Compare commits
225 Commits
2025-08-17
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| dfa06870e4 | |||
| 81f3a25143 | |||
| 5aca95f3d2 | |||
| 7b193605e6 | |||
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| e6a14ca57d | |||
| 467d609c28 | |||
| e03c798000 | |||
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| ed077c1da5 |
@@ -14,6 +14,8 @@ ContinuationIndentWidth: 4
|
|||||||
ConstructorInitializerIndentWidth: 4
|
ConstructorInitializerIndentWidth: 4
|
||||||
IndentWrappedFunctionNames: false
|
IndentWrappedFunctionNames: false
|
||||||
Cpp11BracedListStyle: true
|
Cpp11BracedListStyle: true
|
||||||
BreakConstructorInitializers: BeforeComma
|
BreakConstructorInitializers: BeforeColon
|
||||||
|
AllowAllConstructorInitializersOnNextLine: false
|
||||||
|
PackConstructorInitializers: Never
|
||||||
AllowAllArgumentsOnNextLine: false
|
AllowAllArgumentsOnNextLine: false
|
||||||
AllowAllParametersOfDeclarationOnNextLine: false
|
AllowAllParametersOfDeclarationOnNextLine: false
|
||||||
|
|||||||
7
.gitignore
vendored
@@ -1,4 +1,5 @@
|
|||||||
.vscode
|
.vscode
|
||||||
|
.claude
|
||||||
build/
|
build/
|
||||||
data/config/config.txt
|
data/config/config.txt
|
||||||
*.DS_Store
|
*.DS_Store
|
||||||
@@ -17,3 +18,9 @@ debug.txt
|
|||||||
cppcheck-result*
|
cppcheck-result*
|
||||||
desktop.ini
|
desktop.ini
|
||||||
ccae_release/
|
ccae_release/
|
||||||
|
Frameworks/
|
||||||
|
resources.pack
|
||||||
|
|
||||||
|
# Herramienta pack_resources (todas las plataformas)
|
||||||
|
tools/pack_resources
|
||||||
|
tools/pack_resources.exe
|
||||||
|
|||||||
@@ -14,6 +14,22 @@ set(CMAKE_CXX_STANDARD_REQUIRED True)
|
|||||||
cmake_policy(SET CMP0072 NEW)
|
cmake_policy(SET CMP0072 NEW)
|
||||||
set(OpenGL_GL_PREFERENCE GLVND)
|
set(OpenGL_GL_PREFERENCE GLVND)
|
||||||
|
|
||||||
|
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
|
||||||
|
find_package(Git QUIET)
|
||||||
|
if(GIT_FOUND)
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
|
||||||
|
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||||
|
OUTPUT_VARIABLE GIT_HASH
|
||||||
|
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||||
|
ERROR_QUIET
|
||||||
|
)
|
||||||
|
else()
|
||||||
|
set(GIT_HASH "unknown")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Configurar archivo de versión
|
||||||
|
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
|
||||||
|
|
||||||
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
|
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
|
||||||
set(APP_SOURCES
|
set(APP_SOURCES
|
||||||
@@ -28,6 +44,9 @@ set(APP_SOURCES
|
|||||||
source/main.cpp
|
source/main.cpp
|
||||||
source/param.cpp
|
source/param.cpp
|
||||||
source/resource.cpp
|
source/resource.cpp
|
||||||
|
source/resource_helper.cpp
|
||||||
|
source/resource_loader.cpp
|
||||||
|
source/resource_pack.cpp
|
||||||
source/screen.cpp
|
source/screen.cpp
|
||||||
source/text.cpp
|
source/text.cpp
|
||||||
source/writer.cpp
|
source/writer.cpp
|
||||||
@@ -45,6 +64,7 @@ set(APP_SOURCES
|
|||||||
source/balloon_manager.cpp
|
source/balloon_manager.cpp
|
||||||
source/balloon.cpp
|
source/balloon.cpp
|
||||||
source/bullet.cpp
|
source/bullet.cpp
|
||||||
|
source/bullet_manager.cpp
|
||||||
source/enter_name.cpp
|
source/enter_name.cpp
|
||||||
source/explosions.cpp
|
source/explosions.cpp
|
||||||
source/game_logo.cpp
|
source/game_logo.cpp
|
||||||
@@ -76,6 +96,7 @@ set(APP_SOURCES
|
|||||||
|
|
||||||
# --- Otros ---
|
# --- Otros ---
|
||||||
source/color.cpp
|
source/color.cpp
|
||||||
|
source/demo.cpp
|
||||||
source/define_buttons.cpp
|
source/define_buttons.cpp
|
||||||
source/difficulty.cpp
|
source/difficulty.cpp
|
||||||
source/input_types.cpp
|
source/input_types.cpp
|
||||||
@@ -89,28 +110,29 @@ set(APP_SOURCES
|
|||||||
|
|
||||||
# Fuentes de librerías de terceros
|
# Fuentes de librerías de terceros
|
||||||
set(EXTERNAL_SOURCES
|
set(EXTERNAL_SOURCES
|
||||||
source/external/jail_shader.cpp
|
source/external/jail_audio.cpp
|
||||||
source/external/json.hpp
|
source/external/json.hpp
|
||||||
source/external/gif.cpp
|
source/external/gif.cpp
|
||||||
)
|
)
|
||||||
|
|
||||||
# Añadir jail_audio.cpp solo si el audio está habilitado
|
# Fuentes del sistema de renderizado
|
||||||
if(NOT DISABLE_AUDIO)
|
set(RENDERING_SOURCES
|
||||||
list(APPEND EXTERNAL_SOURCES source/external/jail_audio.cpp)
|
source/rendering/opengl/opengl_shader.cpp
|
||||||
endif()
|
)
|
||||||
|
|
||||||
|
|
||||||
# Configuración de SDL3
|
# Configuración de SDL3
|
||||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||||
|
|
||||||
# --- 2. AÑADIR EJECUTABLE ---
|
# --- 2. AÑADIR EJECUTABLE ---
|
||||||
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
|
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
|
||||||
|
|
||||||
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
|
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
|
||||||
target_include_directories(${PROJECT_NAME} PUBLIC
|
target_include_directories(${PROJECT_NAME} PUBLIC
|
||||||
"${CMAKE_SOURCE_DIR}/source"
|
"${CMAKE_SOURCE_DIR}/source"
|
||||||
"${CMAKE_SOURCE_DIR}/source/external"
|
"${CMAKE_SOURCE_DIR}/source/external"
|
||||||
|
"${CMAKE_SOURCE_DIR}/source/rendering"
|
||||||
|
"${CMAKE_BINARY_DIR}"
|
||||||
)
|
)
|
||||||
|
|
||||||
# Enlazar la librería SDL3
|
# Enlazar la librería SDL3
|
||||||
@@ -125,16 +147,9 @@ target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunctio
|
|||||||
# Definir _DEBUG en modo Debug
|
# Definir _DEBUG en modo Debug
|
||||||
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
|
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
|
||||||
|
|
||||||
# Opción para habilitar/deshabilitar audio
|
# Descomentar la siguiente línea para activar el modo grabación de demos
|
||||||
option(DISABLE_AUDIO "Disable audio system" OFF)
|
# target_compile_definitions(${PROJECT_NAME} PRIVATE RECORDING)
|
||||||
|
|
||||||
# Definir NO_AUDIO si la opción está activada
|
|
||||||
if(DISABLE_AUDIO)
|
|
||||||
target_compile_definitions(${PROJECT_NAME} PRIVATE NO_AUDIO)
|
|
||||||
message(STATUS "Audio deshabilitado - NO_AUDIO definido")
|
|
||||||
else()
|
|
||||||
message(STATUS "Audio habilitado")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# Configuración específica para cada plataforma
|
# Configuración específica para cada plataforma
|
||||||
if(WIN32)
|
if(WIN32)
|
||||||
|
|||||||
22
LICENSE
@@ -1 +1,21 @@
|
|||||||
GNU General Public License v3.0 only
|
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
|
||||||
|
|
||||||
|
Copyright (c) 2025 Coffee Crisis Arcade Edition
|
||||||
|
|
||||||
|
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
|
||||||
|
|
||||||
|
You are free to:
|
||||||
|
- Share — copy and redistribute the material in any medium or format
|
||||||
|
- Adapt — remix, transform, and build upon the material
|
||||||
|
|
||||||
|
Under the following terms:
|
||||||
|
- Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
|
||||||
|
- NonCommercial — You may not use the material for commercial purposes.
|
||||||
|
- ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
|
||||||
|
|
||||||
|
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
|
||||||
|
|
||||||
|
To view a copy of this license, visit:
|
||||||
|
https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||||
201
Makefile
@@ -3,6 +3,7 @@ DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
|
|||||||
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
|
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
|
||||||
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
|
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
|
||||||
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
|
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
|
||||||
|
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
|
||||||
|
|
||||||
# Variables
|
# Variables
|
||||||
TARGET_NAME := coffee_crisis_arcade_edition
|
TARGET_NAME := coffee_crisis_arcade_edition
|
||||||
@@ -12,6 +13,17 @@ RELEASE_FOLDER := ccae_release
|
|||||||
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
|
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
|
||||||
RESOURCE_FILE := release/coffee.res
|
RESOURCE_FILE := release/coffee.res
|
||||||
|
|
||||||
|
# Variables para herramienta de empaquetado
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
PACK_TOOL := $(DIR_TOOLS)pack_resources.exe
|
||||||
|
PACK_CXX := $(CXX)
|
||||||
|
else
|
||||||
|
PACK_TOOL := $(DIR_TOOLS)pack_resources
|
||||||
|
PACK_CXX := $(CXX)
|
||||||
|
endif
|
||||||
|
PACK_SOURCES := $(DIR_TOOLS)pack_resources.cpp $(DIR_SOURCES)resource_pack.cpp
|
||||||
|
PACK_INCLUDES := -I$(DIR_ROOT) -I$(DIR_BUILD)
|
||||||
|
|
||||||
# Versión automática basada en la fecha actual (específica por SO)
|
# Versión automática basada en la fecha actual (específica por SO)
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(OS),Windows_NT)
|
||||||
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
|
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
|
||||||
@@ -37,42 +49,41 @@ RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz
|
|||||||
|
|
||||||
# Lista completa de archivos fuente (basada en CMakeLists.txt)
|
# Lista completa de archivos fuente (basada en CMakeLists.txt)
|
||||||
APP_SOURCES := \
|
APP_SOURCES := \
|
||||||
source/animated_sprite.cpp \
|
|
||||||
source/asset.cpp \
|
source/asset.cpp \
|
||||||
source/audio.cpp \
|
source/audio.cpp \
|
||||||
source/background.cpp \
|
source/director.cpp \
|
||||||
|
source/global_events.cpp \
|
||||||
|
source/global_inputs.cpp \
|
||||||
|
source/input.cpp \
|
||||||
|
source/lang.cpp \
|
||||||
|
source/main.cpp \
|
||||||
|
source/param.cpp \
|
||||||
|
source/resource.cpp \
|
||||||
|
source/resource_helper.cpp \
|
||||||
|
source/resource_loader.cpp \
|
||||||
|
source/resource_pack.cpp \
|
||||||
|
source/screen.cpp \
|
||||||
|
source/text.cpp \
|
||||||
|
source/writer.cpp \
|
||||||
|
source/ui/menu_option.cpp \
|
||||||
|
source/ui/menu_renderer.cpp \
|
||||||
|
source/ui/notifier.cpp \
|
||||||
|
source/ui/service_menu.cpp \
|
||||||
|
source/ui/ui_message.cpp \
|
||||||
|
source/ui/window_message.cpp \
|
||||||
source/balloon_formations.cpp \
|
source/balloon_formations.cpp \
|
||||||
source/balloon_manager.cpp \
|
source/balloon_manager.cpp \
|
||||||
source/balloon.cpp \
|
source/balloon.cpp \
|
||||||
source/bullet.cpp \
|
source/bullet.cpp \
|
||||||
source/color.cpp \
|
source/bullet_manager.cpp \
|
||||||
source/define_buttons.cpp \
|
|
||||||
source/difficulty.cpp \
|
|
||||||
source/director.cpp \
|
|
||||||
source/enter_name.cpp \
|
source/enter_name.cpp \
|
||||||
source/explosions.cpp \
|
source/explosions.cpp \
|
||||||
source/external/gif.cpp \
|
|
||||||
source/external/jail_audio.cpp \
|
|
||||||
source/external/jail_shader.cpp \
|
|
||||||
source/fade.cpp \
|
|
||||||
source/game_logo.cpp \
|
source/game_logo.cpp \
|
||||||
source/global_events.cpp \
|
|
||||||
source/global_inputs.cpp \
|
|
||||||
source/input_types.cpp \
|
|
||||||
source/input.cpp \
|
|
||||||
source/item.cpp \
|
source/item.cpp \
|
||||||
source/lang.cpp \
|
|
||||||
source/main.cpp \
|
|
||||||
source/manage_hiscore_table.cpp \
|
source/manage_hiscore_table.cpp \
|
||||||
source/mouse.cpp \
|
|
||||||
source/moving_sprite.cpp \
|
|
||||||
source/options.cpp \
|
|
||||||
source/param.cpp \
|
|
||||||
source/path_sprite.cpp \
|
|
||||||
source/player.cpp \
|
source/player.cpp \
|
||||||
source/resource.cpp \
|
|
||||||
source/scoreboard.cpp \
|
source/scoreboard.cpp \
|
||||||
source/screen.cpp \
|
source/tabe.cpp \
|
||||||
source/sections/credits.cpp \
|
source/sections/credits.cpp \
|
||||||
source/sections/game.cpp \
|
source/sections/game.cpp \
|
||||||
source/sections/hiscore_table.cpp \
|
source/sections/hiscore_table.cpp \
|
||||||
@@ -80,31 +91,37 @@ APP_SOURCES := \
|
|||||||
source/sections/intro.cpp \
|
source/sections/intro.cpp \
|
||||||
source/sections/logo.cpp \
|
source/sections/logo.cpp \
|
||||||
source/sections/title.cpp \
|
source/sections/title.cpp \
|
||||||
source/shutdown.cpp \
|
source/animated_sprite.cpp \
|
||||||
|
source/background.cpp \
|
||||||
|
source/fade.cpp \
|
||||||
|
source/moving_sprite.cpp \
|
||||||
|
source/path_sprite.cpp \
|
||||||
source/smart_sprite.cpp \
|
source/smart_sprite.cpp \
|
||||||
source/sprite.cpp \
|
source/sprite.cpp \
|
||||||
source/stage.cpp \
|
|
||||||
source/system_utils.cpp \
|
|
||||||
source/tabe.cpp \
|
|
||||||
source/text.cpp \
|
|
||||||
source/texture.cpp \
|
source/texture.cpp \
|
||||||
source/tiled_bg.cpp \
|
source/tiled_bg.cpp \
|
||||||
source/ui/menu_option.cpp \
|
source/color.cpp \
|
||||||
source/ui/menu_renderer.cpp \
|
source/demo.cpp \
|
||||||
source/ui/notifier.cpp \
|
source/define_buttons.cpp \
|
||||||
source/ui/service_menu.cpp \
|
source/difficulty.cpp \
|
||||||
source/ui/ui_message.cpp \
|
source/input_types.cpp \
|
||||||
source/ui/window_message.cpp \
|
source/mouse.cpp \
|
||||||
|
source/options.cpp \
|
||||||
|
source/shutdown.cpp \
|
||||||
|
source/stage.cpp \
|
||||||
|
source/system_utils.cpp \
|
||||||
source/utils.cpp \
|
source/utils.cpp \
|
||||||
source/writer.cpp
|
source/external/jail_audio.cpp \
|
||||||
|
source/external/gif.cpp \
|
||||||
|
source/rendering/opengl/opengl_shader.cpp
|
||||||
|
|
||||||
# Includes
|
# Includes
|
||||||
INCLUDES := -Isource -Isource/external
|
INCLUDES := -Isource -Isource/external -Isource/rendering -I$(DIR_BUILD)
|
||||||
|
|
||||||
# Variables según el sistema operativo
|
# Variables según el sistema operativo
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(OS),Windows_NT)
|
||||||
FixPath = $(subst /,\\,$1)
|
FixPath = $(subst /,\\,$1)
|
||||||
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -DWINDOWS_BUILD
|
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD
|
||||||
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
|
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
|
||||||
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
|
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
|
||||||
RM := del /Q
|
RM := del /Q
|
||||||
@@ -132,6 +149,19 @@ else
|
|||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
# Reglas para herramienta de empaquetado y resources.pack
|
||||||
|
$(PACK_TOOL): FORCE
|
||||||
|
@echo "Compilando herramienta de empaquetado..."
|
||||||
|
$(PACK_CXX) -std=c++20 -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL)
|
||||||
|
@echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)"
|
||||||
|
|
||||||
|
pack_tool: $(PACK_TOOL)
|
||||||
|
|
||||||
|
resources.pack: $(PACK_TOOL)
|
||||||
|
@echo "Generando resources.pack desde directorio data/..."
|
||||||
|
$(PACK_TOOL) data resources.pack
|
||||||
|
@echo "✓ resources.pack generado exitosamente"
|
||||||
|
|
||||||
# Reglas para compilación
|
# Reglas para compilación
|
||||||
windows:
|
windows:
|
||||||
@echo off
|
@echo off
|
||||||
@@ -151,6 +181,8 @@ windows_debug:
|
|||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
|
||||||
|
|
||||||
windows_release:
|
windows_release:
|
||||||
|
@$(MAKE) pack_tool
|
||||||
|
@$(MAKE) resources.pack
|
||||||
@echo off
|
@echo off
|
||||||
@echo Creando release para Windows - Version: $(VERSION)
|
@echo Creando release para Windows - Version: $(VERSION)
|
||||||
|
|
||||||
@@ -158,8 +190,9 @@ windows_release:
|
|||||||
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
|
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
|
||||||
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
|
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
|
||||||
|
|
||||||
# Copia la carpeta 'data'
|
# Copia la carpeta 'config' y el archivo 'resources.pack'
|
||||||
powershell Copy-Item -Path "data" -Destination "$(RELEASE_FOLDER)" -recurse -Force
|
powershell Copy-Item -Path "config" -Destination "$(RELEASE_FOLDER)" -recurse -Force
|
||||||
|
powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Copia los ficheros que estan en la raíz del proyecto
|
# Copia los ficheros que estan en la raíz del proyecto
|
||||||
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
|
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
|
||||||
@@ -168,7 +201,7 @@ windows_release:
|
|||||||
|
|
||||||
# Compila
|
# Compila
|
||||||
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
|
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
|
||||||
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
|
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
|
||||||
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
|
||||||
|
|
||||||
# Crea el fichero .zip
|
# Crea el fichero .zip
|
||||||
@@ -188,7 +221,13 @@ macos_debug:
|
|||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||||
|
|
||||||
macos_release:
|
macos_release:
|
||||||
|
@$(MAKE) pack_tool
|
||||||
|
@$(MAKE) resources.pack
|
||||||
@echo "Creando release para macOS - Version: $(VERSION)"
|
@echo "Creando release para macOS - Version: $(VERSION)"
|
||||||
|
|
||||||
|
# Verificar e instalar create-dmg si es necesario
|
||||||
|
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
|
||||||
|
|
||||||
# Elimina datos de compilaciones anteriores
|
# Elimina datos de compilaciones anteriores
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
$(RMDIR) Frameworks
|
$(RMDIR) Frameworks
|
||||||
@@ -203,7 +242,8 @@ macos_release:
|
|||||||
$(MKDIR) Frameworks
|
$(MKDIR) Frameworks
|
||||||
|
|
||||||
# Copia carpetas y ficheros
|
# Copia carpetas y ficheros
|
||||||
cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||||
|
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||||
cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||||
cp -R release/frameworks/SDL3.xcframework Frameworks
|
cp -R release/frameworks/SDL3.xcframework Frameworks
|
||||||
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||||
@@ -211,33 +251,52 @@ macos_release:
|
|||||||
cp LICENSE "$(RELEASE_FOLDER)"
|
cp LICENSE "$(RELEASE_FOLDER)"
|
||||||
cp README.md "$(RELEASE_FOLDER)"
|
cp README.md "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Crea enlaces
|
|
||||||
ln -s /Applications "$(RELEASE_FOLDER)"/Applications
|
|
||||||
|
|
||||||
# Compila la versión para procesadores Intel
|
# Compila la versión para procesadores Intel
|
||||||
ifdef ENABLE_MACOS_X86_64
|
ifdef ENABLE_MACOS_X86_64
|
||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
|
||||||
|
|
||||||
# Firma la aplicación
|
# Firma la aplicación
|
||||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||||
|
|
||||||
# Empaqueta el .dmg de la versión Intel
|
# Empaqueta el .dmg de la versión Intel con create-dmg
|
||||||
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
|
@echo "Creando DMG Intel con iconos de 96x96..."
|
||||||
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
|
create-dmg \
|
||||||
$(RMFILE) tmp.dmg
|
--volname "$(APP_NAME)" \
|
||||||
|
--window-pos 200 120 \
|
||||||
|
--window-size 720 300 \
|
||||||
|
--icon-size 96 \
|
||||||
|
--text-size 12 \
|
||||||
|
--icon "$(APP_NAME).app" 278 102 \
|
||||||
|
--icon "LICENSE" 441 102 \
|
||||||
|
--icon "README.md" 604 102 \
|
||||||
|
--app-drop-link 115 102 \
|
||||||
|
--hide-extension "$(APP_NAME).app" \
|
||||||
|
"$(MACOS_INTEL_RELEASE)" \
|
||||||
|
"$(RELEASE_FOLDER)" || true
|
||||||
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Compila la versión para procesadores Apple Silicon
|
# Compila la versión para procesadores Apple Silicon
|
||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
|
||||||
|
|
||||||
# Firma la aplicación
|
# Firma la aplicación
|
||||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||||
|
|
||||||
# Empaqueta el .dmg de la versión Apple Silicon
|
# Empaqueta el .dmg de la versión Apple Silicon con create-dmg
|
||||||
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
|
@echo "Creando DMG Apple Silicon con iconos de 96x96..."
|
||||||
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
|
create-dmg \
|
||||||
$(RMFILE) tmp.dmg
|
--volname "$(APP_NAME)" \
|
||||||
|
--window-pos 200 120 \
|
||||||
|
--window-size 720 300 \
|
||||||
|
--icon-size 96 \
|
||||||
|
--text-size 12 \
|
||||||
|
--icon "$(APP_NAME).app" 278 102 \
|
||||||
|
--icon "LICENSE" 441 102 \
|
||||||
|
--icon "README.md" 604 102 \
|
||||||
|
--app-drop-link 115 102 \
|
||||||
|
--hide-extension "$(APP_NAME).app" \
|
||||||
|
"$(MACOS_APPLE_SILICON_RELEASE)" \
|
||||||
|
"$(RELEASE_FOLDER)" || true
|
||||||
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
|
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
|
||||||
|
|
||||||
# Elimina las carpetas temporales
|
# Elimina las carpetas temporales
|
||||||
@@ -254,6 +313,8 @@ linux_debug:
|
|||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||||
|
|
||||||
linux_release:
|
linux_release:
|
||||||
|
@$(MAKE) pack_tool
|
||||||
|
@$(MAKE) resources.pack
|
||||||
@echo "Creando release para Linux - Version: $(VERSION)"
|
@echo "Creando release para Linux - Version: $(VERSION)"
|
||||||
# Elimina carpetas previas
|
# Elimina carpetas previas
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
@@ -262,12 +323,13 @@ linux_release:
|
|||||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Copia ficheros
|
# Copia ficheros
|
||||||
cp -R data "$(RELEASE_FOLDER)"
|
cp -R config "$(RELEASE_FOLDER)"
|
||||||
|
cp resources.pack "$(RELEASE_FOLDER)"
|
||||||
cp LICENSE "$(RELEASE_FOLDER)"
|
cp LICENSE "$(RELEASE_FOLDER)"
|
||||||
cp README.md "$(RELEASE_FOLDER)"
|
cp README.md "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Compila
|
# Compila
|
||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||||
|
|
||||||
# Empaqueta ficheros
|
# Empaqueta ficheros
|
||||||
@@ -279,6 +341,8 @@ linux_release:
|
|||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
linux_release_desktop:
|
linux_release_desktop:
|
||||||
|
@$(MAKE) pack_tool
|
||||||
|
@$(MAKE) resources.pack
|
||||||
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
|
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
|
||||||
# Elimina carpetas previas
|
# Elimina carpetas previas
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
@@ -291,12 +355,13 @@ linux_release_desktop:
|
|||||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
|
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
|
||||||
|
|
||||||
# Copia ficheros del juego
|
# Copia ficheros del juego
|
||||||
cp -R data "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
|
cp -R config "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
|
||||||
|
cp resources.pack "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
|
||||||
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||||
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||||
|
|
||||||
# Compila el ejecutable
|
# Compila el ejecutable
|
||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
|
||||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
|
||||||
|
|
||||||
# Crea el archivo .desktop
|
# Crea el archivo .desktop
|
||||||
@@ -383,6 +448,8 @@ raspi_debug:
|
|||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||||
|
|
||||||
raspi_release:
|
raspi_release:
|
||||||
|
@$(MAKE) pack_tool
|
||||||
|
@$(MAKE) resources.pack
|
||||||
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
|
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
|
||||||
# Elimina carpetas previas
|
# Elimina carpetas previas
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
@@ -391,12 +458,13 @@ raspi_release:
|
|||||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Copia ficheros
|
# Copia ficheros
|
||||||
cp -R data "$(RELEASE_FOLDER)"
|
cp -R config "$(RELEASE_FOLDER)"
|
||||||
|
cp resources.pack "$(RELEASE_FOLDER)"
|
||||||
cp LICENSE "$(RELEASE_FOLDER)"
|
cp LICENSE "$(RELEASE_FOLDER)"
|
||||||
cp README.md "$(RELEASE_FOLDER)"
|
cp README.md "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Compila
|
# Compila
|
||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||||
|
|
||||||
# Empaqueta ficheros
|
# Empaqueta ficheros
|
||||||
@@ -408,6 +476,8 @@ raspi_release:
|
|||||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
anbernic:
|
anbernic:
|
||||||
|
@$(MAKE) pack_tool
|
||||||
|
@$(MAKE) resources.pack
|
||||||
@echo "Compilando para Anbernic: $(TARGET_NAME)"
|
@echo "Compilando para Anbernic: $(TARGET_NAME)"
|
||||||
# Elimina carpetas previas
|
# Elimina carpetas previas
|
||||||
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
|
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
|
||||||
@@ -416,10 +486,11 @@ anbernic:
|
|||||||
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
|
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
|
||||||
|
|
||||||
# Copia ficheros
|
# Copia ficheros
|
||||||
cp -R data "$(RELEASE_FOLDER)"_anbernic
|
cp -R config "$(RELEASE_FOLDER)"_anbernic
|
||||||
|
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
|
||||||
|
|
||||||
# Compila
|
# Compila
|
||||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
|
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
|
||||||
|
|
||||||
# Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake)
|
# Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake)
|
||||||
no_audio:
|
no_audio:
|
||||||
@@ -448,7 +519,11 @@ help:
|
|||||||
@echo " raspi_release - Crear release completo para Raspberry Pi"
|
@echo " raspi_release - Crear release completo para Raspberry Pi"
|
||||||
@echo " anbernic - Compilar para Anbernic"
|
@echo " anbernic - Compilar para Anbernic"
|
||||||
@echo " no_audio - Compilar sin sistema de audio"
|
@echo " no_audio - Compilar sin sistema de audio"
|
||||||
|
@echo " pack_tool - Compilar herramienta de empaquetado"
|
||||||
|
@echo " resources.pack - Generar pack de recursos desde data/"
|
||||||
@echo " show_version - Mostrar version actual ($(VERSION))"
|
@echo " show_version - Mostrar version actual ($(VERSION))"
|
||||||
@echo " help - Mostrar esta ayuda"
|
@echo " help - Mostrar esta ayuda"
|
||||||
|
|
||||||
.PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help
|
.PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help pack_tool resources.pack
|
||||||
|
|
||||||
|
FORCE:
|
||||||
13
README.md
@@ -1,6 +1,8 @@
|
|||||||
# Coffee Crisis Arcade Edition
|
<div align="center">
|
||||||
|
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="600" alt="Coffee Crisis Cover">
|
||||||
|
</div>
|
||||||
|
|
||||||
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="300" align="left" style="margin-right: 20px; margin-bottom: 10px;" alt="Coffee Crisis Cover">
|
# Coffee Crisis Arcade Edition
|
||||||
|
|
||||||
## ¡La batalla definitiva pel cafè està ací!
|
## ¡La batalla definitiva pel cafè està ací!
|
||||||
|
|
||||||
@@ -35,10 +37,7 @@ 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.
|
> Nota: El joc suporta nomes un jugador amb teclat.
|
||||||
|
|
||||||
<p align="center">
|

|
||||||
<img src="https://php.sustancia.synology.me/images/ccae/ccae1.png" alt="Joc" width="45%" />
|
|
||||||
<img src="https://php.sustancia.synology.me/images/ccae/ccae3.png" alt="Joc" width="45%" />
|
|
||||||
</p>
|
|
||||||
|
|
||||||
## Altres tecles
|
## Altres tecles
|
||||||
|
|
||||||
@@ -64,6 +63,8 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
|
|||||||
2. Descomprimix i executa l'arxiu `coffee_crisis_arcade_edition.exe`.
|
2. Descomprimix i executa l'arxiu `coffee_crisis_arcade_edition.exe`.
|
||||||
3. Gaudeix del joc!
|
3. Gaudeix del joc!
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
## Agraïments
|
## Agraïments
|
||||||
|
|
||||||
Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc!
|
Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc!
|
||||||
|
|||||||
208
config/assets.txt
Normal file
@@ -0,0 +1,208 @@
|
|||||||
|
# Coffee Crisis Arcade Edition - Asset Configuration
|
||||||
|
# Formato: TIPO|RUTA [|OPCIONES]
|
||||||
|
# Opciones: optional, absolute (separadas por comas)
|
||||||
|
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
|
||||||
|
|
||||||
|
# Archivos de configuración del sistema (absolutos y opcionales)
|
||||||
|
DATA|${SYSTEM_FOLDER}/config_v2.txt|optional,absolute
|
||||||
|
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
|
||||||
|
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
|
||||||
|
|
||||||
|
# Archivos de configuración del juego
|
||||||
|
DATA|${PREFIX}/config/formations.txt
|
||||||
|
DATA|${PREFIX}/config/gamecontrollerdb.txt
|
||||||
|
DATA|${PREFIX}/config/param_320x240.txt
|
||||||
|
DATA|${PREFIX}/config/param_320x256.txt
|
||||||
|
DATA|${PREFIX}/config/param_red.txt
|
||||||
|
DATA|${PREFIX}/config/pools.txt
|
||||||
|
DATA|${PREFIX}/config/stages.txt
|
||||||
|
|
||||||
|
# Archivos con los datos de la demo
|
||||||
|
DEMODATA|/data/demo/demo1.bin
|
||||||
|
DEMODATA|/data/demo/demo2.bin
|
||||||
|
DEMODATA|/data/demo/demo3.bin
|
||||||
|
|
||||||
|
# Música
|
||||||
|
MUSIC|/data/music/congratulations.ogg
|
||||||
|
MUSIC|/data/music/credits.ogg
|
||||||
|
MUSIC|/data/music/intro.ogg
|
||||||
|
MUSIC|/data/music/playing.ogg
|
||||||
|
MUSIC|/data/music/title.ogg
|
||||||
|
|
||||||
|
# Sonidos
|
||||||
|
SOUND|/data/sound/balloon_bounce0.wav
|
||||||
|
SOUND|/data/sound/balloon_bounce1.wav
|
||||||
|
SOUND|/data/sound/balloon_bounce2.wav
|
||||||
|
SOUND|/data/sound/balloon_bounce3.wav
|
||||||
|
SOUND|/data/sound/balloon_pop0.wav
|
||||||
|
SOUND|/data/sound/balloon_pop1.wav
|
||||||
|
SOUND|/data/sound/balloon_pop2.wav
|
||||||
|
SOUND|/data/sound/balloon_pop3.wav
|
||||||
|
SOUND|/data/sound/bullet1p.wav
|
||||||
|
SOUND|/data/sound/bullet2p.wav
|
||||||
|
SOUND|/data/sound/clock.wav
|
||||||
|
SOUND|/data/sound/coffee_out.wav
|
||||||
|
SOUND|/data/sound/continue_clock.wav
|
||||||
|
SOUND|/data/sound/credit.wav
|
||||||
|
SOUND|/data/sound/debian_drop.wav
|
||||||
|
SOUND|/data/sound/debian_pickup.wav
|
||||||
|
SOUND|/data/sound/hi_score_achieved.wav
|
||||||
|
SOUND|/data/sound/item_drop.wav
|
||||||
|
SOUND|/data/sound/item_pickup.wav
|
||||||
|
SOUND|/data/sound/jump.wav
|
||||||
|
SOUND|/data/sound/logo.wav
|
||||||
|
SOUND|/data/sound/name_input_accept.wav
|
||||||
|
SOUND|/data/sound/notify.wav
|
||||||
|
SOUND|/data/sound/player_collision.wav
|
||||||
|
SOUND|/data/sound/power_ball_explosion.wav
|
||||||
|
SOUND|/data/sound/service_menu_adjust.wav
|
||||||
|
SOUND|/data/sound/service_menu_back.wav
|
||||||
|
SOUND|/data/sound/service_menu_move.wav
|
||||||
|
SOUND|/data/sound/service_menu_select.wav
|
||||||
|
SOUND|/data/sound/stage_change.wav
|
||||||
|
SOUND|/data/sound/tabe_hit.wav
|
||||||
|
SOUND|/data/sound/tabe.wav
|
||||||
|
SOUND|/data/sound/title.wav
|
||||||
|
SOUND|/data/sound/voice_aw_aw_aw.wav
|
||||||
|
SOUND|/data/sound/voice_coffee.wav
|
||||||
|
SOUND|/data/sound/voice_credit_thankyou.wav
|
||||||
|
SOUND|/data/sound/voice_game_over.wav
|
||||||
|
SOUND|/data/sound/voice_get_ready.wav
|
||||||
|
SOUND|/data/sound/voice_no.wav
|
||||||
|
SOUND|/data/sound/voice_power_up.wav
|
||||||
|
SOUND|/data/sound/voice_recover.wav
|
||||||
|
SOUND|/data/sound/voice_thankyou.wav
|
||||||
|
SOUND|/data/sound/walk.wav
|
||||||
|
|
||||||
|
# Shaders OpenGL Desktop 3.3 (Windows/Linux)
|
||||||
|
DATA|/data/shaders/crtpi_vertex.glsl
|
||||||
|
DATA|/data/shaders/crtpi_fragment.glsl
|
||||||
|
|
||||||
|
# Shaders OpenGL ES 3.0 (Raspberry Pi) - opcionales
|
||||||
|
DATA|/data/shaders/crtpi_vertex_es.glsl|optional
|
||||||
|
DATA|/data/shaders/crtpi_fragment_es.glsl|optional
|
||||||
|
|
||||||
|
# Texturas - Balloons
|
||||||
|
ANIMATION|/data/gfx/balloon/balloon0.ani
|
||||||
|
ANIMATION|/data/gfx/balloon/balloon1.ani
|
||||||
|
ANIMATION|/data/gfx/balloon/balloon2.ani
|
||||||
|
ANIMATION|/data/gfx/balloon/balloon3.ani
|
||||||
|
BITMAP|/data/gfx/balloon/balloon0.png
|
||||||
|
BITMAP|/data/gfx/balloon/balloon1.png
|
||||||
|
BITMAP|/data/gfx/balloon/balloon2.png
|
||||||
|
BITMAP|/data/gfx/balloon/balloon3.png
|
||||||
|
|
||||||
|
# Texturas - Explosiones
|
||||||
|
ANIMATION|/data/gfx/balloon/explosion0.ani
|
||||||
|
ANIMATION|/data/gfx/balloon/explosion1.ani
|
||||||
|
ANIMATION|/data/gfx/balloon/explosion2.ani
|
||||||
|
ANIMATION|/data/gfx/balloon/explosion3.ani
|
||||||
|
BITMAP|/data/gfx/balloon/explosion0.png
|
||||||
|
BITMAP|/data/gfx/balloon/explosion1.png
|
||||||
|
BITMAP|/data/gfx/balloon/explosion2.png
|
||||||
|
BITMAP|/data/gfx/balloon/explosion3.png
|
||||||
|
|
||||||
|
# Texturas - Power Ball
|
||||||
|
ANIMATION|/data/gfx/balloon/powerball.ani
|
||||||
|
BITMAP|/data/gfx/balloon/powerball.png
|
||||||
|
|
||||||
|
# Texturas - Bala
|
||||||
|
ANIMATION|/data/gfx/bullet/bullet.ani
|
||||||
|
BITMAP|/data/gfx/bullet/bullet.png
|
||||||
|
|
||||||
|
# Texturas - Tabe
|
||||||
|
ANIMATION|/data/gfx/tabe/tabe.ani
|
||||||
|
BITMAP|/data/gfx/tabe/tabe.png
|
||||||
|
|
||||||
|
# Texturas - Juego
|
||||||
|
BITMAP|/data/gfx/game/game_buildings.png
|
||||||
|
BITMAP|/data/gfx/game/game_clouds1.png
|
||||||
|
BITMAP|/data/gfx/game/game_clouds2.png
|
||||||
|
ANIMATION|/data/gfx/game/game_grass.ani
|
||||||
|
BITMAP|/data/gfx/game/game_grass.png
|
||||||
|
BITMAP|/data/gfx/game/game_moon.png
|
||||||
|
BITMAP|/data/gfx/game/game_power_meter.png
|
||||||
|
BITMAP|/data/gfx/game/game_sky_colors.png
|
||||||
|
BITMAP|/data/gfx/game/game_sun.png
|
||||||
|
|
||||||
|
# Texturas - Intro
|
||||||
|
BITMAP|/data/gfx/intro/intro1.png
|
||||||
|
BITMAP|/data/gfx/intro/intro2.png
|
||||||
|
BITMAP|/data/gfx/intro/intro3.png
|
||||||
|
BITMAP|/data/gfx/intro/intro4.png
|
||||||
|
BITMAP|/data/gfx/intro/intro5.png
|
||||||
|
BITMAP|/data/gfx/intro/intro6.png
|
||||||
|
|
||||||
|
# Texturas - Logo
|
||||||
|
BITMAP|/data/gfx/logo/logo_jailgames_mini.png
|
||||||
|
BITMAP|/data/gfx/logo/logo_jailgames.png
|
||||||
|
BITMAP|/data/gfx/logo/logo_since_1998.png
|
||||||
|
|
||||||
|
# Texturas - Items
|
||||||
|
ANIMATION|/data/gfx/item/item_clock.ani
|
||||||
|
ANIMATION|/data/gfx/item/item_coffee_machine.ani
|
||||||
|
ANIMATION|/data/gfx/item/item_coffee.ani
|
||||||
|
ANIMATION|/data/gfx/item/item_debian.ani
|
||||||
|
ANIMATION|/data/gfx/item/item_points1_disk.ani
|
||||||
|
ANIMATION|/data/gfx/item/item_points2_gavina.ani
|
||||||
|
ANIMATION|/data/gfx/item/item_points3_pacmar.ani
|
||||||
|
BITMAP|/data/gfx/item/item_clock.png
|
||||||
|
BITMAP|/data/gfx/item/item_coffee_machine.png
|
||||||
|
BITMAP|/data/gfx/item/item_coffee.png
|
||||||
|
BITMAP|/data/gfx/item/item_debian.png
|
||||||
|
BITMAP|/data/gfx/item/item_points1_disk.png
|
||||||
|
BITMAP|/data/gfx/item/item_points2_gavina.png
|
||||||
|
BITMAP|/data/gfx/item/item_points3_pacmar.png
|
||||||
|
|
||||||
|
# Texturas - Titulo
|
||||||
|
ANIMATION|/data/gfx/title/title_dust.ani
|
||||||
|
BITMAP|/data/gfx/title/title_arcade_edition.png
|
||||||
|
BITMAP|/data/gfx/title/title_bg_tile.png
|
||||||
|
BITMAP|/data/gfx/title/title_coffee.png
|
||||||
|
BITMAP|/data/gfx/title/title_crisis.png
|
||||||
|
BITMAP|/data/gfx/title/title_dust.png
|
||||||
|
|
||||||
|
# Texturas - Jugador 1
|
||||||
|
BITMAP|/data/gfx/player/player1_power.png
|
||||||
|
BITMAP|/data/gfx/player/player1.gif
|
||||||
|
PALETTE|/data/gfx/player/player1_coffee1.pal
|
||||||
|
PALETTE|/data/gfx/player/player1_coffee2.pal
|
||||||
|
PALETTE|/data/gfx/player/player1_invencible.pal
|
||||||
|
|
||||||
|
# Texturas - Jugador 2
|
||||||
|
BITMAP|/data/gfx/player/player2_power.png
|
||||||
|
BITMAP|/data/gfx/player/player2.gif
|
||||||
|
PALETTE|/data/gfx/player/player2_coffee1.pal
|
||||||
|
PALETTE|/data/gfx/player/player2_coffee2.pal
|
||||||
|
PALETTE|/data/gfx/player/player2_invencible.pal
|
||||||
|
|
||||||
|
# Animaciones del jugador
|
||||||
|
ANIMATION|/data/gfx/player/player_power.ani
|
||||||
|
ANIMATION|/data/gfx/player/player1.ani
|
||||||
|
ANIMATION|/data/gfx/player/player2.ani
|
||||||
|
|
||||||
|
# Fuentes de texto
|
||||||
|
BITMAP|/data/font/04b_25_2x.png
|
||||||
|
BITMAP|/data/font/04b_25_2x_white.png
|
||||||
|
BITMAP|/data/font/04b_25_flat_2x.png
|
||||||
|
BITMAP|/data/font/04b_25_flat.png
|
||||||
|
BITMAP|/data/font/04b_25_grey.png
|
||||||
|
BITMAP|/data/font/04b_25_metal.png
|
||||||
|
BITMAP|/data/font/04b_25_reversed_2x.png
|
||||||
|
BITMAP|/data/font/04b_25_reversed.png
|
||||||
|
BITMAP|/data/font/04b_25_white.png
|
||||||
|
BITMAP|/data/font/04b_25.png
|
||||||
|
BITMAP|/data/font/8bithud.png
|
||||||
|
BITMAP|/data/font/aseprite.png
|
||||||
|
BITMAP|/data/font/smb2_grad.png
|
||||||
|
BITMAP|/data/font/smb2.png
|
||||||
|
FONT|/data/font/04b_25_2x.txt
|
||||||
|
FONT|/data/font/04b_25.txt
|
||||||
|
FONT|/data/font/8bithud.txt
|
||||||
|
FONT|/data/font/aseprite.txt
|
||||||
|
FONT|/data/font/smb2.txt
|
||||||
|
|
||||||
|
# Idiomas
|
||||||
|
LANG|/data/lang/ba_BA.json
|
||||||
|
LANG|/data/lang/en_UK.json
|
||||||
|
LANG|/data/lang/es_ES.json
|
||||||
277
config/formations.txt
Normal file
@@ -0,0 +1,277 @@
|
|||||||
|
# Coffee Crisis Arcade Edition - Archivo de configuración de formaciones de globos
|
||||||
|
# Formato por línea: x, desp, y, vel_x, tipo, tamaño, retraso_tiempo_creacion
|
||||||
|
# Variables disponibles:
|
||||||
|
# X0_0, X0_50, X0_100, X1_0, X1_100, X2_0, X2_100, X3_0, X3_100
|
||||||
|
# X3_25, X3_75, DEFAULT_POS_Y
|
||||||
|
# SMALL, MEDIUM, LARGE, EXTRALARGE
|
||||||
|
# RIGHT, LEFT
|
||||||
|
|
||||||
|
formation: 0
|
||||||
|
# Dos enemigos BALLOON3 uno a cada extremo
|
||||||
|
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 1
|
||||||
|
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
|
||||||
|
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 2
|
||||||
|
# Cuatro enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
|
||||||
|
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
|
||||||
|
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
|
||||||
|
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
|
||||||
|
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
|
||||||
|
|
||||||
|
formation: 3
|
||||||
|
# Cuatro enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
|
||||||
|
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
|
||||||
|
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
|
||||||
|
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
|
||||||
|
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
|
||||||
|
|
||||||
|
formation: 4
|
||||||
|
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
|
||||||
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 5
|
||||||
|
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
|
||||||
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 6
|
||||||
|
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
|
||||||
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 7
|
||||||
|
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
|
||||||
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 8
|
||||||
|
# Seis enemigos BALLOON0. 0, 0, 0, 0, 0, 0. Hacia la derecha
|
||||||
|
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
|
||||||
|
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
|
||||||
|
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
|
||||||
|
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
|
||||||
|
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
|
||||||
|
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
|
||||||
|
|
||||||
|
formation: 9
|
||||||
|
# Seis enemigos BALLOON0. 100, 100, 100, 100, 100, 100. Hacia la izquierda
|
||||||
|
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
|
||||||
|
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
|
||||||
|
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
|
||||||
|
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
|
||||||
|
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
|
||||||
|
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
|
||||||
|
|
||||||
|
formation: 10
|
||||||
|
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
|
||||||
|
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.5000
|
||||||
|
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.2500
|
||||||
|
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 11
|
||||||
|
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
|
||||||
|
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.5000
|
||||||
|
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.2500
|
||||||
|
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 12
|
||||||
|
# Seis enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
|
||||||
|
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.8333
|
||||||
|
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.6667
|
||||||
|
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.5000
|
||||||
|
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.3333
|
||||||
|
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1667
|
||||||
|
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
|
||||||
|
|
||||||
|
formation: 13
|
||||||
|
# Seis enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
|
||||||
|
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.8333
|
||||||
|
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.6667
|
||||||
|
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.5000
|
||||||
|
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.3333
|
||||||
|
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1667
|
||||||
|
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
|
||||||
|
|
||||||
|
formation: 14
|
||||||
|
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
|
||||||
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
|
||||||
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
|
||||||
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 15
|
||||||
|
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
|
||||||
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
|
||||||
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
|
||||||
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 16
|
||||||
|
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
|
||||||
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
|
||||||
|
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
|
||||||
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 17
|
||||||
|
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
|
||||||
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
|
||||||
|
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
|
||||||
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 18
|
||||||
|
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
|
||||||
|
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.8333
|
||||||
|
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.6667
|
||||||
|
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.5000
|
||||||
|
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.3333
|
||||||
|
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
|
||||||
|
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
|
||||||
|
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
|
||||||
|
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
|
||||||
|
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
|
||||||
|
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
|
||||||
|
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
|
||||||
|
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
|
||||||
|
|
||||||
|
formation: 19
|
||||||
|
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
|
||||||
|
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.8333
|
||||||
|
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.6667
|
||||||
|
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.5000
|
||||||
|
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.3333
|
||||||
|
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
|
||||||
|
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
|
||||||
|
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
|
||||||
|
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
|
||||||
|
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
|
||||||
|
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
|
||||||
|
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
|
||||||
|
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
|
||||||
|
|
||||||
|
formation: 20
|
||||||
|
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
|
||||||
|
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 21
|
||||||
|
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
|
||||||
|
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.2000
|
||||||
|
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1500
|
||||||
|
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.1000
|
||||||
|
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0500
|
||||||
|
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0.0000
|
||||||
|
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.2000
|
||||||
|
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1500
|
||||||
|
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.1000
|
||||||
|
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0500
|
||||||
|
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0.0000
|
||||||
|
|
||||||
|
formation: 22
|
||||||
|
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
|
||||||
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
|
||||||
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
|
||||||
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
||||||
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
|
||||||
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
|
||||||
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 23
|
||||||
|
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
|
||||||
|
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.6667
|
||||||
|
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.5000
|
||||||
|
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0.0000
|
||||||
|
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.6667
|
||||||
|
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.5000
|
||||||
|
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.3333
|
||||||
|
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.1667
|
||||||
|
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0.0000
|
||||||
|
|
||||||
|
formation: 24
|
||||||
|
# Treinta enemigos BALLOON0. Del centro hacia los extremos. Juntos. Simétricos
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
|
||||||
|
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
|
||||||
|
|
||||||
|
formation: 25
|
||||||
|
# Treinta enemigos BALLOON0. Del centro hacia adentro. Juntos. Simétricos
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.1667
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0833
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 1.0000
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.9167
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.8333
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.7500
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.6667
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5833
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.5000
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.4167
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.3333
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.2500
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.1667
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0833
|
||||||
|
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0.0000
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.1667
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0833
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 1.0000
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.9167
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.8333
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.7500
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.6667
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5833
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.5000
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.4167
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.3333
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.2500
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.1667
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0833
|
||||||
|
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0.0000
|
||||||
@@ -2,7 +2,6 @@
|
|||||||
# Formato: PARAMETRO VALOR
|
# Formato: PARAMETRO VALOR
|
||||||
|
|
||||||
# --- GAME ---
|
# --- GAME ---
|
||||||
game.item_size 20 # Tamaño de los items del juego (en píxeles)
|
|
||||||
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
||||||
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
||||||
game.height 240 # Alto de la resolución nativa del juego (en píxeles)
|
game.height 240 # Alto de la resolución nativa del juego (en píxeles)
|
||||||
@@ -12,8 +11,6 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
|
|||||||
game.play_area.rect.h 200 # Alto de la zona jugable
|
game.play_area.rect.h 200 # Alto de la zona jugable
|
||||||
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
||||||
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
||||||
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
|
|
||||||
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
|
|
||||||
|
|
||||||
# --- FADE ---
|
# --- FADE ---
|
||||||
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
||||||
@@ -39,24 +36,24 @@ scoreboard.text_color2 FFFFFF # Color secundario del texto del marca
|
|||||||
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
||||||
|
|
||||||
# --- TITLE ---
|
# --- TITLE ---
|
||||||
title.press_start_position 180 # Posición Y del texto "Press Start"
|
title.press_start_position 180 # Posición Y del texto "Press Start"
|
||||||
title.title_duration 800 # Duración de la pantalla de título (frames)
|
title.title_duration 14 # Duración de la pantalla de título (segundos)
|
||||||
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
||||||
title.title_c_c_position 80 # Posición Y del título principal
|
title.title_c_c_position 80 # Posición Y del título principal
|
||||||
title.bg_color 41526F # Color de fondo en la sección titulo
|
title.bg_color 41526F # Color de fondo en la sección titulo
|
||||||
|
|
||||||
# --- BACKGROUND ---
|
# --- BACKGROUND ---
|
||||||
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
|
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
|
||||||
|
|
||||||
# --- BALLOONS ---
|
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
|
||||||
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
|
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
|
||||||
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
|
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
|
||||||
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
|
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
|
||||||
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
|
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
|
||||||
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
|
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
|
||||||
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
|
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
|
||||||
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
|
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
|
||||||
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
|
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
|
||||||
|
|
||||||
balloon.color[0] blue # Color de creación del globo normal
|
balloon.color[0] blue # Color de creación del globo normal
|
||||||
balloon.color[1] orange # Color del globo normal
|
balloon.color[1] orange # Color del globo normal
|
||||||
@@ -2,7 +2,6 @@
|
|||||||
# Formato: PARAMETRO VALOR
|
# Formato: PARAMETRO VALOR
|
||||||
|
|
||||||
# --- GAME ---
|
# --- GAME ---
|
||||||
game.item_size 20 # Tamaño de los items del juego (en píxeles)
|
|
||||||
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
||||||
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
||||||
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
|
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
|
||||||
@@ -12,8 +11,6 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
|
|||||||
game.play_area.rect.h 216 # Alto de la zona jugable
|
game.play_area.rect.h 216 # Alto de la zona jugable
|
||||||
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
||||||
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
||||||
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
|
|
||||||
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
|
|
||||||
|
|
||||||
# --- FADE ---
|
# --- FADE ---
|
||||||
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
||||||
@@ -39,24 +36,24 @@ scoreboard.text_color2 FFFFFF # Color secundario del texto del marca
|
|||||||
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
||||||
|
|
||||||
# --- TITLE ---
|
# --- TITLE ---
|
||||||
title.press_start_position 180 # Posición Y del texto "Press Start"
|
title.press_start_position 180 # Posición Y del texto "Press Start"
|
||||||
title.title_duration 800 # Duración de la pantalla de título (frames)
|
title.title_duration 14 # Duración de la pantalla de título (segundos)
|
||||||
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
||||||
title.title_c_c_position 80 # Posición Y del título principal
|
title.title_c_c_position 80 # Posición Y del título principal
|
||||||
title.bg_color 41526F # Color de fondo en la sección titulo
|
title.bg_color 41526F # Color de fondo en la sección titulo
|
||||||
|
|
||||||
# --- BACKGROUND ---
|
# --- BACKGROUND ---
|
||||||
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
|
background.attenuate_color FFFFFF00 # Color de atenuación del fondo (RGBA hexadecimal)
|
||||||
|
|
||||||
# --- BALLOONS ---
|
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
|
||||||
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
|
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
|
||||||
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
|
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
|
||||||
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
|
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
|
||||||
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
|
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
|
||||||
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
|
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
|
||||||
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
|
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
|
||||||
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
|
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
|
||||||
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
|
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
|
||||||
|
|
||||||
balloon.color[0] blue # Color de creación del globo normal
|
balloon.color[0] blue # Color de creación del globo normal
|
||||||
balloon.color[1] orange # Color del globo normal
|
balloon.color[1] orange # Color del globo normal
|
||||||
@@ -4,13 +4,13 @@
|
|||||||
# Los pools no necesitan estar ordenados ni ser consecutivos
|
# Los pools no necesitan estar ordenados ni ser consecutivos
|
||||||
|
|
||||||
# Pool para la fase 1
|
# Pool para la fase 1
|
||||||
POOL: 0 FORMATIONS: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
|
POOL: 0 FORMATIONS: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
|
||||||
|
|
||||||
# Pool para la fase 2
|
# Pool para la fase 2
|
||||||
POOL: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
|
POOL: 1 FORMATIONS: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19
|
||||||
|
|
||||||
# Pool para la fase 3
|
# Pool para la fase 3
|
||||||
POOL: 2 FORMATIONS: 0, 1, 2, 3, 4, 55, 56, 57, 58, 59
|
POOL: 2 FORMATIONS: 0, 1, 2, 3, 4, 55, 56, 57, 58, 59
|
||||||
|
|
||||||
# Pool para la fase 4
|
# Pool para la fase 4
|
||||||
POOL: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9
|
POOL: 3 FORMATIONS: 50, 51, 52, 53, 54, 5, 6, 7, 8, 9
|
||||||
@@ -1,196 +0,0 @@
|
|||||||
# Coffee Crisis Arcade Edition - Asset Configuration
|
|
||||||
# Formato: TIPO|RUTA [|OPCIONES]
|
|
||||||
# Opciones: optional, absolute (separadas por comas)
|
|
||||||
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
|
|
||||||
|
|
||||||
# Archivos de configuración del sistema (absolutos y opcionales)
|
|
||||||
DATA|${SYSTEM_FOLDER}/config.txt|optional,absolute
|
|
||||||
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
|
|
||||||
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
|
|
||||||
|
|
||||||
# Archivos de configuración del juego
|
|
||||||
DATA|${PREFIX}/data/config/formations.txt
|
|
||||||
DATA|${PREFIX}/data/config/gamecontrollerdb.txt
|
|
||||||
DATA|${PREFIX}/data/config/param_320x240.txt
|
|
||||||
DATA|${PREFIX}/data/config/param_320x256.txt
|
|
||||||
DATA|${PREFIX}/data/config/param_red.txt
|
|
||||||
DATA|${PREFIX}/data/config/pools.txt
|
|
||||||
DATA|${PREFIX}/data/config/stages.txt
|
|
||||||
DEMODATA|${PREFIX}/data/config/demo1.bin
|
|
||||||
DEMODATA|${PREFIX}/data/config/demo2.bin
|
|
||||||
|
|
||||||
# Música
|
|
||||||
MUSIC|${PREFIX}/data/music/credits.ogg
|
|
||||||
MUSIC|${PREFIX}/data/music/intro.ogg
|
|
||||||
MUSIC|${PREFIX}/data/music/playing.ogg
|
|
||||||
MUSIC|${PREFIX}/data/music/title.ogg
|
|
||||||
|
|
||||||
# Sonidos
|
|
||||||
SOUND|${PREFIX}/data/sound/balloon_bounce0.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/balloon_bounce1.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/balloon_bounce2.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/balloon_bounce3.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/balloon_pop0.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/balloon_pop1.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/balloon_pop2.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/balloon_pop3.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/bullet.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/clock.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/coffee_out.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/continue_clock.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/credit.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/debian_drop.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/debian_pickup.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/hi_score_achieved.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/item_drop.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/item_pickup.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/jump.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/logo.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/notify.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/player_collision.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/power_ball_explosion.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/service_menu_adjust.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/service_menu_move.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/service_menu_select.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/stage_change.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/tabe_hit.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/tabe.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/title.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/voice_coffee.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/voice_credit_thankyou.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/voice_get_ready.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/voice_no.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/voice_power_up.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/voice_recover.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/voice_thankyou.wav
|
|
||||||
SOUND|${PREFIX}/data/sound/walk.wav
|
|
||||||
|
|
||||||
# Shaders
|
|
||||||
DATA|${PREFIX}/data/shaders/crtpi_240.glsl
|
|
||||||
DATA|${PREFIX}/data/shaders/crtpi_256.glsl
|
|
||||||
|
|
||||||
# Texturas - Balloons
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/balloon2.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/balloon3.ani
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png
|
|
||||||
|
|
||||||
# Texturas - Explosiones
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/explosion0.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/explosion1.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/explosion2.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/explosion3.ani
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png
|
|
||||||
|
|
||||||
# Texturas - Power Ball
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani
|
|
||||||
BITMAP|${PREFIX}/data/gfx/balloon/powerball.png
|
|
||||||
|
|
||||||
# Texturas - Bala
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani
|
|
||||||
BITMAP|${PREFIX}/data/gfx/bullet/bullet.png
|
|
||||||
|
|
||||||
# Texturas - Tabe
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani
|
|
||||||
BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
|
|
||||||
|
|
||||||
# Texturas - Juego
|
|
||||||
BITMAP|${PREFIX}/data/gfx/game/game_buildings.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/game/game_grass.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/game/game_moon.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/game/game_sky_colors.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/game/game_sun.png
|
|
||||||
|
|
||||||
# Texturas - Intro
|
|
||||||
BITMAP|${PREFIX}/data/gfx/intro/intro1.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/intro/intro2.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/intro/intro3.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/intro/intro4.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/intro/intro5.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/intro/intro6.png
|
|
||||||
|
|
||||||
# Texturas - Logo
|
|
||||||
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames_mini.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/logo/logo_since_1998.png
|
|
||||||
|
|
||||||
# Texturas - Items
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/item/item_points1_disk.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/item/item_points2_gavina.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/item/item_points3_pacmar.ani
|
|
||||||
BITMAP|${PREFIX}/data/gfx/item/item_clock.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/item/item_coffee_machine.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/item/item_coffee.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/item/item_debian.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png
|
|
||||||
|
|
||||||
# Texturas - Titulo
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani
|
|
||||||
BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/title/title_bg_tile.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/title/title_coffee.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/title/title_crisis.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/title/title_dust.png
|
|
||||||
|
|
||||||
# Texturas - Jugador 1
|
|
||||||
BITMAP|${PREFIX}/data/gfx/player/player1_power.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/player/player1.gif
|
|
||||||
PALETTE|${PREFIX}/data/gfx/player/player1_coffee1.pal
|
|
||||||
PALETTE|${PREFIX}/data/gfx/player/player1_coffee2.pal
|
|
||||||
PALETTE|${PREFIX}/data/gfx/player/player1_invencible.pal
|
|
||||||
|
|
||||||
# Texturas - Jugador 2
|
|
||||||
BITMAP|${PREFIX}/data/gfx/player/player2_power.png
|
|
||||||
BITMAP|${PREFIX}/data/gfx/player/player2.gif
|
|
||||||
PALETTE|${PREFIX}/data/gfx/player/player2_coffee1.pal
|
|
||||||
PALETTE|${PREFIX}/data/gfx/player/player2_coffee2.pal
|
|
||||||
PALETTE|${PREFIX}/data/gfx/player/player2_invencible.pal
|
|
||||||
|
|
||||||
# Animaciones del jugador
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/player/player_power.ani
|
|
||||||
ANIMATION|${PREFIX}/data/gfx/player/player.ani
|
|
||||||
|
|
||||||
# Texturas - Golpe del jugador
|
|
||||||
BITMAP|${PREFIX}/data/gfx/player/hit.png
|
|
||||||
|
|
||||||
# Fuentes de texto
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25_2x.png
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25_flat.png
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25_grey.png
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25_metal.png
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25_reversed.png
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25_white.png
|
|
||||||
BITMAP|${PREFIX}/data/font/04b_25.png
|
|
||||||
BITMAP|${PREFIX}/data/font/8bithud.png
|
|
||||||
BITMAP|${PREFIX}/data/font/aseprite.png
|
|
||||||
BITMAP|${PREFIX}/data/font/smb2_grad.png
|
|
||||||
BITMAP|${PREFIX}/data/font/smb2.png
|
|
||||||
FONT|${PREFIX}/data/font/04b_25_2x.txt
|
|
||||||
FONT|${PREFIX}/data/font/04b_25.txt
|
|
||||||
FONT|${PREFIX}/data/font/8bithud.txt
|
|
||||||
FONT|${PREFIX}/data/font/aseprite.txt
|
|
||||||
FONT|${PREFIX}/data/font/smb2.txt
|
|
||||||
|
|
||||||
# Idiomas
|
|
||||||
LANG|${PREFIX}/data/lang/ba_BA.json
|
|
||||||
LANG|${PREFIX}/data/lang/en_UK.json
|
|
||||||
LANG|${PREFIX}/data/lang/es_ES.json
|
|
||||||
|
Before Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 12 KiB |
@@ -1,277 +0,0 @@
|
|||||||
# Coffee Crisis Arcade Edition - Archivo de configuración de formaciones de globos
|
|
||||||
# Formato por línea: x, desp, y, vel_x, tipo, tamaño, retraso_tiempo_creacion
|
|
||||||
# Variables disponibles:
|
|
||||||
# X0_0, X0_50, X0_100, X1_0, X1_100, X2_0, X2_100, X3_0, X3_100
|
|
||||||
# X3_25, X3_75, DEFAULT_POS_Y
|
|
||||||
# SMALL, MEDIUM, LARGE, EXTRALARGE
|
|
||||||
# RIGHT, LEFT
|
|
||||||
|
|
||||||
formation: 0
|
|
||||||
# Dos enemigos BALLOON3 uno a cada extremo
|
|
||||||
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
|
||||||
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
|
||||||
|
|
||||||
formation: 1
|
|
||||||
# Dos enemigos BALLOON3 uno a cada cuarto. Ambos van hacia el centro
|
|
||||||
X3_25, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
|
||||||
X3_75, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
|
||||||
|
|
||||||
formation: 2
|
|
||||||
# Cuatro enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
|
|
||||||
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
|
|
||||||
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
|
|
||||||
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
|
|
||||||
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
|
|
||||||
|
|
||||||
formation: 3
|
|
||||||
# Cuatro enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
|
|
||||||
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
|
|
||||||
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
|
|
||||||
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
|
|
||||||
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
|
|
||||||
|
|
||||||
formation: 4
|
|
||||||
# Tres enemigos BALLOON2. 0, 25, 50. Hacia la derecha
|
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 5
|
|
||||||
# Tres enemigos BALLOON2. 50, 75, 100. Hacia la izquierda
|
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 6
|
|
||||||
# Tres enemigos BALLOON2. 0, 0, 0. Hacia la derecha
|
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
|
||||||
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 7
|
|
||||||
# Tres enemigos BALLOON2. 100, 100, 100. Hacia la izquierda
|
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
|
||||||
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 8
|
|
||||||
# Seis enemigos BALLOON0. 0, 0, 0, 0, 0, 0. Hacia la derecha
|
|
||||||
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
|
|
||||||
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
|
|
||||||
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
|
|
||||||
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
|
|
||||||
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
|
|
||||||
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
|
|
||||||
|
|
||||||
formation: 9
|
|
||||||
# Seis enemigos BALLOON0. 100, 100, 100, 100, 100, 100. Hacia la izquierda
|
|
||||||
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
|
|
||||||
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
|
|
||||||
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
|
|
||||||
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
|
|
||||||
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
|
|
||||||
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
|
|
||||||
|
|
||||||
formation: 10
|
|
||||||
# Tres enemigos BALLOON3 seguidos desde la izquierda. Hacia la derecha
|
|
||||||
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 30
|
|
||||||
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 15
|
|
||||||
X3_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
|
||||||
|
|
||||||
formation: 11
|
|
||||||
# Tres enemigos BALLOON3 seguidos desde la derecha. Hacia la izquierda
|
|
||||||
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 30
|
|
||||||
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 15
|
|
||||||
X3_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
|
||||||
|
|
||||||
formation: 12
|
|
||||||
# Seis enemigos BALLOON1 uno detrás del otro. A la izquierda y hacia el centro
|
|
||||||
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 50
|
|
||||||
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 40
|
|
||||||
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 30
|
|
||||||
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 20
|
|
||||||
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 10
|
|
||||||
X1_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
|
|
||||||
|
|
||||||
formation: 13
|
|
||||||
# Seis enemigos BALLOON1 uno detrás del otro. A la derecha y hacia el centro
|
|
||||||
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 50
|
|
||||||
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 40
|
|
||||||
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 30
|
|
||||||
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 20
|
|
||||||
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 10
|
|
||||||
X1_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
|
|
||||||
|
|
||||||
formation: 14
|
|
||||||
# Cinco enemigos BALLOON2. Hacia la derecha. Separados
|
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
|
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
|
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
|
||||||
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
|
||||||
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 15
|
|
||||||
# Cinco enemigos BALLOON2. Hacia la izquierda. Separados
|
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
|
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
|
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
|
||||||
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
|
||||||
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 16
|
|
||||||
# Cinco enemigos BALLOON2. Hacia la derecha. Juntos
|
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
|
|
||||||
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
|
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
|
||||||
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 17
|
|
||||||
# Cinco enemigos BALLOON2. Hacia la izquierda. Juntos
|
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
|
|
||||||
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
|
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
|
||||||
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 18
|
|
||||||
# Doce enemigos BALLOON0. Hacia la derecha. Juntos
|
|
||||||
X0_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 110
|
|
||||||
X0_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 100
|
|
||||||
X0_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 90
|
|
||||||
X0_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 80
|
|
||||||
X0_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
|
|
||||||
X0_0, 5, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
|
|
||||||
X0_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
|
|
||||||
X0_0, 7, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
|
|
||||||
X0_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
|
|
||||||
X0_0, 9, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
|
|
||||||
X0_0, 10, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
|
|
||||||
X0_0, 11, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
|
|
||||||
|
|
||||||
formation: 19
|
|
||||||
# Doce enemigos BALLOON0. Hacia la izquierda. Juntos
|
|
||||||
X0_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 110
|
|
||||||
X0_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 100
|
|
||||||
X0_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 90
|
|
||||||
X0_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 80
|
|
||||||
X0_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
|
|
||||||
X0_100, -5, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
|
|
||||||
X0_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
|
|
||||||
X0_100, -7, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
|
|
||||||
X0_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
|
|
||||||
X0_100, -9, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
|
|
||||||
X0_100, -10, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
|
|
||||||
X0_100, -11, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
|
|
||||||
|
|
||||||
formation: 20
|
|
||||||
# Cuatro enemigos BALLOON3 seguidos desde la izquierda/derecha. Simétricos
|
|
||||||
X3_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
|
||||||
X3_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, EXTRALARGE, 0
|
|
||||||
X3_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
|
||||||
X3_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, EXTRALARGE, 0
|
|
||||||
|
|
||||||
formation: 21
|
|
||||||
# Diez enemigos BALLOON1 uno detrás del otro. Izquierda/derecha. Simétricos
|
|
||||||
X1_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 12
|
|
||||||
X1_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 9
|
|
||||||
X1_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 6
|
|
||||||
X1_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 3
|
|
||||||
X1_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, MEDIUM, 0
|
|
||||||
X1_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 12
|
|
||||||
X1_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 9
|
|
||||||
X1_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 6
|
|
||||||
X1_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 3
|
|
||||||
X1_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, MEDIUM, 0
|
|
||||||
|
|
||||||
formation: 22
|
|
||||||
# Diez enemigos BALLOON2. Hacia la derecha/izquierda. Separados. Simétricos
|
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
|
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
|
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
|
||||||
X2_0, 6, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
|
||||||
X2_0, 8, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
|
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
|
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
|
||||||
X2_100, -6, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
|
||||||
X2_100, -8, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 23
|
|
||||||
# Diez enemigos BALLOON2. Hacia la derecha. Juntos. Simétricos
|
|
||||||
X2_0, 0, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 40
|
|
||||||
X2_0, 1, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 30
|
|
||||||
X2_0, 2, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 20
|
|
||||||
X2_0, 3, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 10
|
|
||||||
X2_0, 4, DEFAULT_POS_Y, RIGHT, BALLOON, LARGE, 0
|
|
||||||
X2_100, 0, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 40
|
|
||||||
X2_100, -1, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 30
|
|
||||||
X2_100, -2, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 20
|
|
||||||
X2_100, -3, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 10
|
|
||||||
X2_100, -4, DEFAULT_POS_Y, LEFT, BALLOON, LARGE, 0
|
|
||||||
|
|
||||||
formation: 24
|
|
||||||
# Treinta enemigos BALLOON0. Del centro hacia los extremos. Juntos. Simétricos
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
|
|
||||||
X0_50, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
|
|
||||||
|
|
||||||
formation: 25
|
|
||||||
# Treinta enemigos BALLOON0. Del centro hacia adentro. Juntos. Simétricos
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 70
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 65
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 60
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 55
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 50
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 45
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 40
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 35
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 30
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 25
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 20
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 15
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 10
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 5
|
|
||||||
X0_50 + 20, 0, DEFAULT_POS_Y, LEFT, BALLOON, SMALL, 0
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 70
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 65
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 60
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 55
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 50
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 45
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 40
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 35
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 30
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 25
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 20
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 15
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 10
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 5
|
|
||||||
X0_50 - 20, 0, DEFAULT_POS_Y, RIGHT, BALLOON, SMALL, 0
|
|
||||||
BIN
data/demo/demo1.bin
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
data/demo/demo2.bin
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
data/demo/demo3.bin
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
data/font/04b_25_2x_white.png
Normal file
|
After Width: | Height: | Size: 4.2 KiB |
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
@@ -185,7 +185,7 @@
|
|||||||
# 122 z
|
# 122 z
|
||||||
5
|
5
|
||||||
# 123 {
|
# 123 {
|
||||||
3
|
7
|
||||||
# 124 |
|
# 124 |
|
||||||
2
|
2
|
||||||
# 125 }
|
# 125 }
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 872 B After Width: | Height: | Size: 882 B |
@@ -3,28 +3,28 @@ frame_height=10
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=orange
|
name=orange
|
||||||
speed=10
|
speed=0.1667
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blue
|
name=blue
|
||||||
speed=20
|
speed=0.3333
|
||||||
loop=0
|
loop=0
|
||||||
frames=10,11,12,13,14,15,16,17,18,19
|
frames=10,11,12,13,14,15,16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green
|
name=green
|
||||||
speed=10
|
speed=0.1667
|
||||||
loop=0
|
loop=0
|
||||||
frames=20,21,22,23,24,25,26,27,28,29
|
frames=20,21,22,23,24,25,26,27,28,29
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=red
|
name=red
|
||||||
speed=20
|
speed=0.3333
|
||||||
loop=0
|
loop=0
|
||||||
frames=30,31,32,33,34,35,36,37,38,39
|
frames=30,31,32,33,34,35,36,37,38,39
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,28 +3,28 @@ frame_height=16
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=orange
|
name=orange
|
||||||
speed=10
|
speed=0.1667
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blue
|
name=blue
|
||||||
speed=20
|
speed=0.3333
|
||||||
loop=0
|
loop=0
|
||||||
frames=10,11,12,13,14,15,16,17,18,19
|
frames=10,11,12,13,14,15,16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green
|
name=green
|
||||||
speed=10
|
speed=0.1667
|
||||||
loop=0
|
loop=0
|
||||||
frames=20,21,22,23,24,25,26,27,28,29
|
frames=20,21,22,23,24,25,26,27,28,29
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=red
|
name=red
|
||||||
speed=20
|
speed=0.3333
|
||||||
loop=0
|
loop=0
|
||||||
frames=30,31,32,33,34,35,36,37,38,39
|
frames=30,31,32,33,34,35,36,37,38,39
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,28 +3,28 @@ frame_height=26
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=orange
|
name=orange
|
||||||
speed=10
|
speed=0.1667
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blue
|
name=blue
|
||||||
speed=20
|
speed=0.3333
|
||||||
loop=0
|
loop=0
|
||||||
frames=10,11,12,13,14,15,16,17,18,19
|
frames=10,11,12,13,14,15,16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green
|
name=green
|
||||||
speed=10
|
speed=0.1667
|
||||||
loop=0
|
loop=0
|
||||||
frames=20,21,22,23,24,25,26,27,28,29
|
frames=20,21,22,23,24,25,26,27,28,29
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=red
|
name=red
|
||||||
speed=20
|
speed=0.3333
|
||||||
loop=0
|
loop=0
|
||||||
frames=30,31,32,33,34,35,36,37,38,39
|
frames=30,31,32,33,34,35,36,37,38,39
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,28 +3,28 @@ frame_height=48
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=orange
|
name=orange
|
||||||
speed=10
|
speed=0.1667
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=blue
|
name=blue
|
||||||
speed=20
|
speed=0.3333
|
||||||
loop=0
|
loop=0
|
||||||
frames=10,11,12,13,14,15,16,17,18,19
|
frames=10,11,12,13,14,15,16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=green
|
name=green
|
||||||
speed=10
|
speed=0.1667
|
||||||
loop=0
|
loop=0
|
||||||
frames=20,21,22,23,24,25,26,27,28,29
|
frames=20,21,22,23,24,25,26,27,28,29
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=red
|
name=red
|
||||||
speed=20
|
speed=0.3333
|
||||||
loop=0
|
loop=0
|
||||||
frames=30,31,32,33,34,35,36,37,38,39
|
frames=30,31,32,33,34,35,36,37,38,39
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=10
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=16
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=26
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=48
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6,7,8,9
|
frames=0,1,2,3,4,5,6,7,8,9
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=49
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=powerball
|
name=powerball
|
||||||
speed=10
|
speed=0.0167
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=1
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,43 +2,85 @@ frame_width=12
|
|||||||
frame_height=12
|
frame_height=12
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=normal_up
|
name=yellow_up
|
||||||
speed=5
|
speed=20
|
||||||
loop=0
|
loop=-1
|
||||||
frames=0,1,2
|
frames=0
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=normal_left
|
name=yellow_left
|
||||||
speed=5
|
speed=20
|
||||||
loop=0
|
loop=-1
|
||||||
frames=3,4,5,5,4,3
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=normal_right
|
name=yellow_right
|
||||||
speed=5
|
speed=20
|
||||||
loop=0
|
loop=-1
|
||||||
frames=6,7,8,8,7,6
|
frames=2
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=powered_up
|
name=green_up
|
||||||
speed=5
|
speed=20
|
||||||
loop=0
|
loop=-1
|
||||||
frames=9,10,11,11,10,9
|
frames=3
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=powered_left
|
name=green_left
|
||||||
speed=5
|
speed=20
|
||||||
loop=0
|
loop=-1
|
||||||
frames=12,13,14,14,13,12
|
frames=4
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=powered_right
|
name=green_right
|
||||||
speed=5
|
speed=20
|
||||||
loop=0
|
loop=-1
|
||||||
frames=15,16,17,17,26,15
|
frames=5
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=red_up
|
||||||
|
speed=20
|
||||||
|
loop=-1
|
||||||
|
frames=6
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=red_left
|
||||||
|
speed=20
|
||||||
|
loop=-1
|
||||||
|
frames=7
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=red_right
|
||||||
|
speed=20
|
||||||
|
loop=-1
|
||||||
|
frames=8
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=purple_up
|
||||||
|
speed=20
|
||||||
|
loop=-1
|
||||||
|
frames=9
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=purple_left
|
||||||
|
speed=20
|
||||||
|
loop=-1
|
||||||
|
frames=10
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=purple_right
|
||||||
|
speed=20
|
||||||
|
loop=-1
|
||||||
|
frames=11
|
||||||
[/animation]
|
[/animation]
|
||||||
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 1.7 KiB |
9
data/gfx/game/game_grass.ani
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
frame_width=320
|
||||||
|
frame_height=10
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=default
|
||||||
|
speed=0.2
|
||||||
|
loop=0
|
||||||
|
frames=0,1,2,1
|
||||||
|
[/animation]
|
||||||
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.6 KiB |
@@ -2,8 +2,15 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=blink
|
||||||
speed=8
|
speed=0.2
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,0,1
|
frames=0,1
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=no-blink
|
||||||
|
speed=0
|
||||||
|
loop=-1
|
||||||
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,8 +2,15 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=blink
|
||||||
speed=8
|
speed=0.2
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,0,1
|
frames=0,1
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=no-blink
|
||||||
|
speed=0
|
||||||
|
loop=-1
|
||||||
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=39
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=6
|
speed=0.1
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8
|
frames=0,1,2,3,4,5,6,7,8
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,8 +2,15 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=blink
|
||||||
speed=8
|
speed=0.2
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,0,1
|
frames=0,1
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=no-blink
|
||||||
|
speed=0
|
||||||
|
loop=-1
|
||||||
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,8 +2,15 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=blink
|
||||||
speed=8
|
speed=0.2
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,0,1
|
frames=0,1
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=no-blink
|
||||||
|
speed=0
|
||||||
|
loop=-1
|
||||||
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,8 +2,15 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=blink
|
||||||
speed=8
|
speed=0.2
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,0,1
|
frames=0,1
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=no-blink
|
||||||
|
speed=0
|
||||||
|
loop=-1
|
||||||
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -2,8 +2,15 @@ frame_width=20
|
|||||||
frame_height=20
|
frame_height=20
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=blink
|
||||||
speed=8
|
speed=0.2
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,0,1
|
frames=0,1
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=no-blink
|
||||||
|
speed=0
|
||||||
|
loop=-1
|
||||||
|
frames=1
|
||||||
[/animation]
|
[/animation]
|
||||||
|
Before Width: | Height: | Size: 717 B After Width: | Height: | Size: 696 B |
|
Before Width: | Height: | Size: 720 B After Width: | Height: | Size: 624 B |
|
Before Width: | Height: | Size: 312 B |
@@ -3,133 +3,133 @@ frame_height=32
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk
|
name=walk
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3
|
frames=0,1,2,3
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand
|
name=stand
|
||||||
speed=10
|
speed=0.167
|
||||||
loop=0
|
loop=0
|
||||||
frames=4,5,6,7
|
frames=4,5,6,7
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-fire-side
|
name=walk-fire-side
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=8,9,10,11
|
frames=8,9,10,11
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-recoil-side
|
name=walk-recoil-side
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=12,13,14,15
|
frames=12,13,14,15
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-cool-side
|
name=walk-cool-side
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=16,17,18,19
|
frames=16,17,18,19
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-fire-side
|
name=stand-fire-side
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=20
|
frames=20
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-recoil-side
|
name=stand-recoil-side
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=21
|
frames=21
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-cool-side
|
name=stand-cool-side
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=22
|
frames=22
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-fire-center
|
name=walk-fire-center
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=23,24,25,26
|
frames=23,24,25,26
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-recoil-center
|
name=walk-recoil-center
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=27,28,29,30
|
frames=27,28,29,30
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=walk-cool-center
|
name=walk-cool-center
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=31,32,33,34
|
frames=31,32,33,34
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-fire-center
|
name=stand-fire-center
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=35
|
frames=35
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-recoil-center
|
name=stand-recoil-center
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=36
|
frames=36
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=stand-cool-center
|
name=stand-cool-center
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=37
|
frames=37
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=rolling
|
name=rolling
|
||||||
speed=10
|
speed=0.167
|
||||||
loop=0
|
loop=0
|
||||||
frames=38,39,40,41
|
frames=38,39,40,41
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=celebration
|
name=celebration
|
||||||
speed=10
|
speed=0.167
|
||||||
loop=-1
|
loop=0
|
||||||
frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42
|
frames=42,42,42,43,44,45,44,43,42,43,44,45,44,43,42,43,44,45,44,43,42,46,46,46,46,46,46,47,48,49,50,50,50,50,50,50,49,49,49,50,50,50,49,49,49,48,47,46,46,46
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=dizzy
|
name=dizzy
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=47,48,49,50,51,52,53
|
frames=51,52,53,54,55,56,57
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=recover
|
name=recover
|
||||||
speed=3
|
speed=0.05
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=54,54,54,54,55,56,57,58,58,58,59,60,61,58,59,60,61,58,59,60,61,62,62,62,62
|
frames=58,58,58,58,59,60,61,62,62,62,63,64,65,62,63,64,65,62,63,64,65,66,66,66,66
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=hello
|
name=hello
|
||||||
speed=3
|
speed=0.05
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=63,64,65,66,67,68,69,70,71,72,73,73,73,73,73,73,73,73,73,73,73,73,73,74,75,76,77,78,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67,66,65,64,63
|
frames=67,68,69,70,71,72,73,74,75,76,77,77,77,77,77,77,77,77,77,77,77,77,77,78,79,80,81,82,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67
|
||||||
[/animation]
|
[/animation]
|
||||||
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
135
data/gfx/player/player2.ani
Normal file
@@ -0,0 +1,135 @@
|
|||||||
|
frame_width=32
|
||||||
|
frame_height=32
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=walk
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=0,1,2,3
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=stand
|
||||||
|
speed=0.167
|
||||||
|
loop=0
|
||||||
|
frames=4,5,6,7
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=walk-fire-side
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=8,9,10,11
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=walk-recoil-side
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=12,13,14,15
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=walk-cool-side
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=16,17,18,19
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=stand-fire-side
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=20
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=stand-recoil-side
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=21
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=stand-cool-side
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=22
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=walk-fire-center
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=23,24,25,26
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=walk-recoil-center
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=27,28,29,30
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=walk-cool-center
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=31,32,33,34
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=stand-fire-center
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=35
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=stand-recoil-center
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=36
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=stand-cool-center
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=37
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=rolling
|
||||||
|
speed=0.167
|
||||||
|
loop=0
|
||||||
|
frames=38,39,40,41
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=celebration
|
||||||
|
speed=0.167
|
||||||
|
loop=0
|
||||||
|
frames=47,47,47,47,47,47,48,49,50,51,51,51,51,51,51,50,50,50,51,51,51,50,50,50,49,48,47,47,47,42,42,42,43,44,45,46,45,46,45,46,45,46,45,46,45,46,45,44,43,42
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=dizzy
|
||||||
|
speed=0.0833
|
||||||
|
loop=0
|
||||||
|
frames=52,53,54,55,56,57,58
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=recover
|
||||||
|
speed=0.05
|
||||||
|
loop=-1
|
||||||
|
frames=59,59,59,59,60,61,62,63,63,63,64,65,66,63,64,65,66,63,64,65,66,67,67,67,67
|
||||||
|
[/animation]
|
||||||
|
|
||||||
|
[animation]
|
||||||
|
name=hello
|
||||||
|
speed=0.05
|
||||||
|
loop=-1
|
||||||
|
frames=68,69,70,71,72,73,74,75,76,77,78,78,78,78,78,78,78,78,78,78,78,78,78,79,80,81,82,83,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68
|
||||||
|
[/animation]
|
||||||
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -3,7 +3,7 @@ frame_height=44
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=5
|
speed=0.0833
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3
|
frames=0,1,2,3
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,14 +3,14 @@ frame_height=32
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=fly
|
name=fly
|
||||||
speed=2
|
speed=0.0333
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1
|
frames=0,1
|
||||||
[/animation]
|
[/animation]
|
||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=hit
|
name=hit
|
||||||
speed=2
|
speed=0.0333
|
||||||
loop=0
|
loop=0
|
||||||
frames=2,3
|
frames=2,3
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -3,7 +3,7 @@ frame_height=16
|
|||||||
|
|
||||||
[animation]
|
[animation]
|
||||||
name=default
|
name=default
|
||||||
speed=8
|
speed=0.1333
|
||||||
loop=-1
|
loop=-1
|
||||||
frames=0,1,2,3,4,5,6
|
frames=0,1,2,3,4,5,6
|
||||||
[/animation]
|
[/animation]
|
||||||
@@ -21,12 +21,13 @@
|
|||||||
"[GAME_TEXT] 2": "Queden ",
|
"[GAME_TEXT] 2": "Queden ",
|
||||||
"[GAME_TEXT] 2A": " fases mes!",
|
"[GAME_TEXT] 2A": " fases mes!",
|
||||||
"[GAME_TEXT] 3": "Ultima fase!",
|
"[GAME_TEXT] 3": "Ultima fase!",
|
||||||
"[GAME_TEXT] 4": "SuperPoder!",
|
"[GAME_TEXT] 4": "Automatic!",
|
||||||
"[GAME_TEXT] 5": "+1 Colp",
|
"[GAME_TEXT] 5": "+1 Colp",
|
||||||
"[GAME_TEXT] 6": "Temps!",
|
"[GAME_TEXT] 6": "Temps!",
|
||||||
"[GAME_TEXT] 7": "Endavant!",
|
"[GAME_TEXT] 7": "Endavant!",
|
||||||
"[GAME_TEXT] 8": "1.000.000 de punts!",
|
"[GAME_TEXT] 8": "1.000.000 de punts!",
|
||||||
"[GAME_TEXT] THANK_YOU": "Gracies!",
|
"[GAME_TEXT] THANK_YOU": "Gracies!",
|
||||||
|
"[GAME_TEXT] NEW_RECORD": "Nou record!",
|
||||||
|
|
||||||
"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",
|
"[HIGHSCORE_TABLE] CAPTION": "Millors puntuacions",
|
||||||
|
|
||||||
|
|||||||
@@ -20,12 +20,13 @@
|
|||||||
"[GAME_TEXT] 2": "",
|
"[GAME_TEXT] 2": "",
|
||||||
"[GAME_TEXT] 2A": " stages left!",
|
"[GAME_TEXT] 2A": " stages left!",
|
||||||
"[GAME_TEXT] 3": "Last stage!",
|
"[GAME_TEXT] 3": "Last stage!",
|
||||||
"[GAME_TEXT] 4": "PowerUp",
|
"[GAME_TEXT] 4": "AutoFire!",
|
||||||
"[GAME_TEXT] 5": "+1 Hit",
|
"[GAME_TEXT] 5": "+1 Hit",
|
||||||
"[GAME_TEXT] 6": "Stop!",
|
"[GAME_TEXT] 6": "Stop!",
|
||||||
"[GAME_TEXT] 7": "Get Ready!",
|
"[GAME_TEXT] 7": "Get Ready!",
|
||||||
"[GAME_TEXT] 8": "1,000,000 points!",
|
"[GAME_TEXT] 8": "1,000,000 points!",
|
||||||
"[GAME_TEXT] THANK_YOU": "Thank you!",
|
"[GAME_TEXT] THANK_YOU": "Thank you!",
|
||||||
|
"[GAME_TEXT] NEW_RECORD": "New record!",
|
||||||
|
|
||||||
"[HIGHSCORE_TABLE] CAPTION": "Best scores",
|
"[HIGHSCORE_TABLE] CAPTION": "Best scores",
|
||||||
|
|
||||||
|
|||||||
@@ -20,12 +20,13 @@
|
|||||||
"[GAME_TEXT] 2": "!Quedan ",
|
"[GAME_TEXT] 2": "!Quedan ",
|
||||||
"[GAME_TEXT] 2A": " fases!",
|
"[GAME_TEXT] 2A": " fases!",
|
||||||
"[GAME_TEXT] 3": "Ultima fase!",
|
"[GAME_TEXT] 3": "Ultima fase!",
|
||||||
"[GAME_TEXT] 4": "Potenciador",
|
"[GAME_TEXT] 4": "Automatico!",
|
||||||
"[GAME_TEXT] 5": "+1 Golpe",
|
"[GAME_TEXT] 5": "+1 Golpe",
|
||||||
"[GAME_TEXT] 6": "Tiempo!",
|
"[GAME_TEXT] 6": "Tiempo!",
|
||||||
"[GAME_TEXT] 7": "Adelante!",
|
"[GAME_TEXT] 7": "Adelante!",
|
||||||
"[GAME_TEXT] 8": "1.000.000 de puntos!",
|
"[GAME_TEXT] 8": "1.000.000 de puntos!",
|
||||||
"[GAME_TEXT] THANK_YOU": "Gracias!",
|
"[GAME_TEXT] THANK_YOU": "Gracias!",
|
||||||
|
"[GAME_TEXT] NEW_RECORD": "Nuevo record!",
|
||||||
|
|
||||||
"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",
|
"[HIGHSCORE_TABLE] CAPTION": "Mejores puntuaciones",
|
||||||
|
|
||||||
|
|||||||
BIN
data/music/congratulations.ogg
Normal file
@@ -1,234 +0,0 @@
|
|||||||
/*
|
|
||||||
crt-pi - A Raspberry Pi friendly CRT shader.
|
|
||||||
|
|
||||||
Copyright (C) 2015-2016 davej
|
|
||||||
|
|
||||||
This program is free software; you can redistribute it and/or modify it
|
|
||||||
under the terms of the GNU General Public License as published by the Free
|
|
||||||
Software Foundation; either version 2 of the License, or (at your option)
|
|
||||||
any later version.
|
|
||||||
|
|
||||||
|
|
||||||
Notes:
|
|
||||||
|
|
||||||
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
|
|
||||||
|
|
||||||
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
|
|
||||||
|
|
||||||
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
|
|
||||||
|
|
||||||
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
|
|
||||||
|
|
||||||
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
|
|
||||||
|
|
||||||
BLOOM_FACTOR controls the increase in width for bright scanlines.
|
|
||||||
|
|
||||||
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
|
|
||||||
|
|
||||||
*/
|
|
||||||
|
|
||||||
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
|
|
||||||
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
|
|
||||||
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
|
|
||||||
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
|
|
||||||
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
|
|
||||||
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
|
|
||||||
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
|
|
||||||
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
|
|
||||||
|
|
||||||
// Haven't put these as parameters as it would slow the code down.
|
|
||||||
#define SCANLINES
|
|
||||||
#define MULTISAMPLE
|
|
||||||
#define GAMMA
|
|
||||||
//#define FAKE_GAMMA
|
|
||||||
//#define CURVATURE
|
|
||||||
//#define SHARPER
|
|
||||||
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
|
||||||
#define MASK_TYPE 2
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef GL_ES
|
|
||||||
#define COMPAT_PRECISION mediump
|
|
||||||
precision mediump float;
|
|
||||||
#else
|
|
||||||
#define COMPAT_PRECISION
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef PARAMETER_UNIFORM
|
|
||||||
uniform COMPAT_PRECISION float CURVATURE_X;
|
|
||||||
uniform COMPAT_PRECISION float CURVATURE_Y;
|
|
||||||
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
|
|
||||||
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
|
|
||||||
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
|
|
||||||
uniform COMPAT_PRECISION float BLOOM_FACTOR;
|
|
||||||
uniform COMPAT_PRECISION float INPUT_GAMMA;
|
|
||||||
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
|
|
||||||
#else
|
|
||||||
#define CURVATURE_X 0.05
|
|
||||||
#define CURVATURE_Y 0.1
|
|
||||||
#define MASK_BRIGHTNESS 0.80
|
|
||||||
#define SCANLINE_WEIGHT 6.0
|
|
||||||
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
|
||||||
#define BLOOM_FACTOR 3.5
|
|
||||||
#define INPUT_GAMMA 2.4
|
|
||||||
#define OUTPUT_GAMMA 2.2
|
|
||||||
#endif
|
|
||||||
|
|
||||||
/* COMPATIBILITY
|
|
||||||
- GLSL compilers
|
|
||||||
*/
|
|
||||||
|
|
||||||
//uniform vec2 TextureSize;
|
|
||||||
#if defined(CURVATURE)
|
|
||||||
varying vec2 screenScale;
|
|
||||||
#endif
|
|
||||||
varying vec2 TEX0;
|
|
||||||
varying float filterWidth;
|
|
||||||
|
|
||||||
#if defined(VERTEX)
|
|
||||||
//uniform mat4 MVPMatrix;
|
|
||||||
//attribute vec4 VertexCoord;
|
|
||||||
//attribute vec2 TexCoord;
|
|
||||||
//uniform vec2 InputSize;
|
|
||||||
//uniform vec2 OutputSize;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
#if defined(CURVATURE)
|
|
||||||
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
|
|
||||||
#endif
|
|
||||||
filterWidth = (768.0 / 240.0) / 3.0;
|
|
||||||
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
|
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
|
||||||
}
|
|
||||||
#elif defined(FRAGMENT)
|
|
||||||
|
|
||||||
uniform sampler2D Texture;
|
|
||||||
|
|
||||||
#if defined(CURVATURE)
|
|
||||||
vec2 Distort(vec2 coord)
|
|
||||||
{
|
|
||||||
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
|
||||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
|
||||||
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
|
||||||
coord *= screenScale;
|
|
||||||
coord -= vec2(0.5);
|
|
||||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
|
||||||
coord += coord * (CURVATURE_DISTORTION * rsq);
|
|
||||||
coord *= barrelScale;
|
|
||||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
|
||||||
coord = vec2(-1.0); // If out of bounds, return an invalid value.
|
|
||||||
else
|
|
||||||
{
|
|
||||||
coord += vec2(0.5);
|
|
||||||
coord /= screenScale;
|
|
||||||
}
|
|
||||||
|
|
||||||
return coord;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
float CalcScanLineWeight(float dist)
|
|
||||||
{
|
|
||||||
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
|
||||||
}
|
|
||||||
|
|
||||||
float CalcScanLine(float dy)
|
|
||||||
{
|
|
||||||
float scanLineWeight = CalcScanLineWeight(dy);
|
|
||||||
#if defined(MULTISAMPLE)
|
|
||||||
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
|
|
||||||
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
|
|
||||||
scanLineWeight *= 0.3333333;
|
|
||||||
#endif
|
|
||||||
return scanLineWeight;
|
|
||||||
}
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec2 TextureSize = vec2(320.0, 240.0);
|
|
||||||
#if defined(CURVATURE)
|
|
||||||
vec2 texcoord = Distort(TEX0);
|
|
||||||
if (texcoord.x < 0.0)
|
|
||||||
gl_FragColor = vec4(0.0);
|
|
||||||
else
|
|
||||||
#else
|
|
||||||
vec2 texcoord = TEX0;
|
|
||||||
#endif
|
|
||||||
{
|
|
||||||
vec2 texcoordInPixels = texcoord * TextureSize;
|
|
||||||
#if defined(SHARPER)
|
|
||||||
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
|
||||||
vec2 coord = tempCoord / TextureSize;
|
|
||||||
vec2 deltas = texcoordInPixels - tempCoord;
|
|
||||||
float scanLineWeight = CalcScanLine(deltas.y);
|
|
||||||
vec2 signs = sign(deltas);
|
|
||||||
deltas.x *= 2.0;
|
|
||||||
deltas = deltas * deltas;
|
|
||||||
deltas.y = deltas.y * deltas.y;
|
|
||||||
deltas.x *= 0.5;
|
|
||||||
deltas.y *= 8.0;
|
|
||||||
deltas /= TextureSize;
|
|
||||||
deltas *= signs;
|
|
||||||
vec2 tc = coord + deltas;
|
|
||||||
#else
|
|
||||||
float tempY = floor(texcoordInPixels.y) + 0.5;
|
|
||||||
float yCoord = tempY / TextureSize.y;
|
|
||||||
float dy = texcoordInPixels.y - tempY;
|
|
||||||
float scanLineWeight = CalcScanLine(dy);
|
|
||||||
float signY = sign(dy);
|
|
||||||
dy = dy * dy;
|
|
||||||
dy = dy * dy;
|
|
||||||
dy *= 8.0;
|
|
||||||
dy /= TextureSize.y;
|
|
||||||
dy *= signY;
|
|
||||||
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
vec3 colour = texture2D(Texture, tc).rgb;
|
|
||||||
|
|
||||||
#if defined(SCANLINES)
|
|
||||||
#if defined(GAMMA)
|
|
||||||
#if defined(FAKE_GAMMA)
|
|
||||||
colour = colour * colour;
|
|
||||||
#else
|
|
||||||
colour = pow(colour, vec3(INPUT_GAMMA));
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
scanLineWeight *= BLOOM_FACTOR;
|
|
||||||
colour *= scanLineWeight;
|
|
||||||
|
|
||||||
#if defined(GAMMA)
|
|
||||||
#if defined(FAKE_GAMMA)
|
|
||||||
colour = sqrt(colour);
|
|
||||||
#else
|
|
||||||
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#if MASK_TYPE == 0
|
|
||||||
gl_FragColor = vec4(colour, 1.0);
|
|
||||||
#else
|
|
||||||
#if MASK_TYPE == 1
|
|
||||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
|
|
||||||
vec3 mask;
|
|
||||||
if (whichMask < 0.5)
|
|
||||||
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
|
||||||
else
|
|
||||||
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
|
||||||
#elif MASK_TYPE == 2
|
|
||||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
|
|
||||||
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
|
||||||
if (whichMask < 0.3333333)
|
|
||||||
mask.x = 1.0;
|
|
||||||
else if (whichMask < 0.6666666)
|
|
||||||
mask.y = 1.0;
|
|
||||||
else
|
|
||||||
mask.z = 1.0;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
gl_FragColor = vec4(colour * mask, 1.0);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
@@ -1,234 +0,0 @@
|
|||||||
/*
|
|
||||||
crt-pi - A Raspberry Pi friendly CRT shader.
|
|
||||||
|
|
||||||
Copyright (C) 2015-2016 davej
|
|
||||||
|
|
||||||
This program is free software; you can redistribute it and/or modify it
|
|
||||||
under the terms of the GNU General Public License as published by the Free
|
|
||||||
Software Foundation; either version 2 of the License, or (at your option)
|
|
||||||
any later version.
|
|
||||||
|
|
||||||
|
|
||||||
Notes:
|
|
||||||
|
|
||||||
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
|
|
||||||
|
|
||||||
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
|
|
||||||
|
|
||||||
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
|
|
||||||
|
|
||||||
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
|
|
||||||
|
|
||||||
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
|
|
||||||
|
|
||||||
BLOOM_FACTOR controls the increase in width for bright scanlines.
|
|
||||||
|
|
||||||
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
|
|
||||||
|
|
||||||
*/
|
|
||||||
|
|
||||||
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
|
|
||||||
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
|
|
||||||
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
|
|
||||||
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
|
|
||||||
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
|
|
||||||
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
|
|
||||||
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
|
|
||||||
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
|
|
||||||
|
|
||||||
// Haven't put these as parameters as it would slow the code down.
|
|
||||||
#define SCANLINES
|
|
||||||
#define MULTISAMPLE
|
|
||||||
#define GAMMA
|
|
||||||
//#define FAKE_GAMMA
|
|
||||||
//#define CURVATURE
|
|
||||||
//#define SHARPER
|
|
||||||
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
|
||||||
#define MASK_TYPE 2
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef GL_ES
|
|
||||||
#define COMPAT_PRECISION mediump
|
|
||||||
precision mediump float;
|
|
||||||
#else
|
|
||||||
#define COMPAT_PRECISION
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef PARAMETER_UNIFORM
|
|
||||||
uniform COMPAT_PRECISION float CURVATURE_X;
|
|
||||||
uniform COMPAT_PRECISION float CURVATURE_Y;
|
|
||||||
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
|
|
||||||
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
|
|
||||||
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
|
|
||||||
uniform COMPAT_PRECISION float BLOOM_FACTOR;
|
|
||||||
uniform COMPAT_PRECISION float INPUT_GAMMA;
|
|
||||||
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
|
|
||||||
#else
|
|
||||||
#define CURVATURE_X 0.05
|
|
||||||
#define CURVATURE_Y 0.1
|
|
||||||
#define MASK_BRIGHTNESS 0.80
|
|
||||||
#define SCANLINE_WEIGHT 6.0
|
|
||||||
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
|
||||||
#define BLOOM_FACTOR 3.5
|
|
||||||
#define INPUT_GAMMA 2.4
|
|
||||||
#define OUTPUT_GAMMA 2.2
|
|
||||||
#endif
|
|
||||||
|
|
||||||
/* COMPATIBILITY
|
|
||||||
- GLSL compilers
|
|
||||||
*/
|
|
||||||
|
|
||||||
//uniform vec2 TextureSize;
|
|
||||||
#if defined(CURVATURE)
|
|
||||||
varying vec2 screenScale;
|
|
||||||
#endif
|
|
||||||
varying vec2 TEX0;
|
|
||||||
varying float filterWidth;
|
|
||||||
|
|
||||||
#if defined(VERTEX)
|
|
||||||
//uniform mat4 MVPMatrix;
|
|
||||||
//attribute vec4 VertexCoord;
|
|
||||||
//attribute vec2 TexCoord;
|
|
||||||
//uniform vec2 InputSize;
|
|
||||||
//uniform vec2 OutputSize;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
#if defined(CURVATURE)
|
|
||||||
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
|
|
||||||
#endif
|
|
||||||
filterWidth = (768.0 / 256.0) / 3.0;
|
|
||||||
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
|
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
|
||||||
}
|
|
||||||
#elif defined(FRAGMENT)
|
|
||||||
|
|
||||||
uniform sampler2D Texture;
|
|
||||||
|
|
||||||
#if defined(CURVATURE)
|
|
||||||
vec2 Distort(vec2 coord)
|
|
||||||
{
|
|
||||||
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
|
||||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
|
||||||
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
|
||||||
coord *= screenScale;
|
|
||||||
coord -= vec2(0.5);
|
|
||||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
|
||||||
coord += coord * (CURVATURE_DISTORTION * rsq);
|
|
||||||
coord *= barrelScale;
|
|
||||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
|
||||||
coord = vec2(-1.0); // If out of bounds, return an invalid value.
|
|
||||||
else
|
|
||||||
{
|
|
||||||
coord += vec2(0.5);
|
|
||||||
coord /= screenScale;
|
|
||||||
}
|
|
||||||
|
|
||||||
return coord;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
float CalcScanLineWeight(float dist)
|
|
||||||
{
|
|
||||||
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
|
||||||
}
|
|
||||||
|
|
||||||
float CalcScanLine(float dy)
|
|
||||||
{
|
|
||||||
float scanLineWeight = CalcScanLineWeight(dy);
|
|
||||||
#if defined(MULTISAMPLE)
|
|
||||||
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
|
|
||||||
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
|
|
||||||
scanLineWeight *= 0.3333333;
|
|
||||||
#endif
|
|
||||||
return scanLineWeight;
|
|
||||||
}
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec2 TextureSize = vec2(320.0, 256.0);
|
|
||||||
#if defined(CURVATURE)
|
|
||||||
vec2 texcoord = Distort(TEX0);
|
|
||||||
if (texcoord.x < 0.0)
|
|
||||||
gl_FragColor = vec4(0.0);
|
|
||||||
else
|
|
||||||
#else
|
|
||||||
vec2 texcoord = TEX0;
|
|
||||||
#endif
|
|
||||||
{
|
|
||||||
vec2 texcoordInPixels = texcoord * TextureSize;
|
|
||||||
#if defined(SHARPER)
|
|
||||||
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
|
||||||
vec2 coord = tempCoord / TextureSize;
|
|
||||||
vec2 deltas = texcoordInPixels - tempCoord;
|
|
||||||
float scanLineWeight = CalcScanLine(deltas.y);
|
|
||||||
vec2 signs = sign(deltas);
|
|
||||||
deltas.x *= 2.0;
|
|
||||||
deltas = deltas * deltas;
|
|
||||||
deltas.y = deltas.y * deltas.y;
|
|
||||||
deltas.x *= 0.5;
|
|
||||||
deltas.y *= 8.0;
|
|
||||||
deltas /= TextureSize;
|
|
||||||
deltas *= signs;
|
|
||||||
vec2 tc = coord + deltas;
|
|
||||||
#else
|
|
||||||
float tempY = floor(texcoordInPixels.y) + 0.5;
|
|
||||||
float yCoord = tempY / TextureSize.y;
|
|
||||||
float dy = texcoordInPixels.y - tempY;
|
|
||||||
float scanLineWeight = CalcScanLine(dy);
|
|
||||||
float signY = sign(dy);
|
|
||||||
dy = dy * dy;
|
|
||||||
dy = dy * dy;
|
|
||||||
dy *= 8.0;
|
|
||||||
dy /= TextureSize.y;
|
|
||||||
dy *= signY;
|
|
||||||
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
vec3 colour = texture2D(Texture, tc).rgb;
|
|
||||||
|
|
||||||
#if defined(SCANLINES)
|
|
||||||
#if defined(GAMMA)
|
|
||||||
#if defined(FAKE_GAMMA)
|
|
||||||
colour = colour * colour;
|
|
||||||
#else
|
|
||||||
colour = pow(colour, vec3(INPUT_GAMMA));
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
scanLineWeight *= BLOOM_FACTOR;
|
|
||||||
colour *= scanLineWeight;
|
|
||||||
|
|
||||||
#if defined(GAMMA)
|
|
||||||
#if defined(FAKE_GAMMA)
|
|
||||||
colour = sqrt(colour);
|
|
||||||
#else
|
|
||||||
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#if MASK_TYPE == 0
|
|
||||||
gl_FragColor = vec4(colour, 1.0);
|
|
||||||
#else
|
|
||||||
#if MASK_TYPE == 1
|
|
||||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
|
|
||||||
vec3 mask;
|
|
||||||
if (whichMask < 0.5)
|
|
||||||
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
|
||||||
else
|
|
||||||
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
|
||||||
#elif MASK_TYPE == 2
|
|
||||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
|
|
||||||
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
|
||||||
if (whichMask < 0.3333333)
|
|
||||||
mask.x = 1.0;
|
|
||||||
else if (whichMask < 0.6666666)
|
|
||||||
mask.y = 1.0;
|
|
||||||
else
|
|
||||||
mask.z = 1.0;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
gl_FragColor = vec4(colour * mask, 1.0);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
157
data/shaders/crtpi_fragment.glsl
Normal file
@@ -0,0 +1,157 @@
|
|||||||
|
#version 330 core
|
||||||
|
|
||||||
|
// Configuración
|
||||||
|
#define SCANLINES
|
||||||
|
#define MULTISAMPLE
|
||||||
|
#define GAMMA
|
||||||
|
//#define FAKE_GAMMA
|
||||||
|
//#define CURVATURE
|
||||||
|
//#define SHARPER
|
||||||
|
#define MASK_TYPE 2
|
||||||
|
|
||||||
|
#define CURVATURE_X 0.05
|
||||||
|
#define CURVATURE_Y 0.1
|
||||||
|
#define MASK_BRIGHTNESS 0.80
|
||||||
|
#define SCANLINE_WEIGHT 6.0
|
||||||
|
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||||
|
#define BLOOM_FACTOR 3.5
|
||||||
|
#define INPUT_GAMMA 2.4
|
||||||
|
#define OUTPUT_GAMMA 2.2
|
||||||
|
|
||||||
|
// Inputs desde vertex shader
|
||||||
|
in vec2 vTexCoord;
|
||||||
|
in float vFilterWidth;
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
in vec2 vScreenScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Output
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
// Uniforms
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform vec2 TextureSize;
|
||||||
|
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vec2 Distort(vec2 coord)
|
||||||
|
{
|
||||||
|
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
||||||
|
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||||
|
coord *= vScreenScale;
|
||||||
|
coord -= vec2(0.5);
|
||||||
|
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||||
|
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||||
|
coord *= barrelScale;
|
||||||
|
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||||
|
coord = vec2(-1.0);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
coord += vec2(0.5);
|
||||||
|
coord /= vScreenScale;
|
||||||
|
}
|
||||||
|
return coord;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float CalcScanLineWeight(float dist)
|
||||||
|
{
|
||||||
|
return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalcScanLine(float dy)
|
||||||
|
{
|
||||||
|
float scanLineWeight = CalcScanLineWeight(dy);
|
||||||
|
#if defined(MULTISAMPLE)
|
||||||
|
scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
|
||||||
|
scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
|
||||||
|
scanLineWeight *= 0.3333333;
|
||||||
|
#endif
|
||||||
|
return scanLineWeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vec2 texcoord = Distort(vTexCoord);
|
||||||
|
if (texcoord.x < 0.0) {
|
||||||
|
FragColor = vec4(0.0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
vec2 texcoord = vTexCoord;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec2 texcoordInPixels = texcoord * TextureSize;
|
||||||
|
|
||||||
|
#if defined(SHARPER)
|
||||||
|
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||||
|
vec2 coord = tempCoord / TextureSize;
|
||||||
|
vec2 deltas = texcoordInPixels - tempCoord;
|
||||||
|
float scanLineWeight = CalcScanLine(deltas.y);
|
||||||
|
vec2 signs = sign(deltas);
|
||||||
|
deltas.x *= 2.0;
|
||||||
|
deltas = deltas * deltas;
|
||||||
|
deltas.y = deltas.y * deltas.y;
|
||||||
|
deltas.x *= 0.5;
|
||||||
|
deltas.y *= 8.0;
|
||||||
|
deltas /= TextureSize;
|
||||||
|
deltas *= signs;
|
||||||
|
vec2 tc = coord + deltas;
|
||||||
|
#else
|
||||||
|
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||||
|
float yCoord = tempY / TextureSize.y;
|
||||||
|
float dy = texcoordInPixels.y - tempY;
|
||||||
|
float scanLineWeight = CalcScanLine(dy);
|
||||||
|
float signY = sign(dy);
|
||||||
|
dy = dy * dy;
|
||||||
|
dy = dy * dy;
|
||||||
|
dy *= 8.0;
|
||||||
|
dy /= TextureSize.y;
|
||||||
|
dy *= signY;
|
||||||
|
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec3 colour = texture(Texture, tc).rgb;
|
||||||
|
|
||||||
|
#if defined(SCANLINES)
|
||||||
|
#if defined(GAMMA)
|
||||||
|
#if defined(FAKE_GAMMA)
|
||||||
|
colour = colour * colour;
|
||||||
|
#else
|
||||||
|
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
scanLineWeight *= BLOOM_FACTOR;
|
||||||
|
colour *= scanLineWeight;
|
||||||
|
|
||||||
|
#if defined(GAMMA)
|
||||||
|
#if defined(FAKE_GAMMA)
|
||||||
|
colour = sqrt(colour);
|
||||||
|
#else
|
||||||
|
colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA));
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if MASK_TYPE == 0
|
||||||
|
FragColor = vec4(colour, 1.0);
|
||||||
|
#elif MASK_TYPE == 1
|
||||||
|
float whichMask = fract(gl_FragCoord.x * 0.5);
|
||||||
|
vec3 mask;
|
||||||
|
if (whichMask < 0.5)
|
||||||
|
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||||
|
else
|
||||||
|
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||||
|
FragColor = vec4(colour * mask, 1.0);
|
||||||
|
#elif MASK_TYPE == 2
|
||||||
|
float whichMask = fract(gl_FragCoord.x * 0.3333333);
|
||||||
|
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||||
|
if (whichMask < 0.3333333)
|
||||||
|
mask.x = 1.0;
|
||||||
|
else if (whichMask < 0.6666666)
|
||||||
|
mask.y = 1.0;
|
||||||
|
else
|
||||||
|
mask.z = 1.0;
|
||||||
|
FragColor = vec4(colour * mask, 1.0);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
160
data/shaders/crtpi_fragment_es.glsl
Normal file
@@ -0,0 +1,160 @@
|
|||||||
|
#version 300 es
|
||||||
|
|
||||||
|
// OpenGL ES 3.0 - Compatible con Raspberry Pi 5
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
// Configuración
|
||||||
|
#define SCANLINES
|
||||||
|
#define MULTISAMPLE
|
||||||
|
#define GAMMA
|
||||||
|
//#define FAKE_GAMMA
|
||||||
|
//#define CURVATURE
|
||||||
|
//#define SHARPER
|
||||||
|
#define MASK_TYPE 2
|
||||||
|
|
||||||
|
#define CURVATURE_X 0.05
|
||||||
|
#define CURVATURE_Y 0.1
|
||||||
|
#define MASK_BRIGHTNESS 0.80
|
||||||
|
#define SCANLINE_WEIGHT 6.0
|
||||||
|
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||||
|
#define BLOOM_FACTOR 3.5
|
||||||
|
#define INPUT_GAMMA 2.4
|
||||||
|
#define OUTPUT_GAMMA 2.2
|
||||||
|
|
||||||
|
// Inputs desde vertex shader
|
||||||
|
in vec2 vTexCoord;
|
||||||
|
in float vFilterWidth;
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
in vec2 vScreenScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Output
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
// Uniforms
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform vec2 TextureSize;
|
||||||
|
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vec2 Distort(vec2 coord)
|
||||||
|
{
|
||||||
|
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
||||||
|
vec2 barrelScale = vec2(1.0) - (0.23 * CURVATURE_DISTORTION);
|
||||||
|
coord *= vScreenScale;
|
||||||
|
coord -= vec2(0.5);
|
||||||
|
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||||
|
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||||
|
coord *= barrelScale;
|
||||||
|
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||||
|
coord = vec2(-1.0);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
coord += vec2(0.5);
|
||||||
|
coord /= vScreenScale;
|
||||||
|
}
|
||||||
|
return coord;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float CalcScanLineWeight(float dist)
|
||||||
|
{
|
||||||
|
return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalcScanLine(float dy)
|
||||||
|
{
|
||||||
|
float scanLineWeight = CalcScanLineWeight(dy);
|
||||||
|
#if defined(MULTISAMPLE)
|
||||||
|
scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
|
||||||
|
scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
|
||||||
|
scanLineWeight *= 0.3333333;
|
||||||
|
#endif
|
||||||
|
return scanLineWeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vec2 texcoord = Distort(vTexCoord);
|
||||||
|
if (texcoord.x < 0.0) {
|
||||||
|
FragColor = vec4(0.0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
vec2 texcoord = vTexCoord;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec2 texcoordInPixels = texcoord * TextureSize;
|
||||||
|
|
||||||
|
#if defined(SHARPER)
|
||||||
|
vec2 tempCoord = floor(texcoordInPixels) + vec2(0.5);
|
||||||
|
vec2 coord = tempCoord / TextureSize;
|
||||||
|
vec2 deltas = texcoordInPixels - tempCoord;
|
||||||
|
float scanLineWeight = CalcScanLine(deltas.y);
|
||||||
|
vec2 signs = sign(deltas);
|
||||||
|
deltas.x *= 2.0;
|
||||||
|
deltas = deltas * deltas;
|
||||||
|
deltas.y = deltas.y * deltas.y;
|
||||||
|
deltas.x *= 0.5;
|
||||||
|
deltas.y *= 8.0;
|
||||||
|
deltas /= TextureSize;
|
||||||
|
deltas *= signs;
|
||||||
|
vec2 tc = coord + deltas;
|
||||||
|
#else
|
||||||
|
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||||
|
float yCoord = tempY / TextureSize.y;
|
||||||
|
float dy = texcoordInPixels.y - tempY;
|
||||||
|
float scanLineWeight = CalcScanLine(dy);
|
||||||
|
float signY = sign(dy);
|
||||||
|
dy = dy * dy;
|
||||||
|
dy = dy * dy;
|
||||||
|
dy *= 8.0;
|
||||||
|
dy /= TextureSize.y;
|
||||||
|
dy *= signY;
|
||||||
|
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec3 colour = texture(Texture, tc).rgb;
|
||||||
|
|
||||||
|
#if defined(SCANLINES)
|
||||||
|
#if defined(GAMMA)
|
||||||
|
#if defined(FAKE_GAMMA)
|
||||||
|
colour = colour * colour;
|
||||||
|
#else
|
||||||
|
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
scanLineWeight *= BLOOM_FACTOR;
|
||||||
|
colour *= scanLineWeight;
|
||||||
|
|
||||||
|
#if defined(GAMMA)
|
||||||
|
#if defined(FAKE_GAMMA)
|
||||||
|
colour = sqrt(colour);
|
||||||
|
#else
|
||||||
|
colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA));
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if MASK_TYPE == 0
|
||||||
|
FragColor = vec4(colour, 1.0);
|
||||||
|
#elif MASK_TYPE == 1
|
||||||
|
float whichMask = fract(gl_FragCoord.x * 0.5);
|
||||||
|
vec3 mask;
|
||||||
|
if (whichMask < 0.5)
|
||||||
|
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||||
|
else
|
||||||
|
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||||
|
FragColor = vec4(colour * mask, 1.0);
|
||||||
|
#elif MASK_TYPE == 2
|
||||||
|
float whichMask = fract(gl_FragCoord.x * 0.3333333);
|
||||||
|
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||||
|
if (whichMask < 0.3333333)
|
||||||
|
mask.x = 1.0;
|
||||||
|
else if (whichMask < 0.6666666)
|
||||||
|
mask.y = 1.0;
|
||||||
|
else
|
||||||
|
mask.z = 1.0;
|
||||||
|
FragColor = vec4(colour * mask, 1.0);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
48
data/shaders/crtpi_vertex.glsl
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
#version 330 core
|
||||||
|
|
||||||
|
// Configuración
|
||||||
|
#define SCANLINES
|
||||||
|
#define MULTISAMPLE
|
||||||
|
#define GAMMA
|
||||||
|
//#define FAKE_GAMMA
|
||||||
|
//#define CURVATURE
|
||||||
|
//#define SHARPER
|
||||||
|
#define MASK_TYPE 2
|
||||||
|
|
||||||
|
#define CURVATURE_X 0.05
|
||||||
|
#define CURVATURE_Y 0.1
|
||||||
|
#define MASK_BRIGHTNESS 0.80
|
||||||
|
#define SCANLINE_WEIGHT 6.0
|
||||||
|
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||||
|
#define BLOOM_FACTOR 3.5
|
||||||
|
#define INPUT_GAMMA 2.4
|
||||||
|
#define OUTPUT_GAMMA 2.2
|
||||||
|
|
||||||
|
// Inputs (desde VAO)
|
||||||
|
layout(location = 0) in vec2 aPosition;
|
||||||
|
layout(location = 1) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
// Outputs al fragment shader
|
||||||
|
out vec2 vTexCoord;
|
||||||
|
out float vFilterWidth;
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
out vec2 vScreenScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Uniforms
|
||||||
|
uniform vec2 TextureSize;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vScreenScale = vec2(1.0, 1.0);
|
||||||
|
#endif
|
||||||
|
// Calcula filterWidth dinámicamente basándose en la altura de la textura
|
||||||
|
vFilterWidth = (768.0 / TextureSize.y) / 3.0;
|
||||||
|
|
||||||
|
// Pasar coordenadas de textura (invertir Y para SDL)
|
||||||
|
vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001;
|
||||||
|
|
||||||
|
// Posición del vértice (ya en espacio de clip [-1, 1])
|
||||||
|
gl_Position = vec4(aPosition, 0.0, 1.0);
|
||||||
|
}
|
||||||
51
data/shaders/crtpi_vertex_es.glsl
Normal file
@@ -0,0 +1,51 @@
|
|||||||
|
#version 300 es
|
||||||
|
|
||||||
|
// OpenGL ES 3.0 - Compatible con Raspberry Pi 5
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
// Configuración
|
||||||
|
#define SCANLINES
|
||||||
|
#define MULTISAMPLE
|
||||||
|
#define GAMMA
|
||||||
|
//#define FAKE_GAMMA
|
||||||
|
//#define CURVATURE
|
||||||
|
//#define SHARPER
|
||||||
|
#define MASK_TYPE 2
|
||||||
|
|
||||||
|
#define CURVATURE_X 0.05
|
||||||
|
#define CURVATURE_Y 0.1
|
||||||
|
#define MASK_BRIGHTNESS 0.80
|
||||||
|
#define SCANLINE_WEIGHT 6.0
|
||||||
|
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||||
|
#define BLOOM_FACTOR 3.5
|
||||||
|
#define INPUT_GAMMA 2.4
|
||||||
|
#define OUTPUT_GAMMA 2.2
|
||||||
|
|
||||||
|
// Inputs (desde VAO)
|
||||||
|
layout(location = 0) in vec2 aPosition;
|
||||||
|
layout(location = 1) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
// Outputs al fragment shader
|
||||||
|
out vec2 vTexCoord;
|
||||||
|
out float vFilterWidth;
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
out vec2 vScreenScale;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Uniforms
|
||||||
|
uniform vec2 TextureSize;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
#if defined(CURVATURE)
|
||||||
|
vScreenScale = vec2(1.0, 1.0);
|
||||||
|
#endif
|
||||||
|
// Calcula filterWidth dinámicamente basándose en la altura de la textura
|
||||||
|
vFilterWidth = (768.0 / TextureSize.y) / 3.0;
|
||||||
|
|
||||||
|
// Pasar coordenadas de textura (invertir Y para SDL)
|
||||||
|
vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001;
|
||||||
|
|
||||||
|
// Posición del vértice (ya en espacio de clip [-1, 1])
|
||||||
|
gl_Position = vec4(aPosition, 0.0, 1.0);
|
||||||
|
}
|
||||||
BIN
data/sound/bullet2p.wav
Normal file
BIN
data/sound/name_input_accept.wav
Normal file
BIN
data/sound/service_menu_back.wav
Normal file
BIN
data/sound/voice_game_over.wav
Normal file
BIN
define_buttons.o
553
linux_utils/iwyu_tool.py
Executable file
@@ -0,0 +1,553 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
|
||||||
|
##===--- iwyu_tool.py -----------------------------------------------------===##
|
||||||
|
#
|
||||||
|
# The LLVM Compiler Infrastructure
|
||||||
|
#
|
||||||
|
# This file is distributed under the University of Illinois Open Source
|
||||||
|
# License. See LICENSE.TXT for details.
|
||||||
|
#
|
||||||
|
##===----------------------------------------------------------------------===##
|
||||||
|
|
||||||
|
""" Driver to consume a Clang compilation database and invoke IWYU.
|
||||||
|
|
||||||
|
Example usage with CMake:
|
||||||
|
|
||||||
|
# Unix systems
|
||||||
|
$ mkdir build && cd build
|
||||||
|
$ CC="clang" CXX="clang++" cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON ...
|
||||||
|
$ iwyu_tool.py -p .
|
||||||
|
|
||||||
|
# Windows systems
|
||||||
|
$ mkdir build && cd build
|
||||||
|
$ cmake -DCMAKE_CXX_COMPILER="%VCINSTALLDIR%/bin/cl.exe" \
|
||||||
|
-DCMAKE_C_COMPILER="%VCINSTALLDIR%/VC/bin/cl.exe" \
|
||||||
|
-DCMAKE_EXPORT_COMPILE_COMMANDS=ON \
|
||||||
|
-G Ninja ...
|
||||||
|
$ python3 iwyu_tool.py -p .
|
||||||
|
|
||||||
|
See iwyu_tool.py -h for more details on command-line arguments.
|
||||||
|
"""
|
||||||
|
from __future__ import print_function
|
||||||
|
import os
|
||||||
|
import re
|
||||||
|
import sys
|
||||||
|
import json
|
||||||
|
import time
|
||||||
|
import shlex
|
||||||
|
import shutil
|
||||||
|
import argparse
|
||||||
|
import tempfile
|
||||||
|
import subprocess
|
||||||
|
|
||||||
|
|
||||||
|
CORRECT_RE = re.compile(r'^\((.*?) has correct #includes/fwd-decls\)$')
|
||||||
|
SHOULD_ADD_RE = re.compile(r'^(.*?) should add these lines:$')
|
||||||
|
ADD_RE = re.compile('^(.*?) +// (.*)$')
|
||||||
|
SHOULD_REMOVE_RE = re.compile(r'^(.*?) should remove these lines:$')
|
||||||
|
FULL_LIST_RE = re.compile(r'The full include-list for (.*?):$')
|
||||||
|
END_RE = re.compile(r'^---$')
|
||||||
|
LINES_RE = re.compile(r'^- (.*?) // lines ([0-9]+)-[0-9]+$')
|
||||||
|
|
||||||
|
|
||||||
|
GENERAL, ADD, REMOVE, LIST = range(4)
|
||||||
|
|
||||||
|
|
||||||
|
def clang_formatter(output, style):
|
||||||
|
""" Process iwyu's output into something clang-like. """
|
||||||
|
formatted = []
|
||||||
|
|
||||||
|
state = (GENERAL, None)
|
||||||
|
for line in output.splitlines():
|
||||||
|
match = CORRECT_RE.match(line)
|
||||||
|
if match:
|
||||||
|
# See PR#1806 for more info
|
||||||
|
continue
|
||||||
|
match = SHOULD_ADD_RE.match(line)
|
||||||
|
if match:
|
||||||
|
state = (ADD, match.group(1))
|
||||||
|
continue
|
||||||
|
match = SHOULD_REMOVE_RE.match(line)
|
||||||
|
if match:
|
||||||
|
state = (REMOVE, match.group(1))
|
||||||
|
continue
|
||||||
|
match = FULL_LIST_RE.match(line)
|
||||||
|
if match:
|
||||||
|
state = (LIST, match.group(1))
|
||||||
|
elif END_RE.match(line):
|
||||||
|
state = (GENERAL, None)
|
||||||
|
elif not line.strip():
|
||||||
|
continue
|
||||||
|
elif state[0] == GENERAL:
|
||||||
|
formatted.append(line)
|
||||||
|
elif state[0] == ADD:
|
||||||
|
match = ADD_RE.match(line)
|
||||||
|
if match:
|
||||||
|
formatted.append("%s:1:1: %s: add '%s' (%s)" %
|
||||||
|
(state[1],
|
||||||
|
style,
|
||||||
|
match.group(1),
|
||||||
|
match.group(2)))
|
||||||
|
else:
|
||||||
|
formatted.append("%s:1:1: %s: add '%s'" %
|
||||||
|
(state[1], style, line))
|
||||||
|
elif state[0] == REMOVE:
|
||||||
|
match = LINES_RE.match(line)
|
||||||
|
line_no = match.group(2) if match else '1'
|
||||||
|
formatted.append("%s:%s:1: %s: superfluous '%s'" %
|
||||||
|
(state[1], line_no, style, match.group(1)))
|
||||||
|
|
||||||
|
return os.linesep.join(formatted)
|
||||||
|
|
||||||
|
|
||||||
|
DEFAULT_FORMAT = 'iwyu'
|
||||||
|
FORMATTERS = {
|
||||||
|
'iwyu': lambda output: output,
|
||||||
|
'clang': lambda output: clang_formatter(output, style="error"),
|
||||||
|
'clang-warning': lambda output: clang_formatter(output, style="warning"),
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if sys.platform.startswith('win'):
|
||||||
|
# Case-insensitive match on Windows
|
||||||
|
def normcase(s):
|
||||||
|
return s.lower()
|
||||||
|
else:
|
||||||
|
def normcase(s):
|
||||||
|
return s
|
||||||
|
|
||||||
|
|
||||||
|
def is_subpath_of(path, parent):
|
||||||
|
""" Return True if path is equal to or fully contained within parent.
|
||||||
|
|
||||||
|
Assumes both paths are canonicalized with os.path.realpath.
|
||||||
|
"""
|
||||||
|
parent = normcase(parent)
|
||||||
|
path = normcase(path)
|
||||||
|
|
||||||
|
if path == parent:
|
||||||
|
return True
|
||||||
|
|
||||||
|
if not path.startswith(parent):
|
||||||
|
return False
|
||||||
|
|
||||||
|
# Now we know parent is a prefix of path, but they only share lineage if the
|
||||||
|
# difference between them starts with a path separator, e.g. /a/b/c/file
|
||||||
|
# is not a parent of /a/b/c/file.cpp, but /a/b/c and /a/b/c/ are.
|
||||||
|
parent = parent.rstrip(os.path.sep)
|
||||||
|
suffix = path[len(parent):]
|
||||||
|
return suffix.startswith(os.path.sep)
|
||||||
|
|
||||||
|
|
||||||
|
def is_msvc_driver(compile_command):
|
||||||
|
""" Return True if compile_command matches an MSVC CL-style driver. """
|
||||||
|
compile_command = normcase(compile_command)
|
||||||
|
|
||||||
|
if compile_command.endswith('cl.exe'):
|
||||||
|
# Native MSVC compiler or clang-cl.exe
|
||||||
|
return True
|
||||||
|
|
||||||
|
if compile_command.endswith('clang-cl'):
|
||||||
|
# Cross clang-cl on non-Windows
|
||||||
|
return True
|
||||||
|
|
||||||
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
def win_split(cmdline):
|
||||||
|
""" Minimal implementation of shlex.split for Windows following
|
||||||
|
https://msdn.microsoft.com/en-us/library/windows/desktop/17w5ykft.aspx.
|
||||||
|
"""
|
||||||
|
def split_iter(cmdline):
|
||||||
|
in_quotes = False
|
||||||
|
backslashes = 0
|
||||||
|
arg = ''
|
||||||
|
for c in cmdline:
|
||||||
|
if c == '\\':
|
||||||
|
# MSDN: Backslashes are interpreted literally, unless they
|
||||||
|
# immediately precede a double quotation mark.
|
||||||
|
# Buffer them until we know what comes next.
|
||||||
|
backslashes += 1
|
||||||
|
elif c == '"':
|
||||||
|
# Quotes can either be an escaped quote or the start of a quoted
|
||||||
|
# string. Paraphrasing MSDN:
|
||||||
|
# Before quotes, place one backslash in the arg for every pair
|
||||||
|
# of leading backslashes. If the number of backslashes is odd,
|
||||||
|
# retain the double quotation mark, otherwise interpret it as a
|
||||||
|
# string delimiter and switch state.
|
||||||
|
arg += '\\' * (backslashes // 2)
|
||||||
|
if backslashes % 2 == 1:
|
||||||
|
arg += c
|
||||||
|
else:
|
||||||
|
in_quotes = not in_quotes
|
||||||
|
backslashes = 0
|
||||||
|
elif c in (' ', '\t') and not in_quotes:
|
||||||
|
# MSDN: Arguments are delimited by white space, which is either
|
||||||
|
# a space or a tab [but only outside of a string].
|
||||||
|
# Flush any buffered backslashes and yield arg, unless empty.
|
||||||
|
arg += '\\' * backslashes
|
||||||
|
if arg:
|
||||||
|
yield arg
|
||||||
|
arg = ''
|
||||||
|
backslashes = 0
|
||||||
|
else:
|
||||||
|
# Flush buffered backslashes and append.
|
||||||
|
arg += '\\' * backslashes
|
||||||
|
arg += c
|
||||||
|
backslashes = 0
|
||||||
|
|
||||||
|
if arg:
|
||||||
|
arg += '\\' * backslashes
|
||||||
|
yield arg
|
||||||
|
|
||||||
|
return list(split_iter(cmdline))
|
||||||
|
|
||||||
|
|
||||||
|
def split_command(cmdstr):
|
||||||
|
""" Split a command string into a list, respecting shell quoting. """
|
||||||
|
if sys.platform.startswith('win'):
|
||||||
|
# shlex.split does not work for Windows command-lines, so special-case
|
||||||
|
# to our own implementation.
|
||||||
|
cmd = win_split(cmdstr)
|
||||||
|
else:
|
||||||
|
cmd = shlex.split(cmdstr)
|
||||||
|
|
||||||
|
return cmd
|
||||||
|
|
||||||
|
|
||||||
|
def find_include_what_you_use():
|
||||||
|
""" Find IWYU executable and return its full pathname. """
|
||||||
|
env_iwyu_path = os.environ.get('IWYU_BINARY')
|
||||||
|
if env_iwyu_path:
|
||||||
|
return os.path.realpath(env_iwyu_path)
|
||||||
|
|
||||||
|
# Search in same dir as this script.
|
||||||
|
iwyu_path = shutil.which('include-what-you-use',
|
||||||
|
path=os.path.dirname(__file__))
|
||||||
|
if iwyu_path:
|
||||||
|
return os.path.realpath(iwyu_path)
|
||||||
|
|
||||||
|
# Search the system PATH.
|
||||||
|
iwyu_path = shutil.which('include-what-you-use')
|
||||||
|
if iwyu_path:
|
||||||
|
return os.path.realpath(iwyu_path)
|
||||||
|
|
||||||
|
return None
|
||||||
|
|
||||||
|
|
||||||
|
IWYU_EXECUTABLE = find_include_what_you_use()
|
||||||
|
|
||||||
|
|
||||||
|
class Process(object):
|
||||||
|
""" Manages an IWYU process in flight """
|
||||||
|
def __init__(self, proc, outfile):
|
||||||
|
self.proc = proc
|
||||||
|
self.outfile = outfile
|
||||||
|
self.output = None
|
||||||
|
|
||||||
|
def poll(self):
|
||||||
|
""" Return the exit code if the process has completed, None otherwise.
|
||||||
|
"""
|
||||||
|
return self.proc.poll()
|
||||||
|
|
||||||
|
@property
|
||||||
|
def returncode(self):
|
||||||
|
return self.proc.returncode
|
||||||
|
|
||||||
|
def get_output(self):
|
||||||
|
""" Return stdout+stderr output of the process.
|
||||||
|
|
||||||
|
This call blocks until the process is complete, then returns the output.
|
||||||
|
"""
|
||||||
|
if not self.output:
|
||||||
|
self.proc.wait()
|
||||||
|
self.outfile.seek(0)
|
||||||
|
self.output = self.outfile.read().decode("utf-8")
|
||||||
|
self.outfile.close()
|
||||||
|
|
||||||
|
return self.output
|
||||||
|
|
||||||
|
@classmethod
|
||||||
|
def start(cls, invocation):
|
||||||
|
""" Start a Process for the invocation and capture stdout+stderr. """
|
||||||
|
outfile = tempfile.TemporaryFile(prefix='iwyu')
|
||||||
|
process = subprocess.Popen(
|
||||||
|
invocation.command,
|
||||||
|
cwd=invocation.cwd,
|
||||||
|
stdout=outfile,
|
||||||
|
stderr=subprocess.STDOUT)
|
||||||
|
return cls(process, outfile)
|
||||||
|
|
||||||
|
|
||||||
|
KNOWN_COMPILER_WRAPPERS=frozenset([
|
||||||
|
"ccache"
|
||||||
|
])
|
||||||
|
|
||||||
|
|
||||||
|
class Invocation(object):
|
||||||
|
""" Holds arguments of an IWYU invocation. """
|
||||||
|
def __init__(self, command, cwd):
|
||||||
|
self.command = command
|
||||||
|
self.cwd = cwd
|
||||||
|
|
||||||
|
def __str__(self):
|
||||||
|
return ' '.join(self.command)
|
||||||
|
|
||||||
|
@classmethod
|
||||||
|
def from_compile_command(cls, entry, extra_args):
|
||||||
|
""" Parse a JSON compilation database entry into new Invocation. """
|
||||||
|
if 'arguments' in entry:
|
||||||
|
# arguments is a command-line in list form.
|
||||||
|
command = entry['arguments']
|
||||||
|
elif 'command' in entry:
|
||||||
|
# command is a command-line in string form, split to list.
|
||||||
|
command = split_command(entry['command'])
|
||||||
|
else:
|
||||||
|
raise ValueError('Invalid compilation database entry: %s' % entry)
|
||||||
|
|
||||||
|
if command[0] in KNOWN_COMPILER_WRAPPERS:
|
||||||
|
# Remove the compiler wrapper from the command.
|
||||||
|
command = command[1:]
|
||||||
|
|
||||||
|
# Rewrite the compile command for IWYU
|
||||||
|
compile_command, compile_args = command[0], command[1:]
|
||||||
|
if is_msvc_driver(compile_command):
|
||||||
|
# If the compiler is cl-compatible, let IWYU be cl-compatible.
|
||||||
|
extra_args = ['--driver-mode=cl'] + extra_args
|
||||||
|
|
||||||
|
command = [IWYU_EXECUTABLE] + extra_args + compile_args
|
||||||
|
return cls(command, entry['directory'])
|
||||||
|
|
||||||
|
def start(self, verbose):
|
||||||
|
""" Run invocation and collect output. """
|
||||||
|
if verbose:
|
||||||
|
print('# %s' % self, file=sys.stderr)
|
||||||
|
|
||||||
|
return Process.start(self)
|
||||||
|
|
||||||
|
|
||||||
|
def fixup_compilation_db(compilation_db):
|
||||||
|
""" Canonicalize paths in JSON compilation database. """
|
||||||
|
for entry in compilation_db:
|
||||||
|
# Convert relative paths to absolute ones if possible, based on the entry's directory.
|
||||||
|
if 'directory' in entry and not os.path.isabs(entry['file']):
|
||||||
|
entry['file'] = os.path.join(entry['directory'], entry['file'])
|
||||||
|
|
||||||
|
# Expand relative paths and symlinks
|
||||||
|
entry['file'] = os.path.realpath(entry['file'])
|
||||||
|
|
||||||
|
return compilation_db
|
||||||
|
|
||||||
|
|
||||||
|
def select_compilation_db(compilation_db, selection):
|
||||||
|
""" Return a new compilation database reduced to the paths in selection. """
|
||||||
|
if not selection:
|
||||||
|
return compilation_db
|
||||||
|
|
||||||
|
# Canonicalize selection paths to match compilation database.
|
||||||
|
selection = [os.path.realpath(p) for p in selection]
|
||||||
|
|
||||||
|
new_db = []
|
||||||
|
for path in selection:
|
||||||
|
if not os.path.exists(path):
|
||||||
|
print('warning: \'%s\' not found on disk.' % path, file=sys.stderr)
|
||||||
|
continue
|
||||||
|
|
||||||
|
found = [e for e in compilation_db if is_subpath_of(e['file'], path)]
|
||||||
|
if not found:
|
||||||
|
print('warning: \'%s\' not found in compilation database.' % path,
|
||||||
|
file=sys.stderr)
|
||||||
|
continue
|
||||||
|
|
||||||
|
new_db.extend(found)
|
||||||
|
|
||||||
|
return new_db
|
||||||
|
|
||||||
|
def slice_compilation_db(compilation_db, selection, exclude):
|
||||||
|
""" Return a new compilation database with filtered entries. """
|
||||||
|
|
||||||
|
new_db = select_compilation_db(compilation_db, selection)
|
||||||
|
|
||||||
|
# Canonicalize selection paths to match compilation database.
|
||||||
|
exclude = [os.path.realpath(p) for p in exclude]
|
||||||
|
|
||||||
|
for path in exclude:
|
||||||
|
if not os.path.exists(path):
|
||||||
|
print('warning: excluded path \'%s\' not found on disk.' % path,
|
||||||
|
file=sys.stderr)
|
||||||
|
continue
|
||||||
|
|
||||||
|
new_db = [e for e in new_db if not is_subpath_of(e['file'], path)]
|
||||||
|
|
||||||
|
return new_db
|
||||||
|
|
||||||
|
|
||||||
|
def worst_exit_code(worst, cur):
|
||||||
|
"""Return the most extreme exit code of two.
|
||||||
|
|
||||||
|
Negative exit codes occur if the program exits due to a signal (Unix) or
|
||||||
|
structured exception (Windows). If we've seen a negative one before, keep
|
||||||
|
it, as it usually indicates a critical error.
|
||||||
|
|
||||||
|
Otherwise return the biggest positive exit code.
|
||||||
|
"""
|
||||||
|
if cur < 0:
|
||||||
|
# Negative results take precedence, return the minimum
|
||||||
|
return min(worst, cur)
|
||||||
|
elif worst < 0:
|
||||||
|
# We know cur is non-negative, negative worst must be minimum
|
||||||
|
return worst
|
||||||
|
else:
|
||||||
|
# We know neither are negative, return the maximum
|
||||||
|
return max(worst, cur)
|
||||||
|
|
||||||
|
|
||||||
|
def execute(invocations, verbose, formatter, jobs, max_load_average=0):
|
||||||
|
""" Launch processes described by invocations. """
|
||||||
|
exit_code = 0
|
||||||
|
if jobs == 1:
|
||||||
|
for invocation in invocations:
|
||||||
|
proc = invocation.start(verbose)
|
||||||
|
print(formatter(proc.get_output()))
|
||||||
|
exit_code = worst_exit_code(exit_code, proc.returncode)
|
||||||
|
return exit_code
|
||||||
|
|
||||||
|
pending = []
|
||||||
|
while invocations or pending:
|
||||||
|
# Collect completed IWYU processes and print results.
|
||||||
|
complete = [proc for proc in pending if proc.poll() is not None]
|
||||||
|
for proc in complete:
|
||||||
|
pending.remove(proc)
|
||||||
|
print(formatter(proc.get_output()))
|
||||||
|
exit_code = worst_exit_code(exit_code, proc.returncode)
|
||||||
|
|
||||||
|
# Schedule new processes if there's room.
|
||||||
|
capacity = jobs - len(pending)
|
||||||
|
|
||||||
|
if max_load_average > 0:
|
||||||
|
one_min_load_average, _, _ = os.getloadavg()
|
||||||
|
load_capacity = max_load_average - one_min_load_average
|
||||||
|
if load_capacity < 0:
|
||||||
|
load_capacity = 0
|
||||||
|
if load_capacity < capacity:
|
||||||
|
capacity = int(load_capacity)
|
||||||
|
if not capacity and not pending:
|
||||||
|
# Ensure there is at least one job running.
|
||||||
|
capacity = 1
|
||||||
|
|
||||||
|
pending.extend(i.start(verbose) for i in invocations[:capacity])
|
||||||
|
invocations = invocations[capacity:]
|
||||||
|
|
||||||
|
# Yield CPU.
|
||||||
|
time.sleep(0.0001)
|
||||||
|
return exit_code
|
||||||
|
|
||||||
|
|
||||||
|
def main(compilation_db_path, source_files, exclude, verbose, formatter, jobs,
|
||||||
|
max_load_average, extra_args):
|
||||||
|
""" Entry point. """
|
||||||
|
|
||||||
|
if not IWYU_EXECUTABLE:
|
||||||
|
print('error: include-what-you-use executable not found',
|
||||||
|
file=sys.stderr)
|
||||||
|
return 1
|
||||||
|
|
||||||
|
try:
|
||||||
|
if os.path.isdir(compilation_db_path):
|
||||||
|
compilation_db_path = os.path.join(compilation_db_path,
|
||||||
|
'compile_commands.json')
|
||||||
|
|
||||||
|
# Read compilation db from disk.
|
||||||
|
compilation_db_path = os.path.realpath(compilation_db_path)
|
||||||
|
with open(compilation_db_path, 'r') as fileobj:
|
||||||
|
compilation_db = json.load(fileobj)
|
||||||
|
except IOError as why:
|
||||||
|
print('error: failed to parse compilation database: %s' % why,
|
||||||
|
file=sys.stderr)
|
||||||
|
return 1
|
||||||
|
|
||||||
|
compilation_db = fixup_compilation_db(compilation_db)
|
||||||
|
compilation_db = slice_compilation_db(compilation_db, source_files, exclude)
|
||||||
|
|
||||||
|
# Transform compilation db entries into a list of IWYU invocations.
|
||||||
|
invocations = [
|
||||||
|
Invocation.from_compile_command(e, extra_args) for e in compilation_db
|
||||||
|
]
|
||||||
|
|
||||||
|
return execute(invocations, verbose, formatter, jobs, max_load_average)
|
||||||
|
|
||||||
|
|
||||||
|
def _bootstrap(sys_argv):
|
||||||
|
""" Parse arguments and dispatch to main(). """
|
||||||
|
|
||||||
|
# This hackery is necessary to add the forwarded IWYU args to the
|
||||||
|
# usage and help strings.
|
||||||
|
def customize_usage(parser):
|
||||||
|
""" Rewrite the parser's format_usage. """
|
||||||
|
original_format_usage = parser.format_usage
|
||||||
|
parser.format_usage = lambda: original_format_usage().rstrip() + \
|
||||||
|
' -- [<IWYU args>]' + os.linesep
|
||||||
|
|
||||||
|
def customize_help(parser):
|
||||||
|
""" Rewrite the parser's format_help. """
|
||||||
|
original_format_help = parser.format_help
|
||||||
|
|
||||||
|
def custom_help():
|
||||||
|
""" Customized help string, calls the adjusted format_usage. """
|
||||||
|
helpmsg = original_format_help()
|
||||||
|
helplines = helpmsg.splitlines()
|
||||||
|
helplines[0] = parser.format_usage().rstrip()
|
||||||
|
return os.linesep.join(helplines) + os.linesep
|
||||||
|
|
||||||
|
parser.format_help = custom_help
|
||||||
|
|
||||||
|
# Parse arguments.
|
||||||
|
parser = argparse.ArgumentParser(
|
||||||
|
description='Include-what-you-use compilation database driver.',
|
||||||
|
epilog='Assumes include-what-you-use is available on the PATH.')
|
||||||
|
customize_usage(parser)
|
||||||
|
customize_help(parser)
|
||||||
|
|
||||||
|
parser.add_argument('-v', '--verbose', action='store_true',
|
||||||
|
help='Print IWYU commands')
|
||||||
|
parser.add_argument('-o', '--output-format', type=str,
|
||||||
|
choices=FORMATTERS.keys(), default=DEFAULT_FORMAT,
|
||||||
|
help='Output format (default: %s)' % DEFAULT_FORMAT)
|
||||||
|
parser.add_argument('-j', '--jobs', type=int, default=1,
|
||||||
|
nargs='?', const=0,
|
||||||
|
help=('Number of concurrent subprocesses. If zero, '
|
||||||
|
'will try to match the logical cores of the '
|
||||||
|
'system.'))
|
||||||
|
parser.add_argument('-l', '--load', type=float, default=0,
|
||||||
|
help=('Do not start new jobs if the 1min load average '
|
||||||
|
'is greater than the provided value'))
|
||||||
|
parser.add_argument('-p', metavar='<build-path>', required=True,
|
||||||
|
help='Compilation database path', dest='dbpath')
|
||||||
|
parser.add_argument('-e', '--exclude', action='append', default=[],
|
||||||
|
help=('Do not run IWYU on source files (or directories) '
|
||||||
|
'below this path.'))
|
||||||
|
parser.add_argument('source', nargs='*',
|
||||||
|
help=('Zero or more source files (or directories) to '
|
||||||
|
'run IWYU on. Defaults to all in compilation '
|
||||||
|
'database.'))
|
||||||
|
|
||||||
|
def partition_args(argv):
|
||||||
|
""" Split around '--' into driver args and IWYU args. """
|
||||||
|
try:
|
||||||
|
double_dash = argv.index('--')
|
||||||
|
return argv[:double_dash], argv[double_dash+1:]
|
||||||
|
except ValueError:
|
||||||
|
return argv, []
|
||||||
|
argv, extra_args = partition_args(sys_argv[1:])
|
||||||
|
args = parser.parse_args(argv)
|
||||||
|
|
||||||
|
jobs = args.jobs
|
||||||
|
if jobs == 0:
|
||||||
|
jobs = os.cpu_count() or 1
|
||||||
|
|
||||||
|
return main(args.dbpath, args.source, args.exclude, args.verbose,
|
||||||
|
FORMATTERS[args.output_format], jobs, args.load, extra_args)
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
sys.exit(_bootstrap(sys.argv))
|
||||||
@@ -1,11 +1,24 @@
|
|||||||
#!/bin/bash
|
#!/bin/bash
|
||||||
|
|
||||||
# Script para ejecutar clang-tidy en múltiples directorios
|
# Script para ejecutar clang-tidy en múltiples directorios
|
||||||
# Uso: ./run_clang-tidy.sh
|
# Uso: ./run_clang-tidy.sh [--fix]
|
||||||
|
# --fix: Aplica las correcciones automáticamente (opcional)
|
||||||
|
|
||||||
|
# Detectar si se pasó el parámetro --fix
|
||||||
|
FIX_FLAG=""
|
||||||
|
if [[ "$1" == "--fix" ]]; then
|
||||||
|
FIX_FLAG="--fix"
|
||||||
|
echo "Modo: Aplicando correcciones automáticamente (--fix)"
|
||||||
|
else
|
||||||
|
echo "Modo: Solo análisis (sin --fix)"
|
||||||
|
fi
|
||||||
|
echo
|
||||||
|
|
||||||
# Lista de rutas donde ejecutar clang-tidy
|
# Lista de rutas donde ejecutar clang-tidy
|
||||||
PATHS=(
|
PATHS=(
|
||||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
|
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
|
||||||
|
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering"
|
||||||
|
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/rendering/opengl"
|
||||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
|
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
|
||||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
|
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
|
||||||
)
|
)
|
||||||
@@ -29,8 +42,8 @@ process_directory() {
|
|||||||
cd "$dir" || return 1
|
cd "$dir" || return 1
|
||||||
|
|
||||||
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
|
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
|
||||||
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \
|
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) -print0 | \
|
||||||
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' --fix'
|
xargs -0 -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' '"$FIX_FLAG"
|
||||||
|
|
||||||
echo "=== Completado: $dir ==="
|
echo "=== Completado: $dir ==="
|
||||||
echo
|
echo
|
||||||
|
|||||||
@@ -15,8 +15,8 @@ cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
|
|||||||
|
|
||||||
# 🛠️ Ejecutar IWYU con fix_includes.py
|
# 🛠️ Ejecutar IWYU con fix_includes.py
|
||||||
echo "🚀 Ejecutando IWYU..."
|
echo "🚀 Ejecutando IWYU..."
|
||||||
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
|
./iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
|
||||||
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers
|
| fix_include --update_comments --reorder --nosafe_headers
|
||||||
|
|
||||||
# 🧹 Reemplazar // for por // Para en líneas de #include
|
# 🧹 Reemplazar // for por // Para en líneas de #include
|
||||||
echo "✍️ Corrigiendo comentarios en includes..."
|
echo "✍️ Corrigiendo comentarios en includes..."
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 3.1 KiB |
BIN
release/SDL3.dll
BIN
release/icon.ico
|
Before Width: | Height: | Size: 128 KiB After Width: | Height: | Size: 134 KiB |
BIN
release/icon.png
|
Before Width: | Height: | Size: 438 KiB After Width: | Height: | Size: 504 KiB |
@@ -1,30 +1,52 @@
|
|||||||
#include "animated_sprite.h"
|
#include "animated_sprite.hpp"
|
||||||
|
|
||||||
#include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError, SDL_FRect
|
#include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError, SDL_FRect
|
||||||
|
|
||||||
#include <algorithm> // Para min, max
|
#include <algorithm> // Para min
|
||||||
#include <cstddef> // Para size_t
|
#include <cstddef> // Para size_t
|
||||||
#include <fstream> // Para basic_istream, basic_ifstream, basic_ios, ifstream, stringstream
|
#include <fstream> // Para basic_istream, basic_ifstream, istream, basic_ios, ifstream, istringstream, stringstream
|
||||||
#include <sstream> // Para basic_stringstream
|
#include <sstream> // Para basic_istringstream, basic_stringstream
|
||||||
#include <stdexcept> // Para runtime_error
|
#include <stdexcept> // Para runtime_error
|
||||||
#include <utility> // Para pair
|
#include <utility> // Para move, pair
|
||||||
|
|
||||||
#include "texture.h" // Para Texture
|
#include "resource_helper.hpp" // Para loadFile
|
||||||
#include "utils.h" // Para printWithDots
|
#include "texture.hpp" // Para Texture
|
||||||
|
#include "ui/logger.hpp" // Para dots
|
||||||
|
|
||||||
// Carga las animaciones en un vector(Animations) desde un fichero
|
// Carga las animaciones en un vector(Animations) desde un fichero
|
||||||
auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer {
|
auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer {
|
||||||
std::ifstream file(file_path);
|
// Intentar cargar desde ResourceHelper primero
|
||||||
if (!file) {
|
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
|
std::istringstream stream;
|
||||||
throw std::runtime_error("Fichero no encontrado: " + file_path);
|
bool using_resource_data = false;
|
||||||
|
|
||||||
|
if (!resource_data.empty()) {
|
||||||
|
std::string content(resource_data.begin(), resource_data.end());
|
||||||
|
stream.str(content);
|
||||||
|
using_resource_data = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
|
// Fallback a archivo directo
|
||||||
|
std::ifstream file;
|
||||||
|
if (!using_resource_data) {
|
||||||
|
file.open(file_path);
|
||||||
|
if (!file) {
|
||||||
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
|
||||||
|
throw std::runtime_error("Fichero no encontrado: " + file_path);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
|
||||||
|
|
||||||
|
Logger::dots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
|
||||||
|
|
||||||
std::vector<std::string> buffer;
|
std::vector<std::string> buffer;
|
||||||
std::string line;
|
std::string line;
|
||||||
while (std::getline(file, line)) {
|
while (std::getline(input_stream, line)) {
|
||||||
|
// Eliminar caracteres de retorno de carro (\r) al final de la línea
|
||||||
|
if (!line.empty() && line.back() == '\r') {
|
||||||
|
line.pop_back();
|
||||||
|
}
|
||||||
if (!line.empty()) {
|
if (!line.empty()) {
|
||||||
buffer.push_back(line);
|
buffer.push_back(line);
|
||||||
}
|
}
|
||||||
@@ -64,33 +86,33 @@ auto AnimatedSprite::getAnimationIndex(const std::string& name) -> int {
|
|||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Calcula el frame correspondiente a la animación
|
// Calcula el frame correspondiente a la animación (time-based)
|
||||||
void AnimatedSprite::animate() {
|
void AnimatedSprite::animate(float delta_time) {
|
||||||
if (animations_[current_animation_].speed == 0 || animations_[current_animation_].paused) {
|
if (animations_[current_animation_].speed == 0 || animations_[current_animation_].paused) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Calcula el frame actual a partir del contador
|
// Acumular tiempo transcurrido
|
||||||
animations_[current_animation_].current_frame = animations_[current_animation_].counter / animations_[current_animation_].speed;
|
animations_[current_animation_].time_accumulator += delta_time;
|
||||||
|
|
||||||
// Si alcanza el final de la animación, reinicia el contador de la animación
|
// Verificar si es momento de cambiar frame
|
||||||
// en función de la variable loop y coloca el nuevo frame
|
if (animations_[current_animation_].time_accumulator >= animations_[current_animation_].speed) {
|
||||||
if (animations_[current_animation_].current_frame >= animations_[current_animation_].frames.size()) {
|
animations_[current_animation_].time_accumulator -= animations_[current_animation_].speed;
|
||||||
if (animations_[current_animation_].loop == -1) { // Si no hay loop, deja el último frame
|
animations_[current_animation_].current_frame++;
|
||||||
animations_[current_animation_].current_frame = animations_[current_animation_].frames.size();
|
|
||||||
animations_[current_animation_].completed = true;
|
// Si alcanza el final de la animación
|
||||||
} else { // Si hay loop, vuelve al frame indicado
|
if (animations_[current_animation_].current_frame >= animations_[current_animation_].frames.size()) {
|
||||||
animations_[current_animation_].counter = 0;
|
if (animations_[current_animation_].loop == -1) { // Si no hay loop, deja el último frame
|
||||||
animations_[current_animation_].current_frame = animations_[current_animation_].loop;
|
animations_[current_animation_].current_frame = animations_[current_animation_].frames.size() - 1;
|
||||||
|
animations_[current_animation_].completed = true;
|
||||||
|
} else { // Si hay loop, vuelve al frame indicado
|
||||||
|
animations_[current_animation_].time_accumulator = 0.0F;
|
||||||
|
animations_[current_animation_].current_frame = animations_[current_animation_].loop;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
// En caso contrario
|
|
||||||
else {
|
|
||||||
// Escoge el frame correspondiente de la animación
|
|
||||||
updateSpriteClip();
|
|
||||||
|
|
||||||
// Incrementa el contador de la animacion
|
// Actualizar el sprite clip
|
||||||
animations_[current_animation_].counter++;
|
updateSpriteClip();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -107,11 +129,11 @@ void AnimatedSprite::setCurrentAnimation(const std::string& name, bool reset) {
|
|||||||
current_animation_ = NEW_ANIMATION;
|
current_animation_ = NEW_ANIMATION;
|
||||||
if (reset) {
|
if (reset) {
|
||||||
animations_[current_animation_].current_frame = 0;
|
animations_[current_animation_].current_frame = 0;
|
||||||
animations_[current_animation_].counter = 0;
|
animations_[current_animation_].time_accumulator = 0.0F;
|
||||||
animations_[current_animation_].completed = false;
|
animations_[current_animation_].completed = false;
|
||||||
} else {
|
} else {
|
||||||
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size() - 1);
|
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size() - 1);
|
||||||
animations_[current_animation_].counter = animations_[OLD_ANIMATION].counter;
|
animations_[current_animation_].time_accumulator = animations_[OLD_ANIMATION].time_accumulator;
|
||||||
animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
|
animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
|
||||||
}
|
}
|
||||||
updateSpriteClip();
|
updateSpriteClip();
|
||||||
@@ -126,27 +148,27 @@ void AnimatedSprite::setCurrentAnimation(int index, bool reset) {
|
|||||||
current_animation_ = NEW_ANIMATION;
|
current_animation_ = NEW_ANIMATION;
|
||||||
if (reset) {
|
if (reset) {
|
||||||
animations_[current_animation_].current_frame = 0;
|
animations_[current_animation_].current_frame = 0;
|
||||||
animations_[current_animation_].counter = 0;
|
animations_[current_animation_].time_accumulator = 0.0F;
|
||||||
animations_[current_animation_].completed = false;
|
animations_[current_animation_].completed = false;
|
||||||
} else {
|
} else {
|
||||||
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size());
|
animations_[current_animation_].current_frame = std::min(animations_[OLD_ANIMATION].current_frame, animations_[current_animation_].frames.size());
|
||||||
animations_[current_animation_].counter = animations_[OLD_ANIMATION].counter;
|
animations_[current_animation_].time_accumulator = animations_[OLD_ANIMATION].time_accumulator;
|
||||||
animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
|
animations_[current_animation_].completed = animations_[OLD_ANIMATION].completed;
|
||||||
}
|
}
|
||||||
updateSpriteClip();
|
updateSpriteClip();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza las variables del objeto
|
// Actualiza las variables del objeto (time-based)
|
||||||
void AnimatedSprite::update() {
|
void AnimatedSprite::update(float delta_time) {
|
||||||
animate();
|
animate(delta_time);
|
||||||
MovingSprite::update();
|
MovingSprite::update(delta_time);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reinicia la animación
|
// Reinicia la animación
|
||||||
void AnimatedSprite::resetAnimation() {
|
void AnimatedSprite::resetAnimation() {
|
||||||
animations_[current_animation_].current_frame = 0;
|
animations_[current_animation_].current_frame = 0;
|
||||||
animations_[current_animation_].counter = 0;
|
animations_[current_animation_].time_accumulator = 0.0F;
|
||||||
animations_[current_animation_].completed = false;
|
animations_[current_animation_].completed = false;
|
||||||
animations_[current_animation_].paused = false;
|
animations_[current_animation_].paused = false;
|
||||||
updateSpriteClip();
|
updateSpriteClip();
|
||||||
@@ -172,6 +194,12 @@ void AnimatedSprite::loadFromAnimationsFileBuffer(const AnimationsFileBuffer& so
|
|||||||
// Pone un valor por defecto
|
// Pone un valor por defecto
|
||||||
setWidth(config.frame_width);
|
setWidth(config.frame_width);
|
||||||
setHeight(config.frame_height);
|
setHeight(config.frame_height);
|
||||||
|
|
||||||
|
// Establece el primer frame inmediatamente si hay animaciones
|
||||||
|
if (!animations_.empty()) {
|
||||||
|
current_animation_ = 0;
|
||||||
|
updateSpriteClip();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Procesa una línea de configuración
|
// Procesa una línea de configuración
|
||||||
@@ -241,7 +269,7 @@ void AnimatedSprite::processAnimationParameter(const std::string& line, Animatio
|
|||||||
if (key == "name") {
|
if (key == "name") {
|
||||||
animation.name = value;
|
animation.name = value;
|
||||||
} else if (key == "speed") {
|
} else if (key == "speed") {
|
||||||
animation.speed = std::stoi(value);
|
animation.speed = std::stof(value);
|
||||||
} else if (key == "loop") {
|
} else if (key == "loop") {
|
||||||
animation.loop = std::stoi(value);
|
animation.loop = std::stoi(value);
|
||||||
} else if (key == "frames") {
|
} else if (key == "frames") {
|
||||||
@@ -268,7 +296,7 @@ void AnimatedSprite::parseFramesParameter(const std::string& frames_str, Animati
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Establece la velocidad de la animación
|
// Establece la velocidad de la animación
|
||||||
void AnimatedSprite::setAnimationSpeed(size_t value) {
|
void AnimatedSprite::setAnimationSpeed(float value) {
|
||||||
animations_[current_animation_].speed = value;
|
animations_[current_animation_].speed = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -2,30 +2,29 @@
|
|||||||
|
|
||||||
#include <SDL3/SDL.h> // Para SDL_FRect
|
#include <SDL3/SDL.h> // Para SDL_FRect
|
||||||
|
|
||||||
#include <algorithm> // Para max
|
|
||||||
#include <cstddef> // Para size_t
|
#include <cstddef> // Para size_t
|
||||||
#include <memory> // Para allocator, shared_ptr
|
#include <memory> // Para shared_ptr
|
||||||
#include <string> // Para string, hash
|
#include <string> // Para basic_string, string, hash
|
||||||
#include <unordered_map> // Para unordered_map
|
#include <unordered_map> // Para unordered_map
|
||||||
#include <utility>
|
#include <utility> // Para move
|
||||||
#include <vector> // Para vector
|
#include <vector> // Para vector
|
||||||
|
|
||||||
#include "moving_sprite.h" // Para MovingSprite
|
#include "moving_sprite.hpp" // for MovingSprite
|
||||||
|
|
||||||
// Declaración adelantada
|
// Declaración adelantada
|
||||||
class Texture;
|
class Texture;
|
||||||
|
|
||||||
// --- Estructuras ---
|
// --- Estructuras ---
|
||||||
struct Animation {
|
struct Animation {
|
||||||
static constexpr int DEFAULT_SPEED = 5;
|
static constexpr float DEFAULT_SPEED = 80.0F;
|
||||||
|
|
||||||
std::string name; // Nombre de la animación
|
std::string name; // Nombre de la animación
|
||||||
std::vector<SDL_FRect> frames; // Frames que componen la animación
|
std::vector<SDL_FRect> frames; // Frames que componen la animación
|
||||||
int speed{DEFAULT_SPEED}; // Velocidad de reproducción
|
float speed{DEFAULT_SPEED}; // Velocidad de reproducción (ms entre frames)
|
||||||
int loop{0}; // Frame de vuelta al terminar (-1 para no repetir)
|
int loop{0}; // Frame de vuelta al terminar (-1 para no repetir)
|
||||||
bool completed{false}; // Indica si la animación ha finalizado
|
bool completed{false}; // Indica si la animación ha finalizado
|
||||||
size_t current_frame{0}; // Frame actual en reproducción
|
size_t current_frame{0}; // Frame actual en reproducción
|
||||||
int counter{0}; // Contador para la animación
|
float time_accumulator{0.0F}; // Acumulador de tiempo para animaciones time-based
|
||||||
bool paused{false}; // La animación no avanza
|
bool paused{false}; // La animación no avanza
|
||||||
|
|
||||||
Animation() = default;
|
Animation() = default;
|
||||||
@@ -50,18 +49,19 @@ class AnimatedSprite : public MovingSprite {
|
|||||||
// --- Constructores y destructor ---
|
// --- Constructores y destructor ---
|
||||||
AnimatedSprite(std::shared_ptr<Texture> texture, const std::string& file_path);
|
AnimatedSprite(std::shared_ptr<Texture> texture, const std::string& file_path);
|
||||||
AnimatedSprite(std::shared_ptr<Texture> texture, const AnimationsFileBuffer& animations);
|
AnimatedSprite(std::shared_ptr<Texture> texture, const AnimationsFileBuffer& animations);
|
||||||
explicit AnimatedSprite(std::shared_ptr<Texture> texture) : MovingSprite(std::move(texture)) {}
|
explicit AnimatedSprite(std::shared_ptr<Texture> texture)
|
||||||
|
: MovingSprite(std::move(texture)) {}
|
||||||
~AnimatedSprite() override = default;
|
~AnimatedSprite() override = default;
|
||||||
|
|
||||||
// --- Métodos principales ---
|
// --- Métodos principales ---
|
||||||
void update() override; // Actualiza la animación
|
void update(float delta_time) override; // Actualiza la animación (time-based)
|
||||||
|
|
||||||
// --- Control de animaciones ---
|
// --- Control de animaciones ---
|
||||||
void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre
|
void setCurrentAnimation(const std::string& name = "default", bool reset = true); // Establece la animación por nombre
|
||||||
void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice
|
void setCurrentAnimation(int index = 0, bool reset = true); // Establece la animación por índice
|
||||||
void resetAnimation(); // Reinicia la animación actual
|
void resetAnimation(); // Reinicia la animación actual
|
||||||
void setAnimationSpeed(size_t value); // Establece la velocidad de la animación
|
void setAnimationSpeed(float value); // Establece la velocidad de la animación
|
||||||
auto getAnimationSpeed() const -> size_t { return animations_[current_animation_].speed; } // Obtiene la velocidad de la animación actual
|
auto getAnimationSpeed() const -> float { return animations_[current_animation_].speed; } // Obtiene la velocidad de la animación actual
|
||||||
void animtionPause() { animations_[current_animation_].paused = true; } // Detiene la animación
|
void animtionPause() { animations_[current_animation_].paused = true; } // Detiene la animación
|
||||||
void animationResume() { animations_[current_animation_].paused = false; } // Reanuda la animación
|
void animationResume() { animations_[current_animation_].paused = false; } // Reanuda la animación
|
||||||
auto getCurrentAnimationFrame() const -> size_t { return animations_[current_animation_].current_frame; } // Obtiene el numero de frame de la animación actual
|
auto getCurrentAnimationFrame() const -> size_t { return animations_[current_animation_].current_frame; } // Obtiene el numero de frame de la animación actual
|
||||||
@@ -77,7 +77,7 @@ class AnimatedSprite : public MovingSprite {
|
|||||||
int current_animation_ = 0; // Índice de la animación activa
|
int current_animation_ = 0; // Índice de la animación activa
|
||||||
|
|
||||||
// --- Métodos internos ---
|
// --- Métodos internos ---
|
||||||
void animate(); // Calcula el frame correspondiente a la animación
|
void animate(float delta_time); // Calcula el frame correspondiente a la animación (time-based)
|
||||||
void loadFromAnimationsFileBuffer(const AnimationsFileBuffer& source); // Carga la animación desde un vector de cadenas
|
void loadFromAnimationsFileBuffer(const AnimationsFileBuffer& source); // Carga la animación desde un vector de cadenas
|
||||||
void processConfigLine(const std::string& line, AnimationConfig& config); // Procesa una línea de configuración
|
void processConfigLine(const std::string& line, AnimationConfig& config); // Procesa una línea de configuración
|
||||||
void updateFrameCalculations(AnimationConfig& config); // Actualiza los cálculos basados en las dimensiones del frame
|
void updateFrameCalculations(AnimationConfig& config); // Actualiza los cálculos basados en las dimensiones del frame
|
||||||
111
source/asset.cpp
@@ -1,19 +1,24 @@
|
|||||||
#include "asset.h"
|
#include "asset.hpp"
|
||||||
|
|
||||||
#include <SDL3/SDL.h> // Para SDL_LogCategory, SDL_LogInfo, SDL_LogError, SDL_LogWarn
|
#include <SDL3/SDL.h> // Para SDL_LogWarn, SDL_LogCategory, SDL_LogError
|
||||||
|
|
||||||
#include <cstddef> // Para size_t
|
#include <algorithm> // Para sort
|
||||||
#include <exception> // Para exception
|
#include <cstddef> // Para size_t
|
||||||
#include <fstream> // Para basic_istream, basic_ifstream, ifstream, istringstream
|
#include <exception> // Para exception
|
||||||
#include <sstream> // Para basic_istringstream
|
#include <filesystem> // Para exists, path
|
||||||
#include <stdexcept> // Para runtime_error
|
#include <fstream> // Para basic_ifstream, basic_istream, basic_ostream, operator<<, ifstream, istringstream, endl
|
||||||
|
#include <iostream> // Para cout
|
||||||
|
#include <sstream> // Para basic_istringstream
|
||||||
|
#include <stdexcept> // Para runtime_error
|
||||||
|
|
||||||
#include "utils.h" // Para getFileName
|
#include "resource_helper.hpp" // Para loadFile
|
||||||
|
#include "ui/logger.hpp" // Para info, section, CYAN
|
||||||
|
#include "utils.hpp" // Para getFileName
|
||||||
|
|
||||||
// Singleton
|
// Singleton
|
||||||
Asset *Asset::instance = nullptr;
|
Asset* Asset::instance = nullptr;
|
||||||
|
|
||||||
void Asset::init(const std::string &executable_path) {
|
void Asset::init(const std::string& executable_path) {
|
||||||
Asset::instance = new Asset(executable_path);
|
Asset::instance = new Asset(executable_path);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -21,12 +26,12 @@ void Asset::destroy() {
|
|||||||
delete Asset::instance;
|
delete Asset::instance;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto Asset::get() -> Asset * {
|
auto Asset::get() -> Asset* {
|
||||||
return Asset::instance;
|
return Asset::instance;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Añade un elemento al mapa (función auxiliar)
|
// Añade un elemento al mapa (función auxiliar)
|
||||||
void Asset::addToMap(const std::string &file_path, Type type, bool required, bool absolute) {
|
void Asset::addToMap(const std::string& file_path, Type type, bool required, bool absolute) {
|
||||||
std::string full_path = absolute ? file_path : executable_path_ + file_path;
|
std::string full_path = absolute ? file_path : executable_path_ + file_path;
|
||||||
std::string filename = getFileName(full_path);
|
std::string filename = getFileName(full_path);
|
||||||
|
|
||||||
@@ -41,13 +46,12 @@ void Asset::addToMap(const std::string &file_path, Type type, bool required, boo
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Añade un elemento a la lista
|
// Añade un elemento a la lista
|
||||||
void Asset::add(const std::string &file_path, Type type, bool required, bool absolute) {
|
void Asset::add(const std::string& file_path, Type type, bool required, bool absolute) {
|
||||||
addToMap(file_path, type, required, absolute);
|
addToMap(file_path, type, required, absolute);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Carga recursos desde un archivo de configuración con soporte para variables
|
// Carga recursos desde un archivo de configuración con soporte para variables
|
||||||
// Carga recursos desde un archivo de configuración con soporte para variables
|
void Asset::loadFromFile(const std::string& config_file_path, const std::string& prefix, const std::string& system_folder) {
|
||||||
void Asset::loadFromFile(const std::string &config_file_path, const std::string &prefix, const std::string &system_folder) {
|
|
||||||
std::ifstream file(config_file_path);
|
std::ifstream file(config_file_path);
|
||||||
if (!file.is_open()) {
|
if (!file.is_open()) {
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
@@ -92,7 +96,7 @@ void Asset::loadFromFile(const std::string &config_file_path, const std::string
|
|||||||
}
|
}
|
||||||
|
|
||||||
try {
|
try {
|
||||||
const std::string &type_str = parts[0];
|
const std::string& type_str = parts[0];
|
||||||
std::string path = parts[1];
|
std::string path = parts[1];
|
||||||
|
|
||||||
// Valores por defecto
|
// Valores por defecto
|
||||||
@@ -113,7 +117,7 @@ void Asset::loadFromFile(const std::string &config_file_path, const std::string
|
|||||||
// Añadir al mapa
|
// Añadir al mapa
|
||||||
addToMap(path, type, required, absolute);
|
addToMap(path, type, required, absolute);
|
||||||
|
|
||||||
} catch (const std::exception &e) {
|
} catch (const std::exception& e) {
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
"Error parsing line %d in config file: %s",
|
"Error parsing line %d in config file: %s",
|
||||||
line_number,
|
line_number,
|
||||||
@@ -121,15 +125,12 @@ void Asset::loadFromFile(const std::string &config_file_path, const std::string
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
std::cout << "Loaded " << file_list_.size() << " assets from config file" << '\n';
|
||||||
"Loaded %d assets from config file",
|
|
||||||
static_cast<int>(file_list_.size()));
|
|
||||||
|
|
||||||
file.close();
|
file.close();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Devuelve la ruta completa a un fichero (búsqueda O(1))
|
// Devuelve la ruta completa a un fichero (búsqueda O(1))
|
||||||
auto Asset::get(const std::string &filename) const -> std::string {
|
auto Asset::get(const std::string& filename) const -> std::string {
|
||||||
auto it = file_list_.find(filename);
|
auto it = file_list_.find(filename);
|
||||||
if (it != file_list_.end()) {
|
if (it != file_list_.end()) {
|
||||||
return it->second.file;
|
return it->second.file;
|
||||||
@@ -139,8 +140,19 @@ auto Asset::get(const std::string &filename) const -> std::string {
|
|||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Carga datos del archivo usando ResourceHelper
|
||||||
|
auto Asset::loadData(const std::string& filename) const -> std::vector<uint8_t> {
|
||||||
|
auto it = file_list_.find(filename);
|
||||||
|
if (it != file_list_.end()) {
|
||||||
|
return ResourceHelper::loadFile(it->second.file);
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: file %s not found for data loading", filename.c_str());
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
// Verifica si un recurso existe
|
// Verifica si un recurso existe
|
||||||
auto Asset::exists(const std::string &filename) const -> bool {
|
auto Asset::exists(const std::string& filename) const -> bool {
|
||||||
return file_list_.find(filename) != file_list_.end();
|
return file_list_.find(filename) != file_list_.end();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -148,12 +160,13 @@ auto Asset::exists(const std::string &filename) const -> bool {
|
|||||||
auto Asset::check() const -> bool {
|
auto Asset::check() const -> bool {
|
||||||
bool success = true;
|
bool success = true;
|
||||||
|
|
||||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES");
|
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES");
|
||||||
|
Logger::section("CHECKING FILES", Logger::CYAN);
|
||||||
|
|
||||||
// Agrupar por tipo para mostrar organizado
|
// Agrupar por tipo para mostrar organizado
|
||||||
std::unordered_map<Type, std::vector<const Item *>> by_type;
|
std::unordered_map<Type, std::vector<const Item*>> by_type;
|
||||||
|
|
||||||
for (const auto &[filename, item] : file_list_) {
|
for (const auto& [filename, item] : file_list_) {
|
||||||
if (item.required) {
|
if (item.required) {
|
||||||
by_type[item.type].push_back(&item);
|
by_type[item.type].push_back(&item);
|
||||||
}
|
}
|
||||||
@@ -164,12 +177,10 @@ auto Asset::check() const -> bool {
|
|||||||
Type asset_type = static_cast<Type>(type);
|
Type asset_type = static_cast<Type>(type);
|
||||||
|
|
||||||
if (by_type.find(asset_type) != by_type.end()) {
|
if (by_type.find(asset_type) != by_type.end()) {
|
||||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
Logger::info(getTypeName(asset_type) + " FILES");
|
||||||
"\n>> %s FILES",
|
|
||||||
getTypeName(asset_type).c_str());
|
|
||||||
|
|
||||||
bool type_success = true;
|
bool type_success = true;
|
||||||
for (const auto *item : by_type[asset_type]) {
|
for (const auto* item : by_type[asset_type]) {
|
||||||
if (!checkFile(item->file)) {
|
if (!checkFile(item->file)) {
|
||||||
success = false;
|
success = false;
|
||||||
type_success = false;
|
type_success = false;
|
||||||
@@ -177,38 +188,43 @@ auto Asset::check() const -> bool {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (type_success) {
|
if (type_success) {
|
||||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, " All files are OK.");
|
Logger::info("All files are OK.\n");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Resultado
|
|
||||||
if (success) {
|
|
||||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES COMPLETED.\n");
|
|
||||||
} else {
|
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "\n** CHECKING FILES FAILED.\n");
|
|
||||||
}
|
|
||||||
|
|
||||||
return success;
|
return success;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Comprueba que existe un fichero
|
// Comprueba que existe un fichero
|
||||||
auto Asset::checkFile(const std::string &path) -> bool {
|
auto Asset::checkFile(const std::string& path) const -> bool {
|
||||||
|
// Construir ruta del pack usando executable_path_ (misma lógica que Director::init)
|
||||||
|
#ifdef MACOS_BUNDLE
|
||||||
|
std::string pack_path = executable_path_ + "../Resources/resources.pack";
|
||||||
|
#else
|
||||||
|
std::string pack_path = executable_path_ + "resources.pack";
|
||||||
|
#endif
|
||||||
|
bool pack_exists = std::filesystem::exists(pack_path);
|
||||||
|
|
||||||
|
if (pack_exists) {
|
||||||
|
// MODO PACK: Usar ResourceHelper (igual que la carga real)
|
||||||
|
auto data = ResourceHelper::loadFile(path);
|
||||||
|
return !data.empty();
|
||||||
|
} // MODO FILESYSTEM: Verificación directa (modo desarrollo)
|
||||||
std::ifstream file(path);
|
std::ifstream file(path);
|
||||||
bool success = file.good();
|
bool success = file.good();
|
||||||
file.close();
|
file.close();
|
||||||
|
|
||||||
if (!success) {
|
if (!success) {
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||||
"Checking file: %s [ ERROR ]",
|
"Error: Could not open file: %s",
|
||||||
getFileName(path).c_str());
|
path.c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
return success;
|
return success;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Parsea string a Type
|
// Parsea string a Type
|
||||||
auto Asset::parseAssetType(const std::string &type_str) -> Type {
|
auto Asset::parseAssetType(const std::string& type_str) -> Type {
|
||||||
if (type_str == "BITMAP") {
|
if (type_str == "BITMAP") {
|
||||||
return Type::BITMAP;
|
return Type::BITMAP;
|
||||||
}
|
}
|
||||||
@@ -270,17 +286,20 @@ auto Asset::getTypeName(Type type) -> std::string {
|
|||||||
auto Asset::getListByType(Type type) const -> std::vector<std::string> {
|
auto Asset::getListByType(Type type) const -> std::vector<std::string> {
|
||||||
std::vector<std::string> list;
|
std::vector<std::string> list;
|
||||||
|
|
||||||
for (const auto &[filename, item] : file_list_) {
|
for (const auto& [filename, item] : file_list_) {
|
||||||
if (item.type == type) {
|
if (item.type == type) {
|
||||||
list.push_back(item.file);
|
list.push_back(item.file);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Ordenar alfabéticamente para garantizar orden consistente
|
||||||
|
std::ranges::sort(list);
|
||||||
|
|
||||||
return list;
|
return list;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reemplaza variables en las rutas
|
// Reemplaza variables en las rutas
|
||||||
auto Asset::replaceVariables(const std::string &path, const std::string &prefix, const std::string &system_folder) -> std::string {
|
auto Asset::replaceVariables(const std::string& path, const std::string& prefix, const std::string& system_folder) -> std::string {
|
||||||
std::string result = path;
|
std::string result = path;
|
||||||
|
|
||||||
// Reemplazar ${PREFIX}
|
// Reemplazar ${PREFIX}
|
||||||
@@ -301,7 +320,7 @@ auto Asset::replaceVariables(const std::string &path, const std::string &prefix,
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Parsea las opciones de una línea de configuración
|
// Parsea las opciones de una línea de configuración
|
||||||
auto Asset::parseOptions(const std::string &options, bool &required, bool &absolute) -> void {
|
auto Asset::parseOptions(const std::string& options, bool& required, bool& absolute) -> void {
|
||||||
if (options.empty()) {
|
if (options.empty()) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <cstdint> // Para uint8_t
|
||||||
#include <string> // Para string
|
#include <string> // Para string
|
||||||
#include <unordered_map> // Para unordered_map
|
#include <unordered_map> // Para unordered_map
|
||||||
#include <utility> // Para move
|
#include <utility> // Para move
|
||||||
@@ -23,19 +24,20 @@ class Asset {
|
|||||||
};
|
};
|
||||||
|
|
||||||
// --- Métodos de singleton ---
|
// --- Métodos de singleton ---
|
||||||
static void init(const std::string &executable_path);
|
static void init(const std::string& executable_path);
|
||||||
static void destroy();
|
static void destroy();
|
||||||
static auto get() -> Asset *;
|
static auto get() -> Asset*;
|
||||||
Asset(const Asset &) = delete;
|
Asset(const Asset&) = delete;
|
||||||
auto operator=(const Asset &) -> Asset & = delete;
|
auto operator=(const Asset&) -> Asset& = delete;
|
||||||
|
|
||||||
// --- Métodos para la gestión de recursos ---
|
// --- Métodos para la gestión de recursos ---
|
||||||
void add(const std::string &file_path, Type type, bool required = true, bool absolute = false);
|
void add(const std::string& file_path, Type type, bool required = true, bool absolute = false);
|
||||||
void loadFromFile(const std::string &config_file_path, const std::string &prefix = "", const std::string &system_folder = ""); // Con soporte para variables
|
void loadFromFile(const std::string& config_file_path, const std::string& prefix = "", const std::string& system_folder = ""); // Con soporte para variables
|
||||||
[[nodiscard]] auto get(const std::string &filename) const -> std::string; // Mantener nombre original
|
[[nodiscard]] auto get(const std::string& filename) const -> std::string; // Mantener nombre original
|
||||||
|
[[nodiscard]] auto loadData(const std::string& filename) const -> std::vector<uint8_t>; // Carga datos del archivo
|
||||||
[[nodiscard]] auto check() const -> bool;
|
[[nodiscard]] auto check() const -> bool;
|
||||||
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
|
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
|
||||||
[[nodiscard]] auto exists(const std::string &filename) const -> bool; // Nueva función para verificar existencia
|
[[nodiscard]] auto exists(const std::string& filename) const -> bool; // Nueva función para verificar existencia
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// --- Estructuras privadas ---
|
// --- Estructuras privadas ---
|
||||||
@@ -45,7 +47,9 @@ class Asset {
|
|||||||
bool required; // Indica si el archivo es obligatorio
|
bool required; // Indica si el archivo es obligatorio
|
||||||
|
|
||||||
Item(std::string path, Type asset_type, bool is_required)
|
Item(std::string path, Type asset_type, bool is_required)
|
||||||
: file(std::move(path)), type(asset_type), required(is_required) {}
|
: file(std::move(path)),
|
||||||
|
type(asset_type),
|
||||||
|
required(is_required) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
// --- Variables internas ---
|
// --- Variables internas ---
|
||||||
@@ -53,12 +57,12 @@ class Asset {
|
|||||||
std::string executable_path_; // Ruta del ejecutable
|
std::string executable_path_; // Ruta del ejecutable
|
||||||
|
|
||||||
// --- Métodos internos ---
|
// --- Métodos internos ---
|
||||||
[[nodiscard]] static auto checkFile(const std::string &path) -> bool; // Verifica si un archivo existe
|
[[nodiscard]] auto checkFile(const std::string& path) const -> bool; // Verifica si un archivo existe
|
||||||
[[nodiscard]] static auto getTypeName(Type type) -> std::string; // Obtiene el nombre del tipo
|
[[nodiscard]] static auto getTypeName(Type type) -> std::string; // Obtiene el nombre del tipo
|
||||||
[[nodiscard]] static auto parseAssetType(const std::string &type_str) -> Type; // Convierte string a tipo
|
[[nodiscard]] static auto parseAssetType(const std::string& type_str) -> Type; // Convierte string a tipo
|
||||||
void addToMap(const std::string &file_path, Type type, bool required, bool absolute); // Añade archivo al mapa
|
void addToMap(const std::string& file_path, Type type, bool required, bool absolute); // Añade archivo al mapa
|
||||||
[[nodiscard]] static auto replaceVariables(const std::string &path, const std::string &prefix, const std::string &system_folder) -> std::string; // Reemplaza variables en la ruta
|
[[nodiscard]] static auto replaceVariables(const std::string& path, const std::string& prefix, const std::string& system_folder) -> std::string; // Reemplaza variables en la ruta
|
||||||
static auto parseOptions(const std::string &options, bool &required, bool &absolute) -> void; // Parsea opciones
|
static auto parseOptions(const std::string& options, bool& required, bool& absolute) -> void; // Parsea opciones
|
||||||
|
|
||||||
// --- Constructores y destructor privados (singleton) ---
|
// --- Constructores y destructor privados (singleton) ---
|
||||||
explicit Asset(std::string executable_path) // Constructor privado
|
explicit Asset(std::string executable_path) // Constructor privado
|
||||||
@@ -66,5 +70,5 @@ class Asset {
|
|||||||
~Asset() = default; // Destructor privado
|
~Asset() = default; // Destructor privado
|
||||||
|
|
||||||
// --- Instancia singleton ---
|
// --- Instancia singleton ---
|
||||||
static Asset *instance; // Instancia única de Asset
|
static Asset* instance; // Instancia única de Asset
|
||||||
};
|
};
|
||||||
106
source/asset_integrated.cpp
Normal file
@@ -0,0 +1,106 @@
|
|||||||
|
#include "asset_integrated.hpp"
|
||||||
|
|
||||||
|
#include <filesystem>
|
||||||
|
#include <fstream>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
bool AssetIntegrated::resource_pack_enabled = false;
|
||||||
|
|
||||||
|
void AssetIntegrated::initWithResourcePack(const std::string& executable_path,
|
||||||
|
const std::string& resource_pack_path) {
|
||||||
|
// Inicializar Asset normal
|
||||||
|
Asset::init(executable_path);
|
||||||
|
|
||||||
|
// Inicializar ResourceLoader
|
||||||
|
auto& loader = ResourceLoader::getInstance();
|
||||||
|
if (loader.initialize(resource_pack_path, true)) {
|
||||||
|
resource_pack_enabled = true;
|
||||||
|
std::cout << "Asset system initialized with resource pack: " << resource_pack_path << '\n';
|
||||||
|
} else {
|
||||||
|
resource_pack_enabled = false;
|
||||||
|
std::cout << "Asset system initialized in fallback mode (filesystem)" << '\n';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
auto AssetIntegrated::loadFile(const std::string& filename) -> std::vector<uint8_t> {
|
||||||
|
if (shouldUseResourcePack(filename) && resource_pack_enabled) {
|
||||||
|
// Intentar cargar del pack de recursos
|
||||||
|
auto& loader = ResourceLoader::getInstance();
|
||||||
|
|
||||||
|
// Convertir ruta completa a ruta relativa para el pack
|
||||||
|
std::string relative_path = filename;
|
||||||
|
|
||||||
|
// Si la ruta contiene "data/", extraer la parte relativa
|
||||||
|
size_t data_pos = filename.find("data/");
|
||||||
|
if (data_pos != std::string::npos) {
|
||||||
|
relative_path = filename.substr(data_pos + 5); // +5 para saltar "data/"
|
||||||
|
}
|
||||||
|
|
||||||
|
auto data = loader.loadResource(relative_path);
|
||||||
|
if (!data.empty()) {
|
||||||
|
return data;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fallback: cargar del filesystem
|
||||||
|
std::ifstream file(filename, std::ios::binary | std::ios::ate);
|
||||||
|
if (!file) {
|
||||||
|
std::cerr << "Error: Could not open file: " << filename << '\n';
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
std::streamsize file_size = file.tellg();
|
||||||
|
file.seekg(0, std::ios::beg);
|
||||||
|
|
||||||
|
std::vector<uint8_t> data(file_size);
|
||||||
|
if (!file.read(reinterpret_cast<char*>(data.data()), file_size)) {
|
||||||
|
std::cerr << "Error: Could not read file: " << filename << '\n';
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
return data;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto AssetIntegrated::fileExists(const std::string& filename) -> bool {
|
||||||
|
if (shouldUseResourcePack(filename) && resource_pack_enabled) {
|
||||||
|
auto& loader = ResourceLoader::getInstance();
|
||||||
|
|
||||||
|
// Convertir ruta completa a ruta relativa para el pack
|
||||||
|
std::string relative_path = filename;
|
||||||
|
size_t data_pos = filename.find("data/");
|
||||||
|
if (data_pos != std::string::npos) {
|
||||||
|
relative_path = filename.substr(data_pos + 5);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (loader.resourceExists(relative_path)) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Verificar en filesystem
|
||||||
|
return std::filesystem::exists(filename);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto AssetIntegrated::getSystemPath(const std::string& filename) -> std::string {
|
||||||
|
// Los archivos de sistema/config siempre van al filesystem
|
||||||
|
return filename;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto AssetIntegrated::shouldUseResourcePack(const std::string& filepath) -> bool {
|
||||||
|
// Los archivos que NO van al pack:
|
||||||
|
// - Archivos de config/ (ahora están fuera de data/)
|
||||||
|
// - Archivos con absolute=true en assets.txt
|
||||||
|
// - Archivos de sistema (${SYSTEM_FOLDER})
|
||||||
|
|
||||||
|
if (filepath.find("/config/") != std::string::npos ||
|
||||||
|
filepath.starts_with("config/")) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (filepath.find("/data/") != std::string::npos ||
|
||||||
|
filepath.starts_with("data/")) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
29
source/asset_integrated.hpp
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
#include "asset.hpp"
|
||||||
|
#include "resource_loader.hpp"
|
||||||
|
|
||||||
|
// Extensión de Asset que integra ResourceLoader
|
||||||
|
class AssetIntegrated : public Asset {
|
||||||
|
public:
|
||||||
|
// Inicializa Asset con ResourceLoader
|
||||||
|
static void initWithResourcePack(const std::string& executable_path,
|
||||||
|
const std::string& resource_pack_path = "resources.pack");
|
||||||
|
|
||||||
|
// Carga un archivo usando ResourceLoader como primera opción
|
||||||
|
static auto loadFile(const std::string& filename) -> std::vector<uint8_t>;
|
||||||
|
|
||||||
|
// Verifica si un archivo existe (pack o filesystem)
|
||||||
|
static auto fileExists(const std::string& filename) -> bool;
|
||||||
|
|
||||||
|
// Obtiene la ruta completa para archivos del sistema/config
|
||||||
|
static auto getSystemPath(const std::string& filename) -> std::string;
|
||||||
|
|
||||||
|
private:
|
||||||
|
static bool resource_pack_enabled;
|
||||||
|
|
||||||
|
// Determina si un archivo debe cargarse del pack o del filesystem
|
||||||
|
static auto shouldUseResourcePack(const std::string& filepath) -> bool;
|
||||||
|
};
|
||||||
@@ -1,17 +1,16 @@
|
|||||||
#include "audio.h"
|
#include "audio.hpp"
|
||||||
|
|
||||||
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
|
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
|
||||||
|
|
||||||
#include <algorithm> // Para clamp
|
#include <algorithm> // Para clamp
|
||||||
|
|
||||||
#ifndef NO_AUDIO
|
|
||||||
#include "external/jail_audio.h" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
|
#include "external/jail_audio.h" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
|
||||||
#endif
|
#include "options.hpp" // Para AudioOptions, audio, MusicOptions
|
||||||
#include "options.h" // Para AudioOptions, audio, MusicOptions
|
#include "resource.hpp" // Para Resource
|
||||||
#include "resource.h" // Para Resource
|
#include "ui/logger.hpp" // Para logger
|
||||||
|
|
||||||
// Singleton
|
// Singleton
|
||||||
Audio *Audio::instance = nullptr;
|
Audio* Audio::instance = nullptr;
|
||||||
|
|
||||||
// Inicializa la instancia única del singleton
|
// Inicializa la instancia única del singleton
|
||||||
void Audio::init() { Audio::instance = new Audio(); }
|
void Audio::init() { Audio::instance = new Audio(); }
|
||||||
@@ -20,16 +19,14 @@ void Audio::init() { Audio::instance = new Audio(); }
|
|||||||
void Audio::destroy() { delete Audio::instance; }
|
void Audio::destroy() { delete Audio::instance; }
|
||||||
|
|
||||||
// Obtiene la instancia
|
// Obtiene la instancia
|
||||||
auto Audio::get() -> Audio * { return Audio::instance; }
|
auto Audio::get() -> Audio* { return Audio::instance; }
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
Audio::Audio() { initSDLAudio(); }
|
Audio::Audio() { initSDLAudio(); }
|
||||||
|
|
||||||
// Destructor
|
// Destructor
|
||||||
Audio::~Audio() {
|
Audio::~Audio() {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
JA_Quit();
|
JA_Quit();
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Método principal
|
// Método principal
|
||||||
@@ -38,14 +35,12 @@ void Audio::update() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Reproduce la música
|
// Reproduce la música
|
||||||
void Audio::playMusic(const std::string &name, const int loop) {
|
void Audio::playMusic(const std::string& name, const int loop) {
|
||||||
music_.name = name;
|
music_.name = name;
|
||||||
music_.loop = (loop != 0);
|
music_.loop = (loop != 0);
|
||||||
|
|
||||||
if (music_enabled_ && music_.state != MusicState::PLAYING) {
|
if (music_enabled_ && music_.state != MusicState::PLAYING) {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
JA_PlayMusic(Resource::get()->getMusic(name), loop);
|
JA_PlayMusic(Resource::get()->getMusic(name), loop);
|
||||||
#endif
|
|
||||||
music_.state = MusicState::PLAYING;
|
music_.state = MusicState::PLAYING;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -53,9 +48,7 @@ void Audio::playMusic(const std::string &name, const int loop) {
|
|||||||
// Pausa la música
|
// Pausa la música
|
||||||
void Audio::pauseMusic() {
|
void Audio::pauseMusic() {
|
||||||
if (music_enabled_ && music_.state == MusicState::PLAYING) {
|
if (music_enabled_ && music_.state == MusicState::PLAYING) {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
JA_PauseMusic();
|
JA_PauseMusic();
|
||||||
#endif
|
|
||||||
music_.state = MusicState::PAUSED;
|
music_.state = MusicState::PAUSED;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -63,9 +56,7 @@ void Audio::pauseMusic() {
|
|||||||
// Continua la música pausada
|
// Continua la música pausada
|
||||||
void Audio::resumeMusic() {
|
void Audio::resumeMusic() {
|
||||||
if (music_enabled_ && music_.state == MusicState::PAUSED) {
|
if (music_enabled_ && music_.state == MusicState::PAUSED) {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
JA_ResumeMusic();
|
JA_ResumeMusic();
|
||||||
#endif
|
|
||||||
music_.state = MusicState::PLAYING;
|
music_.state = MusicState::PLAYING;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -73,37 +64,45 @@ void Audio::resumeMusic() {
|
|||||||
// Detiene la música
|
// Detiene la música
|
||||||
void Audio::stopMusic() {
|
void Audio::stopMusic() {
|
||||||
if (music_enabled_) {
|
if (music_enabled_) {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
JA_StopMusic();
|
JA_StopMusic();
|
||||||
#endif
|
|
||||||
music_.state = MusicState::STOPPED;
|
music_.state = MusicState::STOPPED;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reproduce un sonido
|
// Reproduce un sonido
|
||||||
void Audio::playSound(const std::string &name, Group group) const {
|
void Audio::playSound(const std::string& name, Group group) const {
|
||||||
if (sound_enabled_) {
|
if (sound_enabled_) {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group));
|
JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group));
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Detiene todos los sonidos
|
// Detiene todos los sonidos
|
||||||
void Audio::stopAllSounds() const {
|
void Audio::stopAllSounds() const {
|
||||||
if (sound_enabled_) {
|
if (sound_enabled_) {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
JA_StopChannel(-1);
|
JA_StopChannel(-1);
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Realiza un fundido de salida de la música
|
// Realiza un fundido de salida de la música
|
||||||
void Audio::fadeOutMusic(int milliseconds) const {
|
void Audio::fadeOutMusic(int milliseconds) const {
|
||||||
if (music_enabled_) {
|
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
JA_FadeOutMusic(milliseconds);
|
JA_FadeOutMusic(milliseconds);
|
||||||
#endif
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Consulta directamente el estado real de la música en jailaudio
|
||||||
|
auto Audio::getRealMusicState() -> MusicState {
|
||||||
|
JA_Music_state ja_state = JA_GetMusicState();
|
||||||
|
switch (ja_state) {
|
||||||
|
case JA_MUSIC_PLAYING:
|
||||||
|
return MusicState::PLAYING;
|
||||||
|
case JA_MUSIC_PAUSED:
|
||||||
|
return MusicState::PAUSED;
|
||||||
|
case JA_MUSIC_STOPPED:
|
||||||
|
case JA_MUSIC_INVALID:
|
||||||
|
case JA_MUSIC_DISABLED:
|
||||||
|
default:
|
||||||
|
return MusicState::STOPPED;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -111,10 +110,8 @@ void Audio::fadeOutMusic(int milliseconds) const {
|
|||||||
void Audio::setSoundVolume(int sound_volume, Group group) const {
|
void Audio::setSoundVolume(int sound_volume, Group group) const {
|
||||||
if (sound_enabled_) {
|
if (sound_enabled_) {
|
||||||
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
|
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
|
||||||
#ifndef NO_AUDIO
|
|
||||||
const float CONVERTED_VOLUME = (sound_volume / 100.0F) * (Options::audio.volume / 100.0F);
|
const float CONVERTED_VOLUME = (sound_volume / 100.0F) * (Options::audio.volume / 100.0F);
|
||||||
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
|
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -122,10 +119,8 @@ void Audio::setSoundVolume(int sound_volume, Group group) const {
|
|||||||
void Audio::setMusicVolume(int music_volume) const {
|
void Audio::setMusicVolume(int music_volume) const {
|
||||||
if (music_enabled_) {
|
if (music_enabled_) {
|
||||||
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
|
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
|
||||||
#ifndef NO_AUDIO
|
|
||||||
const float CONVERTED_VOLUME = (music_volume / 100.0F) * (Options::audio.volume / 100.0F);
|
const float CONVERTED_VOLUME = (music_volume / 100.0F) * (Options::audio.volume / 100.0F);
|
||||||
JA_SetMusicVolume(CONVERTED_VOLUME);
|
JA_SetMusicVolume(CONVERTED_VOLUME);
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -144,16 +139,12 @@ void Audio::enable(bool value) {
|
|||||||
|
|
||||||
// Inicializa SDL Audio
|
// Inicializa SDL Audio
|
||||||
void Audio::initSDLAudio() {
|
void Audio::initSDLAudio() {
|
||||||
#ifndef NO_AUDIO
|
|
||||||
if (!SDL_Init(SDL_INIT_AUDIO)) {
|
if (!SDL_Init(SDL_INIT_AUDIO)) {
|
||||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
|
||||||
} else {
|
} else {
|
||||||
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
|
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
|
||||||
enable(Options::audio.enabled);
|
enable(Options::audio.enabled);
|
||||||
|
|
||||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Audio system initialized successfully");
|
Logger::info("Audio system initialized successfully");
|
||||||
}
|
}
|
||||||
#else
|
|
||||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Audio system disabled");
|
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
@@ -13,30 +13,36 @@ class Audio {
|
|||||||
INTERFACE = 1 // Sonidos de la interfaz
|
INTERFACE = 1 // Sonidos de la interfaz
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum class MusicState {
|
||||||
|
PLAYING, // Reproduciendo música
|
||||||
|
PAUSED, // Música pausada
|
||||||
|
STOPPED, // Música detenida
|
||||||
|
};
|
||||||
|
|
||||||
// --- Constantes ---
|
// --- Constantes ---
|
||||||
static constexpr int MAX_VOLUME = 100; // Volumen máximo
|
static constexpr int MAX_VOLUME = 100; // Volumen máximo
|
||||||
static constexpr int MIN_VOLUME = 0; // Volumen mínimo
|
static constexpr int MIN_VOLUME = 0; // Volumen mínimo
|
||||||
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
|
static constexpr int FREQUENCY = 48000; // Frecuencia de audio
|
||||||
|
|
||||||
// --- Métodos de singleton ---
|
// --- Métodos de singleton ---
|
||||||
static void init(); // Inicializa el objeto Audio
|
static void init(); // Inicializa el objeto Audio
|
||||||
static void destroy(); // Libera el objeto Audio
|
static void destroy(); // Libera el objeto Audio
|
||||||
static auto get() -> Audio *; // Obtiene el puntero al objeto Audio
|
static auto get() -> Audio*; // Obtiene el puntero al objeto Audio
|
||||||
Audio(const Audio &) = delete; // Evitar copia
|
Audio(const Audio&) = delete; // Evitar copia
|
||||||
auto operator=(const Audio &) -> Audio & = delete; // Evitar asignación
|
auto operator=(const Audio&) -> Audio& = delete; // Evitar asignación
|
||||||
|
|
||||||
// --- Método principal ---
|
// --- Método principal ---
|
||||||
static void update();
|
static void update();
|
||||||
|
|
||||||
// --- Control de Música ---
|
// --- Control de Música ---
|
||||||
void playMusic(const std::string &name, int loop = -1); // Reproducir música en bucle
|
void playMusic(const std::string& name, int loop = -1); // Reproducir música en bucle
|
||||||
void pauseMusic(); // Pausar reproducción de música
|
void pauseMusic(); // Pausar reproducción de música
|
||||||
void resumeMusic(); // Continua la música pausada
|
void resumeMusic(); // Continua la música pausada
|
||||||
void stopMusic(); // Detener completamente la música
|
void stopMusic(); // Detener completamente la música
|
||||||
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
|
void fadeOutMusic(int milliseconds) const; // Fundido de salida de la música
|
||||||
|
|
||||||
// --- Control de Sonidos ---
|
// --- Control de Sonidos ---
|
||||||
void playSound(const std::string &name, Group group = Group::GAME) const; // Reproducir sonido puntual
|
void playSound(const std::string& name, Group group = Group::GAME) const; // Reproducir sonido puntual
|
||||||
void stopAllSounds() const; // Detener todos los sonidos
|
void stopAllSounds() const; // Detener todos los sonidos
|
||||||
|
|
||||||
// --- Configuración General ---
|
// --- Configuración General ---
|
||||||
@@ -60,14 +66,15 @@ class Audio {
|
|||||||
void setSoundVolume(int volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
|
void setSoundVolume(int volume, Group group = Group::ALL) const; // Ajustar volumen de efectos
|
||||||
void setMusicVolume(int volume) const; // Ajustar volumen de música
|
void setMusicVolume(int volume) const; // Ajustar volumen de música
|
||||||
|
|
||||||
private:
|
// --- Getters para debug ---
|
||||||
// --- Enums privados ---
|
[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
|
||||||
enum class MusicState {
|
[[nodiscard]] auto isSoundEnabled() const -> bool { return sound_enabled_; }
|
||||||
PLAYING, // Reproduciendo música
|
[[nodiscard]] auto isMusicEnabled() const -> bool { return music_enabled_; }
|
||||||
PAUSED, // Música pausada
|
[[nodiscard]] auto getMusicState() const -> MusicState { return music_.state; }
|
||||||
STOPPED, // Música detenida
|
[[nodiscard]] static auto getRealMusicState() -> MusicState; // Consulta directamente a jailaudio
|
||||||
};
|
[[nodiscard]] auto getCurrentMusicName() const -> const std::string& { return music_.name; }
|
||||||
|
|
||||||
|
private:
|
||||||
// --- Estructuras privadas ---
|
// --- Estructuras privadas ---
|
||||||
struct Music {
|
struct Music {
|
||||||
MusicState state; // Estado actual de la música (reproduciendo, detenido, en pausa)
|
MusicState state; // Estado actual de la música (reproduciendo, detenido, en pausa)
|
||||||
@@ -75,11 +82,15 @@ class Audio {
|
|||||||
bool loop; // Indica si la última pista de música se debe reproducir en bucle
|
bool loop; // Indica si la última pista de música se debe reproducir en bucle
|
||||||
|
|
||||||
// Constructor para inicializar la música con valores predeterminados
|
// Constructor para inicializar la música con valores predeterminados
|
||||||
Music() : state(MusicState::STOPPED), loop(false) {}
|
Music()
|
||||||
|
: state(MusicState::STOPPED),
|
||||||
|
loop(false) {}
|
||||||
|
|
||||||
// Constructor para inicializar con valores específicos
|
// Constructor para inicializar con valores específicos
|
||||||
Music(MusicState init_state, std::string init_name, bool init_loop)
|
Music(MusicState init_state, std::string init_name, bool init_loop)
|
||||||
: state(init_state), name(std::move(init_name)), loop(init_loop) {}
|
: state(init_state),
|
||||||
|
name(std::move(init_name)),
|
||||||
|
loop(init_loop) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
// --- Variables de estado ---
|
// --- Variables de estado ---
|
||||||
@@ -96,5 +107,5 @@ class Audio {
|
|||||||
~Audio(); // Destructor privado
|
~Audio(); // Destructor privado
|
||||||
|
|
||||||
// --- Instancia singleton ---
|
// --- Instancia singleton ---
|
||||||
static Audio *instance; // Instancia única de Audio
|
static Audio* instance; // Instancia única de Audio
|
||||||
};
|
};
|
||||||
@@ -1,18 +1,21 @@
|
|||||||
#define _USE_MATH_DEFINES
|
#define _USE_MATH_DEFINES
|
||||||
#include "background.h"
|
#include "background.hpp"
|
||||||
|
|
||||||
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetRenderTarget, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_TextureAccess, SDL_FPoint
|
#include <SDL3/SDL.h> // Para SDL_FRect, SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_GetRenderTarget, SDL_RenderTexture, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_BLENDMODE_BLEND, SDL_PixelFormat, SDL_RenderClear, SDL_SetRenderDrawColor, SDL_TextureAccess, SDL_FPoint
|
||||||
|
|
||||||
#include <algorithm> // Para clamp, max
|
#include <algorithm> // Para clamp, min, max
|
||||||
#include <cmath> // Para M_PI, cos, sin
|
#include <cmath> // Para M_PI, cos, sin
|
||||||
#include <utility>
|
#include <string> // Para basic_string
|
||||||
|
#include <utility> // Para move
|
||||||
|
|
||||||
#include "moving_sprite.h" // Para MovingSprite
|
#include "animated_sprite.hpp" // Para AnimatedSprite
|
||||||
#include "param.h" // Para Param, ParamBackground, param
|
#include "moving_sprite.hpp" // Para MovingSprite
|
||||||
#include "resource.h" // Para Resource
|
#include "param.hpp" // Para Param, ParamBackground, param
|
||||||
#include "screen.h" // Para Screen
|
#include "resource.hpp" // Para Resource
|
||||||
#include "sprite.h" // Para Sprite
|
#include "screen.hpp" // Para Screen
|
||||||
#include "texture.h" // Para Texture
|
#include "sprite.hpp" // Para Sprite
|
||||||
|
#include "texture.hpp" // Para Texture
|
||||||
|
#include "utils.hpp" // Para easeOutCubic
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
Background::Background(float total_progress_to_complete)
|
Background::Background(float total_progress_to_complete)
|
||||||
@@ -21,14 +24,15 @@ Background::Background(float total_progress_to_complete)
|
|||||||
buildings_texture_(Resource::get()->getTexture("game_buildings.png")),
|
buildings_texture_(Resource::get()->getTexture("game_buildings.png")),
|
||||||
top_clouds_texture_(Resource::get()->getTexture("game_clouds1.png")),
|
top_clouds_texture_(Resource::get()->getTexture("game_clouds1.png")),
|
||||||
bottom_clouds_texture_(Resource::get()->getTexture("game_clouds2.png")),
|
bottom_clouds_texture_(Resource::get()->getTexture("game_clouds2.png")),
|
||||||
grass_texture_(Resource::get()->getTexture("game_grass.png")),
|
|
||||||
gradients_texture_(Resource::get()->getTexture("game_sky_colors.png")),
|
gradients_texture_(Resource::get()->getTexture("game_sky_colors.png")),
|
||||||
sun_texture_(Resource::get()->getTexture("game_sun.png")),
|
sun_texture_(Resource::get()->getTexture("game_sun.png")),
|
||||||
moon_texture_(Resource::get()->getTexture("game_moon.png")),
|
moon_texture_(Resource::get()->getTexture("game_moon.png")),
|
||||||
|
grass_sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("game_grass.png"), Resource::get()->getAnimation("game_grass.ani"))),
|
||||||
|
|
||||||
total_progress_to_complete_(total_progress_to_complete),
|
total_progress_to_complete_(total_progress_to_complete),
|
||||||
progress_per_stage_(total_progress_to_complete_ / STAGES),
|
progress_per_stage_(total_progress_to_complete_ / STAGES),
|
||||||
sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
|
sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
|
||||||
|
minimum_completed_progress_(total_progress_to_complete_ * MINIMUM_COMPLETED_PROGRESS_PERCENTAGE),
|
||||||
|
|
||||||
rect_(SDL_FRect{0, 0, static_cast<float>(gradients_texture_->getWidth() / 2), static_cast<float>(gradients_texture_->getHeight() / 2)}),
|
rect_(SDL_FRect{0, 0, static_cast<float>(gradients_texture_->getWidth() / 2), static_cast<float>(gradients_texture_->getHeight() / 2)}),
|
||||||
src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
|
src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
|
||||||
@@ -86,30 +90,36 @@ void Background::initializeSprites() {
|
|||||||
|
|
||||||
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
|
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
|
||||||
gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
|
gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
|
||||||
grass_sprite_ = std::make_unique<Sprite>(grass_texture_, 0, 0, grass_texture_->getWidth(), grass_texture_->getHeight() / 2);
|
|
||||||
sun_sprite_ = std::make_unique<Sprite>(sun_texture_);
|
sun_sprite_ = std::make_unique<Sprite>(sun_texture_);
|
||||||
moon_sprite_ = std::make_unique<Sprite>(moon_texture_);
|
moon_sprite_ = std::make_unique<Sprite>(moon_texture_);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Configura las propiedades iniciales de los sprites
|
// Configura las propiedades iniciales de los sprites
|
||||||
void Background::initializeSpriteProperties() {
|
void Background::initializeSpriteProperties() {
|
||||||
constexpr float TOP_CLOUDS_SPEED = 0.1F;
|
// Velocidades iniciales que coinciden con updateCloudsSpeed() cuando progress=0
|
||||||
constexpr float BOTTOM_CLOUDS_SPEED = 0.05F;
|
constexpr float INITIAL_TOP_CLOUDS_SPEED_PX_PER_S = 0.05F * 60.0F; // 3.0 píxeles/segundo (coincide con CLOUDS_INITIAL_SPEED)
|
||||||
|
constexpr float INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S = 0.05F * 60.0F / 2.0F; // 1.5 píxeles/segundo (mitad de velocidad)
|
||||||
|
|
||||||
top_clouds_sprite_a_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
|
top_clouds_sprite_a_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
|
||||||
top_clouds_sprite_a_->setVelX(-TOP_CLOUDS_SPEED);
|
top_clouds_sprite_a_->setVelX(-INITIAL_TOP_CLOUDS_SPEED_PX_PER_S);
|
||||||
|
|
||||||
top_clouds_sprite_b_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
|
top_clouds_sprite_b_->setSpriteClip(0, 0, top_clouds_texture_->getWidth(), top_clouds_texture_->getHeight());
|
||||||
top_clouds_sprite_b_->setVelX(-TOP_CLOUDS_SPEED);
|
top_clouds_sprite_b_->setVelX(-INITIAL_TOP_CLOUDS_SPEED_PX_PER_S);
|
||||||
|
|
||||||
bottom_clouds_sprite_a_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
|
bottom_clouds_sprite_a_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
|
||||||
bottom_clouds_sprite_a_->setVelX(-BOTTOM_CLOUDS_SPEED);
|
bottom_clouds_sprite_a_->setVelX(-INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S);
|
||||||
|
|
||||||
bottom_clouds_sprite_b_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
|
bottom_clouds_sprite_b_->setSpriteClip(0, 0, bottom_clouds_texture_->getWidth(), bottom_clouds_texture_->getHeight());
|
||||||
bottom_clouds_sprite_b_->setVelX(-BOTTOM_CLOUDS_SPEED);
|
bottom_clouds_sprite_b_->setVelX(-INITIAL_BOTTOM_CLOUDS_SPEED_PX_PER_S);
|
||||||
|
|
||||||
|
// grass_sprite_->setY(base_ - grass_sprite_->getHeight());
|
||||||
|
// grass_sprite_->resetAnimation();
|
||||||
|
grass_sprite_->setPos(0.0F, base_ - 10.0F);
|
||||||
|
grass_sprite_->setWidth(320.0F);
|
||||||
|
grass_sprite_->setHeight(10.0F);
|
||||||
|
// grass_sprite_->setCurrentAnimation(0);
|
||||||
|
|
||||||
buildings_sprite_->setY(base_ - buildings_sprite_->getHeight());
|
buildings_sprite_->setY(base_ - buildings_sprite_->getHeight());
|
||||||
grass_sprite_->setY(base_ - grass_sprite_->getHeight());
|
|
||||||
sun_sprite_->setPosition(sun_path_.front());
|
sun_sprite_->setPosition(sun_path_.front());
|
||||||
moon_sprite_->setPosition(moon_path_.front());
|
moon_sprite_->setPosition(moon_path_.front());
|
||||||
}
|
}
|
||||||
@@ -126,20 +136,20 @@ void Background::initializeTextures() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza la lógica del objeto
|
// Actualiza la lógica del objeto
|
||||||
void Background::update() {
|
void Background::update(float delta_time) {
|
||||||
// Actualiza la progresión y calcula transiciones
|
// Actualiza la progresión y calcula transiciones
|
||||||
if (!manual_mode_) {
|
if (!manual_mode_) {
|
||||||
updateProgression();
|
updateProgression(delta_time);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza el valor de alpha
|
// Actualiza el valor de alpha
|
||||||
updateAlphaColorTexture();
|
updateAlphaColorTexture(delta_time);
|
||||||
|
|
||||||
// Actualiza las nubes
|
// Actualiza las nubes
|
||||||
updateClouds();
|
updateClouds(delta_time);
|
||||||
|
|
||||||
// Calcula el frame de la hierba
|
// Actualiza el sprite con la hierba
|
||||||
grass_sprite_->setSpriteClip(0, (10 * (counter_ / 20 % 2)), 320, 10);
|
grass_sprite_->update(delta_time);
|
||||||
|
|
||||||
// Calcula el valor de alpha
|
// Calcula el valor de alpha
|
||||||
alpha_ = std::max((255 - (int)(255 * transition_)), 0);
|
alpha_ = std::max((255 - (int)(255 * transition_)), 0);
|
||||||
@@ -148,9 +158,6 @@ void Background::update() {
|
|||||||
sun_sprite_->setPosition(sun_path_.at(sun_index_));
|
sun_sprite_->setPosition(sun_path_.at(sun_index_));
|
||||||
moon_sprite_->setPosition(moon_path_.at(moon_index_));
|
moon_sprite_->setPosition(moon_path_.at(moon_index_));
|
||||||
|
|
||||||
// Incrementa el contador
|
|
||||||
++counter_;
|
|
||||||
|
|
||||||
// Compone todos los elementos del fondo en la textura
|
// Compone todos los elementos del fondo en la textura
|
||||||
fillCanvas();
|
fillCanvas();
|
||||||
}
|
}
|
||||||
@@ -182,6 +189,12 @@ void Background::setProgress(float absolute_progress) {
|
|||||||
|
|
||||||
// Cambia el estado del fondo
|
// Cambia el estado del fondo
|
||||||
void Background::setState(State new_state) {
|
void Background::setState(State new_state) {
|
||||||
|
// Si entra en estado completado, inicializar variables de transición
|
||||||
|
if (new_state == State::COMPLETED && state_ != State::COMPLETED) {
|
||||||
|
completion_initial_progress_ = progress_;
|
||||||
|
completion_transition_timer_ = 0.0F;
|
||||||
|
}
|
||||||
|
|
||||||
state_ = new_state;
|
state_ = new_state;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -196,6 +209,10 @@ void Background::reset() {
|
|||||||
sun_index_ = 0;
|
sun_index_ = 0;
|
||||||
moon_index_ = 0;
|
moon_index_ = 0;
|
||||||
|
|
||||||
|
// Resetear variables de transición de completado
|
||||||
|
completion_transition_timer_ = 0.0F;
|
||||||
|
completion_initial_progress_ = 0.0F;
|
||||||
|
|
||||||
// Notifica el cambio si hay callback
|
// Notifica el cambio si hay callback
|
||||||
if (progress_callback_ && progress_ != old_progress) {
|
if (progress_callback_ && progress_ != old_progress) {
|
||||||
progress_callback_(progress_);
|
progress_callback_(progress_);
|
||||||
@@ -252,13 +269,24 @@ void Background::setMoonProgression(float progress) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza la progresión y calcula las transiciones
|
// Actualiza la progresión y calcula las transiciones
|
||||||
void Background::updateProgression() {
|
void Background::updateProgression(float delta_time) {
|
||||||
// Si el juego está completado, reduce la progresión gradualmente
|
// Si el juego está completado, hacer transición suave con easing
|
||||||
if (state_ == State::COMPLETED) {
|
if (state_ == State::COMPLETED) {
|
||||||
if (progress_ > MINIMUM_COMPLETED_PROGRESS) {
|
completion_transition_timer_ += delta_time;
|
||||||
progress_ -= COMPLETED_REDUCTION_RATE;
|
|
||||||
|
// Calcular progreso normalizado de la transición (0.0 a 1.0)
|
||||||
|
float t = std::min(completion_transition_timer_ / COMPLETION_TRANSITION_DURATION_S, 1.0F);
|
||||||
|
|
||||||
|
if (t < 1.0F) {
|
||||||
|
// Usar easeOutCubic para transición suave (rápido al inicio, lento al final)
|
||||||
|
float eased_t = easeOutCubic(static_cast<double>(t));
|
||||||
|
|
||||||
|
// Interpolación desde progreso inicial hasta mínimo
|
||||||
|
float progress_range = completion_initial_progress_ - minimum_completed_progress_;
|
||||||
|
progress_ = completion_initial_progress_ - (progress_range * eased_t);
|
||||||
} else {
|
} else {
|
||||||
progress_ = MINIMUM_COMPLETED_PROGRESS;
|
// Transición completada, fijar al valor mínimo
|
||||||
|
progress_ = minimum_completed_progress_;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -283,18 +311,19 @@ void Background::updateProgression() {
|
|||||||
|
|
||||||
// Actualiza la velocidad de las nubes según el estado y progresión
|
// Actualiza la velocidad de las nubes según el estado y progresión
|
||||||
void Background::updateCloudsSpeed() {
|
void Background::updateCloudsSpeed() {
|
||||||
// Cálculo de velocidad según progreso
|
// Cálculo de velocidad según progreso (convertido de frame-based a time-based)
|
||||||
constexpr float CLOUDS_INITIAL_SPEED = 0.05F;
|
constexpr float CLOUDS_INITIAL_SPEED_PX_PER_S = 0.05F * 60.0F; // 3.0 píxeles/segundo (era 0.05 px/frame @ 60fps)
|
||||||
constexpr float CLOUDS_FINAL_SPEED = 2.00F - CLOUDS_INITIAL_SPEED;
|
constexpr float CLOUDS_TOTAL_SPEED_PX_PER_S = 2.00F * 60.0F; // 120.0 píxeles/segundo (era 2.00 px/frame @ 60fps)
|
||||||
|
constexpr float CLOUDS_FINAL_SPEED_RANGE_PX_PER_S = CLOUDS_TOTAL_SPEED_PX_PER_S - CLOUDS_INITIAL_SPEED_PX_PER_S; // 117.0 píxeles/segundo
|
||||||
|
|
||||||
// Velocidad base según progreso (de -0.05 a -2.00)
|
// Velocidad base según progreso (de -3.0 a -120.0 píxeles/segundo, igual que la versión original)
|
||||||
float base_clouds_speed = (-CLOUDS_INITIAL_SPEED) +
|
float base_clouds_speed = (-CLOUDS_INITIAL_SPEED_PX_PER_S) +
|
||||||
(-CLOUDS_FINAL_SPEED * (progress_ / total_progress_to_complete_));
|
(-CLOUDS_FINAL_SPEED_RANGE_PX_PER_S * (progress_ / total_progress_to_complete_));
|
||||||
|
|
||||||
// En estado completado, las nubes se ralentizan gradualmente
|
// En estado completado, las nubes se ralentizan gradualmente
|
||||||
if (state_ == State::COMPLETED) {
|
if (state_ == State::COMPLETED) {
|
||||||
float completion_factor = (progress_ - MINIMUM_COMPLETED_PROGRESS) /
|
float completion_factor = (progress_ - minimum_completed_progress_) /
|
||||||
(total_progress_to_complete_ - MINIMUM_COMPLETED_PROGRESS);
|
(total_progress_to_complete_ - minimum_completed_progress_);
|
||||||
completion_factor = std::max(0.1F, completion_factor);
|
completion_factor = std::max(0.1F, completion_factor);
|
||||||
base_clouds_speed *= completion_factor;
|
base_clouds_speed *= completion_factor;
|
||||||
}
|
}
|
||||||
@@ -314,12 +343,12 @@ void Background::updateCloudsSpeed() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza las nubes
|
// Actualiza las nubes
|
||||||
void Background::updateClouds() {
|
void Background::updateClouds(float delta_time) {
|
||||||
// Mueve las nubes
|
// Mueve las nubes
|
||||||
top_clouds_sprite_a_->update();
|
top_clouds_sprite_a_->update(delta_time);
|
||||||
top_clouds_sprite_b_->update();
|
top_clouds_sprite_b_->update(delta_time);
|
||||||
bottom_clouds_sprite_a_->update();
|
bottom_clouds_sprite_a_->update(delta_time);
|
||||||
bottom_clouds_sprite_b_->update();
|
bottom_clouds_sprite_b_->update(delta_time);
|
||||||
|
|
||||||
// Calcula el offset de las nubes
|
// Calcula el offset de las nubes
|
||||||
if (top_clouds_sprite_a_->getPosX() < -top_clouds_sprite_a_->getWidth()) {
|
if (top_clouds_sprite_a_->getPosX() < -top_clouds_sprite_a_->getWidth()) {
|
||||||
@@ -389,7 +418,7 @@ void Background::renderBottomClouds() {
|
|||||||
// Compone todos los elementos del fondo en la textura
|
// Compone todos los elementos del fondo en la textura
|
||||||
void Background::fillCanvas() {
|
void Background::fillCanvas() {
|
||||||
// Cambia el destino del renderizador
|
// Cambia el destino del renderizador
|
||||||
auto *temp = SDL_GetRenderTarget(renderer_);
|
auto* temp = SDL_GetRenderTarget(renderer_);
|
||||||
SDL_SetRenderTarget(renderer_, canvas_);
|
SDL_SetRenderTarget(renderer_, canvas_);
|
||||||
|
|
||||||
// Dibuja el gradiente de fondo
|
// Dibuja el gradiente de fondo
|
||||||
@@ -440,7 +469,7 @@ void Background::setColor(Color color) {
|
|||||||
attenuate_color_ = color;
|
attenuate_color_ = color;
|
||||||
|
|
||||||
// Colorea la textura
|
// Colorea la textura
|
||||||
auto *temp = SDL_GetRenderTarget(renderer_);
|
auto* temp = SDL_GetRenderTarget(renderer_);
|
||||||
SDL_SetRenderTarget(renderer_, color_texture_);
|
SDL_SetRenderTarget(renderer_, color_texture_);
|
||||||
|
|
||||||
SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255);
|
SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255);
|
||||||
@@ -459,13 +488,39 @@ void Background::setAlpha(int alpha) {
|
|||||||
alpha_color_texture_ = alpha;
|
alpha_color_texture_ = alpha;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza el valor de alpha
|
// Actualiza el valor de alpha (time-based)
|
||||||
void Background::updateAlphaColorTexture() {
|
void Background::updateAlphaColorTexture(float delta_time) {
|
||||||
|
// 1. Si ya hemos llegado al destino, no hacemos nada.
|
||||||
if (alpha_color_texture_ == previous_alpha_color_texture_) {
|
if (alpha_color_texture_ == previous_alpha_color_texture_) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
alpha_color_texture_ > previous_alpha_color_texture_ ? ++previous_alpha_color_texture_ : --previous_alpha_color_texture_;
|
|
||||||
SDL_SetTextureAlphaMod(color_texture_, previous_alpha_color_texture_);
|
// 2. Define la velocidad del cambio (p. ej., 150 unidades de alfa por segundo).
|
||||||
|
// Puedes ajustar este valor para que la transición sea más rápida o lenta.
|
||||||
|
constexpr float ALPHA_TRANSITION_SPEED = 150.0F;
|
||||||
|
|
||||||
|
// 3. Determina la dirección del cambio (subir o bajar el alfa)
|
||||||
|
if (alpha_color_texture_ > previous_alpha_color_texture_) {
|
||||||
|
// Aumentar el alfa
|
||||||
|
current_alpha_float_ += ALPHA_TRANSITION_SPEED * delta_time;
|
||||||
|
// Nos aseguramos de no pasarnos del objetivo
|
||||||
|
current_alpha_float_ = std::min(current_alpha_float_, static_cast<float>(alpha_color_texture_));
|
||||||
|
} else {
|
||||||
|
// Disminuir el alfa
|
||||||
|
current_alpha_float_ -= ALPHA_TRANSITION_SPEED * delta_time;
|
||||||
|
// Nos aseguramos de no quedarnos cortos del objetivo
|
||||||
|
current_alpha_float_ = std::max(current_alpha_float_, static_cast<float>(alpha_color_texture_));
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4. Actualiza el valor entero solo si ha cambiado lo suficiente
|
||||||
|
// Usamos std::round para un redondeo más natural.
|
||||||
|
const auto NEW_ALPHA = static_cast<size_t>(std::round(current_alpha_float_));
|
||||||
|
|
||||||
|
if (NEW_ALPHA != previous_alpha_color_texture_) {
|
||||||
|
previous_alpha_color_texture_ = NEW_ALPHA;
|
||||||
|
// SDL espera un Uint8 (0-255), así que hacemos un cast seguro.
|
||||||
|
SDL_SetTextureAlphaMod(color_texture_, static_cast<Uint8>(previous_alpha_color_texture_));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Precalcula el vector con el recorrido del sol
|
// Precalcula el vector con el recorrido del sol
|
||||||
|
|||||||
@@ -8,11 +8,12 @@
|
|||||||
#include <memory> // Para unique_ptr, shared_ptr
|
#include <memory> // Para unique_ptr, shared_ptr
|
||||||
#include <vector> // Para vector
|
#include <vector> // Para vector
|
||||||
|
|
||||||
#include "color.h" // Para Color
|
#include "color.hpp" // Para Color
|
||||||
|
|
||||||
class MovingSprite;
|
class MovingSprite;
|
||||||
class Sprite;
|
class Sprite;
|
||||||
class Texture;
|
class Texture;
|
||||||
|
class AnimatedSprite;
|
||||||
|
|
||||||
// --- Clase Background: gestiona el fondo de la sección jugable ---
|
// --- Clase Background: gestiona el fondo de la sección jugable ---
|
||||||
class Background {
|
class Background {
|
||||||
@@ -31,9 +32,9 @@ class Background {
|
|||||||
~Background(); // Destructor
|
~Background(); // Destructor
|
||||||
|
|
||||||
// --- Métodos principales ---
|
// --- Métodos principales ---
|
||||||
void update(); // Actualiza la lógica del objeto
|
void update(float delta_time); // Actualiza la lógica del objeto
|
||||||
void render(); // Dibuja el objeto
|
void render(); // Dibuja el objeto
|
||||||
void reset(); // Reinicia la progresión
|
void reset(); // Reinicia la progresión
|
||||||
|
|
||||||
// --- Configuración ---
|
// --- Configuración ---
|
||||||
void setPos(SDL_FRect pos); // Establece la posición del objeto
|
void setPos(SDL_FRect pos); // Establece la posición del objeto
|
||||||
@@ -60,19 +61,18 @@ class Background {
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
// --- Constantes ---
|
// --- Constantes ---
|
||||||
static constexpr size_t STAGES = 4; // Número de etapas
|
static constexpr size_t STAGES = 4; // Número de etapas
|
||||||
static constexpr float COMPLETED_REDUCTION_RATE = 25.0F; // Tasa de reducción completada
|
static constexpr float MINIMUM_COMPLETED_PROGRESS_PERCENTAGE = 0.05F; // Porcentaje mínimo completado (10%)
|
||||||
static constexpr float MINIMUM_COMPLETED_PROGRESS = 200.0F; // Progreso mínimo completado
|
static constexpr float SUN_COMPLETION_FACTOR = 0.5F; // Factor de completado del sol
|
||||||
static constexpr float SUN_COMPLETION_FACTOR = 0.5F; // Factor de completado del sol
|
static constexpr float COMPLETION_TRANSITION_DURATION_S = 3.0F; // Duración de la transición de completado en segundos
|
||||||
|
|
||||||
// --- Objetos y punteros ---
|
// --- Objetos y punteros ---
|
||||||
SDL_Renderer *renderer_; // Renderizador de la ventana
|
SDL_Renderer* renderer_; // Renderizador de la ventana
|
||||||
SDL_Texture *canvas_; // Textura para componer el fondo
|
SDL_Texture* canvas_; // Textura para componer el fondo
|
||||||
SDL_Texture *color_texture_; // Textura para atenuar el fondo
|
SDL_Texture* color_texture_; // Textura para atenuar el fondo
|
||||||
std::shared_ptr<Texture> buildings_texture_; // Textura de edificios
|
std::shared_ptr<Texture> buildings_texture_; // Textura de edificios
|
||||||
std::shared_ptr<Texture> top_clouds_texture_; // Textura de nubes superiores
|
std::shared_ptr<Texture> top_clouds_texture_; // Textura de nubes superiores
|
||||||
std::shared_ptr<Texture> bottom_clouds_texture_; // Textura de nubes inferiores
|
std::shared_ptr<Texture> bottom_clouds_texture_; // Textura de nubes inferiores
|
||||||
std::shared_ptr<Texture> grass_texture_; // Textura de hierba
|
|
||||||
std::shared_ptr<Texture> gradients_texture_; // Textura de gradientes
|
std::shared_ptr<Texture> gradients_texture_; // Textura de gradientes
|
||||||
std::shared_ptr<Texture> sun_texture_; // Textura del sol
|
std::shared_ptr<Texture> sun_texture_; // Textura del sol
|
||||||
std::shared_ptr<Texture> moon_texture_; // Textura de la luna
|
std::shared_ptr<Texture> moon_texture_; // Textura de la luna
|
||||||
@@ -82,14 +82,15 @@ class Background {
|
|||||||
std::unique_ptr<MovingSprite> bottom_clouds_sprite_b_; // Sprite de nubes inferiores B
|
std::unique_ptr<MovingSprite> bottom_clouds_sprite_b_; // Sprite de nubes inferiores B
|
||||||
std::unique_ptr<Sprite> buildings_sprite_; // Sprite de edificios
|
std::unique_ptr<Sprite> buildings_sprite_; // Sprite de edificios
|
||||||
std::unique_ptr<Sprite> gradient_sprite_; // Sprite de gradiente
|
std::unique_ptr<Sprite> gradient_sprite_; // Sprite de gradiente
|
||||||
std::unique_ptr<Sprite> grass_sprite_; // Sprite de hierba
|
|
||||||
std::unique_ptr<Sprite> sun_sprite_; // Sprite del sol
|
std::unique_ptr<Sprite> sun_sprite_; // Sprite del sol
|
||||||
std::unique_ptr<Sprite> moon_sprite_; // Sprite de la luna
|
std::unique_ptr<Sprite> moon_sprite_; // Sprite de la luna
|
||||||
|
std::unique_ptr<AnimatedSprite> grass_sprite_; // Sprite con la hierba
|
||||||
|
|
||||||
// --- Variables de configuración ---
|
// --- Variables de configuración ---
|
||||||
const float total_progress_to_complete_; // Progreso total para completar
|
const float total_progress_to_complete_; // Progreso total para completar
|
||||||
const float progress_per_stage_; // Progreso por etapa
|
const float progress_per_stage_; // Progreso por etapa
|
||||||
const float sun_completion_progress_; // Progreso de completado del sol
|
const float sun_completion_progress_; // Progreso de completado del sol
|
||||||
|
const float minimum_completed_progress_; // Progreso mínimo calculado dinámicamente
|
||||||
ProgressCallback progress_callback_; // Callback para notificar cambios de progreso
|
ProgressCallback progress_callback_; // Callback para notificar cambios de progreso
|
||||||
|
|
||||||
// --- Variables de estado ---
|
// --- Variables de estado ---
|
||||||
@@ -106,8 +107,8 @@ class Background {
|
|||||||
float progress_ = 0.0F; // Progresión interna
|
float progress_ = 0.0F; // Progresión interna
|
||||||
float clouds_speed_ = 0; // Velocidad de las nubes
|
float clouds_speed_ = 0; // Velocidad de las nubes
|
||||||
float transition_ = 0; // Porcentaje de transición
|
float transition_ = 0; // Porcentaje de transición
|
||||||
|
float current_alpha_float_ = 0.0F; // Acumulador para el valor alfa preciso
|
||||||
size_t gradient_number_ = 0; // Índice de fondo degradado
|
size_t gradient_number_ = 0; // Índice de fondo degradado
|
||||||
size_t counter_ = 0; // Contador interno
|
|
||||||
size_t alpha_color_texture_ = 0; // Transparencia de atenuación
|
size_t alpha_color_texture_ = 0; // Transparencia de atenuación
|
||||||
size_t previous_alpha_color_texture_ = 0; // Transparencia anterior
|
size_t previous_alpha_color_texture_ = 0; // Transparencia anterior
|
||||||
size_t sun_index_ = 0; // Índice del recorrido del sol
|
size_t sun_index_ = 0; // Índice del recorrido del sol
|
||||||
@@ -116,20 +117,24 @@ class Background {
|
|||||||
Uint8 alpha_ = 0; // Transparencia entre fases
|
Uint8 alpha_ = 0; // Transparencia entre fases
|
||||||
bool manual_mode_ = false; // Si está en modo manual
|
bool manual_mode_ = false; // Si está en modo manual
|
||||||
|
|
||||||
|
// --- Variables para transición suave de completado ---
|
||||||
|
float completion_transition_timer_ = 0.0F; // Timer para la transición de completado
|
||||||
|
float completion_initial_progress_ = 0.0F; // Progreso inicial al entrar en estado completado
|
||||||
|
|
||||||
// --- Métodos internos ---
|
// --- Métodos internos ---
|
||||||
void initializePaths(); // Inicializa las rutas del sol y la luna
|
void initializePaths(); // Inicializa las rutas del sol y la luna
|
||||||
void initializeRects(); // Inicializa los rectángulos de gradientes y nubes
|
void initializeRects(); // Inicializa los rectángulos de gradientes y nubes
|
||||||
void initializeSprites(); // Crea los sprites
|
void initializeSprites(); // Crea los sprites
|
||||||
void initializeSpriteProperties(); // Configura las propiedades iniciales de los sprites
|
void initializeSpriteProperties(); // Configura las propiedades iniciales de los sprites
|
||||||
void initializeTextures(); // Inicializa las texturas de renderizado
|
void initializeTextures(); // Inicializa las texturas de renderizado
|
||||||
void updateProgression(); // Actualiza la progresión y calcula transiciones
|
void updateProgression(float delta_time); // Actualiza la progresión y calcula transiciones
|
||||||
void updateCloudsSpeed(); // Actualiza la velocidad de las nubes según el estado
|
void updateCloudsSpeed(); // Actualiza la velocidad de las nubes según el estado
|
||||||
void renderGradient(); // Dibuja el gradiente de fondo
|
void renderGradient(); // Dibuja el gradiente de fondo
|
||||||
void renderTopClouds(); // Dibuja las nubes superiores
|
void renderTopClouds(); // Dibuja las nubes superiores
|
||||||
void renderBottomClouds(); // Dibuja las nubes inferiores
|
void renderBottomClouds(); // Dibuja las nubes inferiores
|
||||||
void fillCanvas(); // Compone todos los elementos en la textura
|
void fillCanvas(); // Compone todos los elementos en la textura
|
||||||
void updateAlphaColorTexture(); // Actualiza el alpha de la textura de atenuación
|
void updateAlphaColorTexture(float delta_time); // Actualiza el alpha de la textura de atenuación
|
||||||
void updateClouds(); // Actualiza el movimiento de las nubes
|
void updateClouds(float delta_time); // Actualiza el movimiento de las nubes (time-based)
|
||||||
void createSunPath(); // Precalcula el recorrido del sol
|
void createSunPath(); // Precalcula el recorrido del sol
|
||||||
void createMoonPath(); // Precalcula el recorrido de la luna
|
void createMoonPath(); // Precalcula el recorrido de la luna
|
||||||
};
|
};
|
||||||
@@ -1,34 +1,35 @@
|
|||||||
#include "balloon.h"
|
#include "balloon.hpp"
|
||||||
|
|
||||||
#include <algorithm> // Para clamp
|
#include <algorithm> // Para clamp
|
||||||
#include <array> // Para array
|
#include <array> // Para array
|
||||||
#include <cmath> // Para fabs
|
#include <cmath> // Para fabs
|
||||||
|
|
||||||
#include "animated_sprite.h" // Para AnimatedSprite
|
#include "animated_sprite.hpp" // Para AnimatedSprite
|
||||||
#include "audio.h" // Para Audio
|
#include "audio.hpp" // Para Audio
|
||||||
#include "param.h" // Para Param, ParamBalloon, param
|
#include "param.hpp" // Para Param, ParamBalloon, param
|
||||||
#include "sprite.h" // Para Sprite
|
#include "sprite.hpp" // Para Sprite
|
||||||
#include "texture.h" // Para Texture
|
#include "texture.hpp" // Para Texture
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float speed, Uint16 creation_timer, SDL_FRect play_area, const std::shared_ptr<Texture> &texture, const std::vector<std::string> &animation)
|
Balloon::Balloon(const Config& config)
|
||||||
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
|
: sprite_(std::make_unique<AnimatedSprite>(config.texture, config.animation)),
|
||||||
x_(x),
|
x_(config.x),
|
||||||
y_(y),
|
y_(config.y),
|
||||||
vx_(vel_x),
|
vx_(config.vel_x),
|
||||||
being_created_(creation_timer > 0),
|
being_created_(config.creation_counter > 0),
|
||||||
invulnerable_(creation_timer > 0),
|
invulnerable_(config.creation_counter > 0),
|
||||||
stopped_(creation_timer > 0),
|
stopped_(config.creation_counter > 0),
|
||||||
creation_counter_(creation_timer),
|
creation_counter_(config.creation_counter),
|
||||||
creation_counter_ini_(creation_timer),
|
creation_counter_ini_(config.creation_counter),
|
||||||
type_(type),
|
type_(config.type),
|
||||||
size_(size),
|
size_(config.size),
|
||||||
speed_(speed),
|
game_tempo_(config.game_tempo),
|
||||||
play_area_(play_area) {
|
play_area_(config.play_area),
|
||||||
|
sound_(config.sound) {
|
||||||
switch (type_) {
|
switch (type_) {
|
||||||
case Type::BALLOON: {
|
case Type::BALLOON: {
|
||||||
vy_ = 0;
|
vy_ = 0;
|
||||||
max_vy_ = 3.0F;
|
max_vy_ = 3.0F * 60.0F; // Convert from frames to seconds (180 pixels/s)
|
||||||
|
|
||||||
const int INDEX = static_cast<int>(size_);
|
const int INDEX = static_cast<int>(size_);
|
||||||
gravity_ = param.balloon.settings.at(INDEX).grav;
|
gravity_ = param.balloon.settings.at(INDEX).grav;
|
||||||
@@ -37,9 +38,8 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
|
|||||||
power_ = POWER.at(INDEX);
|
power_ = POWER.at(INDEX);
|
||||||
menace_ = MENACE.at(INDEX);
|
menace_ = MENACE.at(INDEX);
|
||||||
score_ = SCORE.at(INDEX);
|
score_ = SCORE.at(INDEX);
|
||||||
bouncing_sound_ = BOUNCING_SOUND.at(INDEX);
|
sound_.bouncing_file = BOUNCING_SOUND.at(INDEX);
|
||||||
popping_sound_ = POPPING_SOUND.at(INDEX);
|
sound_.popping_file = POPPING_SOUND.at(INDEX);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -52,27 +52,25 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
|
|||||||
power_ = POWER.at(INDEX);
|
power_ = POWER.at(INDEX);
|
||||||
menace_ = MENACE.at(INDEX);
|
menace_ = MENACE.at(INDEX);
|
||||||
score_ = SCORE.at(INDEX);
|
score_ = SCORE.at(INDEX);
|
||||||
bouncing_sound_ = BOUNCING_SOUND.at(INDEX);
|
sound_.bouncing_file = BOUNCING_SOUND.at(INDEX);
|
||||||
popping_sound_ = POPPING_SOUND.at(INDEX);
|
sound_.popping_file = POPPING_SOUND.at(INDEX);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
case Type::POWERBALL: {
|
case Type::POWERBALL: {
|
||||||
constexpr int INDEX = 3;
|
constexpr int INDEX = 3;
|
||||||
h_ = w_ = WIDTH.at(4);
|
h_ = w_ = WIDTH.at(4);
|
||||||
bouncing_sound_ = BOUNCING_SOUND.at(3);
|
sound_.bouncing_file = BOUNCING_SOUND.at(3);
|
||||||
popping_sound_ = "power_ball_explosion.wav";
|
sound_.popping_file = "power_ball_explosion.wav";
|
||||||
power_ = score_ = menace_ = 0;
|
power_ = score_ = menace_ = 0;
|
||||||
|
|
||||||
vy_ = 0;
|
vy_ = 0;
|
||||||
max_vy_ = 3.0F;
|
max_vy_ = 3.0F * 60.0F; // Convert from frames to seconds (180 pixels/s)
|
||||||
gravity_ = param.balloon.settings.at(INDEX).grav;
|
gravity_ = param.balloon.settings.at(INDEX).grav;
|
||||||
default_vy_ = param.balloon.settings.at(INDEX).vel;
|
default_vy_ = param.balloon.settings.at(INDEX).vel;
|
||||||
|
|
||||||
sprite_->setRotate(creation_timer <= 0);
|
sprite_->setRotate(config.creation_counter <= 0);
|
||||||
sprite_->setRotateAmount(vx_ > 0.0F ? 2.0 : -2.0);
|
sprite_->setRotateAmount(vx_ > 0.0F ? 120.0 : -120.0); // Convert from 2 degrees/frame to 120 degrees/second
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -91,6 +89,12 @@ Balloon::Balloon(float x, float y, Type type, Size size, float vel_x, float spee
|
|||||||
|
|
||||||
// Establece la animación a usar
|
// Establece la animación a usar
|
||||||
setAnimation();
|
setAnimation();
|
||||||
|
|
||||||
|
// Si no se está creando (creation_counter = 0), asegurar estado activo
|
||||||
|
if (!being_created_) {
|
||||||
|
start();
|
||||||
|
setInvulnerable(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Centra el globo en la posición X
|
// Centra el globo en la posición X
|
||||||
@@ -127,7 +131,7 @@ void Balloon::render() {
|
|||||||
// Renderizado para el resto de globos
|
// Renderizado para el resto de globos
|
||||||
if (isBeingCreated()) {
|
if (isBeingCreated()) {
|
||||||
// Renderizado con transparencia
|
// Renderizado con transparencia
|
||||||
sprite_->getTexture()->setAlpha(255 - (int)((float)creation_counter_ * (255.0F / (float)creation_counter_ini_)));
|
sprite_->getTexture()->setAlpha(255 - (int)(creation_counter_ * (255.0F / creation_counter_ini_)));
|
||||||
sprite_->render();
|
sprite_->render();
|
||||||
sprite_->getTexture()->setAlpha(255);
|
sprite_->getTexture()->setAlpha(255);
|
||||||
} else {
|
} else {
|
||||||
@@ -137,19 +141,20 @@ void Balloon::render() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza la posición y estados del globo
|
// Actualiza la posición y estados del globo (time-based)
|
||||||
void Balloon::move() {
|
void Balloon::move(float delta_time) {
|
||||||
if (isStopped()) {
|
if (isStopped()) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
handleHorizontalMovement();
|
handleHorizontalMovement(delta_time);
|
||||||
handleVerticalMovement();
|
handleVerticalMovement(delta_time);
|
||||||
applyGravity();
|
applyGravity(delta_time);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Balloon::handleHorizontalMovement() {
|
void Balloon::handleHorizontalMovement(float delta_time) {
|
||||||
x_ += vx_ * speed_;
|
// DeltaTime en segundos: velocidad (pixels/s) * tempo * tiempo (s)
|
||||||
|
x_ += vx_ * game_tempo_ * delta_time;
|
||||||
|
|
||||||
const int CLIP = 2;
|
const int CLIP = 2;
|
||||||
const float MIN_X = play_area_.x - CLIP;
|
const float MIN_X = play_area_.x - CLIP;
|
||||||
@@ -160,8 +165,9 @@ void Balloon::handleHorizontalMovement() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Balloon::handleVerticalMovement() {
|
void Balloon::handleVerticalMovement(float delta_time) {
|
||||||
y_ += vy_ * speed_;
|
// DeltaTime en segundos: velocidad (pixels/s) * tempo * tiempo (s)
|
||||||
|
y_ += vy_ * game_tempo_ * delta_time;
|
||||||
|
|
||||||
if (shouldCheckTopCollision()) {
|
if (shouldCheckTopCollision()) {
|
||||||
handleTopCollision();
|
handleTopCollision();
|
||||||
@@ -216,41 +222,37 @@ void Balloon::handleBottomCollision() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Balloon::applyGravity() {
|
void Balloon::applyGravity(float delta_time) {
|
||||||
/*
|
// DeltaTime en segundos: aceleración (pixels/s²) * tempo * tiempo (s)
|
||||||
Para aplicar la gravedad, el diseño original la aplicaba en cada iteración del bucle
|
vy_ += gravity_ * game_tempo_ * delta_time;
|
||||||
Al añadir el modificador de velocidad se reduce la distancia que recorre el objeto y por
|
}
|
||||||
tanto recibe mas gravedad. Para solucionarlo se va a aplicar la gravedad cuando se haya
|
|
||||||
recorrido una distancia igual a la velocidad en Y, que era el cálculo inicial
|
|
||||||
*/
|
|
||||||
|
|
||||||
travel_y_ += speed_;
|
void Balloon::playBouncingSound() const {
|
||||||
|
if (sound_.enabled && sound_.bouncing_enabled) {
|
||||||
if (travel_y_ >= 1.0F) {
|
Audio::get()->playSound(sound_.bouncing_file);
|
||||||
travel_y_ -= 1.0F;
|
|
||||||
vy_ += gravity_;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Balloon::playBouncingSound() {
|
void Balloon::playPoppingSound() const {
|
||||||
if (bouncing_sound_enabled_) {
|
if (sound_.enabled && sound_.poping_enabled) {
|
||||||
playSound(bouncing_sound_);
|
Audio::get()->playSound(sound_.popping_file);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza al globo a su posicion, animación y controla los contadores
|
// Actualiza al globo a su posicion, animación y controla los contadores (time-based)
|
||||||
void Balloon::update() {
|
void Balloon::update(float delta_time) {
|
||||||
move();
|
move(delta_time);
|
||||||
updateState();
|
updateState(delta_time);
|
||||||
updateBounceEffect();
|
updateBounceEffect();
|
||||||
shiftSprite();
|
shiftSprite();
|
||||||
shiftColliders();
|
shiftColliders();
|
||||||
sprite_->update();
|
sprite_->update(delta_time);
|
||||||
++counter_;
|
// Contador interno con deltaTime en segundos
|
||||||
|
counter_ += delta_time;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza los estados del globo
|
// Actualiza los estados del globo (time-based)
|
||||||
void Balloon::updateState() {
|
void Balloon::updateState(float delta_time) {
|
||||||
// Si se está creando
|
// Si se está creando
|
||||||
if (isBeingCreated()) {
|
if (isBeingCreated()) {
|
||||||
// Actualiza el valor de las variables
|
// Actualiza el valor de las variables
|
||||||
@@ -259,9 +261,14 @@ void Balloon::updateState() {
|
|||||||
|
|
||||||
if (creation_counter_ > 0) {
|
if (creation_counter_ > 0) {
|
||||||
// Desplaza lentamente el globo hacia abajo y hacia un lado
|
// Desplaza lentamente el globo hacia abajo y hacia un lado
|
||||||
if (creation_counter_ % 10 == 0) {
|
// Cada 10/60 segundos (equivalente a 10 frames a 60fps)
|
||||||
|
movement_accumulator_ += delta_time;
|
||||||
|
|
||||||
|
constexpr float MOVEMENT_INTERVAL_S = 10.0F / 60.0F; // 10 frames = ~0.167s
|
||||||
|
if (movement_accumulator_ >= MOVEMENT_INTERVAL_S) {
|
||||||
|
movement_accumulator_ -= MOVEMENT_INTERVAL_S;
|
||||||
y_++;
|
y_++;
|
||||||
x_ += vx_;
|
x_ += vx_ / 60.0F; // Convierte de pixels/segundo a pixels/frame para movimiento discreto
|
||||||
|
|
||||||
// Comprueba no se salga por los laterales
|
// Comprueba no se salga por los laterales
|
||||||
const int MIN_X = play_area_.x;
|
const int MIN_X = play_area_.x;
|
||||||
@@ -269,11 +276,12 @@ void Balloon::updateState() {
|
|||||||
|
|
||||||
if (x_ < MIN_X || x_ > MAX_X) {
|
if (x_ < MIN_X || x_ > MAX_X) {
|
||||||
// Corrige y cambia el sentido de la velocidad
|
// Corrige y cambia el sentido de la velocidad
|
||||||
x_ -= vx_;
|
x_ -= vx_ / 60.0F;
|
||||||
vx_ = -vx_;
|
vx_ = -vx_;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
--creation_counter_;
|
creation_counter_ -= delta_time;
|
||||||
|
creation_counter_ = std::max<float>(creation_counter_, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
else {
|
else {
|
||||||
@@ -307,11 +315,14 @@ void Balloon::setAnimation() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Establece el frame de animación
|
// Establece el frame de animación
|
||||||
|
std::string chosen_animation;
|
||||||
if (use_reversed_colors_) {
|
if (use_reversed_colors_) {
|
||||||
sprite_->setCurrentAnimation(creating_animation);
|
chosen_animation = creating_animation;
|
||||||
} else {
|
} else {
|
||||||
sprite_->setCurrentAnimation(isBeingCreated() ? creating_animation : normal_animation);
|
chosen_animation = isBeingCreated() ? creating_animation : normal_animation;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
sprite_->setCurrentAnimation(chosen_animation);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Detiene el globo
|
// Detiene el globo
|
||||||
@@ -368,23 +379,8 @@ void Balloon::useNormalColor() {
|
|||||||
setAnimation();
|
setAnimation();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reproduce sonido
|
|
||||||
void Balloon::playSound(const std::string &name) const {
|
|
||||||
if (!sound_enabled_) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
static auto *audio_ = Audio::get();
|
|
||||||
audio_->playSound(name);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Explota el globo
|
// Explota el globo
|
||||||
void Balloon::pop(bool should_sound) {
|
void Balloon::pop(bool should_sound) {
|
||||||
if (should_sound) {
|
if (should_sound) { playPoppingSound(); }
|
||||||
if (poping_sound_enabled_) {
|
|
||||||
playSound(popping_sound_);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
enabled_ = false;
|
enabled_ = false;
|
||||||
}
|
}
|
||||||
@@ -8,8 +8,8 @@
|
|||||||
#include <string_view> // Para string_view
|
#include <string_view> // Para string_view
|
||||||
#include <vector> // Para vector
|
#include <vector> // Para vector
|
||||||
|
|
||||||
#include "animated_sprite.h" // Para AnimatedSprite
|
#include "animated_sprite.hpp" // Para AnimatedSprite
|
||||||
#include "utils.h" // Para Circle
|
#include "utils.hpp" // Para Circle
|
||||||
|
|
||||||
class Texture;
|
class Texture;
|
||||||
|
|
||||||
@@ -25,15 +25,23 @@ class Balloon {
|
|||||||
static constexpr std::array<int, 5> WIDTH = {10, 16, 26, 48, 49};
|
static constexpr std::array<int, 5> WIDTH = {10, 16, 26, 48, 49};
|
||||||
|
|
||||||
static constexpr std::array<std::string_view, 4> BOUNCING_SOUND = {
|
static constexpr std::array<std::string_view, 4> BOUNCING_SOUND = {
|
||||||
"balloon_bounce0.wav", "balloon_bounce1.wav", "balloon_bounce2.wav", "balloon_bounce3.wav"};
|
"balloon_bounce0.wav",
|
||||||
|
"balloon_bounce1.wav",
|
||||||
|
"balloon_bounce2.wav",
|
||||||
|
"balloon_bounce3.wav"};
|
||||||
|
|
||||||
static constexpr std::array<std::string_view, 4> POPPING_SOUND = {
|
static constexpr std::array<std::string_view, 4> POPPING_SOUND = {
|
||||||
"balloon_pop0.wav", "balloon_pop1.wav", "balloon_pop2.wav", "balloon_pop3.wav"};
|
"balloon_pop0.wav",
|
||||||
|
"balloon_pop1.wav",
|
||||||
|
"balloon_pop2.wav",
|
||||||
|
"balloon_pop3.wav"};
|
||||||
|
|
||||||
static constexpr float VELX_POSITIVE = 0.7F;
|
// Velocidades horizontales en pixels/segundo (convertidas desde 0.7 pixels/frame a 60fps)
|
||||||
static constexpr float VELX_NEGATIVE = -0.7F;
|
static constexpr float VELX_POSITIVE = 0.7F * 60.0F; // 42 pixels/segundo
|
||||||
|
static constexpr float VELX_NEGATIVE = -0.7F * 60.0F; // -42 pixels/segundo
|
||||||
|
|
||||||
static constexpr std::array<float, 5> SPEED = {0.60F, 0.70F, 0.80F, 0.90F, 1.00F};
|
// Multiplicadores de tempo del juego (sin cambios, son puros multiplicadores)
|
||||||
|
static constexpr std::array<float, 5> GAME_TEMPO = {0.60F, 0.70F, 0.80F, 0.90F, 1.00F};
|
||||||
|
|
||||||
static constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
|
static constexpr int POWERBALL_SCREENPOWER_MINIMUM = 10;
|
||||||
static constexpr int POWERBALL_COUNTER = 8;
|
static constexpr int POWERBALL_COUNTER = 8;
|
||||||
@@ -52,25 +60,39 @@ class Balloon {
|
|||||||
POWERBALL = 2, // Globo de poder
|
POWERBALL = 2, // Globo de poder
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// --- Estructura para manejo de sonido ---
|
||||||
|
struct Sound {
|
||||||
|
std::string bouncing_file; // Archivo de sonido al rebotar
|
||||||
|
std::string popping_file; // Archivo de sonido al explotar
|
||||||
|
bool bouncing_enabled = false; // Si debe sonar el globo al rebotar
|
||||||
|
bool poping_enabled = true; // Si debe sonar el globo al explotar
|
||||||
|
bool enabled = true; // Indica si los globos deben hacer algun sonido
|
||||||
|
};
|
||||||
|
|
||||||
|
// --- Estructura de configuración para inicialización ---
|
||||||
|
struct Config {
|
||||||
|
float x = 0.0F;
|
||||||
|
float y = 0.0F;
|
||||||
|
Type type = Type::BALLOON;
|
||||||
|
Size size = Size::EXTRALARGE;
|
||||||
|
float vel_x = VELX_POSITIVE;
|
||||||
|
float game_tempo = GAME_TEMPO.at(0);
|
||||||
|
float creation_counter = 0.0F;
|
||||||
|
SDL_FRect play_area = {.x = 0.0F, .y = 0.0F, .w = 0.0F, .h = 0.0F};
|
||||||
|
std::shared_ptr<Texture> texture = nullptr;
|
||||||
|
std::vector<std::string> animation;
|
||||||
|
Sound sound;
|
||||||
|
};
|
||||||
|
|
||||||
// --- Constructores y destructor ---
|
// --- Constructores y destructor ---
|
||||||
Balloon(
|
Balloon(const Config& config);
|
||||||
float x,
|
|
||||||
float y,
|
|
||||||
Type type,
|
|
||||||
Size size,
|
|
||||||
float vel_x,
|
|
||||||
float speed,
|
|
||||||
Uint16 creation_timer,
|
|
||||||
SDL_FRect play_area,
|
|
||||||
const std::shared_ptr<Texture>& texture,
|
|
||||||
const std::vector<std::string>& animation);
|
|
||||||
~Balloon() = default;
|
~Balloon() = default;
|
||||||
|
|
||||||
// --- Métodos principales ---
|
// --- Métodos principales ---
|
||||||
void alignTo(int x); // Centra el globo en la posición X
|
void alignTo(int x); // Centra el globo en la posición X
|
||||||
void render(); // Pinta el globo en la pantalla
|
void render(); // Pinta el globo en la pantalla
|
||||||
void move(); // Actualiza la posición y estados del globo
|
void move(float delta_time); // Actualiza la posición y estados del globo (time-based)
|
||||||
void update(); // Actualiza el globo (posición, animación, contadores)
|
void update(float delta_time); // Actualiza el globo (posición, animación, contadores) (time-based)
|
||||||
void stop(); // Detiene el globo
|
void stop(); // Detiene el globo
|
||||||
void start(); // Pone el globo en movimiento
|
void start(); // Pone el globo en movimiento
|
||||||
void pop(bool should_sound = false); // Explota el globo
|
void pop(bool should_sound = false); // Explota el globo
|
||||||
@@ -100,11 +122,13 @@ class Balloon {
|
|||||||
|
|
||||||
// --- Setters ---
|
// --- Setters ---
|
||||||
void setVelY(float vel_y) { vy_ = vel_y; }
|
void setVelY(float vel_y) { vy_ = vel_y; }
|
||||||
void setSpeed(float speed) { speed_ = speed; }
|
void setVelX(float vel_x) { vx_ = vel_x; }
|
||||||
|
void alterVelX(float percent) { vx_ *= percent; }
|
||||||
|
void setGameTempo(float tempo) { game_tempo_ = tempo; }
|
||||||
void setInvulnerable(bool value) { invulnerable_ = value; }
|
void setInvulnerable(bool value) { invulnerable_ = value; }
|
||||||
void setBouncingSound(bool value) { bouncing_sound_enabled_ = value; }
|
void setBouncingSound(bool value) { sound_.bouncing_enabled = value; }
|
||||||
void setPoppingSound(bool value) { poping_sound_enabled_ = value; }
|
void setPoppingSound(bool value) { sound_.poping_enabled = value; }
|
||||||
void setSound(bool value) { sound_enabled_ = value; }
|
void setSound(bool value) { sound_.enabled = value; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// --- Estructura para el efecto de rebote ---
|
// --- Estructura para el efecto de rebote ---
|
||||||
@@ -114,10 +138,28 @@ class Balloon {
|
|||||||
|
|
||||||
// Tablas de valores predefinidos para el efecto de rebote
|
// Tablas de valores predefinidos para el efecto de rebote
|
||||||
static constexpr std::array<float, BOUNCE_FRAMES> HORIZONTAL_ZOOM_VALUES = {
|
static constexpr std::array<float, BOUNCE_FRAMES> HORIZONTAL_ZOOM_VALUES = {
|
||||||
1.10F, 1.05F, 1.00F, 0.95F, 0.90F, 0.95F, 1.00F, 1.02F, 1.05F, 1.02F};
|
1.10F,
|
||||||
|
1.05F,
|
||||||
|
1.00F,
|
||||||
|
0.95F,
|
||||||
|
0.90F,
|
||||||
|
0.95F,
|
||||||
|
1.00F,
|
||||||
|
1.02F,
|
||||||
|
1.05F,
|
||||||
|
1.02F};
|
||||||
|
|
||||||
static constexpr std::array<float, BOUNCE_FRAMES> VERTICAL_ZOOM_VALUES = {
|
static constexpr std::array<float, BOUNCE_FRAMES> VERTICAL_ZOOM_VALUES = {
|
||||||
0.90F, 0.95F, 1.00F, 1.05F, 1.10F, 1.05F, 1.00F, 0.98F, 0.95F, 0.98F};
|
0.90F,
|
||||||
|
0.95F,
|
||||||
|
1.00F,
|
||||||
|
1.05F,
|
||||||
|
1.10F,
|
||||||
|
1.05F,
|
||||||
|
1.00F,
|
||||||
|
0.98F,
|
||||||
|
0.95F,
|
||||||
|
0.98F};
|
||||||
|
|
||||||
// Estado del efecto
|
// Estado del efecto
|
||||||
bool enabled_ = false; // Si el efecto está activo
|
bool enabled_ = false; // Si el efecto está activo
|
||||||
@@ -203,52 +245,48 @@ class Balloon {
|
|||||||
std::unique_ptr<AnimatedSprite> sprite_; // Sprite del objeto globo
|
std::unique_ptr<AnimatedSprite> sprite_; // Sprite del objeto globo
|
||||||
|
|
||||||
// --- Variables de estado y físicas ---
|
// --- Variables de estado y físicas ---
|
||||||
float x_; // Posición X
|
float x_; // Posición X
|
||||||
float y_; // Posición Y
|
float y_; // Posición Y
|
||||||
float w_; // Ancho
|
float w_; // Ancho
|
||||||
float h_; // Alto
|
float h_; // Alto
|
||||||
float vx_; // Velocidad X
|
float vx_; // Velocidad X
|
||||||
float vy_; // Velocidad Y
|
float vy_; // Velocidad Y
|
||||||
float gravity_; // Aceleración en Y
|
float gravity_; // Aceleración en Y
|
||||||
float default_vy_; // Velocidad inicial al rebotar
|
float default_vy_; // Velocidad inicial al rebotar
|
||||||
float max_vy_; // Máxima velocidad en Y
|
float max_vy_; // Máxima velocidad en Y
|
||||||
bool being_created_; // Si el globo se está creando
|
bool being_created_; // Si el globo se está creando
|
||||||
bool enabled_ = true; // Si el globo está activo
|
bool enabled_ = true; // Si el globo está activo
|
||||||
bool invulnerable_; // Si el globo es invulnerable
|
bool invulnerable_; // Si el globo es invulnerable
|
||||||
bool stopped_; // Si el globo está parado
|
bool stopped_; // Si el globo está parado
|
||||||
bool use_reversed_colors_ = false; // Si se usa el color alternativo
|
bool use_reversed_colors_ = false; // Si se usa el color alternativo
|
||||||
Circle collider_; // Círculo de colisión
|
Circle collider_; // Círculo de colisión
|
||||||
Uint16 creation_counter_; // Temporizador de creación
|
float creation_counter_; // Temporizador de creación
|
||||||
Uint16 creation_counter_ini_; // Valor inicial del temporizador de creación
|
float creation_counter_ini_; // Valor inicial del temporizador de creación
|
||||||
Uint16 score_; // Puntos al destruir el globo
|
Uint16 score_; // Puntos al destruir el globo
|
||||||
Type type_; // Tipo de globo
|
Type type_; // Tipo de globo
|
||||||
Size size_; // Tamaño de globo
|
Size size_; // Tamaño de globo
|
||||||
Uint8 menace_; // Amenaza que genera el globo
|
Uint8 menace_; // Amenaza que genera el globo
|
||||||
Uint32 counter_ = 0; // Contador interno
|
Uint32 counter_ = 0; // Contador interno
|
||||||
float travel_y_ = 1.0F; // Distancia a recorrer en Y antes de aplicar gravedad
|
float game_tempo_; // Multiplicador de tempo del juego
|
||||||
float speed_; // Velocidad del globo
|
float movement_accumulator_ = 0.0F; // Acumulador para movimiento durante creación (deltaTime)
|
||||||
Uint8 power_; // Poder que alberga el globo
|
Uint8 power_; // Poder que alberga el globo
|
||||||
SDL_FRect play_area_; // Zona de movimiento del globo
|
SDL_FRect play_area_; // Zona de movimiento del globo
|
||||||
std::string bouncing_sound_; // Archivo de sonido al rebotar
|
Sound sound_; // Configuración de sonido del globo
|
||||||
std::string popping_sound_; // Archivo de sonido al explotar
|
BounceEffect bounce_effect_; // Efecto de rebote
|
||||||
bool bouncing_sound_enabled_ = false; // Si debe sonar el globo al rebotar
|
|
||||||
bool poping_sound_enabled_ = true; // Si debe sonar el globo al explotar
|
|
||||||
bool sound_enabled_ = true; // Indica si los globos deben hacer algun sonido
|
|
||||||
BounceEffect bounce_effect_; // Efecto de rebote
|
|
||||||
|
|
||||||
// --- Posicionamiento y transformación ---
|
// --- Posicionamiento y transformación ---
|
||||||
void shiftColliders(); // Alinea el círculo de colisión con el sprite
|
void shiftColliders(); // Alinea el círculo de colisión con el sprite
|
||||||
void shiftSprite(); // Alinea el sprite en pantalla
|
void shiftSprite(); // Alinea el sprite en pantalla
|
||||||
|
|
||||||
// --- Animación y sonido ---
|
// --- Animación y sonido ---
|
||||||
void setAnimation(); // Establece la animación correspondiente
|
void setAnimation(); // Establece la animación correspondiente
|
||||||
void playSound(const std::string& name) const; // Reproduce un sonido por nombre
|
void playBouncingSound() const; // Reproduce el sonido de rebote
|
||||||
void playBouncingSound(); // Reproduce el sonido de rebote
|
void playPoppingSound() const; // Reproduce el sonido de reventar
|
||||||
|
|
||||||
// --- Movimiento y física ---
|
// --- Movimiento y física ---
|
||||||
void handleHorizontalMovement(); // Maneja el movimiento horizontal
|
void handleHorizontalMovement(float delta_time); // Maneja el movimiento horizontal (time-based)
|
||||||
void handleVerticalMovement(); // Maneja el movimiento vertical
|
void handleVerticalMovement(float delta_time); // Maneja el movimiento vertical (time-based)
|
||||||
void applyGravity(); // Aplica la gravedad al objeto
|
void applyGravity(float delta_time); // Aplica la gravedad al objeto (time-based)
|
||||||
|
|
||||||
// --- Rebote ---
|
// --- Rebote ---
|
||||||
void enableBounceEffect(); // Activa el efecto de rebote
|
void enableBounceEffect(); // Activa el efecto de rebote
|
||||||
@@ -263,5 +301,5 @@ class Balloon {
|
|||||||
void handleBottomCollision(); // Maneja la colisión inferior
|
void handleBottomCollision(); // Maneja la colisión inferior
|
||||||
|
|
||||||
// --- Lógica de estado ---
|
// --- Lógica de estado ---
|
||||||
void updateState(); // Actualiza los estados del globo
|
void updateState(float delta_time); // Actualiza los estados del globo (time-based)
|
||||||
};
|
};
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
#include "balloon_formations.h"
|
#include "balloon_formations.hpp"
|
||||||
|
|
||||||
#include <algorithm> // Para max, min, copy
|
#include <algorithm> // Para max, min, copy
|
||||||
#include <array> // Para array
|
#include <array> // Para array
|
||||||
@@ -11,10 +11,10 @@
|
|||||||
#include <sstream> // Para basic_istringstream
|
#include <sstream> // Para basic_istringstream
|
||||||
#include <string> // Para string, char_traits, allocator, operator==, stoi, getline, operator<=>, basic_string
|
#include <string> // Para string, char_traits, allocator, operator==, stoi, getline, operator<=>, basic_string
|
||||||
|
|
||||||
#include "asset.h" // Para Asset
|
#include "asset.hpp" // Para Asset
|
||||||
#include "balloon.h" // Para Balloon
|
#include "balloon.hpp" // Para Balloon
|
||||||
#include "param.h" // Para Param, ParamGame, param
|
#include "param.hpp" // Para Param, ParamGame, param
|
||||||
#include "utils.h" // Para Zone, BLOCK
|
#include "utils.hpp" // Para Zone, BLOCK
|
||||||
|
|
||||||
void BalloonFormations::initFormations() {
|
void BalloonFormations::initFormations() {
|
||||||
// Calcular posiciones base
|
// Calcular posiciones base
|
||||||
@@ -155,7 +155,7 @@ auto BalloonFormations::parseBalloonLine(const std::string& line, const std::map
|
|||||||
return std::nullopt;
|
return std::nullopt;
|
||||||
}
|
}
|
||||||
|
|
||||||
int creation_time = DEFAULT_CREATION_TIME + evaluateExpression(tokens.at(6), variables);
|
float creation_time = CREATION_TIME + evaluateExpression(tokens.at(6), variables); // Base time + offset from formations.txt
|
||||||
|
|
||||||
return SpawnParams(x + offset, y, vel_x, type, size, creation_time);
|
return SpawnParams(x + offset, y, vel_x, type, size, creation_time);
|
||||||
} catch (const std::exception&) {
|
} catch (const std::exception&) {
|
||||||
@@ -168,7 +168,7 @@ auto BalloonFormations::evaluateExpression(const std::string& expr, const std::m
|
|||||||
|
|
||||||
// Si es un número directo
|
// Si es un número directo
|
||||||
if ((std::isdigit(trimmed_expr.at(0)) != 0) || (trimmed_expr.at(0) == '-' && trimmed_expr.length() > 1)) {
|
if ((std::isdigit(trimmed_expr.at(0)) != 0) || (trimmed_expr.at(0) == '-' && trimmed_expr.length() > 1)) {
|
||||||
return std::stoi(trimmed_expr);
|
return std::stof(trimmed_expr);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Si es una variable simple
|
// Si es una variable simple
|
||||||
@@ -205,7 +205,7 @@ auto BalloonFormations::evaluateSimpleExpression(const std::string& expr, const
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Si no se encuentra operador, intentar como variable o número
|
// Si no se encuentra operador, intentar como variable o número
|
||||||
return variables.find(expr) != variables.end() ? variables.at(expr) : std::stoi(expr);
|
return variables.find(expr) != variables.end() ? variables.at(expr) : std::stof(expr);
|
||||||
}
|
}
|
||||||
|
|
||||||
auto BalloonFormations::trim(const std::string& str) -> std::string {
|
auto BalloonFormations::trim(const std::string& str) -> std::string {
|
||||||
@@ -235,10 +235,10 @@ void BalloonFormations::createFloaterVariants() {
|
|||||||
#ifdef _DEBUG
|
#ifdef _DEBUG
|
||||||
void BalloonFormations::addTestFormation() {
|
void BalloonFormations::addTestFormation() {
|
||||||
std::vector<SpawnParams> test_params = {
|
std::vector<SpawnParams> test_params = {
|
||||||
{10, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::SMALL, 200},
|
{10, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::SMALL, 3.334F}, // 200 frames ÷ 60fps = 3.334s
|
||||||
{50, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::MEDIUM, 200},
|
{50, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::MEDIUM, 3.334F}, // 200 frames ÷ 60fps = 3.334s
|
||||||
{90, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::LARGE, 200},
|
{90, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::LARGE, 3.334F}, // 200 frames ÷ 60fps = 3.334s
|
||||||
{140, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::EXTRALARGE, 200}};
|
{140, -BLOCK, 0, Balloon::Type::FLOATER, Balloon::Size::EXTRALARGE, 3.334F}}; // 200 frames ÷ 60fps = 3.334s
|
||||||
|
|
||||||
formations_.at(99) = Formation(test_params);
|
formations_.at(99) = Formation(test_params);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,33 +1,38 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <algorithm> // Para copy, max
|
#include <cstddef> // Para size_t
|
||||||
#include <cstddef> // Para size_t
|
#include <iterator> // Para pair
|
||||||
#include <map> // Para map
|
#include <map> // Para map
|
||||||
#include <optional> // Para optional
|
#include <optional> // Para optional
|
||||||
#include <string> // Para string
|
#include <string> // Para string
|
||||||
#include <utility> // Para pair
|
#include <utility> // Para pair
|
||||||
#include <vector> // Para vector
|
#include <vector> // Para vector
|
||||||
|
|
||||||
#include "balloon.h" // Para Balloon
|
#include "balloon.hpp" // for Balloon
|
||||||
|
|
||||||
// --- Clase BalloonFormations ---
|
// --- Clase BalloonFormations ---
|
||||||
class BalloonFormations {
|
class BalloonFormations {
|
||||||
public:
|
public:
|
||||||
// --- Estructuras ---
|
// --- Estructuras ---
|
||||||
struct SpawnParams {
|
struct SpawnParams {
|
||||||
int x = 0; // Posición en el eje X donde crear el globo
|
float x = 0; // Posición en el eje X donde crear el globo
|
||||||
int y = 0; // Posición en el eje Y donde crear el globo
|
float y = 0; // Posición en el eje Y donde crear el globo
|
||||||
float vel_x = 0.0F; // Velocidad inicial en el eje X
|
float vel_x = 0.0F; // Velocidad inicial en el eje X
|
||||||
Balloon::Type type = Balloon::Type::BALLOON; // Tipo de globo
|
Balloon::Type type = Balloon::Type::BALLOON; // Tipo de globo
|
||||||
Balloon::Size size = Balloon::Size::SMALL; // Tamaño de globo
|
Balloon::Size size = Balloon::Size::SMALL; // Tamaño de globo
|
||||||
int creation_counter = 0; // Temporizador para la creación del globo
|
float creation_counter = 0.0F; // Temporizador para la creación del globo
|
||||||
|
|
||||||
// Constructor por defecto
|
// Constructor por defecto
|
||||||
SpawnParams() = default;
|
SpawnParams() = default;
|
||||||
|
|
||||||
// Constructor con parámetros
|
// Constructor con parámetros
|
||||||
SpawnParams(int x, int y, float vel_x, Balloon::Type type, Balloon::Size size, int creation_counter)
|
SpawnParams(float x, float y, float vel_x, Balloon::Type type, Balloon::Size size, float creation_counter)
|
||||||
: x(x), y(y), vel_x(vel_x), type(type), size(size), creation_counter(creation_counter) {}
|
: x(x),
|
||||||
|
y(y),
|
||||||
|
vel_x(vel_x),
|
||||||
|
type(type),
|
||||||
|
size(size),
|
||||||
|
creation_counter(creation_counter) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Formation {
|
struct Formation {
|
||||||
@@ -76,8 +81,9 @@ class BalloonFormations {
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
// --- Constantes ---
|
// --- Constantes ---
|
||||||
static constexpr int BALLOON_SPAWN_HEIGHT = 208; // Altura desde el suelo en la que aparecen los globos
|
static constexpr int BALLOON_SPAWN_HEIGHT = 208; // Altura desde el suelo en la que aparecen los globos
|
||||||
static constexpr int DEFAULT_CREATION_TIME = 200; // Tiempo base de creación de los globos para las formaciones
|
static constexpr float CREATION_TIME = 5.0F; // Tiempo base de creación de los globos en segundos (300 frames ÷ 60fps = 5.0s)
|
||||||
|
static constexpr float DEFAULT_CREATION_TIME = 3.334F; // Tiempo base de creación de los globos en segundos (200 frames ÷ 60fps = 3.334s)
|
||||||
|
|
||||||
// --- Variables ---
|
// --- Variables ---
|
||||||
std::vector<Formation> formations_; // Vector con todas las formaciones disponibles
|
std::vector<Formation> formations_; // Vector con todas las formaciones disponibles
|
||||||
@@ -1,23 +1,25 @@
|
|||||||
#include "balloon_manager.h"
|
#include "balloon_manager.hpp"
|
||||||
|
|
||||||
#include <algorithm> // Para remove_if
|
#include <algorithm> // Para remove_if
|
||||||
#include <array>
|
#include <array>
|
||||||
#include <cstdlib> // Para rand
|
#include <cstdlib> // Para rand
|
||||||
#include <numeric> // Para accumulate
|
#include <numeric> // Para accumulate
|
||||||
|
|
||||||
#include "balloon.h" // Para Balloon, Balloon::SCORE.at( )ALLOON_VELX...
|
#include "balloon.hpp" // Para Balloon, Balloon::SCORE.at( )ALLOON_VELX...
|
||||||
#include "balloon_formations.h" // Para BalloonFormationParams, BalloonForma...
|
#include "balloon_formations.hpp" // Para BalloonFormationParams, BalloonForma...
|
||||||
#include "color.h" // Para Zone, Color, flash_color
|
#include "color.hpp" // Para Zone, Color, flash_color
|
||||||
#include "explosions.h" // Para Explosions
|
#include "explosions.hpp" // Para Explosions
|
||||||
#include "param.h" // Para Param, ParamGame, param
|
#include "param.hpp" // Para Param, ParamGame, param
|
||||||
#include "resource.h" // Para Resource
|
#include "resource.hpp" // Para Resource
|
||||||
#include "screen.h" // Para Screen
|
#include "screen.hpp" // Para Screen
|
||||||
#include "stage_interface.h" // Para IStageInfo
|
#include "stage_interface.hpp" // Para IStageInfo
|
||||||
#include "utils.h"
|
#include "utils.hpp"
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
BalloonManager::BalloonManager(IStageInfo *stage_info)
|
BalloonManager::BalloonManager(IStageInfo* stage_info)
|
||||||
: explosions_(std::make_unique<Explosions>()), balloon_formations_(std::make_unique<BalloonFormations>()), stage_info_(stage_info) { init(); }
|
: explosions_(std::make_unique<Explosions>()),
|
||||||
|
balloon_formations_(std::make_unique<BalloonFormations>()),
|
||||||
|
stage_info_(stage_info) { init(); }
|
||||||
|
|
||||||
// Inicializa
|
// Inicializa
|
||||||
void BalloonManager::init() {
|
void BalloonManager::init() {
|
||||||
@@ -60,18 +62,18 @@ void BalloonManager::init() {
|
|||||||
explosions_->addTexture(3, explosions_textures_.at(3), explosions_animations_.at(3));
|
explosions_->addTexture(3, explosions_textures_.at(3), explosions_animations_.at(3));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza
|
// Actualiza (time-based)
|
||||||
void BalloonManager::update() {
|
void BalloonManager::update(float delta_time) {
|
||||||
for (const auto &balloon : balloons_) {
|
for (const auto& balloon : balloons_) {
|
||||||
balloon->update();
|
balloon->update(delta_time);
|
||||||
}
|
}
|
||||||
updateBalloonDeployCounter();
|
updateBalloonDeployCounter(delta_time);
|
||||||
explosions_->update();
|
explosions_->update(delta_time);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Renderiza los objetos
|
// Renderiza los objetos
|
||||||
void BalloonManager::render() {
|
void BalloonManager::render() {
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
balloon->render();
|
balloon->render();
|
||||||
}
|
}
|
||||||
explosions_->render();
|
explosions_->render();
|
||||||
@@ -79,12 +81,12 @@ void BalloonManager::render() {
|
|||||||
|
|
||||||
// Crea una formación de globos
|
// Crea una formación de globos
|
||||||
void BalloonManager::deployRandomFormation(int stage) {
|
void BalloonManager::deployRandomFormation(int stage) {
|
||||||
// Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última
|
// Solo despliega una formación enemiga si el timer ha llegado a cero
|
||||||
if (balloon_deploy_counter_ == 0) {
|
if (balloon_deploy_counter_ <= 0.0F) {
|
||||||
// En este punto se decide entre crear una powerball o una formación enemiga
|
// En este punto se decide entre crear una powerball o una formación enemiga
|
||||||
if ((rand() % 100 < 15) && (canPowerBallBeCreated())) {
|
if ((rand() % 100 < 15) && (canPowerBallBeCreated())) {
|
||||||
createPowerBall(); // Crea una powerball
|
createPowerBall(); // Crea una powerball
|
||||||
balloon_deploy_counter_ = 10; // Da un poco de margen para que se creen mas globos
|
balloon_deploy_counter_ = POWERBALL_DEPLOY_DELAY; // Resetea con pequeño retraso
|
||||||
} else {
|
} else {
|
||||||
// Decrementa el contador de despliegues de globos necesarios para la siguiente PowerBall
|
// Decrementa el contador de despliegues de globos necesarios para la siguiente PowerBall
|
||||||
if (power_ball_counter_ > 0) {
|
if (power_ball_counter_ > 0) {
|
||||||
@@ -105,11 +107,19 @@ void BalloonManager::deployRandomFormation(int stage) {
|
|||||||
// Crea los globos de la formación
|
// Crea los globos de la formación
|
||||||
const auto BALLOONS = balloon_formations_->getFormationFromPool(stage, formation_id).balloons;
|
const auto BALLOONS = balloon_formations_->getFormationFromPool(stage, formation_id).balloons;
|
||||||
for (auto balloon : BALLOONS) {
|
for (auto balloon : BALLOONS) {
|
||||||
createBalloon(balloon.x, balloon.y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, (creation_time_enabled_) ? balloon.creation_counter : 0);
|
Balloon::Config config = {
|
||||||
|
.x = balloon.x,
|
||||||
|
.y = balloon.y,
|
||||||
|
.type = balloon.type,
|
||||||
|
.size = balloon.size,
|
||||||
|
.vel_x = balloon.vel_x,
|
||||||
|
.game_tempo = balloon_speed_,
|
||||||
|
.creation_counter = creation_time_enabled_ ? balloon.creation_counter : 0.0F};
|
||||||
|
createBalloon(config);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reinicia el contador para el próximo despliegue
|
// Reinicia el timer para el próximo despliegue
|
||||||
balloon_deploy_counter_ = DEFAULT_BALLOON_DEPLOY_COUNTER;
|
balloon_deploy_counter_ = DEFAULT_BALLOON_DEPLOY_DELAY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -118,29 +128,45 @@ void BalloonManager::deployRandomFormation(int stage) {
|
|||||||
void BalloonManager::deployFormation(int formation_id) {
|
void BalloonManager::deployFormation(int formation_id) {
|
||||||
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
|
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
|
||||||
for (auto balloon : BALLOONS) {
|
for (auto balloon : BALLOONS) {
|
||||||
createBalloon(balloon.x, balloon.y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, balloon.creation_counter);
|
Balloon::Config config = {
|
||||||
|
.x = balloon.x,
|
||||||
|
.y = balloon.y,
|
||||||
|
.type = balloon.type,
|
||||||
|
.size = balloon.size,
|
||||||
|
.vel_x = balloon.vel_x,
|
||||||
|
.game_tempo = balloon_speed_,
|
||||||
|
.creation_counter = balloon.creation_counter};
|
||||||
|
createBalloon(config);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Crea una formación de globos específica a una altura determinada
|
// Crea una formación de globos específica a una altura determinada
|
||||||
void BalloonManager::deployFormation(int formation_id, int y) {
|
void BalloonManager::deployFormation(int formation_id, float y) {
|
||||||
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
|
const auto BALLOONS = balloon_formations_->getFormation(formation_id).balloons;
|
||||||
for (auto balloon : BALLOONS) {
|
for (auto balloon : BALLOONS) {
|
||||||
createBalloon(balloon.x, y, balloon.type, balloon.size, balloon.vel_x, balloon_speed_, balloon.creation_counter);
|
Balloon::Config config = {
|
||||||
|
.x = balloon.x,
|
||||||
|
.y = y,
|
||||||
|
.type = balloon.type,
|
||||||
|
.size = balloon.size,
|
||||||
|
.vel_x = balloon.vel_x,
|
||||||
|
.game_tempo = balloon_speed_,
|
||||||
|
.creation_counter = balloon.creation_counter};
|
||||||
|
createBalloon(config);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Vacia del vector de globos los globos que ya no sirven
|
// Vacia del vector de globos los globos que ya no sirven
|
||||||
void BalloonManager::freeBalloons() {
|
void BalloonManager::freeBalloons() {
|
||||||
auto result = std::ranges::remove_if(balloons_, [](const auto &balloon) { return !balloon->isEnabled(); });
|
std::erase_if(balloons_, [](const auto& balloon) {
|
||||||
balloons_.erase(result.begin(), balloons_.end());
|
return !balloon->isEnabled();
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// Actualiza la variable enemyDeployCounter
|
// Actualiza el timer de despliegue de globos (time-based)
|
||||||
void BalloonManager::updateBalloonDeployCounter() {
|
void BalloonManager::updateBalloonDeployCounter(float delta_time) {
|
||||||
if (balloon_deploy_counter_ > 0) {
|
// DeltaTime en segundos - timer decrementa hasta llegar a cero
|
||||||
--balloon_deploy_counter_;
|
balloon_deploy_counter_ -= delta_time;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Indica si se puede crear una powerball
|
// Indica si se puede crear una powerball
|
||||||
@@ -148,17 +174,20 @@ auto BalloonManager::canPowerBallBeCreated() -> bool { return (!power_ball_enabl
|
|||||||
|
|
||||||
// Calcula el poder actual de los globos en pantalla
|
// Calcula el poder actual de los globos en pantalla
|
||||||
auto BalloonManager::calculateScreenPower() -> int {
|
auto BalloonManager::calculateScreenPower() -> int {
|
||||||
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon) { return sum + (balloon->isEnabled() ? balloon->getPower() : 0); });
|
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto& balloon) { return sum + (balloon->isEnabled() ? balloon->getPower() : 0); });
|
||||||
}
|
}
|
||||||
|
|
||||||
// Crea un globo nuevo en el vector de globos
|
// Crea un globo nuevo en el vector de globos
|
||||||
auto BalloonManager::createBalloon(float x, int y, Balloon::Type type, Balloon::Size size, float velx, float speed, int creation_timer) -> std::shared_ptr<Balloon> {
|
auto BalloonManager::createBalloon(Balloon::Config config) -> std::shared_ptr<Balloon> {
|
||||||
if (can_deploy_balloons_) {
|
if (can_deploy_balloons_) {
|
||||||
const int INDEX = static_cast<int>(size);
|
const int INDEX = static_cast<int>(config.size);
|
||||||
balloons_.emplace_back(std::make_shared<Balloon>(x, y, type, size, velx, speed, creation_timer, play_area_, balloon_textures_.at(INDEX), balloon_animations_.at(INDEX)));
|
config.play_area = play_area_;
|
||||||
balloons_.back()->setSound(sound_enabled_);
|
config.texture = balloon_textures_.at(INDEX);
|
||||||
balloons_.back()->setBouncingSound(bouncing_sound_enabled_);
|
config.animation = balloon_animations_.at(INDEX);
|
||||||
balloons_.back()->setPoppingSound(poping_sound_enabled_);
|
config.sound.enabled = sound_enabled_;
|
||||||
|
config.sound.bouncing_enabled = bouncing_sound_enabled_;
|
||||||
|
config.sound.poping_enabled = poping_sound_enabled_;
|
||||||
|
balloons_.emplace_back(std::make_shared<Balloon>(config));
|
||||||
return balloons_.back();
|
return balloons_.back();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -166,29 +195,50 @@ auto BalloonManager::createBalloon(float x, int y, Balloon::Type type, Balloon::
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Crea un globo a partir de otro globo
|
// Crea un globo a partir de otro globo
|
||||||
void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction) {
|
void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon>& parent_balloon, const std::string& direction) {
|
||||||
if (can_deploy_balloons_) {
|
if (can_deploy_balloons_) {
|
||||||
// Calcula parametros
|
// Calcula parametros
|
||||||
const float VX = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE;
|
const int PARENT_HEIGHT = parent_balloon->getHeight();
|
||||||
const auto SIZE = static_cast<Balloon::Size>(static_cast<int>(balloon->getSize()) - 1);
|
const int CHILD_HEIGHT = Balloon::WIDTH.at(static_cast<size_t>(parent_balloon->getSize()) - 1);
|
||||||
const int PARENT_HEIGHT = balloon->getHeight();
|
|
||||||
const int CHILD_HEIGHT = Balloon::WIDTH.at(static_cast<int>(balloon->getSize()) - 1);
|
|
||||||
const int CHILD_WIDTH = CHILD_HEIGHT;
|
const int CHILD_WIDTH = CHILD_HEIGHT;
|
||||||
const float Y = balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2);
|
|
||||||
float x = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + (2 * (balloon->getWidth() / 3));
|
const float X = direction == "LEFT" ? parent_balloon->getPosX() + (parent_balloon->getWidth() / 3) : parent_balloon->getPosX() + (2 * (parent_balloon->getWidth() / 3));
|
||||||
const float MIN_X = play_area_.x;
|
const float MIN_X = play_area_.x;
|
||||||
const float MAX_X = play_area_.w - CHILD_WIDTH;
|
const float MAX_X = play_area_.w - CHILD_WIDTH;
|
||||||
x = std::clamp(x - (CHILD_WIDTH / 2), MIN_X, MAX_X);
|
|
||||||
|
|
||||||
// Crea el globo
|
Balloon::Config config = {
|
||||||
auto b = createBalloon(x, Y, balloon->getType(), SIZE, VX, balloon_speed_, 0);
|
.x = std::clamp(X - (CHILD_WIDTH / 2), MIN_X, MAX_X),
|
||||||
|
.y = parent_balloon->getPosY() + ((PARENT_HEIGHT - CHILD_HEIGHT) / 2),
|
||||||
|
.type = parent_balloon->getType(),
|
||||||
|
.size = static_cast<Balloon::Size>(static_cast<int>(parent_balloon->getSize()) - 1),
|
||||||
|
.vel_x = direction == "LEFT" ? Balloon::VELX_NEGATIVE : Balloon::VELX_POSITIVE,
|
||||||
|
.game_tempo = balloon_speed_,
|
||||||
|
.creation_counter = 0};
|
||||||
|
|
||||||
// Establece parametros
|
// Crea el globo hijo
|
||||||
b->setVelY(b->getType() == Balloon::Type::BALLOON ? -2.50F : Balloon::VELX_NEGATIVE * 2.0F);
|
auto child_balloon = createBalloon(config);
|
||||||
|
|
||||||
// Herencia de estados
|
// Configura el globo hijo
|
||||||
if (balloon->isStopped()) { b->stop(); }
|
if (child_balloon != nullptr) {
|
||||||
if (balloon->isUsingReversedColor()) { b->useReverseColor(); }
|
// Establece parametros
|
||||||
|
constexpr float VEL_Y_BALLOON_PER_S = -150.0F;
|
||||||
|
switch (child_balloon->getType()) {
|
||||||
|
case Balloon::Type::BALLOON: {
|
||||||
|
child_balloon->setVelY(VEL_Y_BALLOON_PER_S);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case Balloon::Type::FLOATER: {
|
||||||
|
child_balloon->setVelY(Balloon::VELX_NEGATIVE * 2.0F);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Herencia de estados
|
||||||
|
if (parent_balloon->isStopped()) { child_balloon->stop(); }
|
||||||
|
if (parent_balloon->isUsingReversedColor()) { child_balloon->useReverseColor(); }
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -196,18 +246,32 @@ void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon,
|
|||||||
void BalloonManager::createPowerBall() {
|
void BalloonManager::createPowerBall() {
|
||||||
if (can_deploy_balloons_) {
|
if (can_deploy_balloons_) {
|
||||||
constexpr int VALUES = 6;
|
constexpr int VALUES = 6;
|
||||||
constexpr float POS_Y = -Balloon::WIDTH.at(4);
|
const int LUCK = rand() % VALUES;
|
||||||
constexpr int CREATION_TIME = 0;
|
|
||||||
|
|
||||||
const float LEFT = param.game.play_area.rect.x;
|
const float LEFT = param.game.play_area.rect.x;
|
||||||
const float CENTER = param.game.play_area.center_x - (Balloon::WIDTH.at(4) / 2);
|
const float CENTER = param.game.play_area.center_x - (Balloon::WIDTH.at(4) / 2);
|
||||||
const float RIGHT = param.game.play_area.rect.w - Balloon::WIDTH.at(4);
|
const float RIGHT = param.game.play_area.rect.w - Balloon::WIDTH.at(4);
|
||||||
|
|
||||||
const int LUCK = rand() % VALUES;
|
|
||||||
const std::array<float, VALUES> POS_X = {LEFT, LEFT, CENTER, CENTER, RIGHT, RIGHT};
|
const std::array<float, VALUES> POS_X = {LEFT, LEFT, CENTER, CENTER, RIGHT, RIGHT};
|
||||||
const std::array<float, VALUES> VEL_X = {Balloon::VELX_POSITIVE, Balloon::VELX_POSITIVE, Balloon::VELX_POSITIVE, Balloon::VELX_NEGATIVE, Balloon::VELX_NEGATIVE, Balloon::VELX_NEGATIVE};
|
const std::array<float, VALUES> VEL_X = {Balloon::VELX_POSITIVE, Balloon::VELX_POSITIVE, Balloon::VELX_POSITIVE, Balloon::VELX_NEGATIVE, Balloon::VELX_NEGATIVE, Balloon::VELX_NEGATIVE};
|
||||||
|
|
||||||
balloons_.emplace_back(std::make_unique<Balloon>(POS_X[LUCK], POS_Y, Balloon::Type::POWERBALL, Balloon::Size::EXTRALARGE, VEL_X[LUCK], balloon_speed_, CREATION_TIME, play_area_, balloon_textures_[4], balloon_animations_[4]));
|
Balloon::Config config = {
|
||||||
|
.x = POS_X.at(LUCK),
|
||||||
|
.y = -Balloon::WIDTH.at(4),
|
||||||
|
.type = Balloon::Type::POWERBALL,
|
||||||
|
.size = Balloon::Size::EXTRALARGE,
|
||||||
|
.vel_x = VEL_X.at(LUCK),
|
||||||
|
.game_tempo = balloon_speed_,
|
||||||
|
.creation_counter = 0,
|
||||||
|
.play_area = play_area_,
|
||||||
|
.texture = balloon_textures_.at(4),
|
||||||
|
.animation = balloon_animations_.at(4),
|
||||||
|
.sound = {
|
||||||
|
.bouncing_enabled = bouncing_sound_enabled_,
|
||||||
|
.poping_enabled = poping_sound_enabled_,
|
||||||
|
.enabled = sound_enabled_}};
|
||||||
|
|
||||||
|
balloons_.emplace_back(std::make_unique<Balloon>(config));
|
||||||
balloons_.back()->setInvulnerable(true);
|
balloons_.back()->setInvulnerable(true);
|
||||||
|
|
||||||
power_ball_enabled_ = true;
|
power_ball_enabled_ = true;
|
||||||
@@ -218,13 +282,13 @@ void BalloonManager::createPowerBall() {
|
|||||||
// Establece la velocidad de los globos
|
// Establece la velocidad de los globos
|
||||||
void BalloonManager::setBalloonSpeed(float speed) {
|
void BalloonManager::setBalloonSpeed(float speed) {
|
||||||
balloon_speed_ = speed;
|
balloon_speed_ = speed;
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
balloon->setSpeed(speed);
|
balloon->setGameTempo(speed);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
|
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
|
||||||
auto BalloonManager::popBalloon(const std::shared_ptr<Balloon> &balloon) -> int {
|
auto BalloonManager::popBalloon(const std::shared_ptr<Balloon>& balloon) -> int {
|
||||||
stage_info_->addPower(1);
|
stage_info_->addPower(1);
|
||||||
int score = 0;
|
int score = 0;
|
||||||
|
|
||||||
@@ -232,7 +296,7 @@ auto BalloonManager::popBalloon(const std::shared_ptr<Balloon> &balloon) -> int
|
|||||||
balloon->pop(true);
|
balloon->pop(true);
|
||||||
score = destroyAllBalloons();
|
score = destroyAllBalloons();
|
||||||
power_ball_enabled_ = false;
|
power_ball_enabled_ = false;
|
||||||
balloon_deploy_counter_ = 20;
|
balloon_deploy_counter_ = BALLOON_POP_DELAY; // Resetea con retraso
|
||||||
} else {
|
} else {
|
||||||
score = balloon->getScore();
|
score = balloon->getScore();
|
||||||
if (balloon->getSize() != Balloon::Size::SMALL) {
|
if (balloon->getSize() != Balloon::Size::SMALL) {
|
||||||
@@ -249,7 +313,7 @@ auto BalloonManager::popBalloon(const std::shared_ptr<Balloon> &balloon) -> int
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Explosiona un globo. Lo destruye = no crea otros globos
|
// Explosiona un globo. Lo destruye = no crea otros globos
|
||||||
auto BalloonManager::destroyBalloon(std::shared_ptr<Balloon> &balloon) -> int {
|
auto BalloonManager::destroyBalloon(std::shared_ptr<Balloon>& balloon) -> int {
|
||||||
int score = 0;
|
int score = 0;
|
||||||
|
|
||||||
// Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos
|
// Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos
|
||||||
@@ -284,12 +348,12 @@ auto BalloonManager::destroyBalloon(std::shared_ptr<Balloon> &balloon) -> int {
|
|||||||
// Destruye todos los globos
|
// Destruye todos los globos
|
||||||
auto BalloonManager::destroyAllBalloons() -> int {
|
auto BalloonManager::destroyAllBalloons() -> int {
|
||||||
int score = 0;
|
int score = 0;
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
score += destroyBalloon(balloon);
|
score += destroyBalloon(balloon);
|
||||||
}
|
}
|
||||||
|
|
||||||
balloon_deploy_counter_ = 300;
|
balloon_deploy_counter_ = DEFAULT_BALLOON_DEPLOY_DELAY;
|
||||||
Screen::get()->flash(Colors::FLASH, 3);
|
Screen::get()->flash(Colors::FLASH, 0.05F);
|
||||||
Screen::get()->shake();
|
Screen::get()->shake();
|
||||||
|
|
||||||
return score;
|
return score;
|
||||||
@@ -297,14 +361,16 @@ auto BalloonManager::destroyAllBalloons() -> int {
|
|||||||
|
|
||||||
// Detiene todos los globos
|
// Detiene todos los globos
|
||||||
void BalloonManager::stopAllBalloons() {
|
void BalloonManager::stopAllBalloons() {
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
balloon->stop();
|
if (!balloon->isBeingCreated()) {
|
||||||
|
balloon->stop();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Pone en marcha todos los globos
|
// Pone en marcha todos los globos
|
||||||
void BalloonManager::startAllBalloons() {
|
void BalloonManager::startAllBalloons() {
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
if (!balloon->isBeingCreated()) {
|
if (!balloon->isBeingCreated()) {
|
||||||
balloon->start();
|
balloon->start();
|
||||||
}
|
}
|
||||||
@@ -313,7 +379,7 @@ void BalloonManager::startAllBalloons() {
|
|||||||
|
|
||||||
// Cambia el color de todos los globos
|
// Cambia el color de todos los globos
|
||||||
void BalloonManager::reverseColorsToAllBalloons() {
|
void BalloonManager::reverseColorsToAllBalloons() {
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
if (balloon->isStopped()) {
|
if (balloon->isStopped()) {
|
||||||
balloon->useReverseColor();
|
balloon->useReverseColor();
|
||||||
}
|
}
|
||||||
@@ -322,7 +388,7 @@ void BalloonManager::reverseColorsToAllBalloons() {
|
|||||||
|
|
||||||
// Cambia el color de todos los globos
|
// Cambia el color de todos los globos
|
||||||
void BalloonManager::normalColorsToAllBalloons() {
|
void BalloonManager::normalColorsToAllBalloons() {
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
balloon->useNormalColor();
|
balloon->useNormalColor();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -332,28 +398,15 @@ void BalloonManager::createTwoBigBalloons() {
|
|||||||
deployFormation(1);
|
deployFormation(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Crea una disposición de globos aleatoria
|
|
||||||
void BalloonManager::createRandomBalloons() {
|
|
||||||
const int NUM_BALLOONS = 2 + (rand() % 4);
|
|
||||||
for (int i = 0; i < NUM_BALLOONS; ++i) {
|
|
||||||
const float X = param.game.game_area.rect.x + (rand() % static_cast<int>(param.game.game_area.rect.w)) - Balloon::WIDTH.at(3);
|
|
||||||
const int Y = param.game.game_area.rect.y + (rand() % 50);
|
|
||||||
const auto SIZE = static_cast<Balloon::Size>(rand() % 4);
|
|
||||||
const float VEL_X = (rand() % 2 == 0) ? Balloon::VELX_POSITIVE : Balloon::VELX_NEGATIVE;
|
|
||||||
const int CREATION_COUNTER = 0;
|
|
||||||
createBalloon(X, Y, Balloon::Type::BALLOON, SIZE, VEL_X, balloon_speed_, CREATION_COUNTER);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Obtiene el nivel de ameza actual generado por los globos
|
// Obtiene el nivel de ameza actual generado por los globos
|
||||||
auto BalloonManager::getMenace() -> int {
|
auto BalloonManager::getMenace() -> int {
|
||||||
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon) { return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); });
|
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto& balloon) { return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); });
|
||||||
}
|
}
|
||||||
|
|
||||||
// Establece el sonido de los globos
|
// Establece el sonido de los globos
|
||||||
void BalloonManager::setSounds(bool value) {
|
void BalloonManager::setSounds(bool value) {
|
||||||
sound_enabled_ = value;
|
sound_enabled_ = value;
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
balloon->setSound(value);
|
balloon->setSound(value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -361,14 +414,14 @@ void BalloonManager::setSounds(bool value) {
|
|||||||
// Activa o desactiva los sonidos de rebote los globos
|
// Activa o desactiva los sonidos de rebote los globos
|
||||||
void BalloonManager::setBouncingSounds(bool value) {
|
void BalloonManager::setBouncingSounds(bool value) {
|
||||||
bouncing_sound_enabled_ = value;
|
bouncing_sound_enabled_ = value;
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
balloon->setBouncingSound(value);
|
balloon->setBouncingSound(value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Activa o desactiva los sonidos de los globos al explotar
|
// Activa o desactiva los sonidos de los globos al explotar
|
||||||
void BalloonManager::setPoppingSounds(bool value) {
|
void BalloonManager::setPoppingSounds(bool value) {
|
||||||
poping_sound_enabled_ = value;
|
poping_sound_enabled_ = value;
|
||||||
for (auto &balloon : balloons_) {
|
for (auto& balloon : balloons_) {
|
||||||
balloon->setPoppingSound(value);
|
balloon->setPoppingSound(value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||