backbuffer el texto y los sprites
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
@@ -122,22 +118,12 @@ void HiScoreTable::fillTexture()
SDL_RenderClear(renderer_);
// Escribe el texto: Mejores puntuaciones
text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText(42), 1, orange_color, 1, shdw_txt_color);
header_->render();
// Escribe los nombres de la tabla de puntuaciones
for (int i = 0; i < max_names; ++i)
for (auto const &entry : entry_names_)
{
const auto name_lenght = options.game.hi_score_table[i].name.length();
const auto score = format(options.game.hi_score_table[i].score);
const auto score_lenght = score.size();
const auto num_dots = 25 - name_lenght - score_lenght;
std::string dots;
for (int j = 0; j < (int)num_dots; ++j)
{
dots = dots + ".";
}
const auto line = options.game.hi_score_table[i].name + dots + score;
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, (i * space_between_lines) + first_line + space_between_header, line, 1, orange_color, 1, shdw_txt_color);
entry->render();
}
// Cambia el destino de renderizado
@@ -275,3 +261,36 @@ std::string HiScoreTable::format(int number)
return result;
}
// Crea los sprites con los textos
void HiScoreTable::createSprites()
{
// Hay 27 letras - 7 de puntos quedan 20 caracteres 20 - name_lenght 0 num_dots
constexpr int max_names = 10;
constexpr int space_between_header = 32;
const int space_between_lines = text_->getCharacterSize() * 2;
const int size = space_between_header + space_between_lines * (max_names - 1) + text_->getCharacterSize();
const int first_line = (param.game.height - size) / 2;
// Crea el sprite para el texto de cabecera
header_ = std::make_unique<Sprite>(text_->writeDXToTexture(TEXT_COLOR | TEXT_SHADOW, lang::getText(42), 1, orange_color, 1, shdw_txt_color));
header_->setPosition(param.game.game_area.center_x - (header_->getWidth() / 2), first_line);
// Crea los sprites para las entradas en la tabla de puntuaciones
for (int i = 0; i < max_names; ++i)
{
const auto name_lenght = options.game.hi_score_table.at(i).name.length();
const auto score = format(options.game.hi_score_table.at(i).score);
const auto score_lenght = score.size();
const auto num_dots = 25 - name_lenght - score_lenght;
std::string dots;
for (int j = 0; j < (int)num_dots; ++j)
{
dots = dots + ".";
}
const auto line = options.game.hi_score_table.at(i).name + dots + score;
entry_names_.emplace_back(std::make_shared<PathSprite>(text_->writeDXToTexture(TEXT_SHADOW, line, 1, orange_color, 1, shdw_txt_color)));
entry_names_.back()->setPosition(param.game.game_area.center_x - (entry_names_.back()->getWidth() / 2), (i * space_between_lines) + first_line + space_between_header);
}
}

View File

@@ -5,6 +5,8 @@
#include <SDL2/SDL_stdinc.h> // para Uint16, Uint32, Uint8
#include <memory> // para unique_ptr
#include <string> // para string
#include "sprite.h"
#include "path_sprite.h"
class Background; // lines 8-8
class Fade; // lines 9-9
class Text; // lines 10-10
@@ -34,6 +36,8 @@ private:
std::unique_ptr<Fade> fade_; // Objeto para renderizar fades
std::unique_ptr<Background> background_; // Objeto para dibujar el fondo del juego
std::shared_ptr<Text> text_; // Objeto para escribir texto
std::unique_ptr<Sprite> header_; // Sprite con la cabecera del texto
std::vector<std::shared_ptr<PathSprite>> entry_names_; // Lista con los spritres de cada uno de los nombres de la tabla de records
// Variables
Uint16 counter_; // Contador
@@ -65,6 +69,9 @@ private:
// Gestiona el fade
void updateFade();
// Crea los sprites con los textos
void createSprites();
public:
// Constructor
HiScoreTable();

View File

@@ -22,8 +22,9 @@ enum class ItemType : int
PACMAR = 3, /**< Pacman */
CLOCK = 4, /**< Reloj */
COFFEE = 5, /**< Café */
COFFEE_MACHINE = 6,/**< Máquina de café */
NONE = 7, /**< Ninguno */
DEBIAN = 6, /**< Debian */
COFFEE_MACHINE = 7,/**< Máquina de café */
NONE = 8, /**< Ninguno */
};
/**

View File

@@ -301,6 +301,7 @@ void Resource::createTextures()
// Tamaño doble
std::vector<NameAndText> strings2X = {
NameAndText("game_text_100000_points", "100.000"),
NameAndText("game_text_get_ready", lang::getText(75)),
NameAndText("game_text_last_stage", lang::getText(79)),
NameAndText("game_text_congratulations", lang::getText(50)),

View File

@@ -89,23 +89,26 @@ void Screen::render()
// Dibuja efectos y elementos sobre el game_canvas_
renderFlash();
renderAttenuate();
renderShake();
OnScreenHelp::get()->render();
renderInfo();
Notifier::get()->render();
// Restablece el objetivo de renderizado al buffer de pantalla predeterminado
SDL_SetRenderTarget(renderer_, nullptr);
// Renderiza el contenido del game_canvas_ o aplica shaders según configuración
// Renderiza el contenido del game_canvas_
renderScreen();
}
// Selecciona y ejecuta el método de renderizado adecuado basado en la configuración de shaders
// Renderiza el contenido del game_canvas_
void Screen::renderScreen()
{
// Restablece el objetivo de renderizado al buffer de pantalla predeterminado
SDL_SetRenderTarget(renderer_, nullptr);
clean();
#ifdef NO_SHADERS
// Actualiza la pantalla con el contenido del game_canvas_
presentGameCanvas();
// Actualiza la pantalla con el contenido del buffer de renderizado
SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
#else
if (options.video.shaders)
{
@@ -114,8 +117,9 @@ void Screen::renderScreen()
}
else
{
// Actualiza la pantalla con el contenido del game_canvas_
presentGameCanvas();
// Actualiza la pantalla con el contenido del buffer de renderizado
SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}
#endif
}
@@ -311,6 +315,33 @@ void Screen::renderAttenuate()
}
}
// Aplica el efecto de agitar la pantalla
void Screen::renderShake()
{
if (shake_effect_.enabled)
{
// Guarda el renderizador actual para dejarlo despues como estaba
auto current_target = SDL_GetRenderTarget(renderer_);
// Crea una textura temporal
auto temp_texture = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
// Vuelca game_canvas_ a la textura temporal
SDL_SetRenderTarget(renderer_, temp_texture);
SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
// Vuelca textura temporal a game_canvas_
SDL_SetRenderTarget(renderer_, game_canvas_);
SDL_RenderCopy(renderer_, temp_texture, &src_rect_, &dst_rect_);
// Elimina la textura temporal
SDL_DestroyTexture(temp_texture);
// Restaura el renderizador de destino original
SDL_SetRenderTarget(renderer_, current_target);
}
}
// Activa / desactiva los shaders
void Screen::toggleShaders()
{
@@ -405,18 +436,3 @@ SDL_Point Screen::getNewPosition()
return new_pos;
}
// Actualiza la pantalla con el contenido del game_canvas_
void Screen::presentGameCanvas()
{
// Copia la textura de juego en el renderizador en la posición adecuada
if (shake_effect_.enabled)
{
// Esta copia es para evitar que se vea negro por los laterales
SDL_RenderCopy(renderer_, game_canvas_, nullptr, nullptr);
}
SDL_RenderCopy(renderer_, game_canvas_, &src_rect_, &dst_rect_);
// Actualiza la pantalla con el contenido del buffer de renderizado
SDL_RenderPresent(renderer_);
}

View File

@@ -98,6 +98,9 @@ private:
// Atenua la pantalla
void renderAttenuate();
// Aplica el efecto de agitar la pantalla
void renderShake();
// Calcula los frames por segundo
void updateFPS();

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@@ -37,6 +37,7 @@ public:
// Devuelve el rectangulo donde está el sprite
SDL_Rect getPosition() const { return pos_; }
SDL_Rect &getRect() { return pos_; }
// Establece la posición y el tamaño
void setX(int x) { pos_.x = x; }

View File

@@ -18,6 +18,7 @@ void Tabe::update()
{
sprite_->update();
move();
updateState();
}
}
@@ -100,7 +101,10 @@ void Tabe::enable()
if (!enabled_)
{
enabled_ = true;
y_ = 20.0f;
has_bonus_ = true;
hit_counter_ = 0;
number_of_hits_ = 0;
y_ = param.game.game_area.rect.y + 20.0f;
// Establece una dirección aleatoria
destiny_ = direction_ = rand() % 2 == 0 ? TabeDirection::TO_THE_LEFT : TabeDirection::TO_THE_RIGHT;
@@ -146,3 +150,52 @@ void Tabe::setRandomFlyPath(TabeDirection direction, int lenght)
break;
}
}
// Establece el estado
void Tabe::setState(TabeState state)
{
if (enabled_)
{
state_ = state;
switch (state)
{
case TabeState::FLY:
sprite_->setCurrentAnimation("fly");
break;
case TabeState::HIT:
sprite_->setCurrentAnimation("hit");
hit_counter_ = 5;
++number_of_hits_;
break;
default:
break;
}
}
}
// Actualiza el estado
void Tabe::updateState()
{
if (state_ == TabeState::HIT)
{
--hit_counter_;
if (hit_counter_ == 0)
{
setState(TabeState::FLY);
}
}
}
// Intenta obtener el bonus
bool Tabe::tryToGetBonus()
{
if (has_bonus_ && rand() % std::max(1, 10 - number_of_hits_) == 0)
{
has_bonus_ = false;
return true;
}
return false;
}

View File

@@ -9,6 +9,12 @@ enum class TabeDirection : int
TO_THE_RIGHT = 1,
};
enum class TabeState : int
{
FLY = 0,
HIT = 1,
};
// Clase Tabe
class Tabe
{
@@ -30,6 +36,10 @@ private:
bool enabled_ = false; // Indica si el objeto está activo
TabeDirection direction_; // Dirección del objeto
TabeDirection destiny_; // Destino del objeto
TabeState state_ = TabeState::FLY; // Estado
int hit_counter_ = 0; // Contador para el estado HIT
int number_of_hits_ = 0; // Cantidad de disparos que ha recibido
bool has_bonus_ = true; // Indica si el Tabe aun tiene el bonus para soltar
// Mueve el objeto
void move();
@@ -40,6 +50,9 @@ private:
// Establece un vuelo aleatorio
void setRandomFlyPath(TabeDirection direction, int lenght);
// Actualiza el estado
void updateState();
public:
// Constructor
Tabe();
@@ -55,4 +68,16 @@ public:
// Habilita el objeto
void enable();
// Establece el estado
void setState(TabeState state);
// Intenta obtener el bonus
bool tryToGetBonus();
// Obtiene el area de colisión
SDL_Rect &getCollider() { return sprite_->getRect(); }
// Getters
bool isEnabled() const { return enabled_; }
};

View File

@@ -173,6 +173,25 @@ std::shared_ptr<Texture> Text::writeToTexture(const std::string &text, int zoom,
return texture;
}
// Escribe el texto con extras en una textura
std::shared_ptr<Texture> Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, Color textColor, Uint8 shadow_distance, Color shadow_color, int lenght)
{
auto renderer = Screen::get()->getRenderer();
auto texture = std::make_shared<Texture>(renderer);
auto width = Text::lenght(text, kerning);
auto height = box_height_ + shadow_distance;
auto temp = SDL_GetRenderTarget(renderer);
texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
texture->setBlendMode(SDL_BLENDMODE_BLEND);
texture->setAsRenderTarget(renderer);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
writeDX(flags, 0, 0, text, kerning, textColor, shadow_distance, shadow_color, lenght);
SDL_SetRenderTarget(renderer, temp);
return texture;
}
// Escribe el texto con colores
void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int lenght)
{

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@@ -55,6 +55,9 @@ public:
// 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 extras en una textura
std::shared_ptr<Texture> writeDXToTexture(Uint8 flags, const std::string &text, int kerning = 1, Color textColor = Color(), Uint8 shadow_distance = 1, Color shadow_color = Color(), int lenght = -1);
// Escribe el texto con colores
void writeColored(int x, int y, const std::string &text, Color color, int kerning = 1, int lenght = -1);