Compare commits
35 Commits
b359a73d50
...
2025-08-21
| Author | SHA1 | Date | |
|---|---|---|---|
| 7250073d60 | |||
| dfa06870e4 | |||
| 81f3a25143 | |||
| 5aca95f3d2 | |||
| 7b193605e6 | |||
| 089a5b15d7 | |||
| e6a14ca57d | |||
| 467d609c28 | |||
| e03c798000 | |||
| 52d76b7338 | |||
| 83ee9c2649 | |||
| 43788bb01a | |||
| 58cf78e1e3 | |||
| 6bf8490776 | |||
| 8cfe28922c | |||
| 63990c75c2 | |||
| 94dca528ab | |||
| 4b6b89ceb2 | |||
| ed077c1da5 | |||
| 2819b3628e | |||
| 1e9e664012 | |||
| 0c8b39cee7 | |||
| d7b3af5ab8 | |||
| 5e5227305f | |||
| 3fc15a9512 | |||
| e774e0e8ad | |||
| a95776e6c7 | |||
| 0428ff26d5 | |||
| fc3e2deb1f | |||
| 65ca17f938 | |||
| ff2a51a507 | |||
| fe0083abd4 | |||
| 1c058694fd | |||
| cb0c3266d5 | |||
| 8ddc5d94f1 |
@@ -6,7 +6,14 @@ BreakBeforeBraces: Attach # Llaves en la misma línea
|
||||
AllowShortIfStatementsOnASingleLine: true
|
||||
AllowShortBlocksOnASingleLine: true
|
||||
AllowShortFunctionsOnASingleLine: All
|
||||
AlignOperands: false
|
||||
AlignOperands: DontAlign
|
||||
AlignAfterOpenBracket: DontAlign
|
||||
BinPackArguments: false
|
||||
BinPackParameters: false
|
||||
ContinuationIndentWidth: 4
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||||
ConstructorInitializerIndentWidth: 4
|
||||
IndentWrappedFunctionNames: false
|
||||
Cpp11BracedListStyle: true
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||||
BreakConstructorInitializers: BeforeComma
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||||
AllowAllArgumentsOnNextLine: false
|
||||
AllowAllParametersOfDeclarationOnNextLine: false
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||||
|
||||
@@ -28,6 +28,9 @@ set(APP_SOURCES
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source/main.cpp
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source/param.cpp
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source/resource.cpp
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source/resource_helper.cpp
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source/resource_loader.cpp
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||||
source/resource_pack.cpp
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||||
source/screen.cpp
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||||
source/text.cpp
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||||
source/writer.cpp
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||||
|
||||
22
LICENSE
22
LICENSE
@@ -1 +1,21 @@
|
||||
GNU General Public License v3.0 only
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||||
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.
|
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25
Makefile
25
Makefile
@@ -71,6 +71,9 @@ APP_SOURCES := \
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source/path_sprite.cpp \
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source/player.cpp \
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source/resource.cpp \
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source/resource_helper.cpp \
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source/resource_loader.cpp \
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source/resource_pack.cpp \
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source/scoreboard.cpp \
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source/screen.cpp \
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source/sections/credits.cpp \
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@@ -104,7 +107,7 @@ INCLUDES := -Isource -Isource/external
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# Variables según el sistema operativo
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ifeq ($(OS),Windows_NT)
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FixPath = $(subst /,\\,$1)
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CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -DWINDOWS_BUILD
|
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CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD
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CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
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LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
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RM := del /Q
|
||||
@@ -158,8 +161,9 @@ windows_release:
|
||||
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
|
||||
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
|
||||
|
||||
# Copia la carpeta 'data'
|
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powershell Copy-Item -Path "data" -Destination "$(RELEASE_FOLDER)" -recurse -Force
|
||||
# Copia la carpeta 'config' y el archivo 'resources.pack'
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||||
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
|
||||
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
|
||||
@@ -203,7 +207,8 @@ macos_release:
|
||||
$(MKDIR) Frameworks
|
||||
|
||||
# Copia carpetas y ficheros
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||||
cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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||||
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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||||
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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||||
cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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||||
cp -R release/frameworks/SDL3.xcframework Frameworks
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||||
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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||||
@@ -262,7 +267,8 @@ linux_release:
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||||
$(MKDIR) "$(RELEASE_FOLDER)"
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||||
|
||||
# Copia ficheros
|
||||
cp -R data "$(RELEASE_FOLDER)"
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||||
cp -R config "$(RELEASE_FOLDER)"
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||||
cp resources.pack "$(RELEASE_FOLDER)"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
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||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
@@ -291,7 +297,8 @@ linux_release_desktop:
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$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
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||||
|
||||
# Copia ficheros del juego
|
||||
cp -R data "$(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 README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||
|
||||
@@ -391,7 +398,8 @@ raspi_release:
|
||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Copia ficheros
|
||||
cp -R data "$(RELEASE_FOLDER)"
|
||||
cp -R config "$(RELEASE_FOLDER)"
|
||||
cp resources.pack "$(RELEASE_FOLDER)"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
@@ -416,7 +424,8 @@ anbernic:
|
||||
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
|
||||
|
||||
# Copia ficheros
|
||||
cp -R data "$(RELEASE_FOLDER)"_anbernic
|
||||
cp -R config "$(RELEASE_FOLDER)"_anbernic
|
||||
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
|
||||
|
||||
# Compila
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
|
||||
|
||||
@@ -9,14 +9,17 @@ DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
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||||
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
|
||||
|
||||
# Archivos de configuración del juego
|
||||
DATA|${PREFIX}/data/config/formations.txt
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||||
DATA|${PREFIX}/data/config/gamecontrollerdb.txt
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||||
DATA|${PREFIX}/data/config/param_320x240.txt
|
||||
DATA|${PREFIX}/data/config/param_320x256.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
|
||||
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|${PREFIX}/config/stages.txt
|
||||
|
||||
# Archivos con los datos de la demo
|
||||
DEMODATA|${PREFIX}/data/demo/demo1.bin
|
||||
DEMODATA|${PREFIX}/data/demo/demo2.bin
|
||||
|
||||
# Música
|
||||
MUSIC|${PREFIX}/data/music/credits.ogg
|
||||
@@ -56,12 +59,12 @@ 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|${PREFIX}/data/sound/voice_brbrbr.wav
|
||||
SOUND|${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|${PREFIX}/data/sound/walk.wav
|
||||
|
||||
@@ -177,6 +180,7 @@ BITMAP|${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
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
# --- 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.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
||||
game.height 240 # Alto de la resolución nativa del juego (en píxeles)
|
||||
game.play_area.rect.x 0 # Posición X de la zona jugable
|
||||
@@ -16,11 +17,10 @@ game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_s
|
||||
|
||||
# --- FADE ---
|
||||
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
||||
fade.num_squares_width 160 # Número de cuadrados en el eje X para el fundido
|
||||
fade.num_squares_height 120 # Número de cuadrados en el eje Y para el fundido
|
||||
fade.random_squares_delay 1 # Delay entre aparición de cuadrados aleatorios (frames)
|
||||
fade.random_squares_mult 500 # Multiplicador para la velocidad de aparición aleatoria
|
||||
fade.post_duration 80 # Duración tras el fundido (frames)
|
||||
fade.num_squares_width 64 # Número de cuadrados en el eje X para el fundido
|
||||
fade.num_squares_height 48 # Número de cuadrados en el eje Y para el fundido
|
||||
fade.random_squares_duration_ms 1200 # Duración del fade en milisegundos
|
||||
fade.post_duration_ms 500 # Duración tras el fundido en milisegundos
|
||||
fade.venetian_size 12 # Tamaño de las bandas para el efecto veneciano (en píxeles)
|
||||
|
||||
# --- SCOREBOARD ---
|
||||
@@ -84,8 +84,8 @@ service_menu.window_message.title_color 6496C8FF # Color del tít
|
||||
service_menu.window_message.text_color DCDCDCFF # Color del texto en ventanas de mensaje (RGBA hexadecimal)
|
||||
service_menu.window_message.padding 15.0f # Espaciado interno de ventanas de mensaje (píxeles)
|
||||
service_menu.window_message.line_spacing 5.0f # Espaciado entre líneas de texto (píxeles)
|
||||
service_menu.window_message.title_separator_spacing 10.0f # Espaciado entre título y contenido (píxeles)
|
||||
service_menu.window_message.min_width 250.0f # Ancho mínimo de ventanas de mensaje (píxeles)
|
||||
service_menu.window_message.title_separator_spacing 20.0f # Espaciado entre título y contenido (píxeles)
|
||||
service_menu.window_message.min_width 200.0f # Ancho mínimo de ventanas de mensaje (píxeles)
|
||||
service_menu.window_message.min_height 32.0f # Alto mínimo de ventanas de mensaje (píxeles)
|
||||
service_menu.window_message.max_width_ratio 0.8f # Ratio máximo de ancho respecto a pantalla (0.0-1.0)
|
||||
service_menu.window_message.max_height_ratio 0.8f # Ratio máximo de alto respecto a pantalla (0.0-1.0)
|
||||
@@ -110,6 +110,18 @@ tabe.min_spawn_time 2.0f # Tiempo mínimo en minutos para que aparezca el Tabe
|
||||
tabe.max_spawn_time 3.0f # Tiempo máximo en minutos para que aparezca el Tabe
|
||||
|
||||
# --- PLAYER ---
|
||||
# Jugador 1 - Camiseta por defecto
|
||||
player.default_shirt[0].darkest 028ECFFF # Tono más oscuro - bordes y contornos (Jugador 1, por defecto)
|
||||
player.default_shirt[0].dark 0297DBFF # Tono oscuro - sombras (Jugador 1, por defecto)
|
||||
player.default_shirt[0].base 029FE8FF # Tono principal - color base (Jugador 1, por defecto)
|
||||
player.default_shirt[0].light 03A9F4FF # Tono claro - zonas iluminadas (Jugador 1, por defecto)
|
||||
|
||||
# Jugador 2 - Camiseta por defecto
|
||||
player.default_shirt[1].darkest 8E8E8EFF # Tono más oscuro - bordes y contornos (Jugador 2, por defecto)
|
||||
player.default_shirt[1].dark AEADADFF # Tono oscuro - sombras (Jugador 2, por defecto)
|
||||
player.default_shirt[1].base E4E4E4FF # Tono principal - color base (Jugador 2, por defecto)
|
||||
player.default_shirt[1].light F7F1F1FF # Tono claro - zonas iluminadas (Jugador 2, por defecto)
|
||||
|
||||
# Jugador 1 - Camiseta con 1 café
|
||||
player.one_coffee_shirt[0].darkest 3D9C70FF # Tono más oscuro - bordes y contornos (Jugador 1, 1 café)
|
||||
player.one_coffee_shirt[0].dark 4FA370FF # Tono oscuro - sombras (Jugador 1, 1 café)
|
||||
@@ -133,3 +145,7 @@ player.two_coffee_shirt[1].darkest E08500FF # Tono más oscuro - bordes y co
|
||||
player.two_coffee_shirt[1].dark FA7D00FF # Tono oscuro - sombras (Jugador 2, 2 cafés)
|
||||
player.two_coffee_shirt[1].base FAA200FF # Tono principal - color base (Jugador 2, 2 cafés)
|
||||
player.two_coffee_shirt[1].light FA8500FF # Tono claro - zonas iluminadas (Jugador 2, 2 cafés)
|
||||
|
||||
# Colores de contorno de los jugadores
|
||||
player.outline_color[0] 66323FFF # Color del contorno del sprite del Jugador 1
|
||||
player.outline_color[1] 422028FF # Color del contorno del sprite del Jugador 2
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
# --- 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.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
||||
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
|
||||
game.play_area.rect.x 0 # Posición X de la zona jugable
|
||||
@@ -16,11 +17,10 @@ game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_s
|
||||
|
||||
# --- FADE ---
|
||||
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
||||
fade.num_squares_width 160 # Número de cuadrados en el eje X para el fundido
|
||||
fade.num_squares_height 128 # Número de cuadrados en el eje Y para el fundido
|
||||
fade.random_squares_delay 1 # Delay entre aparición de cuadrados aleatorios (frames)
|
||||
fade.random_squares_mult 500 # Multiplicador para la velocidad de aparición aleatoria
|
||||
fade.post_duration 80 # Duración tras el fundido (frames)
|
||||
fade.num_squares_width 64 # Número de cuadrados en el eje X para el fundido
|
||||
fade.num_squares_height 48 # Número de cuadrados en el eje Y para el fundido
|
||||
fade.random_squares_duration_ms 1200 # Duración del fade en milisegundos
|
||||
fade.post_duration_ms 500 # Duración tras el fundido en milisegundos
|
||||
fade.venetian_size 12 # Tamaño de las bandas para el efecto veneciano (en píxeles)
|
||||
|
||||
# --- SCOREBOARD ---
|
||||
@@ -109,6 +109,18 @@ tabe.min_spawn_time 2.0f # Tiempo mínimo en segundos para que aparezca el Ta
|
||||
tabe.max_spawn_time 3.0f # Tiempo máximo en segundos para que aparezca el Tabe
|
||||
|
||||
# --- PLAYER ---
|
||||
# Jugador 1 - Camiseta por defecto
|
||||
player.default_shirt[0].darkest 028ECFFF # Tono más oscuro - bordes y contornos (Jugador 1, por defecto)
|
||||
player.default_shirt[0].dark 0297DBFF # Tono oscuro - sombras (Jugador 1, por defecto)
|
||||
player.default_shirt[0].base 029FE8FF # Tono principal - color base (Jugador 1, por defecto)
|
||||
player.default_shirt[0].light 03A9F4FF # Tono claro - zonas iluminadas (Jugador 1, por defecto)
|
||||
|
||||
# Jugador 2 - Camiseta por defecto
|
||||
player.default_shirt[1].darkest 8E8E8EFF # Tono más oscuro - bordes y contornos (Jugador 2, por defecto)
|
||||
player.default_shirt[1].dark AEADADFF # Tono oscuro - sombras (Jugador 2, por defecto)
|
||||
player.default_shirt[1].base E4E4E4FF # Tono principal - color base (Jugador 2, por defecto)
|
||||
player.default_shirt[1].light F7F1F1FF # Tono claro - zonas iluminadas (Jugador 2, por defecto)
|
||||
|
||||
# Jugador 1 - Camiseta con 1 café
|
||||
player.one_coffee_shirt[0].darkest 3D9C70FF # Tono más oscuro - bordes y contornos (Jugador 1, 1 café)
|
||||
player.one_coffee_shirt[0].dark 4FA370FF # Tono oscuro - sombras (Jugador 1, 1 café)
|
||||
@@ -132,3 +144,7 @@ player.two_coffee_shirt[1].darkest E08500FF # Tono más oscuro - bordes y co
|
||||
player.two_coffee_shirt[1].dark FA7D00FF # Tono oscuro - sombras (Jugador 2, 2 cafés)
|
||||
player.two_coffee_shirt[1].base FAA200FF # Tono principal - color base (Jugador 2, 2 cafés)
|
||||
player.two_coffee_shirt[1].light FA8500FF # Tono claro - zonas iluminadas (Jugador 2, 2 cafés)
|
||||
|
||||
# Colores de contorno de los jugadores
|
||||
player.outline_color[0] 66323FFF # Color del contorno del sprite del Jugador 1
|
||||
player.outline_color[1] 422028FF # Color del contorno del sprite del Jugador 2
|
||||
150
config/param_red.txt
Normal file
150
config/param_red.txt
Normal file
@@ -0,0 +1,150 @@
|
||||
# Coffee Crisis Arcade Edition - Fichero de parametros - RED THEME
|
||||
# Formato: PARAMETRO VALOR
|
||||
|
||||
# --- GAME ---
|
||||
game.item_size 20 # Tamaño de los items del juego (en píxeles)
|
||||
game.item_text_outline_color FFB8B8F0 # Color del outline del texto de los items (RGBA hex) - Rojo claro
|
||||
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.play_area.rect.x 0 # Posición X de la zona jugable
|
||||
game.play_area.rect.y 0 # Posición Y de la zona jugable
|
||||
game.play_area.rect.w 320 # Ancho 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_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.color 5C1F1F # Color hexadecimal para el efecto de fundido - Rojo oscuro
|
||||
fade.num_squares_width 64 # Número de cuadrados en el eje X para el fundido
|
||||
fade.num_squares_height 48 # Número de cuadrados en el eje Y para el fundido
|
||||
fade.random_squares_duration_ms 1200 # Duración del fade en milisegundos
|
||||
fade.post_duration_ms 500 # Duración tras el fundido en milisegundos
|
||||
fade.venetian_size 12 # Tamaño de las bandas para el efecto veneciano (en píxeles)
|
||||
|
||||
# --- SCOREBOARD ---
|
||||
scoreboard.rect.x 0 # Posición X del marcador
|
||||
scoreboard.rect.y 216 # Posición Y del marcador
|
||||
scoreboard.rect.w 320 # Ancho del marcador
|
||||
scoreboard.rect.h 40 # Alto del marcador
|
||||
scoreboard.separator_autocolor true # ¿El separador usa color automático?
|
||||
scoreboard.separator_color 2B0D0D # Color del separador - Rojo muy oscuro
|
||||
scoreboard.easy_color 8B4A2F # Color para la dificultad fácil - Marrón rojizo
|
||||
scoreboard.normal_color 6B2F2F # Color para la dificultad normal - Rojo medio
|
||||
scoreboard.hard_color A73030 # Color para la dificultad difícil - Rojo fuerte
|
||||
scoreboard.text_autocolor true # ¿El texto usa color automático?
|
||||
scoreboard.text_color1 FFE6E6 # Color principal del texto del marcador - Blanco rosado
|
||||
scoreboard.text_color2 FFE6E6 # Color secundario del texto del marcador - Blanco rosado
|
||||
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
||||
|
||||
# --- TITLE ---
|
||||
title.press_start_position 180 # Posición Y del texto "Press Start"
|
||||
title.title_duration 800 # Duración de la pantalla de título (frames)
|
||||
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
||||
title.title_c_c_position 80 # Posición Y del título principal
|
||||
title.bg_color 8B4A3A # Color de fondo en la sección titulo - Marrón rojizo
|
||||
|
||||
# --- BACKGROUND ---
|
||||
background.attenuate_color FF4A3A40 # Color de atenuación del fondo (RGBA hexadecimal) - Blanco rosado
|
||||
|
||||
# --- BALLOONS ---
|
||||
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
|
||||
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
|
||||
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
|
||||
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
|
||||
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
|
||||
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
|
||||
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
|
||||
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
|
||||
|
||||
balloon.color[0] orange # Color de creación del globo normal
|
||||
balloon.color[1] red # Color del globo normal
|
||||
balloon.color[2] blue # Color de creación del globo que rebota
|
||||
balloon.color[3] green # Color del globo que rebota
|
||||
|
||||
balloon.bouncing_sound false # Indica si los globos hacer sonido al rebotar
|
||||
|
||||
# --- NOTIFICATION ---
|
||||
notification.pos_v TOP # Posición vertical de la notificación (TOP/BOTTOM)
|
||||
notification.pos_h LEFT # Posición horizontal de la notificación (LEFT/RIGHT)
|
||||
notification.sound false # ¿La notificación reproduce sonido?
|
||||
notification.color 4D1A1A # Color de fondo de la notificación - Rojo oscuro
|
||||
|
||||
# --- SERVICE MENU ---
|
||||
service_menu.title_color FF9966 # Color del título del menú de servicio - Naranja claro
|
||||
service_menu.text_color FFE6E6 # Color del texto del menú de servicio - Blanco rosado
|
||||
service_menu.selected_color FFB366 # Color de la opción seleccionada - Naranja dorado
|
||||
service_menu.bg_color 331A0AF5 # Color de fondo del menú de servicio - Marrón rojizo oscuro con alpha
|
||||
service_menu.drop_shadow false # ¿El menú de servicio tiene sombra?
|
||||
|
||||
service_menu.window_message.bg_color 4D1A1AF0 # Color de fondo de ventanas - Rojo oscuro con alpha
|
||||
service_menu.window_message.border_color CC6633FF # Color del borde de ventanas - Naranja rojizo
|
||||
service_menu.window_message.title_color CC6633FF # Color del título en ventanas - Naranja rojizo
|
||||
service_menu.window_message.text_color FFE6E6FF # Color del texto en ventanas - Blanco rosado
|
||||
service_menu.window_message.padding 15.0f # Espaciado interno de ventanas de mensaje (píxeles)
|
||||
service_menu.window_message.line_spacing 5.0f # Espaciado entre líneas de texto (píxeles)
|
||||
service_menu.window_message.title_separator_spacing 20.0f # Espaciado entre título y contenido (píxeles)
|
||||
service_menu.window_message.min_width 200.0f # Ancho mínimo de ventanas de mensaje (píxeles)
|
||||
service_menu.window_message.min_height 32.0f # Alto mínimo de ventanas de mensaje (píxeles)
|
||||
service_menu.window_message.max_width_ratio 0.8f # Ratio máximo de ancho respecto a pantalla (0.0-1.0)
|
||||
service_menu.window_message.max_height_ratio 0.8f # Ratio máximo de alto respecto a pantalla (0.0-1.0)
|
||||
service_menu.window_message.text_safety_margin 15.0f # Margen de seguridad para el texto (píxeles)
|
||||
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
|
||||
|
||||
# --- INTRO ---
|
||||
intro.bg_color B8664D # Color de fondo de la intro - Naranja tierra
|
||||
intro.card_color FFE6CC # Color de las tarjetas en la intro - Crema rojizo
|
||||
intro.shadow_color 66000080 # Color de la sombra de las tarjetas - Rojo muy oscuro con alpha
|
||||
intro.text_distance_from_bottom 48 # Posición del texto desde la parte inferior
|
||||
|
||||
# --- DEBUG ---
|
||||
debug.color FF6666 # Color para elementos de depuración - Rojo claro
|
||||
|
||||
# --- RESOURCE ---
|
||||
resource.color FFE6E6 # Color de recursos - Blanco rosado
|
||||
|
||||
# --- TABE ---
|
||||
tabe.min_spawn_time 2.0f # Tiempo mínimo en segundos para que aparezca el Tabe
|
||||
tabe.max_spawn_time 3.0f # Tiempo máximo en segundos para que aparezca el Tabe
|
||||
|
||||
# --- PLAYER ---
|
||||
# Jugador 1 - Camiseta por defecto (tonos rojos)
|
||||
player.default_shirt[0].darkest B33030FF # Tono más oscuro - Rojo fuerte
|
||||
player.default_shirt[0].dark CC4040FF # Tono oscuro - Rojo medio
|
||||
player.default_shirt[0].base E65050FF # Tono principal - Rojo claro
|
||||
player.default_shirt[0].light FF6666FF # Tono claro - Rojo muy claro
|
||||
|
||||
# Jugador 2 - Camiseta por defecto (tonos naranjas)
|
||||
player.default_shirt[1].darkest B36030FF # Tono más oscuro - Naranja oscuro
|
||||
player.default_shirt[1].dark CC7540FF # Tono oscuro - Naranja medio
|
||||
player.default_shirt[1].base E68A50FF # Tono principal - Naranja claro
|
||||
player.default_shirt[1].light FF9966FF # Tono claro - Naranja muy claro
|
||||
|
||||
# Jugador 1 - Camiseta con 1 café (tonos rojizos más intensos)
|
||||
player.one_coffee_shirt[0].darkest 8B2635FF # Tono más oscuro - Rojo granate
|
||||
player.one_coffee_shirt[0].dark A53040FF # Tono oscuro - Rojo granate claro
|
||||
player.one_coffee_shirt[0].base BF3A50FF # Tono principal - Rojo vibrante
|
||||
player.one_coffee_shirt[0].light D94460FF # Tono claro - Rojo vibrante claro
|
||||
|
||||
# Jugador 1 - Camiseta con 2 cafés (tonos naranja dorado)
|
||||
player.two_coffee_shirt[0].darkest CC6600FF # Tono más oscuro - Naranja dorado oscuro
|
||||
player.two_coffee_shirt[0].dark E6750AFF # Tono oscuro - Naranja dorado
|
||||
player.two_coffee_shirt[0].base FF8514FF # Tono principal - Naranja dorado claro
|
||||
player.two_coffee_shirt[0].light FF991EFF # Tono claro - Naranja dorado muy claro
|
||||
|
||||
# Jugador 2 - Camiseta con 1 café (tonos terracotas)
|
||||
player.one_coffee_shirt[1].darkest A0472DFF # Tono más oscuro - Terracota oscuro
|
||||
player.one_coffee_shirt[1].dark B8553AFF # Tono oscuro - Terracota medio
|
||||
player.one_coffee_shirt[1].base D06347FF # Tono principal - Terracota claro
|
||||
player.one_coffee_shirt[1].light E87154FF # Tono claro - Terracota muy claro
|
||||
|
||||
# Jugador 2 - Camiseta con 2 cafés (tonos naranjas cálidos)
|
||||
player.two_coffee_shirt[1].darkest CC5500FF # Tono más oscuro - Naranja intenso
|
||||
player.two_coffee_shirt[1].dark E66600FF # Tono oscuro - Naranja fuerte
|
||||
player.two_coffee_shirt[1].base FF7700FF # Tono principal - Naranja brillante
|
||||
player.two_coffee_shirt[1].light FF8800FF # Tono claro - Naranja muy brillante
|
||||
|
||||
# Colores de contorno de los jugadores
|
||||
player.outline_color[0] 994D33FF # Color del contorno del Jugador 1 - Marrón rojizo
|
||||
player.outline_color[1] 664433FF # Color del contorno del Jugador 2 - Marrón tierra
|
||||
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
BIN
data/font/04b_25_white.png
Normal file
BIN
data/font/04b_25_white.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.9 KiB |
Binary file not shown.
BIN
data/sound/voice_recover.wav
Normal file
BIN
data/sound/voice_recover.wav
Normal file
Binary file not shown.
BIN
define_buttons.o
BIN
define_buttons.o
Binary file not shown.
44
linux_utils/run_clang-tidy.sh
Executable file
44
linux_utils/run_clang-tidy.sh
Executable file
@@ -0,0 +1,44 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Script para ejecutar clang-tidy en múltiples directorios
|
||||
# Uso: ./run_clang-tidy.sh
|
||||
|
||||
# Lista de rutas donde ejecutar clang-tidy
|
||||
PATHS=(
|
||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
|
||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
|
||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
|
||||
)
|
||||
|
||||
# Ruta del directorio build (relativa desde donde se ejecuta el script)
|
||||
BUILD_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition/build/"
|
||||
|
||||
# Función para procesar un directorio
|
||||
process_directory() {
|
||||
local dir="$1"
|
||||
|
||||
echo "=== Procesando directorio: $dir ==="
|
||||
|
||||
# Verificar que el directorio existe
|
||||
if [[ ! -d "$dir" ]]; then
|
||||
echo "Error: El directorio $dir no existe"
|
||||
return 1
|
||||
fi
|
||||
|
||||
# Cambiar al directorio y ejecutar find con -maxdepth 1 para un solo nivel
|
||||
cd "$dir" || return 1
|
||||
|
||||
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
|
||||
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \
|
||||
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' --fix'
|
||||
|
||||
echo "=== Completado: $dir ==="
|
||||
echo
|
||||
}
|
||||
|
||||
# Procesar cada directorio en la lista
|
||||
for path in "${PATHS[@]}"; do
|
||||
process_directory "$path"
|
||||
done
|
||||
|
||||
echo "¡Proceso completado para todos los directorios!"
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
resources.pack
Normal file
BIN
resources.pack
Normal file
Binary file not shown.
@@ -10,21 +10,39 @@
|
||||
#include <utility> // Para pair
|
||||
|
||||
#include "texture.h" // Para Texture
|
||||
#include "resource_helper.h" // Para ResourceHelper
|
||||
#include "utils.h" // Para printWithDots
|
||||
|
||||
// Carga las animaciones en un vector(Animations) desde un fichero
|
||||
auto loadAnimationsFromFile(const std::string& file_path) -> AnimationsFileBuffer {
|
||||
std::ifstream file(file_path);
|
||||
// Intentar cargar desde ResourceHelper primero
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
std::istringstream stream;
|
||||
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;
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
printWithDots("Animation : ", file_path.substr(file_path.find_last_of("\\/") + 1), "[ LOADED ]");
|
||||
|
||||
std::vector<std::string> buffer;
|
||||
std::string line;
|
||||
while (std::getline(file, line)) {
|
||||
while (std::getline(input_stream, line)) {
|
||||
if (!line.empty()) {
|
||||
buffer.push_back(line);
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include <stdexcept> // Para runtime_error
|
||||
|
||||
#include "utils.h" // Para getFileName
|
||||
#include "resource_helper.h" // Para ResourceHelper
|
||||
|
||||
// Singleton
|
||||
Asset *Asset::instance = nullptr;
|
||||
@@ -92,7 +93,7 @@ void Asset::loadFromFile(const std::string &config_file_path, const std::string
|
||||
}
|
||||
|
||||
try {
|
||||
std::string type_str = parts[0];
|
||||
const std::string &type_str = parts[0];
|
||||
std::string path = parts[1];
|
||||
|
||||
// Valores por defecto
|
||||
@@ -139,6 +140,17 @@ auto Asset::get(const std::string &filename) const -> std::string {
|
||||
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
|
||||
auto Asset::exists(const std::string &filename) const -> bool {
|
||||
return file_list_.find(filename) != file_list_.end();
|
||||
@@ -194,9 +206,16 @@ auto Asset::check() const -> bool {
|
||||
|
||||
// Comprueba que existe un fichero
|
||||
auto Asset::checkFile(const std::string &path) -> bool {
|
||||
// Intentar primero con ResourceHelper
|
||||
auto data = ResourceHelper::loadFile(path);
|
||||
bool success = !data.empty();
|
||||
|
||||
// Si no se encuentra en el pack, intentar con filesystem directo
|
||||
if (!success) {
|
||||
std::ifstream file(path);
|
||||
bool success = file.good();
|
||||
success = file.good();
|
||||
file.close();
|
||||
}
|
||||
|
||||
if (!success) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <unordered_map> // Para unordered_map
|
||||
#include <utility> // Para move
|
||||
#include <vector> // Para vector
|
||||
#include <cstdint> // Para uint8_t
|
||||
|
||||
// --- Clase Asset: gestor optimizado de recursos (singleton) ---
|
||||
class Asset {
|
||||
@@ -33,6 +34,7 @@ class Asset {
|
||||
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
|
||||
[[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 getListByType(Type type) const -> std::vector<std::string>;
|
||||
[[nodiscard]] auto exists(const std::string &filename) const -> bool; // Nueva función para verificar existencia
|
||||
|
||||
105
source/asset_integrated.cpp
Normal file
105
source/asset_integrated.cpp
Normal file
@@ -0,0 +1,105 @@
|
||||
#include "asset_integrated.h"
|
||||
#include <filesystem>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
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 << std::endl;
|
||||
} else {
|
||||
resource_pack_enabled_ = false;
|
||||
std::cout << "Asset system initialized in fallback mode (filesystem)" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<uint8_t> AssetIntegrated::loadFile(const std::string &filename) {
|
||||
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 relativePath = filename;
|
||||
|
||||
// Si la ruta contiene "data/", extraer la parte relativa
|
||||
size_t dataPos = filename.find("data/");
|
||||
if (dataPos != std::string::npos) {
|
||||
relativePath = filename.substr(dataPos + 5); // +5 para saltar "data/"
|
||||
}
|
||||
|
||||
auto data = loader.loadResource(relativePath);
|
||||
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 << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
std::streamsize fileSize = file.tellg();
|
||||
file.seekg(0, std::ios::beg);
|
||||
|
||||
std::vector<uint8_t> data(fileSize);
|
||||
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
|
||||
std::cerr << "Error: Could not read file: " << filename << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
bool AssetIntegrated::fileExists(const std::string &filename) const {
|
||||
if (shouldUseResourcePack(filename) && resource_pack_enabled_) {
|
||||
auto& loader = ResourceLoader::getInstance();
|
||||
|
||||
// Convertir ruta completa a ruta relativa para el pack
|
||||
std::string relativePath = filename;
|
||||
size_t dataPos = filename.find("data/");
|
||||
if (dataPos != std::string::npos) {
|
||||
relativePath = filename.substr(dataPos + 5);
|
||||
}
|
||||
|
||||
if (loader.resourceExists(relativePath)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Verificar en filesystem
|
||||
return std::filesystem::exists(filename);
|
||||
}
|
||||
|
||||
std::string AssetIntegrated::getSystemPath(const std::string &filename) const {
|
||||
// Los archivos de sistema/config siempre van al filesystem
|
||||
return filename;
|
||||
}
|
||||
|
||||
bool AssetIntegrated::shouldUseResourcePack(const std::string &filepath) const {
|
||||
// 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.find("config/") == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (filepath.find("/data/") != std::string::npos ||
|
||||
filepath.find("data/") == 0) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
28
source/asset_integrated.h
Normal file
28
source/asset_integrated.h
Normal file
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
#include "asset.h"
|
||||
#include "resource_loader.h"
|
||||
#include <memory>
|
||||
|
||||
// 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
|
||||
std::vector<uint8_t> loadFile(const std::string &filename);
|
||||
|
||||
// Verifica si un archivo existe (pack o filesystem)
|
||||
bool fileExists(const std::string &filename) const;
|
||||
|
||||
// Obtiene la ruta completa para archivos del sistema/config
|
||||
std::string getSystemPath(const std::string &filename) const;
|
||||
|
||||
private:
|
||||
static bool resource_pack_enabled_;
|
||||
|
||||
// Determina si un archivo debe cargarse del pack o del filesystem
|
||||
bool shouldUseResourcePack(const std::string &filepath) const;
|
||||
};
|
||||
@@ -31,8 +31,8 @@ Background::Background(float total_progress_to_complete)
|
||||
sun_completion_progress_(total_progress_to_complete_ * SUN_COMPLETION_FACTOR),
|
||||
|
||||
rect_(SDL_FRect{0, 0, static_cast<float>(gradients_texture_->getWidth() / 2), static_cast<float>(gradients_texture_->getHeight() / 2)}),
|
||||
src_rect_({0, 0, 320, 240}),
|
||||
dst_rect_({0, 0, 320, 240}),
|
||||
src_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
|
||||
dst_rect_({.x = 0, .y = 0, .w = 320, .h = 240}),
|
||||
attenuate_color_(Color(param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b)),
|
||||
|
||||
alpha_color_texture_(param.background.attenuate_color.a),
|
||||
@@ -59,17 +59,17 @@ void Background::initializePaths() {
|
||||
|
||||
// Inicializa los rectángulos de gradientes y nubes
|
||||
void Background::initializeRects() {
|
||||
gradient_rect_[0] = {0, 0, rect_.w, rect_.h};
|
||||
gradient_rect_[1] = {rect_.w, 0, rect_.w, rect_.h};
|
||||
gradient_rect_[2] = {0, rect_.h, rect_.w, rect_.h};
|
||||
gradient_rect_[3] = {rect_.w, rect_.h, rect_.w, rect_.h};
|
||||
gradient_rect_[0] = {.x = 0, .y = 0, .w = rect_.w, .h = rect_.h};
|
||||
gradient_rect_[1] = {.x = rect_.w, .y = 0, .w = rect_.w, .h = rect_.h};
|
||||
gradient_rect_[2] = {.x = 0, .y = rect_.h, .w = rect_.w, .h = rect_.h};
|
||||
gradient_rect_[3] = {.x = rect_.w, .y = rect_.h, .w = rect_.w, .h = rect_.h};
|
||||
|
||||
const float TOP_CLOUDS_TEXTURE_HEIGHT = top_clouds_texture_->getHeight() / 4;
|
||||
const float BOTTOM_CLOUDS_TEXTURE_HEIGHT = bottom_clouds_texture_->getHeight() / 4;
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
top_clouds_rect_[i] = {0, i * TOP_CLOUDS_TEXTURE_HEIGHT, static_cast<float>(top_clouds_texture_->getWidth()), TOP_CLOUDS_TEXTURE_HEIGHT};
|
||||
bottom_clouds_rect_[i] = {0, i * BOTTOM_CLOUDS_TEXTURE_HEIGHT, static_cast<float>(bottom_clouds_texture_->getWidth()), BOTTOM_CLOUDS_TEXTURE_HEIGHT};
|
||||
top_clouds_rect_[i] = {.x = 0, .y = i * TOP_CLOUDS_TEXTURE_HEIGHT, .w = static_cast<float>(top_clouds_texture_->getWidth()), .h = TOP_CLOUDS_TEXTURE_HEIGHT};
|
||||
bottom_clouds_rect_[i] = {.x = 0, .y = i * BOTTOM_CLOUDS_TEXTURE_HEIGHT, .w = static_cast<float>(bottom_clouds_texture_->getWidth()), .h = BOTTOM_CLOUDS_TEXTURE_HEIGHT};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -479,7 +479,7 @@ void Background::createSunPath() {
|
||||
const int NUM_STEPS = static_cast<int>((M_PI - M_PI / 2) / STEP) + 1;
|
||||
|
||||
for (int i = 0; i < NUM_STEPS; ++i) {
|
||||
double theta = M_PI / 2 + i * STEP;
|
||||
double theta = M_PI / 2 + (i * STEP);
|
||||
float x = CENTER_X + (RADIUS * cos(theta));
|
||||
float y = CENTER_Y - (RADIUS * sin(theta));
|
||||
sun_path_.push_back({x, y});
|
||||
|
||||
@@ -17,9 +17,7 @@
|
||||
|
||||
// Constructor
|
||||
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
|
||||
void BalloonManager::init() {
|
||||
@@ -134,8 +132,8 @@ void BalloonManager::deployFormation(int formation_id, int y) {
|
||||
|
||||
// Vacia del vector de globos los globos que ya no sirven
|
||||
void BalloonManager::freeBalloons() {
|
||||
auto it = std::remove_if(balloons_.begin(), balloons_.end(), [](const auto &balloon) { return !balloon->isEnabled(); });
|
||||
balloons_.erase(it, balloons_.end());
|
||||
auto result = std::ranges::remove_if(balloons_, [](const auto &balloon) { return !balloon->isEnabled(); });
|
||||
balloons_.erase(result.begin(), balloons_.end());
|
||||
}
|
||||
|
||||
// Actualiza la variable enemyDeployCounter
|
||||
@@ -291,7 +289,7 @@ auto BalloonManager::destroyAllBalloons() -> int {
|
||||
}
|
||||
|
||||
balloon_deploy_counter_ = 300;
|
||||
Screen::get()->flash(FLASH_COLOR, 3);
|
||||
Screen::get()->flash(Colors::FLASH, 3);
|
||||
Screen::get()->shake();
|
||||
|
||||
return score;
|
||||
@@ -336,7 +334,7 @@ void BalloonManager::createTwoBigBalloons() {
|
||||
|
||||
// Crea una disposición de globos aleatoria
|
||||
void BalloonManager::createRandomBalloons() {
|
||||
const int NUM_BALLOONS = 2 + rand() % 4;
|
||||
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);
|
||||
|
||||
@@ -10,9 +10,9 @@
|
||||
Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered, Player::Id owner)
|
||||
: sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("bullet.png"), Resource::get()->getAnimation("bullet.ani"))),
|
||||
bullet_type_(bullet_type),
|
||||
owner_(owner) ,
|
||||
owner_(owner),
|
||||
pos_x_(x),
|
||||
pos_y_(y){
|
||||
pos_y_(y) {
|
||||
vel_x_ = calculateVelocity(bullet_type_);
|
||||
sprite_->setCurrentAnimation(buildAnimationString(bullet_type_, powered));
|
||||
|
||||
|
||||
@@ -42,22 +42,8 @@ auto Color::fromHex(const std::string &hex_str) -> Color {
|
||||
return Color(r, g, b, a);
|
||||
}
|
||||
|
||||
// Obtiene un color del vector de colores imitando al Coche Fantástico
|
||||
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color {
|
||||
int cycle_length = colors.size() * 2 - 2;
|
||||
size_t n = counter % cycle_length;
|
||||
|
||||
size_t index;
|
||||
if (n < colors.size()) {
|
||||
index = n; // Avanza: 0,1,2,3
|
||||
} else {
|
||||
index = 2 * (colors.size() - 1) - n; // Retrocede: 2,1
|
||||
}
|
||||
|
||||
return colors[index];
|
||||
}
|
||||
|
||||
constexpr auto rgbToHsv(Color color) -> HSV {
|
||||
// Implementaciones de métodos estáticos de Color
|
||||
constexpr auto Color::rgbToHsv(Color color) -> HSV {
|
||||
float r = color.r / 255.0F;
|
||||
float g = color.g / 255.0F;
|
||||
float b = color.b / 255.0F;
|
||||
@@ -84,10 +70,10 @@ constexpr auto rgbToHsv(Color color) -> HSV {
|
||||
float s = (max <= 0.0F) ? 0.0F : delta / max;
|
||||
float v = max;
|
||||
|
||||
return {h, s, v};
|
||||
return {.h = h, .s = s, .v = v};
|
||||
}
|
||||
|
||||
constexpr auto hsvToRgb(HSV hsv) -> Color {
|
||||
constexpr auto Color::hsvToRgb(HSV hsv) -> Color {
|
||||
float c = hsv.v * hsv.s;
|
||||
float x = c * (1 - std::abs(std::fmod(hsv.h / 60.0F, 2) - 1));
|
||||
float m = hsv.v - c;
|
||||
@@ -128,12 +114,29 @@ constexpr auto hsvToRgb(HSV hsv) -> Color {
|
||||
static_cast<uint8_t>(roundf((b + m) * 255)));
|
||||
}
|
||||
|
||||
auto generateMirroredCycle(Color base, ColorCycleStyle style) -> ColorCycle {
|
||||
ColorCycle result{};
|
||||
HSV base_hsv = rgbToHsv(base);
|
||||
// Implementaciones del namespace Colors
|
||||
namespace Colors {
|
||||
// Obtiene un color del vector de colores imitando al Coche Fantástico
|
||||
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color {
|
||||
int cycle_length = (colors.size() * 2) - 2;
|
||||
size_t n = counter % cycle_length;
|
||||
|
||||
for (size_t i = 0; i < COLOR_CYCLE_SIZE; ++i) {
|
||||
float t = static_cast<float>(i) / (COLOR_CYCLE_SIZE - 1); // 0 → 1
|
||||
size_t index;
|
||||
if (n < colors.size()) {
|
||||
index = n; // Avanza: 0,1,2,3
|
||||
} else {
|
||||
index = 2 * (colors.size() - 1) - n; // Retrocede: 2,1
|
||||
}
|
||||
|
||||
return colors[index];
|
||||
}
|
||||
|
||||
auto generateMirroredCycle(Color base, ColorCycleStyle style) -> Cycle {
|
||||
Cycle result{};
|
||||
HSV base_hsv = Color::rgbToHsv(base);
|
||||
|
||||
for (size_t i = 0; i < CYCLE_SIZE; ++i) {
|
||||
float t = static_cast<float>(i) / (CYCLE_SIZE - 1); // 0 → 1
|
||||
float hue_shift = 0.0F;
|
||||
float sat_shift = 0.0F;
|
||||
float val_shift = 0.0F;
|
||||
@@ -169,14 +172,15 @@ auto generateMirroredCycle(Color base, ColorCycleStyle style) -> ColorCycle {
|
||||
}
|
||||
|
||||
HSV adjusted = {
|
||||
fmodf(base_hsv.h + hue_shift + 360.0F, 360.0F),
|
||||
fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)),
|
||||
fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))};
|
||||
.h = fmodf(base_hsv.h + hue_shift + 360.0F, 360.0F),
|
||||
.s = fminf(1.0F, fmaxf(0.0F, base_hsv.s + sat_shift)),
|
||||
.v = fminf(1.0F, fmaxf(0.0F, base_hsv.v + val_shift))};
|
||||
|
||||
Color c = hsvToRgb(adjusted);
|
||||
Color c = Color::hsvToRgb(adjusted);
|
||||
result[i] = c;
|
||||
result[2 * COLOR_CYCLE_SIZE - 1 - i] = c; // espejo
|
||||
result[(2 * CYCLE_SIZE) - 1 - i] = c; // espejo
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
@@ -9,8 +9,12 @@
|
||||
#include <string> // Para string
|
||||
#include <vector> // Para vector
|
||||
|
||||
// --- Constantes ---
|
||||
constexpr size_t COLOR_CYCLE_SIZE = 6; // Mitad del ciclo espejado
|
||||
// --- Estructura HSV: define un color en formato HSV ---
|
||||
struct HSV {
|
||||
float h; // Matiz (Hue)
|
||||
float s; // Saturación (Saturation)
|
||||
float v; // Valor (Value)
|
||||
};
|
||||
|
||||
// --- Estructura Color: define un color RGBA ---
|
||||
struct Color {
|
||||
@@ -60,6 +64,10 @@ struct Color {
|
||||
// Método estático para crear Color desde string hexadecimal
|
||||
static auto fromHex(const std::string &hex_str) -> Color;
|
||||
|
||||
// Conversiones de formato de color
|
||||
[[nodiscard]] constexpr static auto rgbToHsv(Color color) -> HSV;
|
||||
[[nodiscard]] constexpr static auto hsvToRgb(HSV hsv) -> Color;
|
||||
|
||||
[[nodiscard]] constexpr auto IS_EQUAL_TO(const Color &other) const -> bool {
|
||||
return r == other.r && g == other.g && b == other.b && a == other.a;
|
||||
}
|
||||
@@ -89,13 +97,6 @@ struct Color {
|
||||
}
|
||||
};
|
||||
|
||||
// --- Estructura HSV: define un color en formato HSV ---
|
||||
struct HSV {
|
||||
float h; // Matiz (Hue)
|
||||
float s; // Saturación (Saturation)
|
||||
float v; // Valor (Value)
|
||||
};
|
||||
|
||||
// --- Enum ColorCycleStyle: define estilos de ciclo de color ---
|
||||
enum class ColorCycleStyle {
|
||||
SUBTLE_PULSE, // Variación leve en brillo (por defecto)
|
||||
@@ -105,23 +106,27 @@ enum class ColorCycleStyle {
|
||||
LIGHT_FLASH // Ilumina hacia el centro y regresa
|
||||
};
|
||||
|
||||
// --- Alias ---
|
||||
using ColorCycle = std::array<Color, 2 * COLOR_CYCLE_SIZE>;
|
||||
// --- Namespace Colors: constantes y utilidades de color ---
|
||||
namespace Colors {
|
||||
// --- Constantes ---
|
||||
constexpr size_t CYCLE_SIZE = 6; // Mitad del ciclo espejado
|
||||
|
||||
// --- Colores predefinidos ---
|
||||
constexpr Color NO_TEXT_COLOR = Color(0XFF, 0XFF, 0XFF);
|
||||
constexpr Color SHADOW_TEXT_COLOR = Color(0X43, 0X43, 0X4F);
|
||||
constexpr Color TITLE_SHADOW_TEXT_COLOR = Color(0x14, 0x87, 0xc4);
|
||||
constexpr Color ORANGE_TEXT_COLOR = Color(0XFF, 0X7A, 0X00);
|
||||
// --- Alias ---
|
||||
using Cycle = std::array<Color, 2 * CYCLE_SIZE>;
|
||||
|
||||
constexpr Color FLASH_COLOR = Color(0XFF, 0XFF, 0XFF);
|
||||
// --- Colores predefinidos ---
|
||||
constexpr Color NO_COLOR_MOD = Color(0XFF, 0XFF, 0XFF);
|
||||
constexpr Color SHADOW_TEXT = Color(0X43, 0X43, 0X4F);
|
||||
constexpr Color TITLE_SHADOW_TEXT = Color(0x14, 0x87, 0xc4);
|
||||
constexpr Color ORANGE_TEXT = Color(0XFF, 0X7A, 0X00);
|
||||
|
||||
constexpr Color BLUE_SKY_COLOR = Color(0X02, 0X88, 0XD1);
|
||||
constexpr Color PINK_SKY_COLOR = Color(0XFF, 0X6B, 0X97);
|
||||
constexpr Color GREEN_SKY_COLOR = Color(0X00, 0X79, 0X6B);
|
||||
constexpr Color FLASH = Color(0XFF, 0XFF, 0XFF);
|
||||
|
||||
// --- Funciones ---
|
||||
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color;
|
||||
constexpr auto rgbToHsv(Color color) -> HSV;
|
||||
constexpr auto hsvToRgb(HSV hsv) -> Color;
|
||||
auto generateMirroredCycle(Color base, ColorCycleStyle style = ColorCycleStyle::SUBTLE_PULSE) -> ColorCycle;
|
||||
constexpr Color BLUE_SKY = Color(0X02, 0X88, 0XD1);
|
||||
constexpr Color PINK_SKY = Color(0XFF, 0X6B, 0X97);
|
||||
constexpr Color GREEN_SKY = Color(0X00, 0X79, 0X6B);
|
||||
|
||||
// --- Funciones ---
|
||||
auto getColorLikeKnightRider(const std::vector<Color> &colors, int counter) -> Color;
|
||||
auto generateMirroredCycle(Color base, ColorCycleStyle style = ColorCycleStyle::SUBTLE_PULSE) -> Cycle;
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_ScaleMode
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "color.h"
|
||||
@@ -17,6 +19,7 @@ constexpr int NAME_ENTRY_IDLE_TIME = 10;
|
||||
constexpr int NAME_ENTRY_TOTAL_TIME = 60;
|
||||
constexpr bool HIT_STOP = false;
|
||||
constexpr int HIT_STOP_MS = 500;
|
||||
constexpr const char* ITEM_TEXT_OUTLINE_COLOR = "FFFFFF00"; // 255, 255, 255, 0
|
||||
|
||||
// Play area por defecto
|
||||
constexpr float PLAY_AREA_X = 0.0F;
|
||||
@@ -30,9 +33,8 @@ namespace Fade {
|
||||
constexpr const char* COLOR = "1F2B30";
|
||||
constexpr float NUM_SQUARES_WIDTH = 160.0F;
|
||||
constexpr float NUM_SQUARES_HEIGHT = 128.0F;
|
||||
constexpr int RANDOM_SQUARES_DELAY = 1;
|
||||
constexpr int RANDOM_SQUARES_MULT = 500;
|
||||
constexpr int POST_DURATION = 80;
|
||||
constexpr int RANDOM_SQUARES_DURATION_MS = 1;
|
||||
constexpr int POST_DURATION_MS = 80;
|
||||
constexpr float VENETIAN_SIZE = 12.0F;
|
||||
} // namespace Fade
|
||||
|
||||
@@ -73,7 +75,8 @@ namespace Balloon {
|
||||
struct BalloonSettings {
|
||||
float vel;
|
||||
float grav;
|
||||
constexpr BalloonSettings(float v, float g) : vel(v), grav(g) {}
|
||||
constexpr BalloonSettings(float v, float g)
|
||||
: vel(v), grav(g) {}
|
||||
};
|
||||
|
||||
constexpr std::array<BalloonSettings, 4> SETTINGS = {{
|
||||
@@ -84,7 +87,10 @@ constexpr std::array<BalloonSettings, 4> SETTINGS = {{
|
||||
}};
|
||||
|
||||
constexpr std::array<const char*, 4> COLORS = {
|
||||
"blue", "orange", "red", "green"};
|
||||
"blue",
|
||||
"orange",
|
||||
"red",
|
||||
"green"};
|
||||
|
||||
constexpr bool BOUNCING_SOUND = false;
|
||||
} // namespace Balloon
|
||||
@@ -149,6 +155,20 @@ constexpr float MAX_SPAWN_TIME = 3.0F;
|
||||
|
||||
// --- PLAYER ---
|
||||
namespace Player {
|
||||
namespace DefaultShirt {
|
||||
// Player 0 (Jugador 1)
|
||||
constexpr const char* PLAYER0_DARKEST = "028ECFFF"; // 2, 142, 207, 255
|
||||
constexpr const char* PLAYER0_DARK = "0297DBFF"; // 2, 151, 219, 255
|
||||
constexpr const char* PLAYER0_BASE = "029FE8FF"; // 2, 159, 232, 255
|
||||
constexpr const char* PLAYER0_LIGHT = "03A9F4FF"; // 3, 169, 244, 255
|
||||
|
||||
// Player 1 (Jugador 2)
|
||||
constexpr const char* PLAYER1_DARKEST = "8E8E8EFF"; // 142, 142, 142, 255
|
||||
constexpr const char* PLAYER1_DARK = "AEADADFF"; // 174, 173, 173, 255
|
||||
constexpr const char* PLAYER1_BASE = "E4E4E4FF"; // 228, 228, 228, 255
|
||||
constexpr const char* PLAYER1_LIGHT = "F7F1F1FF"; // 247, 241, 241, 255
|
||||
} // namespace DefaultShirt
|
||||
|
||||
namespace OneCoffeeShirt {
|
||||
// Player 0 (Jugador 1)
|
||||
constexpr const char* PLAYER0_DARKEST = "3D9C70FF"; // 61, 156, 112, 255
|
||||
@@ -176,5 +196,45 @@ constexpr const char* PLAYER1_DARK = "FA7D00FF"; // 250, 125, 0, 255
|
||||
constexpr const char* PLAYER1_BASE = "FAA200FF"; // 250, 162, 0, 255
|
||||
constexpr const char* PLAYER1_LIGHT = "FA8500FF"; // 250, 133, 0, 255
|
||||
} // namespace TwoCoffeeShirt
|
||||
|
||||
namespace OutlineColor {
|
||||
// Player 0 (Jugador 1)
|
||||
constexpr const char* PLAYER0 = "66323FFF";
|
||||
|
||||
// Player 1 (Jugador 2)
|
||||
constexpr const char* PLAYER1 = "422028FF";
|
||||
} // namespace OutlineColor
|
||||
} // namespace Player
|
||||
|
||||
// --- OPTIONS ---
|
||||
namespace Options {
|
||||
// Window
|
||||
constexpr const char* WINDOW_CAPTION = "Coffee Crisis Arcade Edition";
|
||||
constexpr int WINDOW_ZOOM = 2;
|
||||
constexpr int WINDOW_MAX_ZOOM = 2;
|
||||
|
||||
// Video
|
||||
constexpr SDL_ScaleMode VIDEO_SCALE_MODE = SDL_ScaleMode::SDL_SCALEMODE_NEAREST;
|
||||
constexpr bool VIDEO_FULLSCREEN = false;
|
||||
constexpr bool VIDEO_VSYNC = true;
|
||||
constexpr bool VIDEO_INTEGER_SCALE = true;
|
||||
constexpr bool VIDEO_SHADERS = false;
|
||||
|
||||
// Music
|
||||
constexpr bool MUSIC_ENABLED = true;
|
||||
constexpr int MUSIC_VOLUME = 100;
|
||||
|
||||
// Sound
|
||||
constexpr bool SOUND_ENABLED = true;
|
||||
constexpr int SOUND_VOLUME = 100;
|
||||
|
||||
// Audio
|
||||
constexpr bool AUDIO_ENABLED = true;
|
||||
constexpr int AUDIO_VOLUME = 100;
|
||||
|
||||
// Settings
|
||||
constexpr bool SETTINGS_AUTOFIRE = true;
|
||||
constexpr bool SETTINGS_SHUTDOWN_ENABLED = false;
|
||||
constexpr const char* PARAMS_FILE = "param_320x256.txt";
|
||||
} // namespace Options
|
||||
} // namespace GameDefaults
|
||||
@@ -19,7 +19,7 @@ DefineButtons::DefineButtons()
|
||||
clearButtons();
|
||||
|
||||
auto gamepads = input_->getGamepads();
|
||||
for (auto gamepad : gamepads) {
|
||||
for (const auto &gamepad : gamepads) {
|
||||
controller_names_.emplace_back(Input::getControllerName(gamepad));
|
||||
}
|
||||
|
||||
|
||||
@@ -8,9 +8,9 @@ static std::vector<Info> difficulties_list;
|
||||
|
||||
void init() {
|
||||
difficulties_list = {
|
||||
{Code::EASY, "Easy"},
|
||||
{Code::NORMAL, "Normal"},
|
||||
{Code::HARD, "Hard"}};
|
||||
{.code = Code::EASY, .name = "Easy"},
|
||||
{.code = Code::NORMAL, .name = "Normal"},
|
||||
{.code = Code::HARD, .name = "Hard"}};
|
||||
}
|
||||
|
||||
auto getDifficulties() -> std::vector<Info>& {
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#include "manage_hiscore_table.h" // Para ManageHiScoreTable
|
||||
#include "options.h" // Para loadFromFile, saveToFile, Settings, settings, setConfigFile, setControllersFile
|
||||
#include "param.h" // Para loadParamsFromFile
|
||||
#include "resource_helper.h" // Para ResourceHelper
|
||||
#include "player.h" // Para Player
|
||||
#include "resource.h" // Para Resource
|
||||
#include "screen.h" // Para Screen
|
||||
@@ -77,6 +78,12 @@ Director::~Director() {
|
||||
void Director::init() {
|
||||
// Configuración inicial de parametros
|
||||
Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
|
||||
|
||||
#ifdef MACOS_BUNDLE
|
||||
ResourceHelper::initializeResourceSystem(executable_path_ + "/../Resources/resources.pack");
|
||||
#else
|
||||
ResourceHelper::initializeResourceSystem("resources.pack");
|
||||
#endif
|
||||
loadAssets(); // Crea el índice de archivos
|
||||
Input::init(Asset::get()->get("gamecontrollerdb.txt"), Asset::get()->get("controllers.json")); // Carga configuración de controles
|
||||
Options::setConfigFile(Asset::get()->get("config.txt")); // Establece el fichero de configuración
|
||||
@@ -124,9 +131,9 @@ void Director::close() {
|
||||
void Director::loadParams() {
|
||||
// Carga los parametros para configurar el juego
|
||||
#ifdef ANBERNIC
|
||||
const std::string paramFilePath = asset->get("param_320x240.txt");
|
||||
const std::string PARAM_FILE_PATH = Asset::get()->get("param_320x240.txt");
|
||||
#else
|
||||
const std::string PARAM_FILE_PATH = overrides.param_file == "--320x240" ? Asset::get()->get("param_320x240.txt") : Asset::get()->get("param_320x256.txt");
|
||||
const std::string PARAM_FILE_PATH = Asset::get()->get(Options::settings.params_file);
|
||||
#endif
|
||||
loadParamsFromFile(PARAM_FILE_PATH);
|
||||
}
|
||||
@@ -154,7 +161,7 @@ void Director::loadAssets() {
|
||||
#endif
|
||||
|
||||
// Cargar la configuración de assets (también aplicar el prefijo al archivo de configuración)
|
||||
std::string config_path = executable_path_ + PREFIX + "/data/config/assets.txt";
|
||||
std::string config_path = executable_path_ + PREFIX + "/config/assets.txt";
|
||||
Asset::get()->loadFromFile(config_path, PREFIX, system_folder_);
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Assets configuration loaded successfully");
|
||||
|
||||
@@ -42,7 +42,7 @@ void EnterName::incPosition() {
|
||||
if (position_ >= NAME_SIZE) {
|
||||
position_ = NAME_SIZE; // Mantenemos en el índice máximo válido.
|
||||
position_overflow_ = true; // Activamos el flag de overflow.
|
||||
} else if (position_ > 0) // No es necesario verificar position_ < MAX_NAME_LENGHT
|
||||
} else if (position_ > 0) // No es necesario verificar position_ < MAX_NAME_LENGTH
|
||||
{
|
||||
// Copiamos el índice del carácter anterior si es posible.
|
||||
character_index_[position_] = character_index_[position_ - 1];
|
||||
@@ -74,7 +74,7 @@ void EnterName::decPosition() {
|
||||
// character_index_[position_] = 0;
|
||||
}
|
||||
|
||||
// Si position_ es menor que NAME_LENGHT, aseguramos que el overflow esté desactivado.
|
||||
// Si position_ es menor que NAME_LENGTH, aseguramos que el overflow esté desactivado.
|
||||
if (position_ < NAME_SIZE) {
|
||||
position_overflow_ = false;
|
||||
}
|
||||
|
||||
435
source/fade.cpp
435
source/fade.cpp
@@ -35,24 +35,32 @@ void Fade::init() {
|
||||
b_ = 0;
|
||||
a_ = 0;
|
||||
post_duration_ = 0;
|
||||
post_counter_ = 0;
|
||||
post_start_time_ = 0;
|
||||
pre_duration_ = 0;
|
||||
pre_counter_ = 0;
|
||||
pre_start_time_ = 0;
|
||||
num_squares_width_ = param.fade.num_squares_width;
|
||||
num_squares_height_ = param.fade.num_squares_height;
|
||||
fade_random_squares_delay_ = param.fade.random_squares_delay;
|
||||
fade_random_squares_mult_ = param.fade.random_squares_mult;
|
||||
random_squares_duration_ = param.fade.random_squares_duration_ms; // Usar como duración en ms
|
||||
square_transition_duration_ = random_squares_duration_ / 4; // 25% del tiempo total para la transición individual
|
||||
random_squares_start_time_ = 0;
|
||||
}
|
||||
|
||||
// Resetea algunas variables para volver a hacer el fade sin perder ciertos parametros
|
||||
void Fade::reset() {
|
||||
state_ = State::NOT_ENABLED;
|
||||
counter_ = 0;
|
||||
post_start_time_ = 0;
|
||||
pre_start_time_ = 0;
|
||||
}
|
||||
|
||||
// Pinta una transición en pantalla
|
||||
void Fade::render() {
|
||||
if (state_ != State::NOT_ENABLED) {
|
||||
// Para fade IN terminado, no renderizar (auto-desactivación visual)
|
||||
if (state_ == State::FINISHED && mode_ == Mode::IN) {
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
|
||||
}
|
||||
}
|
||||
@@ -75,10 +83,15 @@ void Fade::update() {
|
||||
}
|
||||
|
||||
void Fade::updatePreState() {
|
||||
if (pre_counter_ == pre_duration_) {
|
||||
// Sistema basado en tiempo únicamente
|
||||
Uint32 elapsed_time = SDL_GetTicks() - pre_start_time_;
|
||||
|
||||
if (elapsed_time >= static_cast<Uint32>(pre_duration_)) {
|
||||
state_ = State::FADING;
|
||||
} else {
|
||||
pre_counter_++;
|
||||
// CRÍTICO: Reinicializar tiempo de inicio para tipos que usan random_squares_start_time_
|
||||
if (type_ == Type::RANDOM_SQUARE2 || type_ == Type::DIAGONAL) {
|
||||
random_squares_start_time_ = SDL_GetTicks();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -93,6 +106,12 @@ void Fade::updateFadingState() {
|
||||
case Type::RANDOM_SQUARE:
|
||||
updateRandomSquareFade();
|
||||
break;
|
||||
case Type::RANDOM_SQUARE2:
|
||||
updateRandomSquare2Fade();
|
||||
break;
|
||||
case Type::DIAGONAL:
|
||||
updateDiagonalFade();
|
||||
break;
|
||||
case Type::VENETIAN:
|
||||
updateVenetianFade();
|
||||
break;
|
||||
@@ -102,13 +121,26 @@ void Fade::updateFadingState() {
|
||||
counter_++;
|
||||
}
|
||||
|
||||
void Fade::changeToPostState() {
|
||||
state_ = State::POST;
|
||||
post_start_time_ = SDL_GetTicks();
|
||||
}
|
||||
|
||||
void Fade::updatePostState() {
|
||||
if (post_counter_ == post_duration_) {
|
||||
// Sistema basado en tiempo únicamente
|
||||
Uint32 elapsed_time = SDL_GetTicks() - post_start_time_;
|
||||
|
||||
if (elapsed_time >= static_cast<Uint32>(post_duration_)) {
|
||||
state_ = State::FINISHED;
|
||||
} else {
|
||||
post_counter_++;
|
||||
}
|
||||
cleanBackbuffer(r_, g_, b_, a_);
|
||||
|
||||
// Mantener el alpha final correcto para cada tipo de fade
|
||||
Uint8 post_alpha = a_;
|
||||
if (type_ == Type::RANDOM_SQUARE2 || type_ == Type::DIAGONAL) {
|
||||
post_alpha = (mode_ == Mode::OUT) ? 255 : 0;
|
||||
}
|
||||
|
||||
cleanBackbuffer(r_, g_, b_, post_alpha);
|
||||
}
|
||||
|
||||
void Fade::updateFullscreenFade() {
|
||||
@@ -118,7 +150,7 @@ void Fade::updateFullscreenFade() {
|
||||
|
||||
// Comprueba si ha terminado
|
||||
if (counter_ >= 255 / 4) {
|
||||
state_ = State::POST;
|
||||
changeToPostState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -127,8 +159,8 @@ void Fade::updateCenterFade() {
|
||||
|
||||
// Comprueba si ha terminado
|
||||
if ((counter_ * 4) > param.game.height) {
|
||||
state_ = State::POST;
|
||||
a_ = 255;
|
||||
changeToPostState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -151,20 +183,243 @@ void Fade::drawCenterFadeRectangles() {
|
||||
}
|
||||
|
||||
void Fade::updateRandomSquareFade() {
|
||||
if (counter_ % fade_random_squares_delay_ == 0) {
|
||||
drawRandomSquares();
|
||||
}
|
||||
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
|
||||
float progress = static_cast<float>(elapsed_time) / random_squares_duration_;
|
||||
|
||||
value_ = calculateValue(0, (num_squares_width_ * num_squares_height_), (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_));
|
||||
// Calcula cuántos cuadrados deberían estar activos
|
||||
int total_squares = num_squares_width_ * num_squares_height_;
|
||||
int active_squares = static_cast<int>(progress * total_squares);
|
||||
active_squares = std::min(active_squares, total_squares);
|
||||
|
||||
// Dibuja los cuadrados activos
|
||||
drawRandomSquares(active_squares);
|
||||
|
||||
value_ = calculateValue(0, total_squares, active_squares);
|
||||
|
||||
// Comprueba si ha terminado
|
||||
if (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_ >=
|
||||
num_squares_width_ * num_squares_height_) {
|
||||
state_ = State::POST;
|
||||
if (elapsed_time >= static_cast<Uint32>(random_squares_duration_)) {
|
||||
changeToPostState();
|
||||
}
|
||||
}
|
||||
|
||||
void Fade::drawRandomSquares() {
|
||||
void Fade::updateRandomSquare2Fade() {
|
||||
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
|
||||
|
||||
int total_squares = num_squares_width_ * num_squares_height_;
|
||||
|
||||
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
|
||||
int activation_time = random_squares_duration_ - square_transition_duration_;
|
||||
activation_time = std::max(activation_time, square_transition_duration_); // Mínimo igual a la duración de transición
|
||||
|
||||
// Lógica diferente según el modo
|
||||
int squares_to_activate = 0;
|
||||
|
||||
if (mode_ == Mode::OUT) {
|
||||
// OUT: Activa cuadrados gradualmente
|
||||
if (elapsed_time < static_cast<Uint32>(activation_time)) {
|
||||
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
|
||||
squares_to_activate = static_cast<int>(activation_progress * total_squares);
|
||||
} else {
|
||||
squares_to_activate = total_squares; // Activar todos
|
||||
}
|
||||
|
||||
// Activa nuevos cuadrados y guarda su tiempo de activación
|
||||
for (int i = 0; i < squares_to_activate && i < total_squares; ++i) {
|
||||
if (square_age_[i] == -1) {
|
||||
square_age_[i] = elapsed_time; // Guarda el tiempo de activación
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// IN: Todos los cuadrados empiezan activos desde el inicio
|
||||
squares_to_activate = total_squares;
|
||||
|
||||
// Activa cuadrados gradualmente con tiempo de inicio escalonado
|
||||
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
|
||||
int squares_starting_transition = static_cast<int>(activation_progress * total_squares);
|
||||
|
||||
// Asegurar que al menos 1 cuadrado se active desde el primer frame
|
||||
squares_starting_transition = std::max(squares_starting_transition, 1);
|
||||
squares_starting_transition = std::min(squares_starting_transition, total_squares);
|
||||
|
||||
for (int i = 0; i < squares_starting_transition; ++i) {
|
||||
if (square_age_[i] == -1) {
|
||||
square_age_[i] = elapsed_time; // Empieza la transición a transparente
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawRandomSquares2();
|
||||
|
||||
value_ = calculateValue(0, total_squares, squares_to_activate);
|
||||
|
||||
// Comprueba si ha terminado - todos los cuadrados han completado su transición
|
||||
bool all_completed = (squares_to_activate >= total_squares);
|
||||
if (all_completed) {
|
||||
// Verificar que todos han completado su transición individual
|
||||
for (int i = 0; i < total_squares; ++i) {
|
||||
if (square_age_[i] >= 0) { // Cuadrado activado
|
||||
Uint32 square_elapsed = elapsed_time - square_age_[i];
|
||||
if (square_elapsed < static_cast<Uint32>(square_transition_duration_)) {
|
||||
all_completed = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (all_completed) {
|
||||
// Pintar textura final: OUT opaca, IN transparente
|
||||
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
|
||||
cleanBackbuffer(r_, g_, b_, final_alpha);
|
||||
changeToPostState();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Fade::updateDiagonalFade() {
|
||||
Uint32 elapsed_time = SDL_GetTicks() - random_squares_start_time_;
|
||||
|
||||
int total_squares = num_squares_width_ * num_squares_height_;
|
||||
|
||||
// Calcula el tiempo de activación: total - tiempo que necesitan los últimos cuadrados
|
||||
int activation_time = random_squares_duration_ - square_transition_duration_;
|
||||
activation_time = std::max(activation_time, square_transition_duration_);
|
||||
|
||||
// Calcula cuántas diagonales deberían estar activas
|
||||
int max_diagonal = num_squares_width_ + num_squares_height_ - 1; // Número total de diagonales
|
||||
int active_diagonals = 0;
|
||||
|
||||
if (mode_ == Mode::OUT) {
|
||||
// OUT: Activa diagonales gradualmente desde esquina superior izquierda
|
||||
if (elapsed_time < static_cast<Uint32>(activation_time)) {
|
||||
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
|
||||
active_diagonals = static_cast<int>(activation_progress * max_diagonal);
|
||||
} else {
|
||||
active_diagonals = max_diagonal; // Activar todas
|
||||
}
|
||||
|
||||
// Activa cuadrados por diagonales
|
||||
for (int diagonal = 0; diagonal < active_diagonals; ++diagonal) {
|
||||
activateDiagonal(diagonal, elapsed_time);
|
||||
}
|
||||
} else {
|
||||
// IN: Todas las diagonales empiezan activas, van desapareciendo
|
||||
active_diagonals = max_diagonal;
|
||||
|
||||
// Activa diagonales gradualmente para transición
|
||||
if (elapsed_time < static_cast<Uint32>(activation_time)) {
|
||||
float activation_progress = static_cast<float>(elapsed_time) / activation_time;
|
||||
int diagonals_starting_transition = static_cast<int>(activation_progress * max_diagonal);
|
||||
|
||||
for (int diagonal = 0; diagonal < diagonals_starting_transition; ++diagonal) {
|
||||
activateDiagonal(diagonal, elapsed_time);
|
||||
}
|
||||
} else {
|
||||
// Activar transición en todas las diagonales restantes
|
||||
for (int diagonal = 0; diagonal < max_diagonal; ++diagonal) {
|
||||
activateDiagonal(diagonal, elapsed_time);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawDiagonal();
|
||||
|
||||
value_ = calculateValue(0, total_squares, active_diagonals * (total_squares / max_diagonal));
|
||||
|
||||
// Comprueba si ha terminado - todas las diagonales activadas y último cuadrado completó transición
|
||||
bool all_completed = (active_diagonals >= max_diagonal);
|
||||
if (all_completed) {
|
||||
// Verificar que todos han completado su transición individual
|
||||
for (int i = 0; i < total_squares; ++i) {
|
||||
if (square_age_[i] >= 0) { // Cuadrado activado
|
||||
Uint32 square_elapsed = elapsed_time - square_age_[i];
|
||||
if (square_elapsed < static_cast<Uint32>(square_transition_duration_)) {
|
||||
all_completed = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (all_completed) {
|
||||
// Pintar textura final: OUT opaca, IN transparente
|
||||
Uint8 final_alpha = (mode_ == Mode::OUT) ? 255 : 0;
|
||||
cleanBackbuffer(r_, g_, b_, final_alpha);
|
||||
changeToPostState();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Fade::activateDiagonal(int diagonal_index, Uint32 current_time) {
|
||||
// Para cada diagonal, activamos los cuadrados que pertenecen a esa diagonal
|
||||
// Diagonal 0: (0,0)
|
||||
// Diagonal 1: (1,0), (0,1)
|
||||
// Diagonal 2: (2,0), (1,1), (0,2)
|
||||
// etc.
|
||||
|
||||
for (int x = 0; x < num_squares_width_; ++x) {
|
||||
int y = diagonal_index - x;
|
||||
|
||||
// Verificar que y está dentro de los límites
|
||||
if (y >= 0 && y < num_squares_height_) {
|
||||
// Convertir coordenadas (x,y) a índice en el vector
|
||||
int index = y * num_squares_width_ + x;
|
||||
|
||||
if (index >= 0 && index < static_cast<int>(square_age_.size())) {
|
||||
if (square_age_[index] == -1) {
|
||||
square_age_[index] = current_time; // Guarda el tiempo de activación
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Fade::drawDiagonal() {
|
||||
auto *temp = SDL_GetRenderTarget(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, backbuffer_);
|
||||
|
||||
// CRÍTICO: Limpiar la textura antes de dibujar
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer_);
|
||||
|
||||
SDL_BlendMode blend_mode;
|
||||
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
|
||||
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
|
||||
|
||||
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
|
||||
|
||||
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
|
||||
for (size_t i = 0; i < square_.size(); ++i) {
|
||||
Uint8 current_alpha = 0;
|
||||
|
||||
if (square_age_[i] == -1) {
|
||||
// Cuadrado no activado
|
||||
if (mode_ == Mode::OUT) {
|
||||
current_alpha = 0; // OUT: transparente si no activado
|
||||
} else {
|
||||
current_alpha = a_; // IN: opaco si no activado
|
||||
}
|
||||
} else {
|
||||
// Cuadrado activado - calculamos progreso
|
||||
Uint32 square_elapsed = current_time - square_age_[i];
|
||||
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
|
||||
|
||||
if (mode_ == Mode::OUT) {
|
||||
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
|
||||
} else {
|
||||
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
|
||||
}
|
||||
}
|
||||
|
||||
if (current_alpha > 0) {
|
||||
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
|
||||
SDL_RenderFillRect(renderer_, &square_[i]);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
|
||||
SDL_SetRenderTarget(renderer_, temp);
|
||||
}
|
||||
|
||||
void Fade::drawRandomSquares(int active_count) {
|
||||
auto *temp = SDL_GetRenderTarget(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, backbuffer_);
|
||||
|
||||
@@ -173,13 +428,56 @@ void Fade::drawRandomSquares() {
|
||||
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
|
||||
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
|
||||
|
||||
const int INDEX = std::min(counter_ / fade_random_squares_delay_,
|
||||
(num_squares_width_ * num_squares_height_) - 1);
|
||||
// Dibuja solo los cuadrados activos
|
||||
for (int i = 0; i < active_count && i < static_cast<int>(square_.size()); ++i) {
|
||||
SDL_RenderFillRect(renderer_, &square_[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < fade_random_squares_mult_; ++i) {
|
||||
const int INDEX2 = std::min(INDEX * fade_random_squares_mult_ + i,
|
||||
static_cast<int>(square_.size()) - 1);
|
||||
SDL_RenderFillRect(renderer_, &square_[INDEX2]);
|
||||
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
|
||||
SDL_SetRenderTarget(renderer_, temp);
|
||||
}
|
||||
|
||||
void Fade::drawRandomSquares2() {
|
||||
auto *temp = SDL_GetRenderTarget(renderer_);
|
||||
SDL_SetRenderTarget(renderer_, backbuffer_);
|
||||
|
||||
// CRÍTICO: Limpiar la textura antes de dibujar
|
||||
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer_);
|
||||
|
||||
SDL_BlendMode blend_mode;
|
||||
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
|
||||
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND); // Usar BLEND para alpha
|
||||
|
||||
Uint32 current_time = SDL_GetTicks() - random_squares_start_time_;
|
||||
|
||||
// Lógica unificada: sobre textura transparente, pintar cuadrados según su estado
|
||||
for (size_t i = 0; i < square_.size(); ++i) {
|
||||
Uint8 current_alpha = 0;
|
||||
|
||||
if (square_age_[i] == -1) {
|
||||
// Cuadrado no activado
|
||||
if (mode_ == Mode::OUT) {
|
||||
current_alpha = 0; // OUT: transparente si no activado
|
||||
} else {
|
||||
current_alpha = a_; // IN: opaco si no activado
|
||||
}
|
||||
} else {
|
||||
// Cuadrado activado - calculamos progreso
|
||||
Uint32 square_elapsed = current_time - square_age_[i];
|
||||
float progress = std::min(static_cast<float>(square_elapsed) / square_transition_duration_, 1.0f);
|
||||
|
||||
if (mode_ == Mode::OUT) {
|
||||
current_alpha = static_cast<Uint8>(progress * a_); // 0 → 255
|
||||
} else {
|
||||
current_alpha = static_cast<Uint8>((1.0f - progress) * a_); // 255 → 0
|
||||
}
|
||||
}
|
||||
|
||||
if (current_alpha > 0) {
|
||||
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, current_alpha);
|
||||
SDL_RenderFillRect(renderer_, &square_[i]);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
|
||||
@@ -192,7 +490,7 @@ void Fade::updateVenetianFade() {
|
||||
updateVenetianRectangles();
|
||||
calculateVenetianProgress();
|
||||
} else {
|
||||
state_ = State::POST;
|
||||
changeToPostState();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -239,8 +537,7 @@ void Fade::activate() {
|
||||
|
||||
state_ = State::PRE;
|
||||
counter_ = 0;
|
||||
post_counter_ = 0;
|
||||
pre_counter_ = 0;
|
||||
pre_start_time_ = SDL_GetTicks();
|
||||
|
||||
switch (type_) {
|
||||
case Type::FULLSCREEN: {
|
||||
@@ -250,14 +547,14 @@ void Fade::activate() {
|
||||
}
|
||||
|
||||
case Type::CENTER: {
|
||||
rect1_ = {0, 0, param.game.width, 0};
|
||||
rect2_ = {0, 0, param.game.width, 0};
|
||||
rect1_ = {.x = 0, .y = 0, .w = param.game.width, .h = 0};
|
||||
rect2_ = {.x = 0, .y = 0, .w = param.game.width, .h = 0};
|
||||
a_ = 64;
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::RANDOM_SQUARE: {
|
||||
rect1_ = {0, 0, static_cast<float>(param.game.width / num_squares_width_), static_cast<float>(param.game.height / num_squares_height_)};
|
||||
rect1_ = {.x = 0, .y = 0, .w = static_cast<float>(param.game.width / num_squares_width_), .h = static_cast<float>(param.game.height / num_squares_height_)};
|
||||
square_.clear();
|
||||
|
||||
// Añade los cuadrados al vector
|
||||
@@ -284,6 +581,76 @@ void Fade::activate() {
|
||||
// Deja el color listo para usar
|
||||
a_ = mode_ == Mode::OUT ? 255 : 0;
|
||||
|
||||
// Inicializa el tiempo de inicio
|
||||
random_squares_start_time_ = SDL_GetTicks();
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::RANDOM_SQUARE2: {
|
||||
rect1_ = {.x = 0, .y = 0, .w = static_cast<float>(param.game.width / num_squares_width_), .h = static_cast<float>(param.game.height / num_squares_height_)};
|
||||
square_.clear();
|
||||
square_age_.clear();
|
||||
|
||||
// Añade los cuadrados al vector
|
||||
for (int i = 0; i < num_squares_width_ * num_squares_height_; ++i) {
|
||||
rect1_.x = (i % num_squares_width_) * rect1_.w;
|
||||
rect1_.y = (i / num_squares_width_) * rect1_.h;
|
||||
square_.push_back(rect1_);
|
||||
square_age_.push_back(-1); // -1 indica cuadrado no activado aún
|
||||
}
|
||||
|
||||
// Desordena el vector de cuadrados y edades
|
||||
auto num = num_squares_width_ * num_squares_height_;
|
||||
while (num > 1) {
|
||||
auto num_arreu = rand() % num;
|
||||
SDL_FRect temp_rect = square_[num_arreu];
|
||||
int temp_age = square_age_[num_arreu];
|
||||
square_[num_arreu] = square_[num - 1];
|
||||
square_age_[num_arreu] = square_age_[num - 1];
|
||||
square_[num - 1] = temp_rect;
|
||||
square_age_[num - 1] = temp_age;
|
||||
num--;
|
||||
}
|
||||
|
||||
// Textura inicial: OUT transparente, IN opaca
|
||||
Uint8 initial_alpha = (mode_ == Mode::OUT) ? 0 : 255;
|
||||
cleanBackbuffer(r_, g_, b_, initial_alpha);
|
||||
|
||||
// Deja el color listo para usar (alpha target para los cuadrados)
|
||||
a_ = 255; // Siempre usar 255 como alpha target
|
||||
|
||||
// Inicializa el tiempo de inicio y recalcula la duración de transición
|
||||
random_squares_start_time_ = SDL_GetTicks();
|
||||
square_transition_duration_ = std::max(random_squares_duration_ / 4, 100); // Mínimo 100ms
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::DIAGONAL: {
|
||||
rect1_ = {.x = 0, .y = 0, .w = static_cast<float>(param.game.width / num_squares_width_), .h = static_cast<float>(param.game.height / num_squares_height_)};
|
||||
square_.clear();
|
||||
square_age_.clear();
|
||||
|
||||
// Añade los cuadrados al vector en orden (sin desordenar)
|
||||
for (int i = 0; i < num_squares_width_ * num_squares_height_; ++i) {
|
||||
rect1_.x = (i % num_squares_width_) * rect1_.w;
|
||||
rect1_.y = (i / num_squares_width_) * rect1_.h;
|
||||
square_.push_back(rect1_);
|
||||
square_age_.push_back(-1); // -1 indica cuadrado no activado aún
|
||||
}
|
||||
|
||||
// Textura inicial: OUT transparente, IN opaca
|
||||
Uint8 initial_alpha = (mode_ == Mode::OUT) ? 0 : 255;
|
||||
cleanBackbuffer(r_, g_, b_, initial_alpha);
|
||||
|
||||
// Deja el color listo para usar (alpha target para los cuadrados)
|
||||
a_ = 255; // Siempre usar 255 como alpha target
|
||||
|
||||
// Inicializa el tiempo de inicio y recalcula la duración de transición
|
||||
random_squares_start_time_ = SDL_GetTicks();
|
||||
square_transition_duration_ = std::max(random_squares_duration_ / 4, 100); // Mínimo 100ms
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -297,7 +664,7 @@ void Fade::activate() {
|
||||
|
||||
// Añade los cuadrados al vector
|
||||
square_.clear();
|
||||
rect1_ = {0, 0, param.game.width, 0};
|
||||
rect1_ = {.x = 0, .y = 0, .w = param.game.width, .h = 0};
|
||||
const int MAX = param.game.height / param.fade.venetian_size;
|
||||
|
||||
for (int i = 0; i < MAX; ++i) {
|
||||
|
||||
@@ -14,7 +14,9 @@ class Fade {
|
||||
FULLSCREEN = 0, // Fundido de pantalla completa
|
||||
CENTER = 1, // Fundido desde el centro
|
||||
RANDOM_SQUARE = 2, // Fundido con cuadrados aleatorios
|
||||
VENETIAN = 3, // Fundido tipo persiana veneciana
|
||||
RANDOM_SQUARE2 = 3, // Fundido con cuadrados aleatorios (variante 2)
|
||||
DIAGONAL = 4, // Fundido diagonal desde esquina superior izquierda
|
||||
VENETIAN = 5, // Fundido tipo persiana veneciana
|
||||
};
|
||||
|
||||
enum class Mode : Uint8 {
|
||||
@@ -45,8 +47,8 @@ class Fade {
|
||||
void setColor(Color color); // Establece el color del fade
|
||||
void setType(Type type) { type_ = type; } // Establece el tipo de fade
|
||||
void setMode(Mode mode) { mode_ = mode; } // Establece el modo de fade
|
||||
void setPostDuration(int value) { post_duration_ = value; } // Duración posterior al fade
|
||||
void setPreDuration(int value) { pre_duration_ = value; } // Duración previa al fade
|
||||
void setPostDuration(int value) { post_duration_ = value; } // Duración posterior al fade en milisegundos
|
||||
void setPreDuration(int value) { pre_duration_ = value; } // Duración previa al fade en milisegundos
|
||||
|
||||
// --- Getters ---
|
||||
[[nodiscard]] auto getValue() const -> int { return value_; }
|
||||
@@ -60,6 +62,7 @@ class Fade {
|
||||
|
||||
// --- Variables de estado ---
|
||||
std::vector<SDL_FRect> square_; // Vector de cuadrados
|
||||
std::vector<int> square_age_; // Edad de cada cuadrado (para RANDOM_SQUARE2)
|
||||
SDL_FRect rect1_, rect2_; // Rectángulos para efectos
|
||||
Type type_; // Tipo de fade
|
||||
Mode mode_; // Modo de fade
|
||||
@@ -68,12 +71,13 @@ class Fade {
|
||||
Uint8 r_, g_, b_, a_; // Color del fade (RGBA)
|
||||
int num_squares_width_; // Cuadrados en horizontal
|
||||
int num_squares_height_; // Cuadrados en vertical
|
||||
int fade_random_squares_delay_; // Delay entre cuadrados
|
||||
int fade_random_squares_mult_; // Cuadrados por paso
|
||||
int post_duration_ = 0; // Duración posterior
|
||||
int post_counter_ = 0; // Contador posterior
|
||||
int pre_duration_ = 0; // Duración previa
|
||||
int pre_counter_ = 0; // Contador previo
|
||||
Uint32 random_squares_start_time_; // Tiempo de inicio del fade de cuadrados
|
||||
int random_squares_duration_; // Duración total en milisegundos
|
||||
int square_transition_duration_; // Duración de transición de cada cuadrado en ms
|
||||
int post_duration_ = 0; // Duración posterior en milisegundos
|
||||
Uint32 post_start_time_ = 0; // Tiempo de inicio del estado POST
|
||||
int pre_duration_ = 0; // Duración previa en milisegundos
|
||||
Uint32 pre_start_time_ = 0; // Tiempo de inicio del estado PRE
|
||||
int value_ = 0; // Estado del fade (0-100)
|
||||
|
||||
// --- Inicialización y limpieza ---
|
||||
@@ -87,17 +91,23 @@ class Fade {
|
||||
void updatePreState(); // Actualiza el estado previo al fade
|
||||
void updateFadingState(); // Actualiza el estado durante el fade
|
||||
void updatePostState(); // Actualiza el estado posterior al fade
|
||||
void changeToPostState(); // Cambia al estado POST e inicializa el tiempo
|
||||
|
||||
// --- Efectos de fundido (fade) ---
|
||||
void updateFullscreenFade(); // Actualiza el fundido de pantalla completa
|
||||
void updateCenterFade(); // Actualiza el fundido desde el centro
|
||||
void updateRandomSquareFade(); // Actualiza el fundido con cuadrados aleatorios
|
||||
void updateRandomSquare2Fade(); // Actualiza el fundido con cuadrados aleatorios (variante 2)
|
||||
void updateDiagonalFade(); // Actualiza el fundido diagonal
|
||||
void updateVenetianFade(); // Actualiza el fundido tipo persiana veneciana
|
||||
void updateVenetianRectangles(); // Actualiza los rectángulos del efecto veneciano
|
||||
void calculateVenetianProgress(); // Calcula el progreso del efecto veneciano
|
||||
|
||||
// --- Dibujo de efectos visuales ---
|
||||
void drawCenterFadeRectangles(); // Dibuja los rectángulos del fundido central
|
||||
void drawRandomSquares(); // Dibuja los cuadrados aleatorios del fundido
|
||||
void drawRandomSquares(int active_count = -1); // Dibuja los cuadrados aleatorios del fundido
|
||||
void drawRandomSquares2(); // Dibuja los cuadrados con transición de color (RANDOM_SQUARE2)
|
||||
void drawDiagonal(); // Dibuja los cuadrados con patrón diagonal
|
||||
void activateDiagonal(int diagonal_index, Uint32 current_time); // Activa una diagonal específica
|
||||
void drawVenetianBlinds(); // Dibuja las persianas venecianas del fundido
|
||||
};
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
constexpr int ZOOM_FACTOR = 5;
|
||||
constexpr int FLASH_DELAY = 3;
|
||||
constexpr int FLASH_LENGHT = FLASH_DELAY + 3;
|
||||
constexpr int FLASH_LENGTH = FLASH_DELAY + 3;
|
||||
|
||||
// Constructor
|
||||
GameLogo::GameLogo(int x, int y)
|
||||
@@ -34,7 +34,7 @@ GameLogo::GameLogo(int x, int y)
|
||||
|
||||
// Inicializa las variables
|
||||
void GameLogo::init() {
|
||||
const auto XP = x_ - coffee_texture_->getWidth() / 2;
|
||||
const auto XP = x_ - (coffee_texture_->getWidth() / 2);
|
||||
const auto DESP = getInitialVerticalDesp();
|
||||
|
||||
// Configura texturas
|
||||
@@ -236,7 +236,7 @@ void GameLogo::finishArcadeEditionMoving() {
|
||||
|
||||
void GameLogo::playTitleEffects() {
|
||||
Audio::get()->playSound("title.wav");
|
||||
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
|
||||
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGTH, FLASH_DELAY);
|
||||
Screen::get()->shake();
|
||||
}
|
||||
|
||||
|
||||
@@ -36,19 +36,19 @@ class GameLogo {
|
||||
struct Shake {
|
||||
int desp = 1; // Pixels de desplazamiento para agitar la pantalla en el eje x
|
||||
int delay = 2; // Retraso entre cada desplazamiento de la pantalla al agitarse
|
||||
int lenght = 8; // Cantidad de desplazamientos a realizar
|
||||
int remaining = lenght; // Cantidad de desplazamientos pendientes a realizar
|
||||
int length = 8; // Cantidad de desplazamientos a realizar
|
||||
int remaining = length; // Cantidad de desplazamientos pendientes a realizar
|
||||
int counter = delay; // Contador para el retraso
|
||||
int origin = 0; // Valor inicial de la pantalla para dejarla igual tras el desplazamiento
|
||||
|
||||
Shake() = default;
|
||||
Shake(int d, int de, int l, int o)
|
||||
: desp(d), delay(de), lenght(l), remaining(l), counter(de), origin(o) {}
|
||||
: desp(d), delay(de), length(l), remaining(l), counter(de), origin(o) {}
|
||||
|
||||
void init(int d, int de, int l, int o) {
|
||||
desp = d;
|
||||
delay = de;
|
||||
lenght = l;
|
||||
length = l;
|
||||
remaining = l;
|
||||
counter = de;
|
||||
origin = o;
|
||||
|
||||
@@ -4,6 +4,6 @@
|
||||
|
||||
// --- Namespace GlobalEvents: maneja eventos globales del juego ---
|
||||
namespace GlobalEvents {
|
||||
// --- Funciones ---
|
||||
void handle(const SDL_Event &event); // Comprueba los eventos que se pueden producir en cualquier sección del juego
|
||||
// --- Funciones ---
|
||||
void handle(const SDL_Event &event); // Comprueba los eventos que se pueden producir en cualquier sección del juego
|
||||
} // namespace GlobalEvents
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "global_inputs.h"
|
||||
|
||||
#include <algorithm> // Para std::ranges::any_of
|
||||
#include <functional> // Para function
|
||||
#include <memory> // Para allocator, shared_ptr
|
||||
#include <string> // Para operator+, char_traits, string, to_string
|
||||
@@ -145,12 +146,12 @@ auto checkServiceButton() -> bool {
|
||||
}
|
||||
|
||||
// Mandos
|
||||
for (const auto& gamepad : Input::get()->getGamepads()) {
|
||||
if (Input::get()->checkAction(Input::Action::SERVICE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
|
||||
if (std::ranges::any_of(Input::get()->getGamepads(), [](const auto& gamepad) {
|
||||
return Input::get()->checkAction(Input::Action::SERVICE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad);
|
||||
})) {
|
||||
toggleServiceMenu();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
@@ -176,14 +177,13 @@ auto checkSystemInputs() -> bool {
|
||||
#endif
|
||||
};
|
||||
|
||||
for (const auto& [action, func] : ACTIONS) {
|
||||
if (Input::get()->checkAction(action, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
|
||||
func();
|
||||
return std::ranges::any_of(ACTIONS, [](const auto& pair) {
|
||||
if (Input::get()->checkAction(pair.first, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
|
||||
pair.second();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
});
|
||||
}
|
||||
|
||||
// Comprueba el resto de entradas
|
||||
|
||||
@@ -2,6 +2,6 @@
|
||||
|
||||
// --- Namespace GlobalInputs: gestiona inputs globales del juego ---
|
||||
namespace GlobalInputs {
|
||||
// --- Funciones ---
|
||||
auto check() -> bool; // Comprueba los inputs que se pueden introducir en cualquier sección del juego
|
||||
// --- Funciones ---
|
||||
auto check() -> bool; // Comprueba los inputs que se pueden introducir en cualquier sección del juego
|
||||
} // namespace GlobalInputs
|
||||
@@ -137,7 +137,8 @@ auto Input::gameControllerFound() const -> bool { return !gamepads_.empty(); }
|
||||
|
||||
// Obten el nombre de un mando de juego
|
||||
auto Input::getControllerName(const std::shared_ptr<Gamepad> &gamepad) -> std::string {
|
||||
return gamepad == nullptr ? std::string() : gamepad->name; }
|
||||
return gamepad == nullptr ? std::string() : gamepad->name;
|
||||
}
|
||||
|
||||
// Obtiene la lista de nombres de mandos
|
||||
auto Input::getControllerNames() const -> std::vector<std::string> {
|
||||
@@ -389,7 +390,7 @@ auto Input::addGamepad(int device_index) -> std::string {
|
||||
}
|
||||
|
||||
auto Input::removeGamepad(SDL_JoystickID id) -> std::string {
|
||||
auto it = std::find_if(gamepads_.begin(), gamepads_.end(), [id](const std::shared_ptr<Gamepad> &gamepad) {
|
||||
auto it = std::ranges::find_if(gamepads_, [id](const std::shared_ptr<Gamepad> &gamepad) {
|
||||
return gamepad->instance_id == id;
|
||||
});
|
||||
|
||||
@@ -433,7 +434,7 @@ void Input::applyGamepadConfig(std::shared_ptr<Gamepad> gamepad) {
|
||||
}
|
||||
|
||||
// --- Buscar configuración por RUTA (path) ---
|
||||
auto config_it = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad](const GamepadConfig &config) {
|
||||
auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad](const GamepadConfig &config) {
|
||||
return config.path == gamepad->path;
|
||||
});
|
||||
|
||||
@@ -455,7 +456,7 @@ void Input::saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad) {
|
||||
}
|
||||
|
||||
// --- CAMBIO CLAVE: Buscar si ya existe una configuración por RUTA (path) ---
|
||||
auto config_it = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad](const GamepadConfig &config) {
|
||||
auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad](const GamepadConfig &config) {
|
||||
return config.path == gamepad->path;
|
||||
});
|
||||
|
||||
@@ -488,7 +489,7 @@ void Input::setGamepadConfigsFile(const std::string &filename) {
|
||||
|
||||
// Método para obtener configuración de un gamepad específico (opcional)
|
||||
auto Input::getGamepadConfig(const std::string &gamepad_name) -> GamepadConfig * {
|
||||
auto config_it = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad_name](const GamepadConfig &config) {
|
||||
auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad_name](const GamepadConfig &config) {
|
||||
return config.name == gamepad_name;
|
||||
});
|
||||
|
||||
@@ -497,7 +498,7 @@ auto Input::getGamepadConfig(const std::string &gamepad_name) -> GamepadConfig *
|
||||
|
||||
// Método para eliminar configuración de gamepad (opcional)
|
||||
auto Input::removeGamepadConfig(const std::string &gamepad_name) -> bool {
|
||||
auto config_it = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad_name](const GamepadConfig &config) {
|
||||
auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad_name](const GamepadConfig &config) {
|
||||
return config.name == gamepad_name;
|
||||
});
|
||||
|
||||
|
||||
@@ -40,10 +40,10 @@ class Input {
|
||||
bool is_held; // Está pulsada ahora mismo
|
||||
bool just_pressed; // Se acaba de pulsar en este fotograma
|
||||
bool axis_active; // Estado del eje
|
||||
bool trigger_active; // Estado del trigger como botón digital
|
||||
bool trigger_active{false}; // Estado del trigger como botón digital
|
||||
|
||||
ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
|
||||
: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act), trigger_active(false) {}
|
||||
: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
|
||||
};
|
||||
|
||||
struct Keyboard {
|
||||
|
||||
@@ -9,9 +9,7 @@
|
||||
class Texture; // lines 6-6
|
||||
|
||||
Item::Item(ItemType type, float x, float y, SDL_FRect &play_area, const std::shared_ptr<Texture> &texture, const std::vector<std::string> &animation)
|
||||
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
|
||||
play_area_(play_area),
|
||||
type_(type) {
|
||||
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)), play_area_(play_area), type_(type) {
|
||||
switch (type) {
|
||||
case ItemType::COFFEE_MACHINE: {
|
||||
width_ = COFFEE_MACHINE_WIDTH;
|
||||
@@ -29,7 +27,15 @@ Item::Item(ItemType type, float x, float y, SDL_FRect &play_area, const std::sha
|
||||
height_ = param.game.item_size;
|
||||
pos_x_ = x;
|
||||
pos_y_ = y;
|
||||
vel_x_ = -1.0F + ((rand() % 5) * 0.5F);
|
||||
// 6 velocidades: 3 negativas (-1.0, -0.66, -0.33) y 3 positivas (0.33, 0.66, 1.0)
|
||||
const int direction = rand() % 6;
|
||||
if (direction < 3) {
|
||||
// Velocidades negativas: -1.0, -0.66, -0.33
|
||||
vel_x_ = -1.0F + (direction * 0.33F);
|
||||
} else {
|
||||
// Velocidades positivas: 0.33, 0.66, 1.0
|
||||
vel_x_ = 0.33F + ((direction - 3) * 0.33F);
|
||||
}
|
||||
vel_y_ = -4.0F;
|
||||
accel_y_ = 0.2F;
|
||||
collider_.r = width_ / 2;
|
||||
@@ -82,9 +88,9 @@ void Item::move() {
|
||||
const float MAX_X = play_area_.w - width_;
|
||||
pos_x_ = std::clamp(pos_x_, MIN_X, MAX_X);
|
||||
|
||||
// Si toca el borde lateral, invierte la velocidad horizontal
|
||||
// Si toca el borde lateral
|
||||
if (pos_x_ == MIN_X || pos_x_ == MAX_X) {
|
||||
vel_x_ = -vel_x_;
|
||||
vel_x_ = -vel_x_; // Invierte la velocidad horizontal
|
||||
}
|
||||
|
||||
// Si colisiona por arriba, rebota (excepto la máquina de café)
|
||||
@@ -92,8 +98,8 @@ void Item::move() {
|
||||
// Corrige
|
||||
pos_y_ = param.game.play_area.rect.y;
|
||||
|
||||
// Invierte la velocidad
|
||||
vel_y_ = -vel_y_;
|
||||
// Fuerza la velocidad hacia abajo para evitar oscilaciones
|
||||
vel_y_ = std::abs(vel_y_);
|
||||
}
|
||||
|
||||
// Si colisiona con la parte inferior
|
||||
@@ -181,17 +187,17 @@ auto Item::getCoffeeMachineSpawn(int player_x, int item_width, int area_width, i
|
||||
// Ambos lados disponibles, elegir aleatoriamente
|
||||
if (rand() % 2 == 0) {
|
||||
// Lado izquierdo
|
||||
return rand() % (exclude_left - LEFT_BOUND) + LEFT_BOUND;
|
||||
return (rand() % (exclude_left - LEFT_BOUND)) + LEFT_BOUND;
|
||||
} // Lado derecho
|
||||
return rand() % (RIGHT_BOUND - exclude_right) + exclude_right;
|
||||
return (rand() % (RIGHT_BOUND - exclude_right)) + exclude_right;
|
||||
}
|
||||
if (can_spawn_left) {
|
||||
// Solo lado izquierdo disponible
|
||||
return rand() % (exclude_left - LEFT_BOUND) + LEFT_BOUND;
|
||||
return (rand() % (exclude_left - LEFT_BOUND)) + LEFT_BOUND;
|
||||
}
|
||||
if (can_spawn_right) {
|
||||
// Solo lado derecho disponible
|
||||
return rand() % (RIGHT_BOUND - exclude_right) + exclude_right;
|
||||
return (rand() % (RIGHT_BOUND - exclude_right)) + exclude_right;
|
||||
} // No hay espacio suficiente lejos del jugador
|
||||
// Por ahora, intentar spawn en el extremo más lejano posible
|
||||
int distance_to_left = abs(player_x - LEFT_BOUND);
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "difficulty.h" // Para Difficulty
|
||||
#include "external/json.hpp" // Para basic_json, iteration_proxy_value, oper...
|
||||
#include "options.h" // Para SettingsOpt...
|
||||
#include "resource_helper.h" // Para ResourceHelper
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
@@ -27,14 +28,24 @@ std::vector<Language> languages = {
|
||||
auto loadFromFile(const std::string &file_path) -> bool {
|
||||
texts.clear();
|
||||
|
||||
// Intentar cargar desde ResourceHelper primero
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
|
||||
try {
|
||||
json j;
|
||||
|
||||
if (!resource_data.empty()) {
|
||||
// Cargar desde datos del pack
|
||||
std::string content(resource_data.begin(), resource_data.end());
|
||||
j = json::parse(content);
|
||||
} else {
|
||||
// Fallback a filesystem directo
|
||||
std::ifstream rfile(file_path);
|
||||
if (!rfile.is_open()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
try {
|
||||
json j;
|
||||
rfile >> j;
|
||||
}
|
||||
|
||||
for (const auto &el : j.items()) {
|
||||
texts[el.key()] = el.value();
|
||||
|
||||
@@ -17,5 +17,5 @@ auto main(int argc, char* argv[]) -> int {
|
||||
auto director = std::make_unique<Director>(argc, std::span<char*>(argv, argc));
|
||||
|
||||
// Bucle principal
|
||||
return director->run();
|
||||
return Director::run();
|
||||
}
|
||||
|
||||
@@ -36,9 +36,9 @@ auto ManageHiScoreTable::add(const HiScoreEntry &entry) -> int {
|
||||
sort();
|
||||
|
||||
// Encontrar la posición del nuevo elemento
|
||||
auto it = std::find_if(table_.begin(), table_.end(), [&](const HiScoreEntry &e) { return e.name == entry.name &&
|
||||
e.score == entry.score &&
|
||||
e.one_credit_complete == entry.one_credit_complete; });
|
||||
auto it = std::ranges::find_if(table_, [&](const HiScoreEntry &e) {
|
||||
return e.name == entry.name && e.score == entry.score && e.one_credit_complete == entry.one_credit_complete;
|
||||
});
|
||||
|
||||
int position = -1;
|
||||
if (it != table_.end()) {
|
||||
@@ -66,7 +66,7 @@ void ManageHiScoreTable::sort() {
|
||||
auto operator()(const HiScoreEntry &a, const HiScoreEntry &b) const -> bool { return a.score > b.score; }
|
||||
} score_descending_comparator;
|
||||
|
||||
std::sort(table_.begin(), table_.end(), score_descending_comparator);
|
||||
std::ranges::sort(table_, score_descending_comparator);
|
||||
}
|
||||
|
||||
// Carga la tabla desde un fichero
|
||||
|
||||
@@ -19,9 +19,7 @@ class MovingSprite : public Sprite {
|
||||
int speed{1}; // Velocidad de giro
|
||||
double angle{0.0}; // Ángulo para dibujarlo
|
||||
float amount{0.0F}; // Cantidad de grados a girar en cada iteración
|
||||
SDL_FPoint center; // Centro de rotación
|
||||
|
||||
Rotate() : center({0.0F, 0.0F}) {}
|
||||
SDL_FPoint center{.x = 0.0F, .y = 0.0F}; // Centro de rotación
|
||||
};
|
||||
|
||||
// --- Constructores y destructor ---
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include <fstream> // Para basic_ostream, operator<<, basic_ostream::operator<<, basic_ofstream, basic_istream, basic_ifstream, ifstream, ofstream
|
||||
#include <functional> // Para function
|
||||
#include <map> // Para map, operator==, _Rb_tree_const_iterator
|
||||
#include <ranges> // Para std::ranges::any_of
|
||||
#include <stdexcept> // Para invalid_argument, out_of_range
|
||||
#include <string> // Para char_traits, stoi, operator==, operator<<, allocator, string, basic_string, operator<=>, getline
|
||||
#include <utility> // Para swap, pair
|
||||
@@ -133,6 +134,7 @@ auto saveToFile() -> bool {
|
||||
file << "game.difficulty=" << static_cast<int>(settings.difficulty) << "\n";
|
||||
file << "game.autofire=" << boolToString(settings.autofire) << "\n";
|
||||
file << "game.shutdown_enabled=" << boolToString(settings.shutdown_enabled) << "\n";
|
||||
file << "game.params_file=" << settings.params_file << "\n";
|
||||
|
||||
// Opciones de mandos
|
||||
file << "\n## CONTROLLERS\n";
|
||||
@@ -207,6 +209,7 @@ auto set(const std::string& var, const std::string& value) -> bool {
|
||||
}},
|
||||
{"game.autofire", [](const auto& val) { settings.autofire = stringToBool(val); }},
|
||||
{"game.shutdown_enabled", [](const auto& val) { settings.shutdown_enabled = stringToBool(val); }},
|
||||
{"game.params_file", [](const auto& val) { settings.params_file = val; }},
|
||||
// Teclado
|
||||
{"keyboard.player", [](const auto& val) { keyboard.player_id = static_cast<Player::Id>(stoi(val)); }}};
|
||||
|
||||
@@ -392,12 +395,10 @@ void GamepadManager::clearUnassignedGamepadSlots() {
|
||||
auto GamepadManager::isGamepadAssigned(
|
||||
const std::shared_ptr<Input::Gamepad>& physical_gamepad,
|
||||
const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool {
|
||||
for (const auto& assigned : assigned_instances) {
|
||||
if (assigned == physical_gamepad) {
|
||||
return true; // Encontrado, por lo tanto, ya está asignado.
|
||||
}
|
||||
}
|
||||
return false; // No se encontró en la lista.
|
||||
return std::ranges::any_of(assigned_instances,
|
||||
[&physical_gamepad](const auto& assigned) {
|
||||
return assigned == physical_gamepad;
|
||||
});
|
||||
}
|
||||
|
||||
// Convierte un player id a texto segun Lang
|
||||
|
||||
@@ -11,9 +11,10 @@
|
||||
#include <stdexcept> // Para out_of_range, invalid_argument
|
||||
#include <string> // Para char_traits, string, allocator, operator==, swap, operator<<, basic_string, stoi
|
||||
#include <string_view> // Para string_view
|
||||
#include <utility>
|
||||
#include <utility> // Para swap
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "defaults.h" // Para GameDefaults
|
||||
#include "difficulty.h" // Para Code
|
||||
#include "input.h" // Para Input
|
||||
#include "lang.h" // Para Code
|
||||
@@ -25,66 +26,47 @@ namespace Options {
|
||||
|
||||
// --- Estructuras ---
|
||||
struct Window {
|
||||
std::string caption; // Texto que aparece en la barra de título de la ventana
|
||||
int zoom{2}; // Valor por el que se multiplica el tamaño de la ventana
|
||||
int max_zoom{2}; // Tamaño máximo para que la ventana no sea mayor que la pantalla
|
||||
|
||||
// Constructor por defecto con valores iniciales
|
||||
Window()
|
||||
: caption("Coffee Crisis Arcade Edition") {}
|
||||
std::string caption = GameDefaults::Options::WINDOW_CAPTION; // Texto que aparece en la barra de título de la ventana
|
||||
int zoom = GameDefaults::Options::WINDOW_ZOOM; // Valor por el que se multiplica el tamaño de la ventana
|
||||
int max_zoom = GameDefaults::Options::WINDOW_MAX_ZOOM; // Tamaño máximo para que la ventana no sea mayor que la pantalla
|
||||
};
|
||||
|
||||
struct Video {
|
||||
SDL_ScaleMode scale_mode{SDL_ScaleMode::SDL_SCALEMODE_NEAREST}; // Filtro usado para el escalado de la imagen
|
||||
bool fullscreen{false}; // Indica si se usa pantalla completa
|
||||
bool vsync{true}; // Indica si se usa vsync
|
||||
bool integer_scale{true}; // Indica si se usa escalado entero
|
||||
bool shaders{false}; // Indica si se usan shaders para los filtros de vídeo
|
||||
SDL_ScaleMode scale_mode = GameDefaults::Options::VIDEO_SCALE_MODE; // Filtro usado para el escalado de la imagen
|
||||
bool fullscreen = GameDefaults::Options::VIDEO_FULLSCREEN; // Indica si se usa pantalla completa
|
||||
bool vsync = GameDefaults::Options::VIDEO_VSYNC; // Indica si se usa vsync
|
||||
bool integer_scale = GameDefaults::Options::VIDEO_INTEGER_SCALE; // Indica si se usa escalado entero
|
||||
bool shaders = GameDefaults::Options::VIDEO_SHADERS; // Indica si se usan shaders para los filtros de vídeo
|
||||
std::string info; // Información sobre el modo de vídeo
|
||||
|
||||
// Constructor por defecto con valores iniciales
|
||||
Video() = default;
|
||||
};
|
||||
|
||||
struct Music {
|
||||
bool enabled{true}; // Indica si la música suena o no
|
||||
int volume{100}; // Volumen de la música
|
||||
|
||||
// Constructor por defecto
|
||||
Music() = default;
|
||||
bool enabled = GameDefaults::Options::MUSIC_ENABLED; // Indica si la música suena o no
|
||||
int volume = GameDefaults::Options::MUSIC_VOLUME; // Volumen de la música
|
||||
};
|
||||
|
||||
struct Sound {
|
||||
bool enabled{true}; // Indica si los sonidos suenan o no
|
||||
int volume{100}; // Volumen de los sonidos
|
||||
|
||||
// Constructor por defecto
|
||||
Sound() = default;
|
||||
bool enabled = GameDefaults::Options::SOUND_ENABLED; // Indica si los sonidos suenan o no
|
||||
int volume = GameDefaults::Options::SOUND_VOLUME; // Volumen de los sonidos
|
||||
};
|
||||
|
||||
struct Audio {
|
||||
Music music; // Opciones para la música
|
||||
Sound sound; // Opciones para los efectos de sonido
|
||||
bool enabled{true}; // Indica si el audio está activo o no
|
||||
int volume{100}; // Volumen general del audio
|
||||
|
||||
// Constructor por defecto
|
||||
Audio() = default;
|
||||
bool enabled = GameDefaults::Options::AUDIO_ENABLED; // Indica si el audio está activo o no
|
||||
int volume = GameDefaults::Options::AUDIO_VOLUME; // Volumen general del audio
|
||||
};
|
||||
|
||||
struct Settings {
|
||||
Difficulty::Code difficulty{Difficulty::Code::NORMAL}; // Dificultad del juego
|
||||
Lang::Code language{Lang::Code::VALENCIAN}; // Idioma usado en el juego
|
||||
bool autofire{true}; // Indicador de autofire
|
||||
bool shutdown_enabled{false}; // Especifica si se puede apagar el sistema
|
||||
Difficulty::Code difficulty = Difficulty::Code::NORMAL; // Dificultad del juego
|
||||
Lang::Code language = Lang::Code::VALENCIAN; // Idioma usado en el juego
|
||||
bool autofire = GameDefaults::Options::SETTINGS_AUTOFIRE; // Indicador de autofire
|
||||
bool shutdown_enabled = GameDefaults::Options::SETTINGS_SHUTDOWN_ENABLED; // Especifica si se puede apagar el sistema
|
||||
Table hi_score_table; // Tabla de mejores puntuaciones
|
||||
std::vector<int> glowing_entries; // Últimas posiciones de entrada en la tabla
|
||||
std::vector<int> glowing_entries = {ManageHiScoreTable::NO_ENTRY, ManageHiScoreTable::NO_ENTRY}; // Últimas posiciones de entrada en la tabla
|
||||
std::string config_file; // Ruta al fichero donde guardar la configuración y las opciones del juego
|
||||
std::string controllers_file; // Ruta al fichero con las configuraciones de los mandos
|
||||
|
||||
// Constructor por defecto con valores iniciales
|
||||
Settings()
|
||||
: glowing_entries({ManageHiScoreTable::NO_ENTRY, ManageHiScoreTable::NO_ENTRY}) {}
|
||||
std::string params_file = GameDefaults::Options::PARAMS_FILE; // Ruta al fichero de parámetros del juego
|
||||
|
||||
// Reinicia las últimas entradas de puntuación
|
||||
void clearLastHiScoreEntries() {
|
||||
@@ -288,12 +270,9 @@ struct Keyboard {
|
||||
};
|
||||
|
||||
struct PendingChanges {
|
||||
Lang::Code new_language{Lang::Code::VALENCIAN}; // Idioma en espera de aplicar
|
||||
Difficulty::Code new_difficulty{Difficulty::Code::NORMAL}; // Dificultad en espera de aplicar
|
||||
bool has_pending_changes{false}; // Indica si hay cambios pendientes
|
||||
|
||||
// Constructor por defecto con valores iniciales
|
||||
PendingChanges() = default;
|
||||
Lang::Code new_language = Lang::Code::VALENCIAN; // Idioma en espera de aplicar
|
||||
Difficulty::Code new_difficulty = Difficulty::Code::NORMAL; // Dificultad en espera de aplicar
|
||||
bool has_pending_changes = false; // Indica si hay cambios pendientes
|
||||
};
|
||||
|
||||
// --- Variables ---
|
||||
|
||||
@@ -10,15 +10,15 @@
|
||||
#include <unordered_map>
|
||||
|
||||
#include "color.h"
|
||||
#include "utils.h"
|
||||
#include "ui/notifier.h" // Para Notifier::Position
|
||||
#include "utils.h"
|
||||
|
||||
// Variable global - ahora se inicializa automáticamente con valores por defecto
|
||||
Param param;
|
||||
|
||||
// Declaraciones de funciones privadas
|
||||
namespace {
|
||||
auto setParams(const std::string& var, const std::string& value) -> bool;
|
||||
auto setParams(const std::string& var, const std::string& value) -> bool;
|
||||
}
|
||||
|
||||
// Implementación del método privado de Param
|
||||
@@ -32,7 +32,7 @@ void Param::precalculateZones() {
|
||||
game.play_area.third_quarter_y = game.play_area.rect.h / 4 * 3;
|
||||
|
||||
// gameArea - cálculos basados en width y height actuales
|
||||
game.game_area.rect = {0, 0, game.width, game.height};
|
||||
game.game_area.rect = {.x = 0, .y = 0, .w = game.width, .h = game.height};
|
||||
game.game_area.center_x = game.game_area.rect.w / 2;
|
||||
game.game_area.first_quarter_x = game.game_area.rect.w / 4;
|
||||
game.game_area.third_quarter_x = game.game_area.rect.w / 4 * 3;
|
||||
@@ -82,7 +82,7 @@ void loadParamsFromFile(const std::string& file_path) {
|
||||
|
||||
// Implementación local de setParams
|
||||
namespace {
|
||||
auto setParams(const std::string& var, const std::string& value) -> bool {
|
||||
auto setParams(const std::string& var, const std::string& value) -> bool {
|
||||
// Mapas estáticos para diferentes tipos de parámetros
|
||||
static const std::unordered_map<std::string, std::function<void(const std::string&)>> INT_PARAMS = {
|
||||
{"game.width", [](const std::string& v) { param.game.width = std::stoi(v); }},
|
||||
@@ -97,9 +97,8 @@ namespace {
|
||||
{"game.hit_stop_ms", [](const std::string& v) { param.game.hit_stop_ms = std::stoi(v); }},
|
||||
{"fade.num_squares_width", [](const std::string& v) { param.fade.num_squares_width = std::stoi(v); }},
|
||||
{"fade.num_squares_height", [](const std::string& v) { param.fade.num_squares_height = std::stoi(v); }},
|
||||
{"fade.random_squares_delay", [](const std::string& v) { param.fade.random_squares_delay = std::stoi(v); }},
|
||||
{"fade.random_squares_mult", [](const std::string& v) { param.fade.random_squares_mult = std::stoi(v); }},
|
||||
{"fade.post_duration", [](const std::string& v) { param.fade.post_duration = std::stoi(v); }},
|
||||
{"fade.random_squares_duration_ms", [](const std::string& v) { param.fade.random_squares_duration_ms = std::stoi(v); }},
|
||||
{"fade.post_duration_ms", [](const std::string& v) { param.fade.post_duration_ms = std::stoi(v); }},
|
||||
{"fade.venetian_size", [](const std::string& v) { param.fade.venetian_size = std::stoi(v); }},
|
||||
{"scoreboard.rect.x", [](const std::string& v) { param.scoreboard.rect.x = std::stoi(v); }},
|
||||
{"scoreboard.rect.y", [](const std::string& v) { param.scoreboard.rect.y = std::stoi(v); }},
|
||||
@@ -110,8 +109,7 @@ namespace {
|
||||
{"title.title_duration", [](const std::string& v) { param.title.title_duration = std::stoi(v); }},
|
||||
{"title.arcade_edition_position", [](const std::string& v) { param.title.arcade_edition_position = std::stoi(v); }},
|
||||
{"title.title_c_c_position", [](const std::string& v) { param.title.title_c_c_position = std::stoi(v); }},
|
||||
{"intro.text_distance_from_bottom", [](const std::string& v) { param.intro.text_distance_from_bottom = std::stoi(v); }}
|
||||
};
|
||||
{"intro.text_distance_from_bottom", [](const std::string& v) { param.intro.text_distance_from_bottom = std::stoi(v); }}};
|
||||
|
||||
static const std::unordered_map<std::string, std::function<void(const std::string&)>> COLOR_PARAMS = {
|
||||
{"fade.color", [](const std::string& v) { param.fade.color = Color::fromHex(v); }},
|
||||
@@ -137,6 +135,15 @@ namespace {
|
||||
{"intro.shadow_color", [](const std::string& v) { param.intro.shadow_color = Color::fromHex(v); }},
|
||||
{"debug.color", [](const std::string& v) { param.debug.color = Color::fromHex(v); }},
|
||||
{"resource.color", [](const std::string& v) { param.resource.color = Color::fromHex(v); }},
|
||||
{"game.item_text_outline_color", [](const std::string& v) { param.game.item_text_outline_color = Color::fromHex(v); }},
|
||||
{"player.default_shirt[0].darkest", [](const std::string& v) { param.player.default_shirt[0].darkest = Color::fromHex(v); }},
|
||||
{"player.default_shirt[0].dark", [](const std::string& v) { param.player.default_shirt[0].dark = Color::fromHex(v); }},
|
||||
{"player.default_shirt[0].base", [](const std::string& v) { param.player.default_shirt[0].base = Color::fromHex(v); }},
|
||||
{"player.default_shirt[0].light", [](const std::string& v) { param.player.default_shirt[0].light = Color::fromHex(v); }},
|
||||
{"player.default_shirt[1].darkest", [](const std::string& v) { param.player.default_shirt[1].darkest = Color::fromHex(v); }},
|
||||
{"player.default_shirt[1].dark", [](const std::string& v) { param.player.default_shirt[1].dark = Color::fromHex(v); }},
|
||||
{"player.default_shirt[1].base", [](const std::string& v) { param.player.default_shirt[1].base = Color::fromHex(v); }},
|
||||
{"player.default_shirt[1].light", [](const std::string& v) { param.player.default_shirt[1].light = Color::fromHex(v); }},
|
||||
{"player.one_coffee_shirt[0].darkest", [](const std::string& v) { param.player.one_coffee_shirt[0].darkest = Color::fromHex(v); }},
|
||||
{"player.one_coffee_shirt[0].dark", [](const std::string& v) { param.player.one_coffee_shirt[0].dark = Color::fromHex(v); }},
|
||||
{"player.one_coffee_shirt[0].base", [](const std::string& v) { param.player.one_coffee_shirt[0].base = Color::fromHex(v); }},
|
||||
@@ -152,8 +159,9 @@ namespace {
|
||||
{"player.two_coffee_shirt[1].darkest", [](const std::string& v) { param.player.two_coffee_shirt[1].darkest = Color::fromHex(v); }},
|
||||
{"player.two_coffee_shirt[1].dark", [](const std::string& v) { param.player.two_coffee_shirt[1].dark = Color::fromHex(v); }},
|
||||
{"player.two_coffee_shirt[1].base", [](const std::string& v) { param.player.two_coffee_shirt[1].base = Color::fromHex(v); }},
|
||||
{"player.two_coffee_shirt[1].light", [](const std::string& v) { param.player.two_coffee_shirt[1].light = Color::fromHex(v); }}
|
||||
};
|
||||
{"player.two_coffee_shirt[1].light", [](const std::string& v) { param.player.two_coffee_shirt[1].light = Color::fromHex(v); }},
|
||||
{"player.outline_color[0]", [](const std::string& v) { param.player.outline_color[0] = Color::fromHex(v); }},
|
||||
{"player.outline_color[1]", [](const std::string& v) { param.player.outline_color[1] = Color::fromHex(v); }}};
|
||||
|
||||
static const std::unordered_map<std::string, std::function<void(const std::string&)>> BOOL_PARAMS = {
|
||||
{"game.hit_stop", [](const std::string& v) { param.game.hit_stop = stringToBool(v); }},
|
||||
@@ -161,8 +169,7 @@ namespace {
|
||||
{"scoreboard.text_autocolor", [](const std::string& v) { param.scoreboard.text_autocolor = stringToBool(v); }},
|
||||
{"balloon.bouncing_sound", [](const std::string& v) { param.balloon.bouncing_sound = stringToBool(v); }},
|
||||
{"notification.sound", [](const std::string& v) { param.notification.sound = stringToBool(v); }},
|
||||
{"service_menu.drop_shadow", [](const std::string& v) { param.service_menu.drop_shadow = stringToBool(v); }}
|
||||
};
|
||||
{"service_menu.drop_shadow", [](const std::string& v) { param.service_menu.drop_shadow = stringToBool(v); }}};
|
||||
|
||||
static const std::unordered_map<std::string, std::function<void(const std::string&)>> FLOAT_PARAMS = {
|
||||
{"balloon.settings[0].vel", [](const std::string& v) { param.balloon.settings.at(0).vel = std::stof(v); }},
|
||||
@@ -183,18 +190,52 @@ namespace {
|
||||
{"service_menu.window_message.max_width_ratio", [](const std::string& v) { param.service_menu.window_message.max_width_ratio = std::stof(v); }},
|
||||
{"service_menu.window_message.max_height_ratio", [](const std::string& v) { param.service_menu.window_message.max_height_ratio = std::stof(v); }},
|
||||
{"service_menu.window_message.text_safety_margin", [](const std::string& v) { param.service_menu.window_message.text_safety_margin = std::stof(v); }},
|
||||
{"service_menu.window_message.animation_duration", [](const std::string& v) { param.service_menu.window_message.animation_duration = std::stof(v); }}
|
||||
{"service_menu.window_message.animation_duration", [](const std::string& v) { param.service_menu.window_message.animation_duration = std::stof(v); }}};
|
||||
|
||||
static const std::unordered_map<std::string, std::function<void(const std::string&)>> INT_PARAMS_EXTRA = {};
|
||||
|
||||
// Colores válidos para globos
|
||||
static const std::unordered_map<std::string, bool> VALID_BALLOON_COLORS = {
|
||||
{"blue", true}, {"orange", true}, {"red", true}, {"green", true}
|
||||
};
|
||||
|
||||
static const std::unordered_map<std::string, std::function<void(const std::string&)>> INT_PARAMS_EXTRA = {
|
||||
auto validateBalloonColor = [](const std::string& color) -> bool {
|
||||
return VALID_BALLOON_COLORS.find(color) != VALID_BALLOON_COLORS.end();
|
||||
};
|
||||
|
||||
static const std::unordered_map<std::string, std::function<void(const std::string&)>> STRING_PARAMS = {
|
||||
{"balloon.color[0]", [](const std::string& v) { param.balloon.color.at(0) = v; }},
|
||||
{"balloon.color[1]", [](const std::string& v) { param.balloon.color.at(1) = v; }},
|
||||
{"balloon.color[2]", [](const std::string& v) { param.balloon.color.at(2) = v; }},
|
||||
{"balloon.color[3]", [](const std::string& v) { param.balloon.color.at(3) = v; }}
|
||||
};
|
||||
{"balloon.color[0]", [validateBalloonColor](const std::string& v) {
|
||||
if (!validateBalloonColor(v)) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'blue' por defecto.", v.c_str());
|
||||
param.balloon.color.at(0) = "blue";
|
||||
} else {
|
||||
param.balloon.color.at(0) = v;
|
||||
}
|
||||
}},
|
||||
{"balloon.color[1]", [validateBalloonColor](const std::string& v) {
|
||||
if (!validateBalloonColor(v)) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'orange' por defecto.", v.c_str());
|
||||
param.balloon.color.at(1) = "orange";
|
||||
} else {
|
||||
param.balloon.color.at(1) = v;
|
||||
}
|
||||
}},
|
||||
{"balloon.color[2]", [validateBalloonColor](const std::string& v) {
|
||||
if (!validateBalloonColor(v)) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'red' por defecto.", v.c_str());
|
||||
param.balloon.color.at(2) = "red";
|
||||
} else {
|
||||
param.balloon.color.at(2) = v;
|
||||
}
|
||||
}},
|
||||
{"balloon.color[3]", [validateBalloonColor](const std::string& v) {
|
||||
if (!validateBalloonColor(v)) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Color de globo inválido '%s'. Usando 'green' por defecto.", v.c_str());
|
||||
param.balloon.color.at(3) = "green";
|
||||
} else {
|
||||
param.balloon.color.at(3) = v;
|
||||
}
|
||||
}}};
|
||||
|
||||
// Lambda para intentar cada mapa de parámetros
|
||||
auto try_map = [&](const auto& param_map) -> bool {
|
||||
@@ -230,5 +271,5 @@ namespace {
|
||||
}
|
||||
|
||||
return false; // Parámetro no encontrado
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
@@ -22,6 +22,7 @@ struct ParamGame {
|
||||
Uint32 speed = 15; // Este valor no estaba en el archivo de configuración
|
||||
bool hit_stop = GameDefaults::Game::HIT_STOP;
|
||||
Uint32 hit_stop_ms = GameDefaults::Game::HIT_STOP_MS;
|
||||
Color item_text_outline_color;
|
||||
};
|
||||
|
||||
// --- Parámetros del fade ---
|
||||
@@ -29,9 +30,8 @@ struct ParamFade {
|
||||
Color color = Color::fromHex(GameDefaults::Fade::COLOR);
|
||||
float num_squares_width = GameDefaults::Fade::NUM_SQUARES_WIDTH;
|
||||
float num_squares_height = GameDefaults::Fade::NUM_SQUARES_HEIGHT;
|
||||
int random_squares_delay = GameDefaults::Fade::RANDOM_SQUARES_DELAY;
|
||||
int random_squares_mult = GameDefaults::Fade::RANDOM_SQUARES_MULT;
|
||||
int post_duration = GameDefaults::Fade::POST_DURATION;
|
||||
int random_squares_duration_ms = GameDefaults::Fade::RANDOM_SQUARES_DURATION_MS;
|
||||
int post_duration_ms = GameDefaults::Fade::POST_DURATION_MS;
|
||||
float venetian_size = GameDefaults::Fade::VENETIAN_SIZE;
|
||||
};
|
||||
|
||||
@@ -168,23 +168,51 @@ struct ParamPlayer {
|
||||
};
|
||||
|
||||
// Inicialización con valores por defecto
|
||||
std::array<Shirt, 2> one_coffee_shirt = {{Shirt(Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_DARKEST),
|
||||
const Shirt default_player0_shirt = Shirt(
|
||||
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER0_DARKEST),
|
||||
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER0_DARK),
|
||||
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER0_BASE),
|
||||
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER0_LIGHT));
|
||||
|
||||
const Shirt default_player1_shirt = Shirt(
|
||||
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER1_DARKEST),
|
||||
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER1_DARK),
|
||||
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER1_BASE),
|
||||
Color::fromHex(GameDefaults::Player::DefaultShirt::PLAYER1_LIGHT));
|
||||
|
||||
std::array<Shirt, 2> default_shirt = {default_player0_shirt, default_player1_shirt};
|
||||
|
||||
const Shirt one_coffee_player0_shirt = Shirt(
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_DARKEST),
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_DARK),
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_BASE),
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_LIGHT)),
|
||||
Shirt(Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_DARKEST),
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER0_LIGHT));
|
||||
|
||||
const Shirt one_coffee_player1_shirt = Shirt(
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_DARKEST),
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_DARK),
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_BASE),
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_LIGHT))}};
|
||||
Color::fromHex(GameDefaults::Player::OneCoffeeShirt::PLAYER1_LIGHT));
|
||||
|
||||
std::array<Shirt, 2> two_coffee_shirt = {{Shirt(Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_DARKEST),
|
||||
std::array<Shirt, 2> one_coffee_shirt = {one_coffee_player0_shirt, one_coffee_player1_shirt};
|
||||
|
||||
const Shirt two_coffee_player0_shirt = Shirt(
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_DARKEST),
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_DARK),
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_BASE),
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_LIGHT)),
|
||||
Shirt(Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_DARKEST),
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER0_LIGHT));
|
||||
|
||||
const Shirt two_coffee_player1_shirt = Shirt(
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_DARKEST),
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_DARK),
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_BASE),
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_LIGHT))}};
|
||||
Color::fromHex(GameDefaults::Player::TwoCoffeeShirt::PLAYER1_LIGHT));
|
||||
|
||||
std::array<Shirt, 2> two_coffee_shirt = {two_coffee_player0_shirt, two_coffee_player1_shirt};
|
||||
|
||||
const Color outline_player0_color = Color::fromHex(GameDefaults::Player::OutlineColor::PLAYER0);
|
||||
const Color outline_player1_color = Color::fromHex(GameDefaults::Player::OutlineColor::PLAYER1);
|
||||
std::array<Color, 2> outline_color = {outline_player0_color, outline_player1_color};
|
||||
};
|
||||
|
||||
// --- Estructura Param: almacena todos los parámetros del juego ---
|
||||
@@ -207,10 +235,10 @@ struct Param {
|
||||
Param() {
|
||||
// Inicializar play_area usando los valores por defecto
|
||||
game.play_area.rect = {
|
||||
GameDefaults::Game::PLAY_AREA_X,
|
||||
GameDefaults::Game::PLAY_AREA_Y,
|
||||
GameDefaults::Game::PLAY_AREA_W,
|
||||
GameDefaults::Game::PLAY_AREA_H};
|
||||
.x = GameDefaults::Game::PLAY_AREA_X,
|
||||
.y = GameDefaults::Game::PLAY_AREA_Y,
|
||||
.w = GameDefaults::Game::PLAY_AREA_W,
|
||||
.h = GameDefaults::Game::PLAY_AREA_H};
|
||||
|
||||
// Las zonas calculadas se inicializarán en precalculateZones()
|
||||
precalculateZones();
|
||||
|
||||
@@ -11,7 +11,7 @@ auto createPath(float start, float end, PathType type, float fixed_pos, int step
|
||||
|
||||
for (int i = 0; i < steps; ++i) {
|
||||
double t = static_cast<double>(i) / (steps - 1);
|
||||
double value = start + (end - start) * easing_function(t);
|
||||
double value = start + ((end - start) * easing_function(t));
|
||||
|
||||
if ((start > 0 && end < 0) || (start < 0 && end > 0)) {
|
||||
value = start + (end > 0 ? 1 : -1) * std::abs(end - start) * easing_function(t);
|
||||
@@ -56,7 +56,7 @@ void PathSprite::addPath(Path path, bool centered) {
|
||||
|
||||
switch (path_centered) {
|
||||
case PathCentered::ON_X: {
|
||||
const int X = path.spots.back().x - pos_.w / 2;
|
||||
const int X = path.spots.back().x - (pos_.w / 2);
|
||||
for (auto &spot : path.spots) {
|
||||
spot.x = X;
|
||||
}
|
||||
@@ -64,7 +64,7 @@ void PathSprite::addPath(Path path, bool centered) {
|
||||
break;
|
||||
}
|
||||
case PathCentered::ON_Y: {
|
||||
const int Y = path.spots.back().y - pos_.h / 2;
|
||||
const int Y = path.spots.back().y - (pos_.h / 2);
|
||||
for (auto &spot : path.spots) {
|
||||
spot.y = Y;
|
||||
}
|
||||
@@ -84,7 +84,7 @@ void PathSprite::addPath(int start, int end, PathType type, int fixed_pos, int s
|
||||
|
||||
// Añade un recorrido
|
||||
void PathSprite::addPath(const std::vector<SDL_FPoint> &spots, int waiting_counter) {
|
||||
paths_.emplace_back(std::move(spots), waiting_counter);
|
||||
paths_.emplace_back(spots, waiting_counter);
|
||||
}
|
||||
|
||||
// Habilita el objeto
|
||||
|
||||
@@ -22,17 +22,7 @@
|
||||
|
||||
// Constructor
|
||||
Player::Player(const Config &config)
|
||||
: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))),
|
||||
power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))),
|
||||
enter_name_(std::make_unique<EnterName>()),
|
||||
hi_score_table_(config.hi_score_table),
|
||||
glowing_entry_(config.glowing_entry),
|
||||
stage_info_(config.stage_info),
|
||||
play_area_(*config.play_area),
|
||||
id_(config.id),
|
||||
default_pos_x_(config.x),
|
||||
default_pos_y_(config.y),
|
||||
demo_(config.demo) {
|
||||
: player_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(0), config.animations.at(0))), power_sprite_(std::make_unique<AnimatedSprite>(config.texture.at(4), config.animations.at(1))), enter_name_(std::make_unique<EnterName>()), hi_score_table_(config.hi_score_table), glowing_entry_(config.glowing_entry), stage_info_(config.stage_info), play_area_(*config.play_area), id_(config.id), default_pos_x_(config.x), default_pos_y_(config.y), demo_(config.demo) {
|
||||
// Configura objetos
|
||||
player_sprite_->addTexture(config.texture.at(1));
|
||||
player_sprite_->addTexture(config.texture.at(2));
|
||||
@@ -199,7 +189,7 @@ void Player::handlePlayingMovement() {
|
||||
}
|
||||
|
||||
void Player::handleRecoverMovement() {
|
||||
if (player_sprite_->getCurrentAnimationFrame() == 10) { playSound("voice_brbrbr.wav"); }
|
||||
if (player_sprite_->getCurrentAnimationFrame() == 10) { playSound("voice_recover.wav"); }
|
||||
if (player_sprite_->animationIsCompleted()) { setPlayingState(State::RESPAWNING); }
|
||||
}
|
||||
|
||||
@@ -788,17 +778,32 @@ void Player::setInvulnerable(bool value) {
|
||||
|
||||
// Monitoriza el estado
|
||||
void Player::updateInvulnerable() {
|
||||
if (playing_state_ == State::PLAYING) {
|
||||
if (invulnerable_) {
|
||||
if (playing_state_ == State::PLAYING && invulnerable_) {
|
||||
if (invulnerable_counter_ > 0) {
|
||||
--invulnerable_counter_;
|
||||
invulnerable_counter_ % 8 > 3 ? player_sprite_->setActiveTexture(coffees_) : player_sprite_->setActiveTexture(3);
|
||||
|
||||
// Frecuencia fija de parpadeo (como el original)
|
||||
constexpr int blink_speed = 8;
|
||||
|
||||
// Calcula proporción decreciente: menos textura blanca hacia el final
|
||||
// Al inicio: 50-50, hacia el final: 70-30 (menos blanco)
|
||||
float progress = 1.0f - (static_cast<float>(invulnerable_counter_) / INVULNERABLE_COUNTER);
|
||||
int white_frames = static_cast<int>((0.5f - progress * 0.2f) * blink_speed);
|
||||
|
||||
// Alterna entre texturas con proporción variable
|
||||
bool should_show_invulnerable = (invulnerable_counter_ % blink_speed) < white_frames;
|
||||
size_t target_texture = should_show_invulnerable ? INVULNERABLE_TEXTURE : coffees_;
|
||||
|
||||
// Solo cambia textura si es diferente (optimización)
|
||||
if (player_sprite_->getActiveTexture() != target_texture) {
|
||||
player_sprite_->setActiveTexture(target_texture);
|
||||
}
|
||||
} else {
|
||||
// Fin de invulnerabilidad
|
||||
setInvulnerable(false);
|
||||
player_sprite_->setActiveTexture(coffees_);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
|
||||
@@ -195,10 +195,11 @@ class Player {
|
||||
// --- Constantes ---
|
||||
static constexpr int POWERUP_COUNTER = 1500; // Duración del estado PowerUp
|
||||
static constexpr int INVULNERABLE_COUNTER = 200; // Duración del estado invulnerable
|
||||
static constexpr size_t INVULNERABLE_TEXTURE = 3; // Textura usada durante invulnerabilidad
|
||||
static constexpr float BASE_SPEED = 1.5F; // Velocidad base del jugador
|
||||
static constexpr int COOLING_DURATION = 50;
|
||||
static constexpr int COOLING_COMPLETE = 0;
|
||||
static constexpr int WAITING_COUNTER = 1000;
|
||||
static constexpr int COOLING_DURATION = 50; // Duración del enfriamiento tras disparar
|
||||
static constexpr int COOLING_COMPLETE = 0; // Valor que indica enfriamiento completado
|
||||
static constexpr int WAITING_COUNTER = 1000; // Tiempo de espera en estado de espera
|
||||
|
||||
// --- Objetos y punteros ---
|
||||
std::unique_ptr<AnimatedSprite> player_sprite_; // Sprite para dibujar el jugador
|
||||
|
||||
@@ -4,7 +4,9 @@
|
||||
|
||||
#include <algorithm> // Para find_if, max, find
|
||||
#include <array> // Para array
|
||||
#include <cstdlib> // Para exit
|
||||
#include <cstdlib> // Para exit, getenv
|
||||
#include <filesystem> // Para filesystem::remove, filesystem::exists
|
||||
#include <fstream> // Para ofstream
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#include <utility> // Para move
|
||||
|
||||
@@ -17,10 +19,41 @@
|
||||
#include "param.h" // Para Param, param, ParamResource, ParamGame
|
||||
#include "screen.h" // Para Screen
|
||||
#include "text.h" // Para Text
|
||||
#include "resource_helper.h" // Para ResourceHelper
|
||||
|
||||
struct JA_Music_t; // lines 11-11
|
||||
struct JA_Sound_t; // lines 12-12
|
||||
|
||||
// Helper para cargar archivos de audio desde pack o filesystem
|
||||
namespace {
|
||||
std::string createTempAudioFile(const std::string& file_path, std::vector<std::string>& temp_files_tracker) {
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
if (!resource_data.empty()) {
|
||||
// Crear archivo temporal
|
||||
std::string temp_dir;
|
||||
#ifdef _WIN32
|
||||
temp_dir = std::getenv("TEMP") ? std::getenv("TEMP") : "C:\\temp";
|
||||
#else
|
||||
temp_dir = "/tmp";
|
||||
#endif
|
||||
std::string temp_path = temp_dir + "/ccae_audio_" + std::to_string(std::hash<std::string>{}(file_path));
|
||||
std::ofstream temp_file(temp_path, std::ios::binary);
|
||||
if (!temp_file) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Cannot create temp file %s", temp_path.c_str());
|
||||
return file_path;
|
||||
}
|
||||
temp_file.write(reinterpret_cast<const char*>(resource_data.data()), resource_data.size());
|
||||
temp_file.close();
|
||||
|
||||
// Agregar a la lista de archivos temporales para limpieza posterior
|
||||
temp_files_tracker.push_back(temp_path);
|
||||
|
||||
return temp_path;
|
||||
}
|
||||
return file_path; // Usar ruta original si no está en pack
|
||||
}
|
||||
}
|
||||
|
||||
// Declaraciones de funciones que necesitas implementar en otros archivos
|
||||
|
||||
// Singleton
|
||||
@@ -55,6 +88,7 @@ Resource::Resource(LoadingMode mode)
|
||||
|
||||
// Destructor
|
||||
Resource::~Resource() {
|
||||
cleanupTempAudioFiles();
|
||||
clear();
|
||||
}
|
||||
|
||||
@@ -80,7 +114,7 @@ void Resource::loadTextFilesQuiet() {
|
||||
for (const auto &l : list) {
|
||||
auto name = getFileName(l);
|
||||
// Buscar en nuestra lista y cargar directamente
|
||||
auto it = std::find_if(text_files_.begin(), text_files_.end(), [&name](const auto &t) { return t.name == name; });
|
||||
auto it = std::ranges::find_if(text_files_, [&name](const auto &t) { return t.name == name; });
|
||||
if (it != text_files_.end()) {
|
||||
it->text_file = Text::loadFile(l);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Text file loaded: %s", name.c_str());
|
||||
@@ -109,9 +143,9 @@ void Resource::loadEssentialTextures() {
|
||||
for (const auto &file : texture_list) {
|
||||
auto name = getFileName(file);
|
||||
// Solo cargar texturas esenciales
|
||||
if (std::find(ESSENTIAL_TEXTURES.begin(), ESSENTIAL_TEXTURES.end(), name) != ESSENTIAL_TEXTURES.end()) {
|
||||
if (std::ranges::find(ESSENTIAL_TEXTURES, name) != ESSENTIAL_TEXTURES.end()) {
|
||||
// Buscar en nuestra lista y cargar
|
||||
auto it = std::find_if(textures_.begin(), textures_.end(), [&name](const auto &t) { return t.name == name; });
|
||||
auto it = std::ranges::find_if(textures_, [&name](const auto &t) { return t.name == name; });
|
||||
if (it != textures_.end()) {
|
||||
it->texture = std::make_shared<Texture>(Screen::get()->getRenderer(), file);
|
||||
}
|
||||
@@ -186,7 +220,7 @@ void Resource::initResourceLists() {
|
||||
|
||||
// Obtiene el sonido a partir de un nombre (con carga perezosa)
|
||||
auto Resource::getSound(const std::string &name) -> JA_Sound_t * {
|
||||
auto it = std::find_if(sounds_.begin(), sounds_.end(), [&name](const auto &s) { return s.name == name; });
|
||||
auto it = std::ranges::find_if(sounds_, [&name](const auto &s) { return s.name == name; });
|
||||
|
||||
if (it != sounds_.end()) {
|
||||
// Si está en modo lazy y no se ha cargado aún, lo carga ahora
|
||||
@@ -202,7 +236,7 @@ auto Resource::getSound(const std::string &name) -> JA_Sound_t * {
|
||||
|
||||
// Obtiene la música a partir de un nombre (con carga perezosa)
|
||||
auto Resource::getMusic(const std::string &name) -> JA_Music_t * {
|
||||
auto it = std::find_if(musics_.begin(), musics_.end(), [&name](const auto &m) { return m.name == name; });
|
||||
auto it = std::ranges::find_if(musics_, [&name](const auto &m) { return m.name == name; });
|
||||
|
||||
if (it != musics_.end()) {
|
||||
// Si está en modo lazy y no se ha cargado aún, lo carga ahora
|
||||
@@ -218,7 +252,7 @@ auto Resource::getMusic(const std::string &name) -> JA_Music_t * {
|
||||
|
||||
// Obtiene la textura a partir de un nombre (con carga perezosa)
|
||||
auto Resource::getTexture(const std::string &name) -> std::shared_ptr<Texture> {
|
||||
auto it = std::find_if(textures_.begin(), textures_.end(), [&name](const auto &t) { return t.name == name; });
|
||||
auto it = std::ranges::find_if(textures_, [&name](const auto &t) { return t.name == name; });
|
||||
|
||||
if (it != textures_.end()) {
|
||||
// Si está en modo lazy y no se ha cargado aún, lo carga ahora
|
||||
@@ -234,7 +268,7 @@ auto Resource::getTexture(const std::string &name) -> std::shared_ptr<Texture> {
|
||||
|
||||
// Obtiene el fichero de texto a partir de un nombre (con carga perezosa)
|
||||
auto Resource::getTextFile(const std::string &name) -> std::shared_ptr<Text::File> {
|
||||
auto it = std::find_if(text_files_.begin(), text_files_.end(), [&name](const auto &t) { return t.name == name; });
|
||||
auto it = std::ranges::find_if(text_files_, [&name](const auto &t) { return t.name == name; });
|
||||
|
||||
if (it != text_files_.end()) {
|
||||
// Si está en modo lazy y no se ha cargado aún, lo carga ahora
|
||||
@@ -250,7 +284,7 @@ auto Resource::getTextFile(const std::string &name) -> std::shared_ptr<Text::Fil
|
||||
|
||||
// Obtiene el objeto de texto a partir de un nombre (con carga perezosa)
|
||||
auto Resource::getText(const std::string &name) -> std::shared_ptr<Text> {
|
||||
auto it = std::find_if(texts_.begin(), texts_.end(), [&name](const auto &t) { return t.name == name; });
|
||||
auto it = std::ranges::find_if(texts_, [&name](const auto &t) { return t.name == name; });
|
||||
|
||||
if (it != texts_.end()) {
|
||||
// Si está en modo lazy y no se ha cargado aún, lo carga ahora
|
||||
@@ -266,7 +300,7 @@ auto Resource::getText(const std::string &name) -> std::shared_ptr<Text> {
|
||||
|
||||
// Obtiene la animación a partir de un nombre (con carga perezosa)
|
||||
auto Resource::getAnimation(const std::string &name) -> AnimationsFileBuffer & {
|
||||
auto it = std::find_if(animations_.begin(), animations_.end(), [&name](const auto &a) { return a.name == name; });
|
||||
auto it = std::ranges::find_if(animations_, [&name](const auto &a) { return a.name == name; });
|
||||
|
||||
if (it != animations_.end()) {
|
||||
// Si está en modo lazy y no se ha cargado aún (vector vacío), lo carga ahora
|
||||
@@ -293,7 +327,8 @@ auto Resource::loadSoundLazy(const std::string &name) -> JA_Sound_t * {
|
||||
auto sound_list = Asset::get()->getListByType(Asset::Type::SOUND);
|
||||
for (const auto &file : sound_list) {
|
||||
if (getFileName(file) == name) {
|
||||
return JA_LoadSound(file.c_str());
|
||||
std::string audio_path = createTempAudioFile(file, Resource::get()->temp_audio_files_);
|
||||
return JA_LoadSound(audio_path.c_str());
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -306,7 +341,8 @@ auto Resource::loadMusicLazy(const std::string &name) -> JA_Music_t * {
|
||||
auto music_list = Asset::get()->getListByType(Asset::Type::MUSIC);
|
||||
for (const auto &file : music_list) {
|
||||
if (getFileName(file) == name) {
|
||||
return JA_LoadMusic(file.c_str());
|
||||
std::string audio_path = createTempAudioFile(file, Resource::get()->temp_audio_files_);
|
||||
return JA_LoadMusic(audio_path.c_str());
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -346,18 +382,18 @@ auto Resource::loadTextLazy(const std::string &name) -> std::shared_ptr<Text> {
|
||||
};
|
||||
|
||||
const std::vector<TextMapping> TEXT_MAPPINGS = {
|
||||
{"04b_25", "04b_25.png", "04b_25.txt"},
|
||||
{"04b_25_2x", "04b_25_2x.png", "04b_25_2x.txt"},
|
||||
{"04b_25_metal", "04b_25_metal.png", "04b_25.txt"},
|
||||
{"04b_25_grey", "04b_25_grey.png", "04b_25.txt"},
|
||||
{"04b_25_flat", "04b_25_flat.png", "04b_25.txt"},
|
||||
{"04b_25_reversed", "04b_25_reversed.png", "04b_25.txt"},
|
||||
{"04b_25_flat_2x", "04b_25_flat_2x.png", "04b_25_2x.txt"},
|
||||
{"04b_25_reversed_2x", "04b_25_reversed_2x.png", "04b_25_2x.txt"},
|
||||
{"8bithud", "8bithud.png", "8bithud.txt"},
|
||||
{"aseprite", "aseprite.png", "aseprite.txt"},
|
||||
{"smb2", "smb2.png", "smb2.txt"},
|
||||
{"smb2_grad", "smb2_grad.png", "smb2.txt"}};
|
||||
{.key = "04b_25", .texture_file = "04b_25.png", .text_file = "04b_25.txt"},
|
||||
{.key = "04b_25_2x", .texture_file = "04b_25_2x.png", .text_file = "04b_25_2x.txt"},
|
||||
{.key = "04b_25_metal", .texture_file = "04b_25_metal.png", .text_file = "04b_25.txt"},
|
||||
{.key = "04b_25_grey", .texture_file = "04b_25_grey.png", .text_file = "04b_25.txt"},
|
||||
{.key = "04b_25_flat", .texture_file = "04b_25_flat.png", .text_file = "04b_25.txt"},
|
||||
{.key = "04b_25_reversed", .texture_file = "04b_25_reversed.png", .text_file = "04b_25.txt"},
|
||||
{.key = "04b_25_flat_2x", .texture_file = "04b_25_flat_2x.png", .text_file = "04b_25_2x.txt"},
|
||||
{.key = "04b_25_reversed_2x", .texture_file = "04b_25_reversed_2x.png", .text_file = "04b_25_2x.txt"},
|
||||
{.key = "8bithud", .texture_file = "8bithud.png", .text_file = "8bithud.txt"},
|
||||
{.key = "aseprite", .texture_file = "aseprite.png", .text_file = "aseprite.txt"},
|
||||
{.key = "smb2", .texture_file = "smb2.png", .text_file = "smb2.txt"},
|
||||
{.key = "smb2_grad", .texture_file = "smb2_grad.png", .text_file = "smb2.txt"}};
|
||||
|
||||
for (const auto &mapping : TEXT_MAPPINGS) {
|
||||
if (mapping.key == name) {
|
||||
@@ -448,7 +484,8 @@ void Resource::loadSounds() {
|
||||
auto name = getFileName(l);
|
||||
updateLoadingProgress(name);
|
||||
#ifndef NO_AUDIO
|
||||
sounds_.emplace_back(name, JA_LoadSound(l.c_str()));
|
||||
std::string audio_path = createTempAudioFile(l, temp_audio_files_);
|
||||
sounds_.emplace_back(name, JA_LoadSound(audio_path.c_str()));
|
||||
#else
|
||||
sounds_.emplace_back(name, nullptr);
|
||||
#endif
|
||||
@@ -466,7 +503,8 @@ void Resource::loadMusics() {
|
||||
auto name = getFileName(l);
|
||||
updateLoadingProgress(name);
|
||||
#ifndef NO_AUDIO
|
||||
musics_.emplace_back(name, JA_LoadMusic(l.c_str()));
|
||||
std::string audio_path = createTempAudioFile(l, temp_audio_files_);
|
||||
musics_.emplace_back(name, JA_LoadMusic(audio_path.c_str()));
|
||||
#else
|
||||
musics_.emplace_back(name, nullptr);
|
||||
#endif
|
||||
@@ -537,10 +575,10 @@ void Resource::createPlayerTextures() {
|
||||
};
|
||||
|
||||
std::vector<PlayerConfig> players = {
|
||||
{"player1.gif", {"player1_coffee1.pal", "player1_coffee2.pal", "player1_invencible.pal"}, "player1"},
|
||||
{"player2.gif", {"player2_coffee1.pal", "player2_coffee2.pal", "player2_invencible.pal"}, "player2"}};
|
||||
{.base_texture = "player1.gif", .palette_files = {"player1_coffee1.pal", "player1_coffee2.pal", "player1_invencible.pal"}, .name_prefix = "player1"},
|
||||
{.base_texture = "player2.gif", .palette_files = {"player2_coffee1.pal", "player2_coffee2.pal", "player2_invencible.pal"}, .name_prefix = "player2"}};
|
||||
|
||||
// Bucle principal modificado para usar un índice (player_idx)
|
||||
// Bucle principal
|
||||
for (size_t player_idx = 0; player_idx < players.size(); ++player_idx) {
|
||||
const auto &player = players[player_idx]; // Obtenemos el jugador actual
|
||||
|
||||
@@ -554,40 +592,52 @@ void Resource::createPlayerTextures() {
|
||||
}
|
||||
}
|
||||
|
||||
// Crear variante con paleta original (pal0) - usar la textura ya cargada
|
||||
auto base_texture = getTexture(player.base_texture);
|
||||
std::string pal0_name = player.name_prefix + "_pal0";
|
||||
textures_.emplace_back(pal0_name, base_texture);
|
||||
printWithDots("Player Texture : ", pal0_name, "[ DONE ]");
|
||||
// Crear las 4 texturas con sus respectivas paletas
|
||||
for (int palette_idx = 0; palette_idx < 4; ++palette_idx) {
|
||||
std::shared_ptr<Texture> texture;
|
||||
|
||||
// Crear variantes con paletas adicionales - CADA UNA DESDE EL ARCHIVO
|
||||
for (size_t i = 0; i < player.palette_files.size(); ++i) {
|
||||
// Crear textura completamente nueva desde el archivo
|
||||
auto texture_copy = std::make_shared<Texture>(Screen::get()->getRenderer(), texture_file_path);
|
||||
if (palette_idx == 0) {
|
||||
// Textura 0 - usar la ya cargada y modificar solo paleta 0 (default_shirt)
|
||||
texture = getTexture(player.base_texture);
|
||||
texture->setPaletteColor(0, 16, param.player.default_shirt[player_idx].darkest.TO_UINT32());
|
||||
texture->setPaletteColor(0, 17, param.player.default_shirt[player_idx].dark.TO_UINT32());
|
||||
texture->setPaletteColor(0, 18, param.player.default_shirt[player_idx].base.TO_UINT32());
|
||||
texture->setPaletteColor(0, 19, param.player.default_shirt[player_idx].light.TO_UINT32());
|
||||
texture->setPaletteColor(0, 56, param.player.outline_color[player_idx].TO_UINT32());
|
||||
} else {
|
||||
// Crear textura nueva desde archivo usando ResourceHelper
|
||||
texture = std::make_shared<Texture>(Screen::get()->getRenderer(), texture_file_path);
|
||||
|
||||
// Añadir todas las paletas
|
||||
texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[0]));
|
||||
texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[1]));
|
||||
texture_copy->addPaletteFromPalFile(Asset::get()->get(player.palette_files[2]));
|
||||
texture->addPaletteFromPalFile(Asset::get()->get(player.palette_files[0]));
|
||||
texture->addPaletteFromPalFile(Asset::get()->get(player.palette_files[1]));
|
||||
texture->addPaletteFromPalFile(Asset::get()->get(player.palette_files[2]));
|
||||
|
||||
// Añade los colores establecidos en param.player usando el índice del jugador (player_idx)
|
||||
texture_copy->setPaletteColor(1, 16, param.player.one_coffee_shirt[player_idx].darkest.TO_UINT32());
|
||||
texture_copy->setPaletteColor(1, 17, param.player.one_coffee_shirt[player_idx].dark.TO_UINT32());
|
||||
texture_copy->setPaletteColor(1, 18, param.player.one_coffee_shirt[player_idx].base.TO_UINT32());
|
||||
texture_copy->setPaletteColor(1, 19, param.player.one_coffee_shirt[player_idx].light.TO_UINT32());
|
||||
if (palette_idx == 1) {
|
||||
// Textura 1 - modificar solo paleta 1 (one_coffee_shirt)
|
||||
texture->setPaletteColor(1, 16, param.player.one_coffee_shirt[player_idx].darkest.TO_UINT32());
|
||||
texture->setPaletteColor(1, 17, param.player.one_coffee_shirt[player_idx].dark.TO_UINT32());
|
||||
texture->setPaletteColor(1, 18, param.player.one_coffee_shirt[player_idx].base.TO_UINT32());
|
||||
texture->setPaletteColor(1, 19, param.player.one_coffee_shirt[player_idx].light.TO_UINT32());
|
||||
texture->setPaletteColor(1, 56, param.player.outline_color[player_idx].TO_UINT32());
|
||||
} else if (palette_idx == 2) {
|
||||
// Textura 2 - modificar solo paleta 2 (two_coffee_shirt)
|
||||
texture->setPaletteColor(2, 16, param.player.two_coffee_shirt[player_idx].darkest.TO_UINT32());
|
||||
texture->setPaletteColor(2, 17, param.player.two_coffee_shirt[player_idx].dark.TO_UINT32());
|
||||
texture->setPaletteColor(2, 18, param.player.two_coffee_shirt[player_idx].base.TO_UINT32());
|
||||
texture->setPaletteColor(2, 19, param.player.two_coffee_shirt[player_idx].light.TO_UINT32());
|
||||
texture->setPaletteColor(2, 56, param.player.outline_color[player_idx].TO_UINT32());
|
||||
}
|
||||
// Textura 3 (palette_idx == 3) - no modificar nada, usar colores originales
|
||||
}
|
||||
|
||||
texture_copy->setPaletteColor(2, 16, param.player.two_coffee_shirt[player_idx].darkest.TO_UINT32());
|
||||
texture_copy->setPaletteColor(2, 17, param.player.two_coffee_shirt[player_idx].dark.TO_UINT32());
|
||||
texture_copy->setPaletteColor(2, 18, param.player.two_coffee_shirt[player_idx].base.TO_UINT32());
|
||||
texture_copy->setPaletteColor(2, 19, param.player.two_coffee_shirt[player_idx].light.TO_UINT32());
|
||||
|
||||
// Cambiar a la paleta específica (índice i+1 porque 0 es la original)
|
||||
texture_copy->setPalette(i + 1);
|
||||
// Asignar la paleta correspondiente
|
||||
texture->setPalette(palette_idx);
|
||||
|
||||
// Guardar con nombre específico
|
||||
std::string variant_name = player.name_prefix + "_pal" + std::to_string(i + 1);
|
||||
textures_.emplace_back(variant_name, texture_copy);
|
||||
printWithDots("Player Texture : ", variant_name, "[ DONE ]");
|
||||
std::string texture_name = player.name_prefix + "_pal" + std::to_string(palette_idx);
|
||||
textures_.emplace_back(texture_name, texture);
|
||||
printWithDots("Player Texture : ", texture_name, "[ DONE ]");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -604,33 +654,42 @@ void Resource::createTextTextures() {
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXTURES");
|
||||
|
||||
// Texturas de tamaño normal
|
||||
std::vector<NameAndText> strings = {
|
||||
// Texturas de tamaño normal con outline
|
||||
std::vector<NameAndText> strings1 = {
|
||||
{"game_text_1000_points", "1.000"},
|
||||
{"game_text_2500_points", "2.500"},
|
||||
{"game_text_5000_points", "5.000"},
|
||||
{"game_text_powerup", Lang::getText("[GAME_TEXT] 4")},
|
||||
{"game_text_one_hit", Lang::getText("[GAME_TEXT] 5")},
|
||||
{"game_text_stop", Lang::getText("[GAME_TEXT] 6")},
|
||||
{"game_text_stop", Lang::getText("[GAME_TEXT] 6")}};
|
||||
|
||||
auto text1 = getText("04b_25_enhanced");
|
||||
for (const auto &s : strings1) {
|
||||
textures_.emplace_back(s.name, text1->writeDXToTexture(Text::STROKE, s.text, -2, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
|
||||
printWithDots("Texture : ", s.name, "[ DONE ]");
|
||||
}
|
||||
|
||||
// Texturas de tamaño normal
|
||||
std::vector<NameAndText> strings2 = {
|
||||
{"game_text_1000000_points", Lang::getText("[GAME_TEXT] 8")}};
|
||||
|
||||
auto text = getText("04b_25");
|
||||
for (const auto &s : strings) {
|
||||
textures_.emplace_back(s.name, text->writeToTexture(s.text, 1, -2));
|
||||
auto text2 = getText("04b_25");
|
||||
for (const auto &s : strings2) {
|
||||
textures_.emplace_back(s.name, text2->writeDXToTexture(Text::STROKE, s.text, -2, Colors::NO_COLOR_MOD, 1, param.game.item_text_outline_color));
|
||||
printWithDots("Texture : ", s.name, "[ DONE ]");
|
||||
}
|
||||
|
||||
// Texturas de tamaño doble
|
||||
std::vector<NameAndText> strings2_x = {
|
||||
std::vector<NameAndText> strings3 = {
|
||||
{"game_text_100000_points", "100.000"},
|
||||
{"game_text_get_ready", Lang::getText("[GAME_TEXT] 7")},
|
||||
{"game_text_last_stage", Lang::getText("[GAME_TEXT] 3")},
|
||||
{"game_text_congratulations", Lang::getText("[GAME_TEXT] 1")},
|
||||
{"game_text_game_over", "Game Over"}};
|
||||
|
||||
auto text2 = getText("04b_25_2x");
|
||||
for (const auto &s : strings2_x) {
|
||||
textures_.emplace_back(s.name, text2->writeToTexture(s.text, 1, -4));
|
||||
auto text3 = getText("04b_25_2x");
|
||||
for (const auto &s : strings3) {
|
||||
textures_.emplace_back(s.name, text3->writeToTexture(s.text, 1, -4));
|
||||
printWithDots("Texture : ", s.name, "[ DONE ]");
|
||||
}
|
||||
}
|
||||
@@ -641,15 +700,18 @@ void Resource::createText() {
|
||||
std::string key;
|
||||
std::string texture_file;
|
||||
std::string text_file;
|
||||
std::string white_texture_file; // Textura blanca opcional
|
||||
|
||||
ResourceInfo(std::string k, std::string t_file, std::string txt_file)
|
||||
: key(std::move(k)), texture_file(std::move(t_file)), text_file(std::move(txt_file)) {}
|
||||
ResourceInfo(std::string k, std::string t_file, std::string txt_file, std::string w_file = "")
|
||||
: key(std::move(k)), texture_file(std::move(t_file)), text_file(std::move(txt_file)), white_texture_file(std::move(w_file)) {}
|
||||
};
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> CREATING TEXT OBJECTS");
|
||||
|
||||
std::vector<ResourceInfo> resources = {
|
||||
{"04b_25", "04b_25.png", "04b_25.txt"},
|
||||
{"04b_25_enhanced", "04b_25.png", "04b_25.txt", "04b_25_white.png"}, // Nueva fuente con textura blanca
|
||||
{"04b_25_white", "04b_25_white.png", "04b_25.txt"},
|
||||
{"04b_25_2x", "04b_25_2x.png", "04b_25_2x.txt"},
|
||||
{"04b_25_metal", "04b_25_metal.png", "04b_25.txt"},
|
||||
{"04b_25_grey", "04b_25_grey.png", "04b_25.txt"},
|
||||
@@ -663,7 +725,13 @@ void Resource::createText() {
|
||||
{"smb2_grad", "smb2_grad.png", "smb2.txt"}};
|
||||
|
||||
for (const auto &resource : resources) {
|
||||
if (!resource.white_texture_file.empty()) {
|
||||
// Crear texto con textura blanca
|
||||
texts_.emplace_back(resource.key, std::make_shared<Text>(getTexture(resource.texture_file), getTexture(resource.white_texture_file), getTextFile(resource.text_file)));
|
||||
} else {
|
||||
// Crear texto normal
|
||||
texts_.emplace_back(resource.key, std::make_shared<Text>(getTexture(resource.texture_file), getTextFile(resource.text_file)));
|
||||
}
|
||||
printWithDots("Text : ", resource.key, "[ DONE ]");
|
||||
}
|
||||
}
|
||||
@@ -784,15 +852,15 @@ void Resource::initProgressBar() {
|
||||
const float BAR_Y_POSITION = param.game.height - BAR_HEIGHT - Y_PADDING;
|
||||
|
||||
const float WIRED_BAR_WIDTH = param.game.width - (X_PADDING * 2);
|
||||
loading_wired_rect_ = {X_PADDING, BAR_Y_POSITION, WIRED_BAR_WIDTH, BAR_HEIGHT};
|
||||
loading_wired_rect_ = {.x = X_PADDING, .y = BAR_Y_POSITION, .w = WIRED_BAR_WIDTH, .h = BAR_HEIGHT};
|
||||
|
||||
const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * loading_count_.getPercentage();
|
||||
loading_full_rect_ = {X_PADDING, BAR_Y_POSITION, FULL_BAR_WIDTH, BAR_HEIGHT};
|
||||
loading_full_rect_ = {.x = X_PADDING, .y = BAR_Y_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT};
|
||||
}
|
||||
|
||||
// Actualiza el progreso de carga, muestra la barra y procesa eventos
|
||||
void Resource::updateLoadingProgress(std::string name) {
|
||||
loading_resource_name_ = name;
|
||||
loading_resource_name_ = std::move(name);
|
||||
loading_count_.increase();
|
||||
updateProgressBar();
|
||||
renderProgress();
|
||||
@@ -803,3 +871,18 @@ void Resource::updateLoadingProgress(std::string name) {
|
||||
void Resource::updateProgressBar() {
|
||||
loading_full_rect_.w = loading_wired_rect_.w * loading_count_.getPercentage();
|
||||
}
|
||||
|
||||
// Limpia archivos temporales de audio
|
||||
void Resource::cleanupTempAudioFiles() {
|
||||
for (const auto& temp_path : temp_audio_files_) {
|
||||
try {
|
||||
if (std::filesystem::exists(temp_path)) {
|
||||
std::filesystem::remove(temp_path);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Removed temp audio file: %s", temp_path.c_str());
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to remove temp audio file %s: %s", temp_path.c_str(), e.what());
|
||||
}
|
||||
}
|
||||
temp_audio_files_.clear();
|
||||
}
|
||||
|
||||
@@ -129,6 +129,9 @@ class Resource {
|
||||
SDL_FRect loading_wired_rect_;
|
||||
SDL_FRect loading_full_rect_;
|
||||
|
||||
// --- Archivos temporales ---
|
||||
std::vector<std::string> temp_audio_files_; // Rutas de archivos temporales de audio para limpieza
|
||||
|
||||
// --- Métodos internos de carga y gestión ---
|
||||
void loadSounds(); // Carga los sonidos
|
||||
void loadMusics(); // Carga las músicas
|
||||
@@ -147,6 +150,7 @@ class Resource {
|
||||
void load(); // Carga todos los recursos
|
||||
void clearSounds(); // Vacía el vector de sonidos
|
||||
void clearMusics(); // Vacía el vector de músicas
|
||||
void cleanupTempAudioFiles(); // Limpia archivos temporales de audio
|
||||
|
||||
// --- Métodos para carga perezosa ---
|
||||
void initResourceLists(); // Inicializa las listas de recursos sin cargar el contenido
|
||||
|
||||
95
source/resource_helper.cpp
Normal file
95
source/resource_helper.cpp
Normal file
@@ -0,0 +1,95 @@
|
||||
#include "resource_helper.h"
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
|
||||
namespace ResourceHelper {
|
||||
static bool resource_system_initialized = false;
|
||||
|
||||
bool initializeResourceSystem(const std::string& pack_file) {
|
||||
auto& loader = ResourceLoader::getInstance();
|
||||
resource_system_initialized = loader.initialize(pack_file, true);
|
||||
|
||||
if (resource_system_initialized) {
|
||||
std::cout << "Resource system initialized with pack: " << pack_file << std::endl;
|
||||
} else {
|
||||
std::cout << "Resource system using fallback mode (filesystem only)" << std::endl;
|
||||
}
|
||||
|
||||
return true; // Always return true as fallback is acceptable
|
||||
}
|
||||
|
||||
void shutdownResourceSystem() {
|
||||
if (resource_system_initialized) {
|
||||
ResourceLoader::getInstance().shutdown();
|
||||
resource_system_initialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<uint8_t> loadFile(const std::string& filepath) {
|
||||
if (resource_system_initialized && shouldUseResourcePack(filepath)) {
|
||||
auto& loader = ResourceLoader::getInstance();
|
||||
std::string pack_path = getPackPath(filepath);
|
||||
|
||||
auto data = loader.loadResource(pack_path);
|
||||
if (!data.empty()) {
|
||||
return data;
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback a filesystem
|
||||
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
|
||||
if (!file) {
|
||||
return {};
|
||||
}
|
||||
|
||||
std::streamsize fileSize = file.tellg();
|
||||
file.seekg(0, std::ios::beg);
|
||||
|
||||
std::vector<uint8_t> data(fileSize);
|
||||
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
|
||||
return {};
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
bool shouldUseResourcePack(const std::string& filepath) {
|
||||
// Archivos que NO van al pack:
|
||||
// - config/ (ahora está fuera de data/)
|
||||
// - archivos absolutos del sistema
|
||||
|
||||
if (filepath.find("config/") != std::string::npos) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Si contiene "data/" es candidato para el pack
|
||||
if (filepath.find("data/") != std::string::npos) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string getPackPath(const std::string& asset_path) {
|
||||
std::string pack_path = asset_path;
|
||||
|
||||
// Normalizar separadores de path a '/'
|
||||
std::replace(pack_path.begin(), pack_path.end(), '\\', '/');
|
||||
|
||||
// Remover prefijo "data/" si existe
|
||||
size_t data_pos = pack_path.find("data/");
|
||||
if (data_pos != std::string::npos) {
|
||||
pack_path = pack_path.substr(data_pos + 5); // +5 para saltar "data/"
|
||||
}
|
||||
|
||||
// Remover cualquier prefijo de path absoluto
|
||||
size_t last_data = pack_path.rfind("data/");
|
||||
if (last_data != std::string::npos) {
|
||||
pack_path = pack_path.substr(last_data + 5);
|
||||
}
|
||||
|
||||
return pack_path;
|
||||
}
|
||||
}
|
||||
46
source/resource_helper.h
Normal file
46
source/resource_helper.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include "resource_loader.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
|
||||
// Helper functions para integrar ResourceLoader con el sistema existente
|
||||
namespace ResourceHelper {
|
||||
// Inicializa ResourceLoader (llamar al inicio del programa)
|
||||
bool initializeResourceSystem(const std::string& pack_file = "resources.pack");
|
||||
|
||||
// Cierra ResourceLoader
|
||||
void shutdownResourceSystem();
|
||||
|
||||
// Carga un archivo usando ResourceLoader o fallback a filesystem
|
||||
std::vector<uint8_t> loadFile(const std::string& filepath);
|
||||
|
||||
// Verifica si un archivo debería cargarse del pack vs filesystem
|
||||
bool shouldUseResourcePack(const std::string& filepath);
|
||||
|
||||
// Convierte ruta Asset a ruta relativa para ResourceLoader
|
||||
std::string getPackPath(const std::string& asset_path);
|
||||
|
||||
// Wrappea la carga de archivos para mantener compatibilidad
|
||||
template<typename T>
|
||||
T* loadResourceFile(const std::string& asset_path, T* (*loader_func)(const char*)) {
|
||||
auto data = loadFile(asset_path);
|
||||
if (data.empty()) {
|
||||
return loader_func(asset_path.c_str());
|
||||
}
|
||||
|
||||
// Crear archivo temporal para funciones que esperan path
|
||||
std::string temp_path = "/tmp/ccae_" + std::to_string(std::hash<std::string>{}(asset_path));
|
||||
std::ofstream temp_file(temp_path, std::ios::binary);
|
||||
temp_file.write(reinterpret_cast<const char*>(data.data()), data.size());
|
||||
temp_file.close();
|
||||
|
||||
T* result = loader_func(temp_path.c_str());
|
||||
std::filesystem::remove(temp_path);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
133
source/resource_loader.cpp
Normal file
133
source/resource_loader.cpp
Normal file
@@ -0,0 +1,133 @@
|
||||
#include "resource_loader.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <filesystem>
|
||||
#include <algorithm>
|
||||
|
||||
std::unique_ptr<ResourceLoader> ResourceLoader::instance = nullptr;
|
||||
|
||||
ResourceLoader::ResourceLoader()
|
||||
: resourcePack(nullptr), fallbackToFiles(true) {}
|
||||
|
||||
ResourceLoader& ResourceLoader::getInstance() {
|
||||
if (!instance) {
|
||||
instance = std::unique_ptr<ResourceLoader>(new ResourceLoader());
|
||||
}
|
||||
return *instance;
|
||||
}
|
||||
|
||||
ResourceLoader::~ResourceLoader() {
|
||||
shutdown();
|
||||
}
|
||||
|
||||
bool ResourceLoader::initialize(const std::string& packFile, bool enableFallback) {
|
||||
shutdown();
|
||||
|
||||
fallbackToFiles = enableFallback;
|
||||
packPath = packFile;
|
||||
|
||||
if (std::filesystem::exists(packFile)) {
|
||||
resourcePack = new ResourcePack();
|
||||
if (resourcePack->loadPack(packFile)) {
|
||||
std::cout << "Resource pack loaded successfully: " << packFile << std::endl;
|
||||
std::cout << "Resources available: " << resourcePack->getResourceCount() << std::endl;
|
||||
return true;
|
||||
} else {
|
||||
delete resourcePack;
|
||||
resourcePack = nullptr;
|
||||
std::cerr << "Failed to load resource pack: " << packFile << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
if (fallbackToFiles) {
|
||||
std::cout << "Using fallback mode: loading resources from data/ directory" << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
std::cerr << "Resource pack not found and fallback disabled: " << packFile << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
void ResourceLoader::shutdown() {
|
||||
if (resourcePack) {
|
||||
delete resourcePack;
|
||||
resourcePack = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<uint8_t> ResourceLoader::loadResource(const std::string& filename) {
|
||||
if (resourcePack && resourcePack->hasResource(filename)) {
|
||||
return resourcePack->getResource(filename);
|
||||
}
|
||||
|
||||
if (fallbackToFiles) {
|
||||
return loadFromFile(filename);
|
||||
}
|
||||
|
||||
std::cerr << "Resource not found: " << filename << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
bool ResourceLoader::resourceExists(const std::string& filename) {
|
||||
if (resourcePack && resourcePack->hasResource(filename)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (fallbackToFiles) {
|
||||
std::string fullPath = getDataPath(filename);
|
||||
return std::filesystem::exists(fullPath);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> ResourceLoader::loadFromFile(const std::string& filename) {
|
||||
std::string fullPath = getDataPath(filename);
|
||||
|
||||
std::ifstream file(fullPath, std::ios::binary | std::ios::ate);
|
||||
if (!file) {
|
||||
std::cerr << "Error: Could not open file: " << fullPath << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
std::streamsize fileSize = file.tellg();
|
||||
file.seekg(0, std::ios::beg);
|
||||
|
||||
std::vector<uint8_t> data(fileSize);
|
||||
if (!file.read(reinterpret_cast<char*>(data.data()), fileSize)) {
|
||||
std::cerr << "Error: Could not read file: " << fullPath << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
std::string ResourceLoader::getDataPath(const std::string& filename) {
|
||||
return "data/" + filename;
|
||||
}
|
||||
|
||||
size_t ResourceLoader::getLoadedResourceCount() const {
|
||||
if (resourcePack) {
|
||||
return resourcePack->getResourceCount();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
std::vector<std::string> ResourceLoader::getAvailableResources() const {
|
||||
if (resourcePack) {
|
||||
return resourcePack->getResourceList();
|
||||
}
|
||||
|
||||
std::vector<std::string> result;
|
||||
if (fallbackToFiles && std::filesystem::exists("data")) {
|
||||
for (const auto& entry : std::filesystem::recursive_directory_iterator("data")) {
|
||||
if (entry.is_regular_file()) {
|
||||
std::string filename = std::filesystem::relative(entry.path(), "data").string();
|
||||
std::replace(filename.begin(), filename.end(), '\\', '/');
|
||||
result.push_back(filename);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
37
source/resource_loader.h
Normal file
37
source/resource_loader.h
Normal file
@@ -0,0 +1,37 @@
|
||||
#ifndef RESOURCE_LOADER_H
|
||||
#define RESOURCE_LOADER_H
|
||||
|
||||
#include "resource_pack.h"
|
||||
#include <memory>
|
||||
|
||||
class ResourceLoader {
|
||||
private:
|
||||
static std::unique_ptr<ResourceLoader> instance;
|
||||
ResourcePack* resourcePack;
|
||||
std::string packPath;
|
||||
bool fallbackToFiles;
|
||||
|
||||
ResourceLoader();
|
||||
|
||||
public:
|
||||
static ResourceLoader& getInstance();
|
||||
~ResourceLoader();
|
||||
|
||||
bool initialize(const std::string& packFile, bool enableFallback = true);
|
||||
void shutdown();
|
||||
|
||||
std::vector<uint8_t> loadResource(const std::string& filename);
|
||||
bool resourceExists(const std::string& filename);
|
||||
|
||||
void setFallbackToFiles(bool enable) { fallbackToFiles = enable; }
|
||||
bool getFallbackToFiles() const { return fallbackToFiles; }
|
||||
|
||||
size_t getLoadedResourceCount() const;
|
||||
std::vector<std::string> getAvailableResources() const;
|
||||
|
||||
private:
|
||||
std::vector<uint8_t> loadFromFile(const std::string& filename);
|
||||
std::string getDataPath(const std::string& filename);
|
||||
};
|
||||
|
||||
#endif
|
||||
222
source/resource_pack.cpp
Normal file
222
source/resource_pack.cpp
Normal file
@@ -0,0 +1,222 @@
|
||||
#include "resource_pack.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <filesystem>
|
||||
#include <algorithm>
|
||||
|
||||
const std::string ResourcePack::DEFAULT_ENCRYPT_KEY = "CCAE_RESOURCES_2024";
|
||||
|
||||
ResourcePack::ResourcePack() : loaded(false) {}
|
||||
|
||||
ResourcePack::~ResourcePack() {
|
||||
clear();
|
||||
}
|
||||
|
||||
uint32_t ResourcePack::calculateChecksum(const std::vector<uint8_t>& data) {
|
||||
uint32_t checksum = 0x12345678;
|
||||
for (size_t i = 0; i < data.size(); ++i) {
|
||||
checksum = ((checksum << 5) + checksum) + data[i];
|
||||
}
|
||||
return checksum;
|
||||
}
|
||||
|
||||
void ResourcePack::encryptData(std::vector<uint8_t>& data, const std::string& key) {
|
||||
if (key.empty()) return;
|
||||
|
||||
for (size_t i = 0; i < data.size(); ++i) {
|
||||
data[i] ^= key[i % key.length()];
|
||||
}
|
||||
}
|
||||
|
||||
void ResourcePack::decryptData(std::vector<uint8_t>& data, const std::string& key) {
|
||||
encryptData(data, key);
|
||||
}
|
||||
|
||||
bool ResourcePack::loadPack(const std::string& packFile) {
|
||||
std::ifstream file(packFile, std::ios::binary);
|
||||
if (!file) {
|
||||
std::cerr << "Error: Could not open pack file: " << packFile << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
char header[4];
|
||||
file.read(header, 4);
|
||||
if (std::string(header, 4) != "CCAE") {
|
||||
std::cerr << "Error: Invalid pack file format" << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
uint32_t version;
|
||||
file.read(reinterpret_cast<char*>(&version), sizeof(version));
|
||||
if (version != 1) {
|
||||
std::cerr << "Error: Unsupported pack version: " << version << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
uint32_t resourceCount;
|
||||
file.read(reinterpret_cast<char*>(&resourceCount), sizeof(resourceCount));
|
||||
|
||||
resources.clear();
|
||||
resources.reserve(resourceCount);
|
||||
|
||||
for (uint32_t i = 0; i < resourceCount; ++i) {
|
||||
uint32_t filenameLength;
|
||||
file.read(reinterpret_cast<char*>(&filenameLength), sizeof(filenameLength));
|
||||
|
||||
std::string filename(filenameLength, '\0');
|
||||
file.read(&filename[0], filenameLength);
|
||||
|
||||
ResourceEntry entry;
|
||||
entry.filename = filename;
|
||||
file.read(reinterpret_cast<char*>(&entry.offset), sizeof(entry.offset));
|
||||
file.read(reinterpret_cast<char*>(&entry.size), sizeof(entry.size));
|
||||
file.read(reinterpret_cast<char*>(&entry.checksum), sizeof(entry.checksum));
|
||||
|
||||
resources[filename] = entry;
|
||||
}
|
||||
|
||||
uint64_t dataSize;
|
||||
file.read(reinterpret_cast<char*>(&dataSize), sizeof(dataSize));
|
||||
|
||||
data.resize(dataSize);
|
||||
file.read(reinterpret_cast<char*>(data.data()), dataSize);
|
||||
|
||||
decryptData(data, DEFAULT_ENCRYPT_KEY);
|
||||
|
||||
loaded = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ResourcePack::savePack(const std::string& packFile) {
|
||||
std::ofstream file(packFile, std::ios::binary);
|
||||
if (!file) {
|
||||
std::cerr << "Error: Could not create pack file: " << packFile << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
file.write("CCAE", 4);
|
||||
|
||||
uint32_t version = 1;
|
||||
file.write(reinterpret_cast<const char*>(&version), sizeof(version));
|
||||
|
||||
uint32_t resourceCount = static_cast<uint32_t>(resources.size());
|
||||
file.write(reinterpret_cast<const char*>(&resourceCount), sizeof(resourceCount));
|
||||
|
||||
for (const auto& [filename, entry] : resources) {
|
||||
uint32_t filenameLength = static_cast<uint32_t>(filename.length());
|
||||
file.write(reinterpret_cast<const char*>(&filenameLength), sizeof(filenameLength));
|
||||
file.write(filename.c_str(), filenameLength);
|
||||
|
||||
file.write(reinterpret_cast<const char*>(&entry.offset), sizeof(entry.offset));
|
||||
file.write(reinterpret_cast<const char*>(&entry.size), sizeof(entry.size));
|
||||
file.write(reinterpret_cast<const char*>(&entry.checksum), sizeof(entry.checksum));
|
||||
}
|
||||
|
||||
std::vector<uint8_t> encryptedData = data;
|
||||
encryptData(encryptedData, DEFAULT_ENCRYPT_KEY);
|
||||
|
||||
uint64_t dataSize = encryptedData.size();
|
||||
file.write(reinterpret_cast<const char*>(&dataSize), sizeof(dataSize));
|
||||
file.write(reinterpret_cast<const char*>(encryptedData.data()), dataSize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ResourcePack::addFile(const std::string& filename, const std::string& filepath) {
|
||||
std::ifstream file(filepath, std::ios::binary | std::ios::ate);
|
||||
if (!file) {
|
||||
std::cerr << "Error: Could not open file: " << filepath << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
std::streamsize fileSize = file.tellg();
|
||||
file.seekg(0, std::ios::beg);
|
||||
|
||||
std::vector<uint8_t> fileData(fileSize);
|
||||
if (!file.read(reinterpret_cast<char*>(fileData.data()), fileSize)) {
|
||||
std::cerr << "Error: Could not read file: " << filepath << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
ResourceEntry entry;
|
||||
entry.filename = filename;
|
||||
entry.offset = data.size();
|
||||
entry.size = fileData.size();
|
||||
entry.checksum = calculateChecksum(fileData);
|
||||
|
||||
data.insert(data.end(), fileData.begin(), fileData.end());
|
||||
resources[filename] = entry;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ResourcePack::addDirectory(const std::string& directory) {
|
||||
if (!std::filesystem::exists(directory)) {
|
||||
std::cerr << "Error: Directory does not exist: " << directory << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
for (const auto& entry : std::filesystem::recursive_directory_iterator(directory)) {
|
||||
if (entry.is_regular_file()) {
|
||||
std::string filepath = entry.path().string();
|
||||
std::string filename = std::filesystem::relative(entry.path(), directory).string();
|
||||
|
||||
std::replace(filename.begin(), filename.end(), '\\', '/');
|
||||
|
||||
if (!addFile(filename, filepath)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> ResourcePack::getResource(const std::string& filename) {
|
||||
auto it = resources.find(filename);
|
||||
if (it == resources.end()) {
|
||||
std::cerr << "Error: Resource not found: " << filename << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
const ResourceEntry& entry = it->second;
|
||||
if (entry.offset + entry.size > data.size()) {
|
||||
std::cerr << "Error: Invalid resource data: " << filename << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
std::vector<uint8_t> result(data.begin() + entry.offset,
|
||||
data.begin() + entry.offset + entry.size);
|
||||
|
||||
uint32_t checksum = calculateChecksum(result);
|
||||
if (checksum != entry.checksum) {
|
||||
std::cerr << "Warning: Checksum mismatch for resource: " << filename << std::endl;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
bool ResourcePack::hasResource(const std::string& filename) const {
|
||||
return resources.find(filename) != resources.end();
|
||||
}
|
||||
|
||||
void ResourcePack::clear() {
|
||||
resources.clear();
|
||||
data.clear();
|
||||
loaded = false;
|
||||
}
|
||||
|
||||
size_t ResourcePack::getResourceCount() const {
|
||||
return resources.size();
|
||||
}
|
||||
|
||||
std::vector<std::string> ResourcePack::getResourceList() const {
|
||||
std::vector<std::string> result;
|
||||
result.reserve(resources.size());
|
||||
|
||||
for (const auto& [filename, entry] : resources) {
|
||||
result.push_back(filename);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
46
source/resource_pack.h
Normal file
46
source/resource_pack.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#ifndef RESOURCE_PACK_H
|
||||
#define RESOURCE_PACK_H
|
||||
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <cstdint>
|
||||
|
||||
struct ResourceEntry {
|
||||
std::string filename;
|
||||
uint64_t offset;
|
||||
uint64_t size;
|
||||
uint32_t checksum;
|
||||
};
|
||||
|
||||
class ResourcePack {
|
||||
private:
|
||||
std::unordered_map<std::string, ResourceEntry> resources;
|
||||
std::vector<uint8_t> data;
|
||||
bool loaded;
|
||||
|
||||
uint32_t calculateChecksum(const std::vector<uint8_t>& data);
|
||||
void encryptData(std::vector<uint8_t>& data, const std::string& key);
|
||||
void decryptData(std::vector<uint8_t>& data, const std::string& key);
|
||||
|
||||
public:
|
||||
ResourcePack();
|
||||
~ResourcePack();
|
||||
|
||||
bool loadPack(const std::string& packFile);
|
||||
bool savePack(const std::string& packFile);
|
||||
|
||||
bool addFile(const std::string& filename, const std::string& filepath);
|
||||
bool addDirectory(const std::string& directory);
|
||||
|
||||
std::vector<uint8_t> getResource(const std::string& filename);
|
||||
bool hasResource(const std::string& filename) const;
|
||||
|
||||
void clear();
|
||||
size_t getResourceCount() const;
|
||||
std::vector<std::string> getResourceList() const;
|
||||
|
||||
static const std::string DEFAULT_ENCRYPT_KEY;
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -309,7 +309,7 @@ void Scoreboard::renderShowNameMode(size_t panel_index) {
|
||||
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_3_.x, slot4_3_.y, Lang::getText("[SCOREBOARD] 11"), 1, text_color1_);
|
||||
|
||||
/* TEXTO CENTRADO */
|
||||
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, record_name_.at(panel_index), 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
|
||||
text_scoreboard_->writeDX(Text::CENTER | Text::COLOR, slot4_4_.x, slot4_4_.y, record_name_.at(panel_index), 1, Colors::getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
|
||||
}
|
||||
|
||||
void Scoreboard::renderGameCompletedMode(size_t panel_index) {
|
||||
@@ -373,14 +373,14 @@ void Scoreboard::recalculateAnchors() {
|
||||
const float COL = PANEL_WIDTH / 2;
|
||||
|
||||
// Slots de 4
|
||||
slot4_1_ = {COL, ROW1};
|
||||
slot4_2_ = {COL, ROW2};
|
||||
slot4_3_ = {COL, ROW3};
|
||||
slot4_4_ = {COL, ROW4};
|
||||
slot4_1_ = {.x = COL, .y = ROW1};
|
||||
slot4_2_ = {.x = COL, .y = ROW2};
|
||||
slot4_3_ = {.x = COL, .y = ROW3};
|
||||
slot4_4_ = {.x = COL, .y = ROW4};
|
||||
|
||||
// Primer cuadrado para poner el nombre de record
|
||||
const int ENTER_NAME_LENGHT = text_scoreboard_->length(std::string(NAME_SIZE, 'A'));
|
||||
enter_name_pos_.x = COL - (ENTER_NAME_LENGHT / 2);
|
||||
const int ENTER_NAME_LENGTH = text_scoreboard_->length(std::string(NAME_SIZE, 'A'));
|
||||
enter_name_pos_.x = COL - (ENTER_NAME_LENGTH / 2);
|
||||
enter_name_pos_.y = ROW4;
|
||||
|
||||
// Recoloca los sprites
|
||||
|
||||
@@ -224,8 +224,10 @@ void Screen::renderInfo() {
|
||||
void Screen::loadShaders() {
|
||||
if (shader_source_.empty()) {
|
||||
const std::string GLSL_FILE = param.game.game_area.rect.h == 256 ? "crtpi_256.glsl" : "crtpi_240.glsl";
|
||||
std::ifstream f(Asset::get()->get(GLSL_FILE).c_str());
|
||||
shader_source_ = std::string((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
|
||||
auto data = Asset::get()->loadData(GLSL_FILE);
|
||||
if (!data.empty()) {
|
||||
shader_source_ = std::string(data.begin(), data.end());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -38,8 +38,8 @@ class Screen {
|
||||
void initShaders(); // Inicializa los shaders
|
||||
|
||||
// --- Efectos visuales ---
|
||||
void shake(int desp = 2, int delay = 3, int lenght = 8) { shake_effect_.enable(src_rect_, dst_rect_, desp, delay, lenght); } // Agita la pantalla
|
||||
void flash(Color color, int lenght = 10, int delay = 0) { flash_effect_ = FlashEffect(true, lenght, delay, color); } // Pone la pantalla de color
|
||||
void shake(int desp = 2, int delay = 3, int length = 8) { shake_effect_.enable(src_rect_, dst_rect_, desp, delay, length); } // Agita la pantalla
|
||||
void flash(Color color, int length = 10, int delay = 0) { flash_effect_ = FlashEffect(true, length, delay, color); } // Pone la pantalla de color
|
||||
void toggleShaders(); // Alterna entre activar y desactivar los shaders
|
||||
void toggleIntegerScale(); // Alterna entre activar y desactivar el escalado entero
|
||||
void toggleVSync(); // Alterna entre activar y desactivar el V-Sync
|
||||
@@ -85,16 +85,16 @@ class Screen {
|
||||
// Efecto de flash en pantalla: pinta la pantalla de un color durante unos frames
|
||||
struct FlashEffect {
|
||||
bool enabled; // Indica si el efecto está activo
|
||||
int lenght; // Duración total del efecto en frames
|
||||
int length; // Duración total del efecto en frames
|
||||
int delay; // Retraso antes de mostrar el flash
|
||||
int counter; // Contador de frames restantes
|
||||
Color color; // Color del flash
|
||||
|
||||
explicit FlashEffect(bool enabled = false, int lenght = 0, int delay = 0, Color color = Color(0xFF, 0xFF, 0xFF))
|
||||
: enabled(enabled), lenght(lenght), delay(delay), counter(lenght), color(color) {}
|
||||
explicit FlashEffect(bool enabled = false, int length = 0, int delay = 0, Color color = Color(0xFF, 0xFF, 0xFF))
|
||||
: enabled(enabled), length(length), delay(delay), counter(length), color(color) {}
|
||||
|
||||
void update() { (enabled && counter > 0) ? counter-- : static_cast<int>(enabled = false); }
|
||||
[[nodiscard]] auto isRendarable() const -> bool { return enabled && counter < lenght - delay; }
|
||||
[[nodiscard]] auto isRendarable() const -> bool { return enabled && counter < length - delay; }
|
||||
};
|
||||
|
||||
// Efecto de sacudida/agitación de pantalla: mueve la imagen para simular un temblor
|
||||
@@ -102,17 +102,17 @@ class Screen {
|
||||
int desp; // Desplazamiento máximo de la sacudida (en píxeles)
|
||||
int delay; // Frames entre cada movimiento de sacudida
|
||||
int counter; // Contador de frames para el siguiente movimiento
|
||||
int lenght; // Duración total del efecto en frames
|
||||
int length; // Duración total del efecto en frames
|
||||
int remaining; // Frames restantes de sacudida
|
||||
int original_pos; // Posición original de la imagen (x)
|
||||
int original_width; // Ancho original de la imagen
|
||||
bool enabled; // Indica si el efecto está activo
|
||||
|
||||
explicit ShakeEffect(bool en = false, int dp = 2, int dl = 3, int cnt = 0, int len = 8, int rem = 0, int orig_pos = 0, int orig_width = 800)
|
||||
: desp(dp), delay(dl), counter(cnt), lenght(len), remaining(rem), original_pos(orig_pos), original_width(orig_width), enabled(en) {}
|
||||
: desp(dp), delay(dl), counter(cnt), length(len), remaining(rem), original_pos(orig_pos), original_width(orig_width), enabled(en) {}
|
||||
|
||||
// Activa el efecto de sacudida y guarda la posición y tamaño originales
|
||||
void enable(SDL_FRect &src_rect, SDL_FRect &dst_rect, int new_desp = -1, int new_delay = -1, int new_lenght = -1) {
|
||||
void enable(SDL_FRect &src_rect, SDL_FRect &dst_rect, int new_desp = -1, int new_delay = -1, int new_length = -1) {
|
||||
if (!enabled) {
|
||||
enabled = true;
|
||||
original_pos = src_rect.x;
|
||||
@@ -125,14 +125,14 @@ class Screen {
|
||||
if (new_delay != -1) {
|
||||
delay = new_delay;
|
||||
}
|
||||
if (new_lenght != -1) {
|
||||
lenght = new_lenght;
|
||||
if (new_length != -1) {
|
||||
length = new_length;
|
||||
}
|
||||
|
||||
src_rect.w -= desp;
|
||||
dst_rect.w = src_rect.w;
|
||||
}
|
||||
remaining = lenght;
|
||||
remaining = length;
|
||||
counter = delay;
|
||||
}
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
|
||||
#include "audio.h" // Para Audio
|
||||
#include "balloon_manager.h" // Para BalloonManager
|
||||
#include "color.h" // Para Zone, SHADOW_TEXT_COLOR, NO_TEXT_COLOR, Color
|
||||
#include "color.h" // Para Zone, Colors::SHADOW_TEXT, Colors::NO_COLOR_MOD, Color
|
||||
#include "fade.h" // Para Fade, FadeType, FadeMode
|
||||
#include "global_events.h" // Para check
|
||||
#include "global_inputs.h" // Para check
|
||||
@@ -35,12 +35,7 @@ constexpr std::string_view TEXT_COPYRIGHT = "@2020,2025 JailDesigner";
|
||||
|
||||
// Constructor
|
||||
Credits::Credits()
|
||||
: balloon_manager_(std::make_unique<BalloonManager>(nullptr)),
|
||||
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
|
||||
fade_in_(std::make_unique<Fade>()),
|
||||
fade_out_(std::make_unique<Fade>()),
|
||||
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))),
|
||||
canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
|
||||
: balloon_manager_(std::make_unique<BalloonManager>(nullptr)), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))), canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, static_cast<int>(param.game.width), static_cast<int>(param.game.height))) {
|
||||
if (text_texture_ == nullptr) {
|
||||
throw std::runtime_error("Failed to create SDL texture for text.");
|
||||
}
|
||||
@@ -170,10 +165,10 @@ void Credits::fillTextTexture() {
|
||||
|
||||
const int SPACE_POST_TITLE = 3 + text->getCharacterSize();
|
||||
const int SPACE_PRE_TITLE = text->getCharacterSize() * 4;
|
||||
const int TEXTS_HEIGHT = 1 * text->getCharacterSize() + 8 * SPACE_POST_TITLE + 3 * SPACE_PRE_TITLE;
|
||||
const int TEXTS_HEIGHT = (1 * text->getCharacterSize()) + (8 * SPACE_POST_TITLE) + (3 * SPACE_PRE_TITLE);
|
||||
const int POS_X = static_cast<int>(param.game.game_area.center_x);
|
||||
credits_rect_dst_.h = credits_rect_src_.h = static_cast<float>(TEXTS_HEIGHT);
|
||||
auto text_style = Text::Style(Text::CENTER | Text::SHADOW, NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
|
||||
auto text_style = Text::Style(Text::CENTER | Text::SHADOW, Colors::NO_COLOR_MOD, Colors::SHADOW_TEXT);
|
||||
|
||||
// PROGRAMMED_AND_DESIGNED_BY
|
||||
int y = 0;
|
||||
@@ -213,17 +208,17 @@ void Credits::fillTextTexture() {
|
||||
y += SPACE_PRE_TITLE;
|
||||
mini_logo_rect_src_.y = static_cast<float>(y);
|
||||
auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
|
||||
mini_logo_sprite->setPosition(1 + POS_X - mini_logo_sprite->getWidth() / 2, 1 + y);
|
||||
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(SHADOW_TEXT_COLOR.r, SHADOW_TEXT_COLOR.g, SHADOW_TEXT_COLOR.b);
|
||||
mini_logo_sprite->setPosition(1 + POS_X - (mini_logo_sprite->getWidth() / 2), 1 + y);
|
||||
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(Colors::SHADOW_TEXT.r, Colors::SHADOW_TEXT.g, Colors::SHADOW_TEXT.b);
|
||||
mini_logo_sprite->render();
|
||||
|
||||
mini_logo_sprite->setPosition(POS_X - mini_logo_sprite->getWidth() / 2, y);
|
||||
mini_logo_sprite->setPosition(POS_X - (mini_logo_sprite->getWidth() / 2), y);
|
||||
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255);
|
||||
mini_logo_sprite->render();
|
||||
|
||||
// Texto con el copyright
|
||||
y += mini_logo_sprite->getHeight() + 3;
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, POS_X, y, std::string(TEXT_COPYRIGHT), 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR);
|
||||
text->writeDX(Text::CENTER | Text::SHADOW, POS_X, y, std::string(TEXT_COPYRIGHT), 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT);
|
||||
|
||||
// Resetea el renderizador
|
||||
SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
#include "balloon.h" // Para Balloon
|
||||
#include "balloon_manager.h" // Para BalloonManager
|
||||
#include "bullet.h" // Para Bullet, BulletType, BulletMoveStatus
|
||||
#include "color.h" // Para Color, FLASH_COLOR
|
||||
#include "color.h" // Para Color, Colors::FLASH
|
||||
#include "difficulty.h" // Para Code
|
||||
#include "fade.h" // Para Fade, FadeType, FadeMode
|
||||
#include "global_events.h" // Para check
|
||||
@@ -49,18 +49,7 @@
|
||||
|
||||
// Constructor
|
||||
Game::Game(Player::Id player_id, int current_stage, bool demo)
|
||||
: renderer_(Screen::get()->getRenderer()),
|
||||
screen_(Screen::get()),
|
||||
input_(Input::get()),
|
||||
canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
|
||||
pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })),
|
||||
stage_manager_(std::make_unique<StageManager>()),
|
||||
balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())),
|
||||
background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))),
|
||||
fade_in_(std::make_unique<Fade>()),
|
||||
fade_out_(std::make_unique<Fade>()),
|
||||
tabe_(std::make_unique<Tabe>()),
|
||||
hit_(Hit(Resource::get()->getTexture("hit.png"))) {
|
||||
: renderer_(Screen::get()->getRenderer()), screen_(Screen::get()), input_(Input::get()), canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)), pause_manager_(std::make_unique<PauseManager>([this](bool is_paused) { onPauseStateChanged(is_paused); })), stage_manager_(std::make_unique<StageManager>()), balloon_manager_(std::make_unique<BalloonManager>(stage_manager_.get())), background_(std::make_unique<Background>(stage_manager_->getPowerNeededToReachStage(stage_manager_->getTotalStages() - 1))), fade_in_(std::make_unique<Fade>()), fade_out_(std::make_unique<Fade>()), tabe_(std::make_unique<Tabe>()), hit_(Hit(Resource::get()->getTexture("hit.png"))) {
|
||||
// Pasa variables
|
||||
demo_.enabled = demo;
|
||||
|
||||
@@ -79,14 +68,14 @@ Game::Game(Player::Id player_id, int current_stage, bool demo)
|
||||
scoreboard_ = Scoreboard::get();
|
||||
|
||||
fade_in_->setColor(param.fade.color);
|
||||
fade_in_->setPreDuration(demo_.enabled ? 80 : 0);
|
||||
fade_in_->setPreDuration(demo_.enabled ? 500 : 0);
|
||||
fade_in_->setPostDuration(0);
|
||||
fade_in_->setType(Fade::Type::RANDOM_SQUARE);
|
||||
fade_in_->setType(Fade::Type::RANDOM_SQUARE2);
|
||||
fade_in_->setMode(Fade::Mode::IN);
|
||||
fade_in_->activate();
|
||||
|
||||
fade_out_->setColor(param.fade.color);
|
||||
fade_out_->setPostDuration(param.fade.post_duration);
|
||||
fade_out_->setPostDuration(param.fade.post_duration_ms);
|
||||
fade_out_->setType(Fade::Type::VENETIAN);
|
||||
|
||||
background_->setPos(param.game.play_area.rect);
|
||||
@@ -230,7 +219,8 @@ void Game::updatePlayers() {
|
||||
handlePlayerCollision(player, balloon);
|
||||
|
||||
if (demo_.enabled && allPlayersAreNotPlaying()) {
|
||||
fade_out_->setType(Fade::Type::RANDOM_SQUARE);
|
||||
fade_out_->setType(Fade::Type::RANDOM_SQUARE2);
|
||||
fade_out_->setPostDuration(500);
|
||||
fade_out_->activate();
|
||||
}
|
||||
}
|
||||
@@ -281,7 +271,7 @@ void Game::updateStage() {
|
||||
// Efectos de cambio de fase
|
||||
playSound("stage_change.wav");
|
||||
balloon_manager_->resetBalloonSpeed();
|
||||
screen_->flash(FLASH_COLOR, 3);
|
||||
screen_->flash(Colors::FLASH, 3);
|
||||
screen_->shake();
|
||||
|
||||
// Obtener datos de la nueva fase
|
||||
@@ -466,35 +456,35 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player) {
|
||||
switch (item->getType()) {
|
||||
case ItemType::DISK: {
|
||||
player->addScore(1000, Options::settings.hi_score_table.back().score);
|
||||
const auto X = item->getPosX() + (item->getWidth() - game_text_textures_.at(0)->getWidth()) / 2;
|
||||
const auto X = item->getPosX() + ((item->getWidth() - game_text_textures_.at(0)->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(0));
|
||||
playSound("item_pickup.wav");
|
||||
break;
|
||||
}
|
||||
case ItemType::GAVINA: {
|
||||
player->addScore(2500, Options::settings.hi_score_table.back().score);
|
||||
const auto X = item->getPosX() + (item->getWidth() - game_text_textures_.at(1)->getWidth()) / 2;
|
||||
const auto X = item->getPosX() + ((item->getWidth() - game_text_textures_.at(1)->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(1));
|
||||
playSound("item_pickup.wav");
|
||||
break;
|
||||
}
|
||||
case ItemType::PACMAR: {
|
||||
player->addScore(5000, Options::settings.hi_score_table.back().score);
|
||||
const auto X = item->getPosX() + (item->getWidth() - game_text_textures_.at(2)->getWidth()) / 2;
|
||||
const auto X = item->getPosX() + ((item->getWidth() - game_text_textures_.at(2)->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(2));
|
||||
playSound("item_pickup.wav");
|
||||
break;
|
||||
}
|
||||
case ItemType::DEBIAN: {
|
||||
player->addScore(100000, Options::settings.hi_score_table.back().score);
|
||||
const auto X = item->getPosX() + (item->getWidth() - game_text_textures_.at(6)->getWidth()) / 2;
|
||||
const auto X = item->getPosX() + ((item->getWidth() - game_text_textures_.at(6)->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(6));
|
||||
playSound("debian_pickup.wav");
|
||||
break;
|
||||
}
|
||||
case ItemType::CLOCK: {
|
||||
enableTimeStopItem();
|
||||
const auto X = item->getPosX() + (item->getWidth() - game_text_textures_.at(5)->getWidth()) / 2;
|
||||
const auto X = item->getPosX() + ((item->getWidth() - game_text_textures_.at(5)->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(5));
|
||||
playSound("item_pickup.wav");
|
||||
break;
|
||||
@@ -502,11 +492,11 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player) {
|
||||
case ItemType::COFFEE: {
|
||||
if (player->getCoffees() == 2) {
|
||||
player->addScore(5000, Options::settings.hi_score_table.back().score);
|
||||
const auto X = item->getPosX() + (item->getWidth() - game_text_textures_.at(2)->getWidth()) / 2;
|
||||
const auto X = item->getPosX() + ((item->getWidth() - game_text_textures_.at(2)->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(2));
|
||||
} else {
|
||||
player->giveExtraHit();
|
||||
const auto X = item->getPosX() + (item->getWidth() - game_text_textures_.at(4)->getWidth()) / 2;
|
||||
const auto X = item->getPosX() + ((item->getWidth() - game_text_textures_.at(4)->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(4));
|
||||
}
|
||||
playSound("voice_coffee.wav");
|
||||
@@ -515,7 +505,7 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player) {
|
||||
case ItemType::COFFEE_MACHINE: {
|
||||
player->setPowerUp();
|
||||
coffee_machine_enabled_ = false;
|
||||
const auto X = item->getPosX() + (item->getWidth() - game_text_textures_.at(3)->getWidth()) / 2;
|
||||
const auto X = item->getPosX() + ((item->getWidth() - game_text_textures_.at(3)->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(3));
|
||||
playSound("voice_power_up.wav");
|
||||
break;
|
||||
@@ -874,7 +864,7 @@ void Game::handlePlayerCollision(std::shared_ptr<Player> &player, std::shared_pt
|
||||
if (player->hasExtraHit()) {
|
||||
// Lo pierde
|
||||
player->removeExtraHit();
|
||||
throwCoffee(player->getPosX() + (player->getWidth() / 2), player->getPosY() + (player->getHeight() / 2));
|
||||
throwCoffee(player->getPosX() + (Player::WIDTH / 2), player->getPosY() + (Player::HEIGHT / 2));
|
||||
playSound("coffee_out.wav");
|
||||
screen_->shake();
|
||||
} else {
|
||||
@@ -1033,7 +1023,7 @@ void Game::initPaths() {
|
||||
const auto &texture = Resource::get()->getTexture("game_text_get_ready");
|
||||
const auto W = texture->getWidth();
|
||||
const int X0 = -W;
|
||||
const int X1 = param.game.play_area.center_x - W / 2;
|
||||
const int X1 = param.game.play_area.center_x - (W / 2);
|
||||
const int X2 = param.game.play_area.rect.w;
|
||||
const int Y = param.game.play_area.center_y;
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 20);
|
||||
@@ -1045,7 +1035,7 @@ void Game::initPaths() {
|
||||
const auto &texture = Resource::get()->getTexture("game_text_last_stage");
|
||||
const auto H = texture->getHeight();
|
||||
const int Y0 = param.game.play_area.rect.h - H;
|
||||
const int Y1 = param.game.play_area.center_y - H / 2;
|
||||
const int Y1 = param.game.play_area.center_y - (H / 2);
|
||||
const int Y2 = -H;
|
||||
const int X = param.game.play_area.center_x;
|
||||
paths_.emplace_back(createPath(Y0, Y1, PathType::VERTICAL, X, 80, easeOutQuint), 20);
|
||||
@@ -1058,9 +1048,9 @@ void Game::initPaths() {
|
||||
const auto W = texture->getWidth();
|
||||
const auto H = texture->getHeight();
|
||||
const int X0 = -W;
|
||||
const int X1 = param.game.play_area.center_x - W / 2;
|
||||
const int X1 = param.game.play_area.center_x - (W / 2);
|
||||
const int X2 = param.game.play_area.rect.w;
|
||||
const int Y = param.game.play_area.center_y - H / 2 - 20;
|
||||
const int Y = param.game.play_area.center_y - (H / 2) - 20;
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 400);
|
||||
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
|
||||
}
|
||||
@@ -1071,9 +1061,9 @@ void Game::initPaths() {
|
||||
const auto W = texture->getWidth();
|
||||
const auto H = texture->getHeight();
|
||||
const int X0 = param.game.play_area.rect.w;
|
||||
const int X1 = param.game.play_area.center_x - W / 2;
|
||||
const int X1 = param.game.play_area.center_x - (W / 2);
|
||||
const int X2 = -W;
|
||||
const int Y = param.game.play_area.center_y + H / 2 - 20;
|
||||
const int Y = param.game.play_area.center_y + (H / 2) - 20;
|
||||
paths_.emplace_back(createPath(X0, X1, PathType::HORIZONTAL, Y, 80, easeOutQuint), 400);
|
||||
paths_.emplace_back(createPath(X1, X2, PathType::HORIZONTAL, Y, 80, easeInQuint), 0);
|
||||
}
|
||||
@@ -1304,7 +1294,7 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
|
||||
switch (bullet_type) {
|
||||
case BulletType::UP:
|
||||
player->setInput(Input::Action::FIRE_CENTER);
|
||||
bullet.x = 2 + player->getPosX() + (player->getWidth() - Bullet::WIDTH) / 2;
|
||||
bullet.x = 2 + player->getPosX() + (Player::WIDTH - Bullet::WIDTH) / 2;
|
||||
bullet.y = player->getPosY() - (Bullet::HEIGHT / 2);
|
||||
break;
|
||||
case BulletType::LEFT:
|
||||
@@ -1314,7 +1304,7 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
|
||||
break;
|
||||
case BulletType::RIGHT:
|
||||
player->setInput(Input::Action::FIRE_RIGHT);
|
||||
bullet.x = player->getPosX() + player->getWidth() - (Bullet::WIDTH / 2);
|
||||
bullet.x = player->getPosX() + Player::WIDTH - (Bullet::WIDTH / 2);
|
||||
bullet.y = player->getPosY();
|
||||
break;
|
||||
default:
|
||||
@@ -1491,9 +1481,11 @@ void Game::initDemo(Player::Id player_id) {
|
||||
|
||||
// Asigna cafes a los jugadores
|
||||
for (auto &player : players_) {
|
||||
if (player->isPlaying()) {
|
||||
for (int i = 0; i < rand() % 3; ++i) {
|
||||
player->giveExtraHit();
|
||||
}
|
||||
}
|
||||
|
||||
player->setInvulnerable(true);
|
||||
}
|
||||
@@ -1662,7 +1654,8 @@ void Game::updateDemo() {
|
||||
|
||||
// Activa el fundido antes de acabar con los datos de la demo
|
||||
if (demo_.counter == TOTAL_DEMO_DATA - 200) {
|
||||
fade_out_->setType(Fade::Type::RANDOM_SQUARE);
|
||||
fade_out_->setType(Fade::Type::RANDOM_SQUARE2);
|
||||
fade_out_->setPostDuration(param.fade.post_duration_ms);
|
||||
fade_out_->activate();
|
||||
}
|
||||
|
||||
@@ -1910,7 +1903,7 @@ void Game::handleDebugEvents(const SDL_Event &event) {
|
||||
}
|
||||
case SDLK_5: // 5.000
|
||||
{
|
||||
const int X = players_.at(0)->getPosX() + (players_.at(0)->getWidth() - game_text_textures_[3]->getWidth()) / 2;
|
||||
const int X = players_.at(0)->getPosX() + ((Player::WIDTH - game_text_textures_[3]->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(2));
|
||||
break;
|
||||
}
|
||||
@@ -1921,7 +1914,7 @@ void Game::handleDebugEvents(const SDL_Event &event) {
|
||||
}
|
||||
case SDLK_7: // 100.000
|
||||
{
|
||||
const int X = players_.at(0)->getPosX() + (players_.at(0)->getWidth() - game_text_textures_[3]->getWidth()) / 2;
|
||||
const int X = players_.at(0)->getPosX() + ((Player::WIDTH - game_text_textures_[3]->getWidth()) / 2);
|
||||
createItemText(X, game_text_textures_.at(6));
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -259,7 +259,6 @@ class Game {
|
||||
|
||||
// --- Gestión de fases y progresión ---
|
||||
void updateStage(); // Verifica y actualiza cambio de fase
|
||||
void setTotalPower(); // Calcula poder total necesario para completar el juego
|
||||
void initDifficultyVars(); // Inicializa variables de dificultad
|
||||
|
||||
// --- Sistema de amenaza ---
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
#include "audio.h" // Para Audio
|
||||
#include "background.h" // Para Background
|
||||
#include "color.h" // Para Color, easeOutQuint, NO_TEXT_COLOR
|
||||
#include "color.h" // Para Color, easeOutQuint, Colors::NO_COLOR_MOD
|
||||
#include "fade.h" // Para Fade, FadeMode, FadeType
|
||||
#include "global_events.h" // Para check
|
||||
#include "global_inputs.h" // Para check
|
||||
@@ -29,14 +29,7 @@
|
||||
|
||||
// Constructor
|
||||
HiScoreTable::HiScoreTable()
|
||||
: renderer_(Screen::get()->getRenderer()),
|
||||
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
|
||||
fade_(std::make_unique<Fade>()),
|
||||
background_(std::make_unique<Background>()),
|
||||
ticks_(0),
|
||||
view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}),
|
||||
fade_mode_(Fade::Mode::IN),
|
||||
background_fade_color_(Color(0, 0, 0)) {
|
||||
: renderer_(Screen::get()->getRenderer()), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), fade_(std::make_unique<Fade>()), background_(std::make_unique<Background>()), ticks_(0), view_area_(SDL_FRect{0, 0, param.game.width, param.game.height}), fade_mode_(Fade::Mode::IN), background_fade_color_(Color(0, 0, 0)) {
|
||||
// Inicializa el resto
|
||||
Section::name = Section::Name::HI_SCORE_TABLE;
|
||||
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
|
||||
@@ -177,11 +170,11 @@ void HiScoreTable::createSprites() {
|
||||
float backbuffer_height;
|
||||
SDL_GetTextureSize(backbuffer_, &backbuffer_width, &backbuffer_height);
|
||||
|
||||
constexpr int ENTRY_LENGHT = 22;
|
||||
constexpr int ENTRY_LENGTH = 22;
|
||||
constexpr int MAX_NAMES = 10;
|
||||
const int SPACE_BETWEEN_HEADER = entry_text->getCharacterSize() * 4;
|
||||
const int SPACE_BETWEEN_LINES = entry_text->getCharacterSize() * 2;
|
||||
const int SIZE = SPACE_BETWEEN_HEADER + SPACE_BETWEEN_LINES * (MAX_NAMES - 1) + entry_text->getCharacterSize();
|
||||
const int SIZE = SPACE_BETWEEN_HEADER + (SPACE_BETWEEN_LINES * (MAX_NAMES - 1)) + entry_text->getCharacterSize();
|
||||
const int FIRST_LINE = (param.game.height - SIZE) / 2;
|
||||
|
||||
// Crea el sprite para el texto de cabecera
|
||||
@@ -190,13 +183,13 @@ void HiScoreTable::createSprites() {
|
||||
|
||||
// Crea los sprites para las entradas en la tabla de puntuaciones
|
||||
const int ANIMATION = rand() % 4;
|
||||
const std::string SAMPLE_LINE(ENTRY_LENGHT + 3, ' ');
|
||||
auto sample_entry = std::make_unique<Sprite>(entry_text->writeDXToTexture(Text::SHADOW, SAMPLE_LINE, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR));
|
||||
const std::string SAMPLE_LINE(ENTRY_LENGTH + 3, ' ');
|
||||
auto sample_entry = std::make_unique<Sprite>(entry_text->writeDXToTexture(Text::SHADOW, SAMPLE_LINE, 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT));
|
||||
const auto ENTRY_WIDTH = sample_entry->getWidth();
|
||||
for (int i = 0; i < MAX_NAMES; ++i) {
|
||||
const auto TABLE_POSITION = format(i + 1) + ". ";
|
||||
const auto SCORE = format(Options::settings.hi_score_table.at(i).score);
|
||||
const auto NUM_DOTS = ENTRY_LENGHT - Options::settings.hi_score_table.at(i).name.size() - SCORE.size();
|
||||
const auto NUM_DOTS = ENTRY_LENGTH - Options::settings.hi_score_table.at(i).name.size() - SCORE.size();
|
||||
const auto *const ONE_CC = Options::settings.hi_score_table.at(i).one_credit_complete ? " }" : "";
|
||||
std::string dots;
|
||||
for (int j = 0; j < (int)NUM_DOTS; ++j) {
|
||||
@@ -204,7 +197,7 @@ void HiScoreTable::createSprites() {
|
||||
}
|
||||
const auto LINE = TABLE_POSITION + Options::settings.hi_score_table.at(i).name + dots + SCORE + ONE_CC;
|
||||
|
||||
entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(Text::SHADOW, LINE, 1, NO_TEXT_COLOR, 1, SHADOW_TEXT_COLOR)));
|
||||
entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(Text::SHADOW, LINE, 1, Colors::NO_COLOR_MOD, 1, Colors::SHADOW_TEXT)));
|
||||
const int DEFAULT_POS_X = (backbuffer_width - ENTRY_WIDTH) / 2;
|
||||
const int POS_X = (i < 9) ? DEFAULT_POS_X : DEFAULT_POS_X - entry_text->getCharacterSize();
|
||||
const int POS_Y = (i * SPACE_BETWEEN_LINES) + FIRST_LINE + SPACE_BETWEEN_HEADER;
|
||||
@@ -271,8 +264,8 @@ void HiScoreTable::updateSprites() {
|
||||
// Inicializa el fade
|
||||
void HiScoreTable::initFade() {
|
||||
fade_->setColor(param.fade.color);
|
||||
fade_->setType(Fade::Type::RANDOM_SQUARE);
|
||||
fade_->setPostDuration(param.fade.post_duration);
|
||||
fade_->setType(Fade::Type::RANDOM_SQUARE2);
|
||||
fade_->setPostDuration(param.fade.post_duration_ms);
|
||||
fade_->setMode(fade_mode_);
|
||||
fade_->activate();
|
||||
}
|
||||
@@ -291,7 +284,7 @@ void HiScoreTable::initBackground() {
|
||||
background_->setTransition(0.0F);
|
||||
background_->setSunProgression(1.0F);
|
||||
background_->setMoonProgression(0.0F);
|
||||
background_fade_color_ = GREEN_SKY_COLOR;
|
||||
background_fade_color_ = Colors::GREEN_SKY;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -301,7 +294,7 @@ void HiScoreTable::initBackground() {
|
||||
background_->setTransition(0.0F);
|
||||
background_->setSunProgression(0.65F);
|
||||
background_->setMoonProgression(0.0F);
|
||||
background_fade_color_ = PINK_SKY_COLOR;
|
||||
background_fade_color_ = Colors::PINK_SKY;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -311,7 +304,7 @@ void HiScoreTable::initBackground() {
|
||||
background_->setTransition(0.0F);
|
||||
background_->setSunProgression(0.0F);
|
||||
background_->setMoonProgression(0.0F);
|
||||
background_fade_color_ = BLUE_SKY_COLOR;
|
||||
background_fade_color_ = Colors::BLUE_SKY;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -322,7 +315,7 @@ void HiScoreTable::initBackground() {
|
||||
|
||||
// Obtiene un color del vector de colores de entradas
|
||||
auto HiScoreTable::getEntryColor(int counter) -> Color {
|
||||
int cycle_length = entry_colors_.size() * 2 - 2;
|
||||
int cycle_length = (entry_colors_.size() * 2) - 2;
|
||||
size_t n = counter % cycle_length;
|
||||
|
||||
size_t index;
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "audio.h" // Para Audio
|
||||
#include "color.h" // Para Color, SHADOW_TEXT_COLOR, Zone, NO_TEXT_C...
|
||||
#include "color.h" // Para Color, Colors::SHADOW_TEXT, Zone, NO_TEXT_C...
|
||||
#include "fade.h" // Para Fade, FadeMode, FadeType
|
||||
#include "global_events.h" // Para check
|
||||
#include "global_inputs.h" // Para check
|
||||
@@ -26,12 +26,7 @@
|
||||
|
||||
// Constructor
|
||||
Instructions::Instructions()
|
||||
: renderer_(Screen::get()->getRenderer()),
|
||||
texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
|
||||
backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
|
||||
text_(Resource::get()->getText("smb2")),
|
||||
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)),
|
||||
fade_(std::make_unique<Fade>()) {
|
||||
: renderer_(Screen::get()->getRenderer()), texture_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), backbuffer_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)), text_(Resource::get()->getText("smb2")), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::STATIC)), fade_(std::make_unique<Fade>()) {
|
||||
// Configura las texturas
|
||||
SDL_SetTextureBlendMode(backbuffer_, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
|
||||
@@ -44,7 +39,7 @@ Instructions::Instructions()
|
||||
tiled_bg_->setColor(param.title.bg_color);
|
||||
fade_->setColor(param.fade.color);
|
||||
fade_->setType(Fade::Type::FULLSCREEN);
|
||||
fade_->setPostDuration(param.fade.post_duration);
|
||||
fade_->setPostDuration(param.fade.post_duration_ms);
|
||||
fade_->setMode(Fade::Mode::IN);
|
||||
fade_->activate();
|
||||
|
||||
@@ -137,7 +132,7 @@ void Instructions::fillTexture() {
|
||||
const int FIRST_LINE = (param.game.height - SIZE) / 2;
|
||||
|
||||
// Calcula cual es el texto más largo de las descripciones de los items
|
||||
int lenght = 0;
|
||||
int length = 0;
|
||||
const std::array<std::string, 5> ITEM_DESCRIPTIONS = {
|
||||
Lang::getText("[INSTRUCTIONS] 07"),
|
||||
Lang::getText("[INSTRUCTIONS] 08"),
|
||||
@@ -146,32 +141,32 @@ void Instructions::fillTexture() {
|
||||
Lang::getText("[INSTRUCTIONS] 11")};
|
||||
for (const auto &desc : ITEM_DESCRIPTIONS) {
|
||||
const int L = text_->length(desc);
|
||||
lenght = L > lenght ? L : lenght;
|
||||
length = L > length ? L : length;
|
||||
}
|
||||
const int ANCHOR_ITEM = (param.game.width - (lenght + X_OFFSET)) / 2;
|
||||
const int ANCHOR_ITEM = (param.game.width - (length + X_OFFSET)) / 2;
|
||||
|
||||
auto caption_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, ORANGE_TEXT_COLOR, SHADOW_TEXT_COLOR);
|
||||
auto text_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
|
||||
auto caption_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, Colors::ORANGE_TEXT, Colors::SHADOW_TEXT);
|
||||
auto text_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, Colors::NO_COLOR_MOD, Colors::SHADOW_TEXT);
|
||||
|
||||
// Escribe el texto de las instrucciones
|
||||
text_->writeStyle(param.game.game_area.center_x, FIRST_LINE, Lang::getText("[INSTRUCTIONS] 01"), caption_style);
|
||||
|
||||
const int ANCHOR1 = FIRST_LINE + SPACE_POST_HEADER;
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 0, Lang::getText("[INSTRUCTIONS] 02"), text_style);
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 1, Lang::getText("[INSTRUCTIONS] 03"), text_style);
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 2, Lang::getText("[INSTRUCTIONS] 04"), text_style);
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 3, Lang::getText("[INSTRUCTIONS] 05"), text_style);
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + (SPACE_BETWEEN_LINES * 0), Lang::getText("[INSTRUCTIONS] 02"), text_style);
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + (SPACE_BETWEEN_LINES * 1), Lang::getText("[INSTRUCTIONS] 03"), text_style);
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + (SPACE_BETWEEN_LINES * 2), Lang::getText("[INSTRUCTIONS] 04"), text_style);
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + (SPACE_BETWEEN_LINES * 3), Lang::getText("[INSTRUCTIONS] 05"), text_style);
|
||||
|
||||
// Escribe el texto de los objetos y sus puntos
|
||||
const int ANCHOR2 = ANCHOR1 + SPACE_PRE_HEADER + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 3;
|
||||
const int ANCHOR2 = ANCHOR1 + SPACE_PRE_HEADER + SPACE_NEW_PARAGRAPH + (SPACE_BETWEEN_LINES * 3);
|
||||
text_->writeStyle(param.game.game_area.center_x, ANCHOR2, Lang::getText("[INSTRUCTIONS] 06"), caption_style);
|
||||
|
||||
const int ANCHOR3 = ANCHOR2 + SPACE_POST_HEADER;
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 0, Lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 1, Lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 2, Lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 3, Lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 4, Lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 0), Lang::getText("[INSTRUCTIONS] 07"), Colors::SHADOW_TEXT);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 1), Lang::getText("[INSTRUCTIONS] 08"), Colors::SHADOW_TEXT);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 2), Lang::getText("[INSTRUCTIONS] 09"), Colors::SHADOW_TEXT);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 3), Lang::getText("[INSTRUCTIONS] 10"), Colors::SHADOW_TEXT);
|
||||
text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 4), Lang::getText("[INSTRUCTIONS] 11"), Colors::SHADOW_TEXT);
|
||||
|
||||
// Deja el renderizador como estaba
|
||||
SDL_SetRenderTarget(renderer_, temp);
|
||||
|
||||
@@ -326,7 +326,7 @@ void Intro::initSprites() {
|
||||
card_sprites_.push_back(std::move(sprite));
|
||||
}
|
||||
|
||||
const float X_DEST = param.game.game_area.center_x - CARD_WIDTH / 2;
|
||||
const float X_DEST = param.game.game_area.center_x - (CARD_WIDTH / 2);
|
||||
const float Y_DEST = param.game.game_area.first_quarter_y - (CARD_HEIGHT / 4);
|
||||
|
||||
card_sprites_.at(0)->addPath(-CARD_WIDTH - 10, X_DEST, PathType::HORIZONTAL, Y_DEST, 100, easeInOutExpo, 0);
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include <vector> // Para vector
|
||||
|
||||
#include "audio.h" // Para Audio
|
||||
#include "color.h" // Para NO_TEXT_COLOR, TITLE_SHADOW_TEXT_COLOR
|
||||
#include "color.h" // Para Colors::NO_COLOR_MOD, Colors::TITLE_SHADOW_TEXT
|
||||
#include "fade.h" // Para Fade, FadeType
|
||||
#include "game_logo.h" // Para GameLogo
|
||||
#include "global_events.h" // Para check
|
||||
@@ -37,20 +37,14 @@ class Texture;
|
||||
|
||||
// Constructor
|
||||
Title::Title()
|
||||
: text_(Resource::get()->getText("smb2_grad")),
|
||||
fade_(std::make_unique<Fade>()),
|
||||
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)),
|
||||
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
|
||||
mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
|
||||
state_(TitleState::LOGO_ANIMATING),
|
||||
num_controllers_(Input::get()->getNumGamepads()) {
|
||||
: text_(Resource::get()->getText("smb2_grad")), fade_(std::make_unique<Fade>()), tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::RANDOM)), game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)), mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))), state_(TitleState::LOGO_ANIMATING), num_controllers_(Input::get()->getNumGamepads()) {
|
||||
// Configura objetos
|
||||
tiled_bg_->setColor(param.title.bg_color);
|
||||
game_logo_->enable();
|
||||
mini_logo_sprite_->setX(param.game.game_area.center_x - mini_logo_sprite_->getWidth() / 2);
|
||||
mini_logo_sprite_->setX(param.game.game_area.center_x - (mini_logo_sprite_->getWidth() / 2));
|
||||
fade_->setColor(param.fade.color);
|
||||
fade_->setType(Fade::Type::RANDOM_SQUARE);
|
||||
fade_->setPostDuration(param.fade.post_duration);
|
||||
fade_->setType(Fade::Type::RANDOM_SQUARE2);
|
||||
fade_->setPostDuration(param.fade.post_duration_ms);
|
||||
initPlayers();
|
||||
|
||||
// Asigna valores a otras variables
|
||||
@@ -438,9 +432,9 @@ void Title::renderStartPrompt() {
|
||||
param.title.press_start_position,
|
||||
Lang::getText("[TITLE] PRESS_BUTTON_TO_PLAY"),
|
||||
1,
|
||||
NO_TEXT_COLOR,
|
||||
Colors::NO_COLOR_MOD,
|
||||
1,
|
||||
TITLE_SHADOW_TEXT_COLOR);
|
||||
Colors::TITLE_SHADOW_TEXT);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -455,9 +449,9 @@ void Title::renderCopyright() {
|
||||
anchor_.copyright_text,
|
||||
std::string(TEXT_COPYRIGHT),
|
||||
1,
|
||||
NO_TEXT_COLOR,
|
||||
Colors::NO_COLOR_MOD,
|
||||
1,
|
||||
TITLE_SHADOW_TEXT_COLOR);
|
||||
Colors::TITLE_SHADOW_TEXT);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -560,7 +554,7 @@ void Title::renderPlayers() {
|
||||
|
||||
// Obtiene un jugador a partir de su "id"
|
||||
auto Title::getPlayer(Player::Id id) -> std::shared_ptr<Player> {
|
||||
auto it = std::find_if(players_.begin(), players_.end(), [id](const auto& player) { return player->getId() == id; });
|
||||
auto it = std::ranges::find_if(players_, [id](const auto& player) { return player->getId() == id; });
|
||||
|
||||
if (it != players_.end()) {
|
||||
return *it;
|
||||
|
||||
@@ -1,24 +1,28 @@
|
||||
#include "shutdown.h"
|
||||
|
||||
#include <array>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <windows.h>
|
||||
#include <windows.h>
|
||||
#else
|
||||
#include <unistd.h>
|
||||
#include <sys/wait.h>
|
||||
#include <string>
|
||||
#include <sys/wait.h>
|
||||
#include <unistd.h>
|
||||
|
||||
#include <string>
|
||||
#endif
|
||||
|
||||
namespace SystemShutdown {
|
||||
|
||||
#ifndef _WIN32
|
||||
// Función auxiliar para sistemas Unix-like
|
||||
auto executeUnixShutdown(const char* command, char* const args[]) -> ShutdownResult {
|
||||
// Función auxiliar para sistemas Unix-like
|
||||
auto executeUnixShutdown(const char* command, const std::vector<char*>& args) -> ShutdownResult {
|
||||
pid_t pid = fork();
|
||||
|
||||
if (pid == 0) {
|
||||
// Proceso hijo
|
||||
execvp(command, args);
|
||||
execvp(command, args.data());
|
||||
// Si llegamos aquí, execvp falló
|
||||
std::cerr << "Error: No se pudo ejecutar " << command << '\n';
|
||||
_exit(1);
|
||||
@@ -33,7 +37,7 @@ auto executeUnixShutdown(const char* command, char* const args[]) -> ShutdownRes
|
||||
}
|
||||
#endif
|
||||
|
||||
// Implementación de las funciones públicas
|
||||
// Implementación de las funciones públicas
|
||||
auto shutdownSystem() -> ShutdownResult {
|
||||
ShutdownConfig config;
|
||||
return shutdownSystem(config);
|
||||
@@ -92,18 +96,17 @@ auto shutdownSystem(const ShutdownConfig& config) -> ShutdownResult {
|
||||
|
||||
#elif __APPLE__
|
||||
// macOS - apagado inmediato
|
||||
char* args[] = {
|
||||
std::vector<char*> args = {
|
||||
const_cast<char*>("shutdown"),
|
||||
const_cast<char*>("-h"),
|
||||
const_cast<char*>("now"),
|
||||
NULL
|
||||
};
|
||||
nullptr};
|
||||
|
||||
return executeUnixShutdown("shutdown", args);
|
||||
|
||||
#elif __linux__
|
||||
// Linux - apagado inmediato
|
||||
char* args[] = {
|
||||
std::vector<char*> args = {
|
||||
const_cast<char*>("shutdown"),
|
||||
const_cast<char*>("-h"),
|
||||
const_cast<char*>("now"),
|
||||
|
||||
@@ -19,9 +19,7 @@ struct ShutdownConfig {
|
||||
const char* shutdown_message{"El sistema se apagará..."}; // Mensaje mostrado durante el apagado
|
||||
|
||||
// Constructor con valores por defecto
|
||||
ShutdownConfig()
|
||||
|
||||
{}
|
||||
ShutdownConfig() = default;
|
||||
};
|
||||
|
||||
// --- Funciones ---
|
||||
|
||||
@@ -18,7 +18,7 @@ Sprite::Sprite(std::shared_ptr<Texture> texture, SDL_FRect rect)
|
||||
|
||||
Sprite::Sprite(std::shared_ptr<Texture> texture)
|
||||
: textures_{std::move(texture)},
|
||||
texture_index_(0),
|
||||
|
||||
pos_(SDL_FRect{0, 0, static_cast<float>(textures_.at(texture_index_)->getWidth()), static_cast<float>(textures_.at(texture_index_)->getHeight())}),
|
||||
sprite_clip_(pos_) {}
|
||||
|
||||
@@ -41,8 +41,8 @@ void Sprite::setPosition(SDL_FPoint point) {
|
||||
|
||||
// Reinicia las variables a cero
|
||||
void Sprite::clear() {
|
||||
pos_ = {0, 0, 0, 0};
|
||||
sprite_clip_ = {0, 0, 0, 0};
|
||||
pos_ = {.x = 0, .y = 0, .w = 0, .h = 0};
|
||||
sprite_clip_ = {.x = 0, .y = 0, .w = 0, .h = 0};
|
||||
}
|
||||
|
||||
// Cambia la textura activa por índice
|
||||
|
||||
@@ -56,7 +56,7 @@ class Sprite {
|
||||
void setTexture(std::shared_ptr<Texture> texture) { textures_.at(texture_index_) = std::move(texture); }
|
||||
void addTexture(const std::shared_ptr<Texture>& texture) { textures_.push_back(texture); }
|
||||
auto setActiveTexture(size_t index) -> bool; // Cambia la textura activa por índice
|
||||
[[nodiscard]] auto getActiveTextureIndex() const -> size_t { return texture_index_; } // Obtiene el índice de la textura activa
|
||||
[[nodiscard]] auto getActiveTexture() const -> size_t { return texture_index_; } // Alias para getActiveTextureIndex
|
||||
[[nodiscard]] auto getTextureCount() const -> size_t { return textures_.size(); } // Obtiene el número total de texturas
|
||||
|
||||
protected:
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
* sin requerir acceso a toda la funcionalidad de StageManager.
|
||||
*/
|
||||
class IStageInfo {
|
||||
public:
|
||||
public:
|
||||
virtual ~IStageInfo() = default;
|
||||
|
||||
// Interfaz de recolección de poder
|
||||
|
||||
@@ -1,27 +1,29 @@
|
||||
#include "system_utils.h"
|
||||
#include <iostream>
|
||||
|
||||
#include <sys/stat.h>
|
||||
|
||||
#include <cerrno>
|
||||
#include <cstdlib>
|
||||
#include <iostream>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <windows.h>
|
||||
#include <shlobj.h>
|
||||
#include <direct.h>
|
||||
// Evitar conflictos con macros de Windows
|
||||
#ifdef ERROR_ALREADY_EXISTS
|
||||
#undef ERROR_ALREADY_EXISTS
|
||||
#endif
|
||||
#include <direct.h>
|
||||
#include <shlobj.h>
|
||||
#include <windows.h>
|
||||
// Evitar conflictos con macros de Windows
|
||||
#ifdef ERROR_ALREADY_EXISTS
|
||||
#undef ERROR_ALREADY_EXISTS
|
||||
#endif
|
||||
#else
|
||||
#include <pwd.h>
|
||||
#include <unistd.h>
|
||||
#include <pwd.h>
|
||||
#include <unistd.h>
|
||||
#endif
|
||||
|
||||
namespace SystemUtils {
|
||||
|
||||
// Función auxiliar para crear una carpeta individual
|
||||
// Función auxiliar para crear una carpeta individual
|
||||
auto createSingleFolder(const std::string& path, int permissions) -> Result {
|
||||
struct stat st = {0};
|
||||
struct stat st = {.st_dev = 0};
|
||||
|
||||
// Verificar si ya existe
|
||||
if (stat(path.c_str(), &st) == 0) {
|
||||
@@ -52,7 +54,7 @@ auto createSingleFolder(const std::string& path, int permissions) -> Result {
|
||||
return Result::SUCCESS;
|
||||
}
|
||||
|
||||
// Función auxiliar para crear carpetas padre recursivamente
|
||||
// Función auxiliar para crear carpetas padre recursivamente
|
||||
auto createParentFolders(const std::string& path, int permissions) -> Result {
|
||||
size_t pos = 0;
|
||||
|
||||
@@ -130,7 +132,7 @@ auto getApplicationDataPath(const std::string& app_name) -> std::string {
|
||||
}
|
||||
|
||||
auto folderExists(const std::string& path) -> bool {
|
||||
struct stat st = {0};
|
||||
struct stat st = {.st_dev = 0};
|
||||
return (stat(path.c_str(), &st) == 0 && S_ISDIR(st.st_mode));
|
||||
}
|
||||
|
||||
@@ -161,15 +163,15 @@ auto getHomeDirectory() -> std::string {
|
||||
}
|
||||
return "C:/Users/Default";
|
||||
#else
|
||||
struct passwd *pw = getpwuid(getuid());
|
||||
struct passwd* pw = getpwuid(getuid());
|
||||
if ((pw != nullptr) && (pw->pw_dir != nullptr)) {
|
||||
return std::string(pw->pw_dir);
|
||||
return {pw->pw_dir};
|
||||
}
|
||||
|
||||
// Fallback
|
||||
char* home = getenv("HOME");
|
||||
if (home != nullptr) {
|
||||
return std::string(home);
|
||||
return {home};
|
||||
}
|
||||
return "/tmp";
|
||||
#endif
|
||||
|
||||
@@ -21,9 +21,7 @@ struct FolderConfig { // Configuración para creación de carpetas
|
||||
int permissions{0755}; // Permisos Unix (ignorado en Windows)
|
||||
|
||||
// Constructor con valores por defecto
|
||||
FolderConfig()
|
||||
|
||||
{}
|
||||
FolderConfig() = default;
|
||||
};
|
||||
|
||||
// --- Funciones ---
|
||||
|
||||
@@ -96,7 +96,7 @@ void Tabe::move() {
|
||||
? LEFT[rand() % CHOICES]
|
||||
: RIGHT[rand() % CHOICES];
|
||||
|
||||
setRandomFlyPath(DIRECTION, 20 + rand() % 40);
|
||||
setRandomFlyPath(DIRECTION, 20 + (rand() % 40));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -125,9 +125,9 @@ void Tabe::enable() {
|
||||
}
|
||||
|
||||
// Establece un vuelo aleatorio
|
||||
void Tabe::setRandomFlyPath(Direction direction, int lenght) {
|
||||
void Tabe::setRandomFlyPath(Direction direction, int length) {
|
||||
direction_ = direction;
|
||||
fly_distance_ = lenght;
|
||||
fly_distance_ = length;
|
||||
waiting_counter_ = 5 + rand() % 15;
|
||||
Audio::get()->playSound("tabe.wav");
|
||||
|
||||
|
||||
@@ -129,7 +129,7 @@ class Tabe {
|
||||
// --- Métodos internos ---
|
||||
void move(); // Mueve el objeto
|
||||
void shiftSprite() { sprite_->setPos(x_, y_); } // Actualiza la posición del sprite
|
||||
void setRandomFlyPath(Direction direction, int lenght); // Establece un vuelo aleatorio
|
||||
void setRandomFlyPath(Direction direction, int length); // Establece un vuelo aleatorio
|
||||
void updateState(); // Actualiza el estado
|
||||
void updateTimer(); // Actualiza el temporizador
|
||||
void disable(); // Deshabilita el objeto
|
||||
|
||||
197
source/text.cpp
197
source/text.cpp
@@ -4,6 +4,7 @@
|
||||
|
||||
#include <fstream> // Para basic_ifstream, basic_istream, basic_ostream, operator<<, endl, ifstream
|
||||
#include <iostream> // Para cerr
|
||||
#include <sstream> // Para istringstream
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#include <string_view> // Para string_view
|
||||
|
||||
@@ -12,6 +13,7 @@
|
||||
#include "sprite.h" // Para Sprite
|
||||
#include "texture.h" // Para Texture
|
||||
#include "utils.h" // Para getFileName, printWithDots
|
||||
#include "resource_helper.h" // Para ResourceHelper
|
||||
|
||||
// Constructor
|
||||
Text::Text(const std::shared_ptr<Texture> &texture, const std::string &text_file) {
|
||||
@@ -52,6 +54,47 @@ Text::Text(const std::shared_ptr<Texture> &texture, const std::shared_ptr<Text::
|
||||
fixed_width_ = false;
|
||||
}
|
||||
|
||||
// Constructor con textura blanca opcional
|
||||
Text::Text(const std::shared_ptr<Texture> &texture, const std::shared_ptr<Texture> &white_texture, const std::string &text_file) {
|
||||
// Carga los offsets desde el fichero
|
||||
auto tf = loadFile(text_file);
|
||||
|
||||
// Inicializa variables desde la estructura
|
||||
box_height_ = tf->box_height;
|
||||
box_width_ = tf->box_width;
|
||||
for (int i = 0; i < 128; ++i) {
|
||||
offset_[i].x = tf->offset[i].x;
|
||||
offset_[i].y = tf->offset[i].y;
|
||||
offset_[i].w = tf->offset[i].w;
|
||||
}
|
||||
|
||||
// Crea los objetos
|
||||
sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){0, 0, static_cast<float>(box_width_), static_cast<float>(box_height_)});
|
||||
white_sprite_ = std::make_unique<Sprite>(white_texture, (SDL_FRect){0, 0, static_cast<float>(box_width_), static_cast<float>(box_height_)});
|
||||
|
||||
// Inicializa variables
|
||||
fixed_width_ = false;
|
||||
}
|
||||
|
||||
// Constructor con textura blanca opcional
|
||||
Text::Text(const std::shared_ptr<Texture> &texture, const std::shared_ptr<Texture> &white_texture, const std::shared_ptr<Text::File> &text_file) {
|
||||
// Inicializa variables desde la estructura
|
||||
box_height_ = text_file->box_height;
|
||||
box_width_ = text_file->box_width;
|
||||
for (int i = 0; i < 128; ++i) {
|
||||
offset_[i].x = text_file->offset[i].x;
|
||||
offset_[i].y = text_file->offset[i].y;
|
||||
offset_[i].w = text_file->offset[i].w;
|
||||
}
|
||||
|
||||
// Crea los objetos
|
||||
sprite_ = std::make_unique<Sprite>(texture, (SDL_FRect){0, 0, static_cast<float>(box_width_), static_cast<float>(box_height_)});
|
||||
white_sprite_ = std::make_unique<Sprite>(white_texture, (SDL_FRect){0, 0, static_cast<float>(box_width_), static_cast<float>(box_height_)});
|
||||
|
||||
// Inicializa variables
|
||||
fixed_width_ = false;
|
||||
}
|
||||
|
||||
// Escribe texto en pantalla
|
||||
void Text::write(int x, int y, const std::string &text, int kerning, int length) {
|
||||
int shift = 0;
|
||||
@@ -114,8 +157,30 @@ auto Text::writeToTexture(const std::string &text, int zoom, int kerning, int le
|
||||
auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, Color text_color, Uint8 shadow_distance, Color shadow_color, int length) -> std::shared_ptr<Texture> {
|
||||
auto *renderer = Screen::get()->getRenderer();
|
||||
auto texture = std::make_shared<Texture>(renderer);
|
||||
auto width = Text::length(text, kerning) + shadow_distance;
|
||||
auto height = box_height_ + shadow_distance;
|
||||
|
||||
// Calcula las dimensiones considerando los efectos
|
||||
auto base_width = Text::length(text, kerning);
|
||||
auto base_height = box_height_;
|
||||
auto width = base_width;
|
||||
auto height = base_height;
|
||||
auto offset_x = 0;
|
||||
auto offset_y = 0;
|
||||
|
||||
const auto STROKED = ((flags & Text::STROKE) == Text::STROKE);
|
||||
const auto SHADOWED = ((flags & Text::SHADOW) == Text::SHADOW);
|
||||
|
||||
if (STROKED) {
|
||||
// Para stroke, el texto se expande en todas las direcciones por shadow_distance
|
||||
width = base_width + (shadow_distance * 2);
|
||||
height = base_height + (shadow_distance * 2);
|
||||
offset_x = shadow_distance;
|
||||
offset_y = shadow_distance;
|
||||
} else if (SHADOWED) {
|
||||
// Para shadow, solo se añade espacio a la derecha y abajo
|
||||
width = base_width + shadow_distance;
|
||||
height = base_height + shadow_distance;
|
||||
}
|
||||
|
||||
auto *temp = SDL_GetRenderTarget(renderer);
|
||||
|
||||
texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
|
||||
@@ -123,7 +188,7 @@ auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, C
|
||||
texture->setAsRenderTarget(renderer);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer);
|
||||
writeDX(flags, 0, 0, text, kerning, text_color, shadow_distance, shadow_color, length);
|
||||
writeDX(flags, offset_x, offset_y, text, kerning, text_color, shadow_distance, shadow_color, length);
|
||||
SDL_SetRenderTarget(renderer, temp);
|
||||
|
||||
return texture;
|
||||
@@ -131,9 +196,79 @@ auto Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, C
|
||||
|
||||
// Escribe el texto con colores
|
||||
void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int length) {
|
||||
sprite_->getTexture()->setColor(color.r, color.g, color.b);
|
||||
write(x, y, text, kerning, length);
|
||||
sprite_->getTexture()->setColor(255, 255, 255);
|
||||
writeColoredWithSprite(sprite_.get(), x, y, text, color, kerning, length);
|
||||
}
|
||||
|
||||
// Escribe el texto con colores usando un sprite específico
|
||||
void Text::writeColoredWithSprite(Sprite* sprite, int x, int y, const std::string &text, Color color, int kerning, int length) {
|
||||
int shift = 0;
|
||||
const std::string_view VISIBLE_TEXT = (length == -1) ? std::string_view(text) : std::string_view(text).substr(0, length);
|
||||
|
||||
auto *texture = sprite->getTexture().get();
|
||||
|
||||
// Guarda el alpha original y aplica el nuevo
|
||||
Uint8 original_alpha;
|
||||
SDL_GetTextureAlphaMod(texture->getSDLTexture(), &original_alpha);
|
||||
texture->setAlpha(color.a);
|
||||
texture->setColor(color.r, color.g, color.b);
|
||||
|
||||
sprite->setY(y);
|
||||
for (const auto CH : VISIBLE_TEXT) {
|
||||
const auto INDEX = static_cast<unsigned char>(CH);
|
||||
|
||||
if (INDEX < offset_.size()) {
|
||||
sprite->setSpriteClip(offset_[INDEX].x, offset_[INDEX].y, box_width_, box_height_);
|
||||
sprite->setX(x + shift);
|
||||
sprite->render();
|
||||
shift += offset_[INDEX].w + kerning;
|
||||
}
|
||||
}
|
||||
|
||||
// Restaura los valores originales
|
||||
texture->setColor(255, 255, 255);
|
||||
texture->setAlpha(255);
|
||||
}
|
||||
|
||||
// Escribe stroke con alpha correcto usando textura temporal
|
||||
void Text::writeStrokeWithAlpha(int x, int y, const std::string &text, int kerning, Color stroke_color, Uint8 shadow_distance, int length) {
|
||||
auto *renderer = Screen::get()->getRenderer();
|
||||
auto *original_target = SDL_GetRenderTarget(renderer);
|
||||
|
||||
// Calcula dimensiones de la textura temporal
|
||||
auto text_width = Text::length(text, kerning);
|
||||
auto text_height = box_height_;
|
||||
auto temp_width = text_width + (shadow_distance * 2);
|
||||
auto temp_height = text_height + (shadow_distance * 2);
|
||||
|
||||
// Crea textura temporal
|
||||
auto temp_texture = std::make_shared<Texture>(renderer);
|
||||
temp_texture->createBlank(temp_width, temp_height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
|
||||
temp_texture->setBlendMode(SDL_BLENDMODE_BLEND);
|
||||
|
||||
// Renderiza el stroke en la textura temporal
|
||||
temp_texture->setAsRenderTarget(renderer);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Selecciona el sprite apropiado para el stroke
|
||||
auto *stroke_sprite = white_sprite_ ? white_sprite_.get() : sprite_.get();
|
||||
|
||||
// Renderiza stroke sin alpha (sólido) en textura temporal
|
||||
Color solid_color = Color(stroke_color.r, stroke_color.g, stroke_color.b, 255);
|
||||
for (int dist = 1; dist <= shadow_distance; ++dist) {
|
||||
for (int dy = -dist; dy <= dist; ++dy) {
|
||||
for (int dx = -dist; dx <= dist; ++dx) {
|
||||
writeColoredWithSprite(stroke_sprite, shadow_distance + dx, shadow_distance + dy, text, solid_color, kerning, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restaura render target original
|
||||
SDL_SetRenderTarget(renderer, original_target);
|
||||
|
||||
// Renderiza la textura temporal con el alpha deseado
|
||||
temp_texture->setAlpha(stroke_color.a);
|
||||
temp_texture->render(x - shadow_distance, y - shadow_distance);
|
||||
}
|
||||
|
||||
// Escribe el texto con sombra
|
||||
@@ -160,18 +295,32 @@ void Text::writeDX(Uint8 flags, int x, int y, const std::string &text, int kerni
|
||||
}
|
||||
|
||||
if (SHADOWED) {
|
||||
if (white_sprite_) {
|
||||
writeColoredWithSprite(white_sprite_.get(), x + shadow_distance, y + shadow_distance, text, shadow_color, kerning, length);
|
||||
} else {
|
||||
writeColored(x + shadow_distance, y + shadow_distance, text, shadow_color, kerning, length);
|
||||
}
|
||||
}
|
||||
|
||||
if (STROKED) {
|
||||
if (shadow_color.a < 255) {
|
||||
// Usa textura temporal para alpha correcto
|
||||
writeStrokeWithAlpha(x, y, text, kerning, shadow_color, shadow_distance, length);
|
||||
} else {
|
||||
// Método tradicional para stroke sólido
|
||||
for (int dist = 1; dist <= shadow_distance; ++dist) {
|
||||
for (int dy = -dist; dy <= dist; ++dy) {
|
||||
for (int dx = -dist; dx <= dist; ++dx) {
|
||||
if (white_sprite_) {
|
||||
writeColoredWithSprite(white_sprite_.get(), x + dx, y + dy, text, shadow_color, kerning, length);
|
||||
} else {
|
||||
writeColored(x + dx, y + dy, text, shadow_color, kerning, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (COLORED) {
|
||||
writeColored(x, y, text, text_color, kerning, length);
|
||||
@@ -225,25 +374,41 @@ auto Text::loadFile(const std::string &file_path) -> std::shared_ptr<Text::File>
|
||||
tf->box_height = 0;
|
||||
}
|
||||
|
||||
// Abre el fichero para leer los valores
|
||||
std::ifstream file(file_path);
|
||||
// Intenta cargar desde ResourceHelper primero
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
std::istringstream stream;
|
||||
bool using_resource_data = false;
|
||||
|
||||
if (file.is_open() && file.good()) {
|
||||
if (!resource_data.empty()) {
|
||||
std::string content(resource_data.begin(), resource_data.end());
|
||||
stream.str(content);
|
||||
using_resource_data = true;
|
||||
}
|
||||
|
||||
// Fallback a archivo directo
|
||||
std::ifstream file;
|
||||
if (!using_resource_data) {
|
||||
file.open(file_path);
|
||||
}
|
||||
|
||||
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
|
||||
|
||||
if ((using_resource_data && stream.good()) || (!using_resource_data && file.is_open() && file.good())) {
|
||||
std::string buffer;
|
||||
|
||||
// Lee los dos primeros valores del fichero
|
||||
std::getline(file, buffer);
|
||||
std::getline(file, buffer);
|
||||
std::getline(input_stream, buffer);
|
||||
std::getline(input_stream, buffer);
|
||||
tf->box_width = std::stoi(buffer);
|
||||
|
||||
std::getline(file, buffer);
|
||||
std::getline(file, buffer);
|
||||
std::getline(input_stream, buffer);
|
||||
std::getline(input_stream, buffer);
|
||||
tf->box_height = std::stoi(buffer);
|
||||
|
||||
// lee el resto de datos del fichero
|
||||
auto index = 32;
|
||||
auto line_read = 0;
|
||||
while (std::getline(file, buffer)) {
|
||||
while (std::getline(input_stream, buffer)) {
|
||||
// Almacena solo las lineas impares
|
||||
if (line_read % 2 == 1) {
|
||||
tf->offset[index++].w = std::stoi(buffer);
|
||||
@@ -254,10 +419,12 @@ auto Text::loadFile(const std::string &file_path) -> std::shared_ptr<Text::File>
|
||||
line_read++;
|
||||
};
|
||||
|
||||
// Cierra el fichero
|
||||
// Cierra el fichero si se usó
|
||||
printWithDots("Text File : ", getFileName(file_path), "[ LOADED ]");
|
||||
if (!using_resource_data && file.is_open()) {
|
||||
file.close();
|
||||
}
|
||||
}
|
||||
|
||||
// El fichero no se puede abrir
|
||||
else {
|
||||
|
||||
@@ -54,21 +54,23 @@ class Text {
|
||||
// --- Constructores y destructor ---
|
||||
Text(const std::shared_ptr<Texture> &texture, const std::string &text_file);
|
||||
Text(const std::shared_ptr<Texture> &texture, const std::shared_ptr<Text::File> &text_file);
|
||||
Text(const std::shared_ptr<Texture> &texture, const std::shared_ptr<Texture> &white_texture, const std::string &text_file);
|
||||
Text(const std::shared_ptr<Texture> &texture, const std::shared_ptr<Texture> &white_texture, const std::shared_ptr<Text::File> &text_file);
|
||||
~Text() = default;
|
||||
|
||||
// --- Métodos de escritura en pantalla ---
|
||||
void write(int x, int y, const std::string &text, int kerning = 1, int lenght = -1); // Escribe el texto en pantalla
|
||||
void write(int x, int y, const std::string &text, int kerning = 1, int length = -1); // Escribe el texto en pantalla
|
||||
void write2X(int x, int y, const std::string &text, int kerning = 1, int length = -1); // Escribe el texto al doble de tamaño
|
||||
|
||||
// --- Escritura en textura ---
|
||||
auto writeToTexture(const std::string &text, int zoom = 1, int kerning = 1, int lenght = -1) -> std::shared_ptr<Texture>; // Escribe el texto en una textura
|
||||
auto writeDXToTexture(Uint8 flags, const std::string &text, int kerning = 1, Color text_color = Color(), Uint8 shadow_distance = 1, Color shadow_color = Color(), int lenght = -1) -> std::shared_ptr<Texture>; // Escribe el texto con extras en una textura
|
||||
auto writeToTexture(const std::string &text, int zoom = 1, int kerning = 1, int length = -1) -> std::shared_ptr<Texture>; // Escribe el texto en una textura
|
||||
auto writeDXToTexture(Uint8 flags, const std::string &text, int kerning = 1, Color text_color = Color(), Uint8 shadow_distance = 1, Color shadow_color = Color(), int length = -1) -> std::shared_ptr<Texture>; // Escribe el texto con extras en una textura
|
||||
|
||||
// --- Métodos de escritura avanzada ---
|
||||
void writeColored(int x, int y, const std::string &text, Color color, int kerning = 1, int lenght = -1); // Escribe el texto con colores
|
||||
void writeShadowed(int x, int y, const std::string &text, Color color, Uint8 shadow_distance = 1, int kerning = 1, int lenght = -1); // Escribe el texto con sombra
|
||||
void writeCentered(int x, int y, const std::string &text, int kerning = 1, int lenght = -1); // Escribe el texto centrado en un punto x
|
||||
void writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning = 1, Color text_color = Color(), Uint8 shadow_distance = 1, Color shadow_color = Color(), int lenght = -1); // Escribe texto con extras
|
||||
void writeColored(int x, int y, const std::string &text, Color color, int kerning = 1, int length = -1); // Escribe el texto con colores
|
||||
void writeShadowed(int x, int y, const std::string &text, Color color, Uint8 shadow_distance = 1, int kerning = 1, int length = -1); // Escribe el texto con sombra
|
||||
void writeCentered(int x, int y, const std::string &text, int kerning = 1, int length = -1); // Escribe el texto centrado en un punto x
|
||||
void writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning = 1, Color text_color = Color(), Uint8 shadow_distance = 1, Color shadow_color = Color(), int length = -1); // Escribe texto con extras
|
||||
void writeStyle(int x, int y, const std::string &text, const Style &style, int length = -1); // Escribe texto a partir de un TextStyle
|
||||
|
||||
// --- Utilidades ---
|
||||
@@ -81,9 +83,14 @@ class Text {
|
||||
// --- Métodos estáticos ---
|
||||
static auto loadFile(const std::string &file_path) -> std::shared_ptr<Text::File>; // Llena una estructura Text::File desde un fichero
|
||||
|
||||
// --- Métodos privados ---
|
||||
void writeColoredWithSprite(Sprite* sprite, int x, int y, const std::string &text, Color color, int kerning = 1, int length = -1); // Escribe con un sprite específico
|
||||
void writeStrokeWithAlpha(int x, int y, const std::string &text, int kerning, Color stroke_color, Uint8 shadow_distance, int length = -1); // Escribe stroke con alpha correcto
|
||||
|
||||
private:
|
||||
// --- Objetos y punteros ---
|
||||
std::unique_ptr<Sprite> sprite_ = nullptr; // Objeto con los gráficos para el texto
|
||||
std::unique_ptr<Sprite> white_sprite_ = nullptr; // Objeto con los gráficos en blanco para efectos
|
||||
|
||||
// --- Variables de estado ---
|
||||
std::array<Offset, 128> offset_ = {}; // Vector con las posiciones y ancho de cada letra
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
#include "external/gif.h" // Para Gif
|
||||
#include "stb_image.h" // Para stbi_image_free, stbi_load, STBI_rgb_alpha
|
||||
#include "utils.h"
|
||||
#include "resource_helper.h" // Para ResourceHelper
|
||||
|
||||
// Constructor
|
||||
Texture::Texture(SDL_Renderer *renderer, std::string path)
|
||||
@@ -64,7 +65,19 @@ auto Texture::loadFromFile(const std::string &file_path) -> bool {
|
||||
int width;
|
||||
int height;
|
||||
int orig_format;
|
||||
unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
|
||||
unsigned char *data = nullptr;
|
||||
|
||||
// Intentar cargar desde ResourceHelper primero
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
if (!resource_data.empty()) {
|
||||
data = stbi_load_from_memory(resource_data.data(), resource_data.size(), &width, &height, &orig_format, req_format);
|
||||
}
|
||||
|
||||
// Fallback a filesystem directo
|
||||
if (data == nullptr) {
|
||||
data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
|
||||
}
|
||||
|
||||
if (data == nullptr) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", getFileName(file_path).c_str());
|
||||
throw std::runtime_error("Fichero no encontrado: " + getFileName(file_path));
|
||||
@@ -212,7 +225,14 @@ auto Texture::loadSurface(const std::string &file_path) -> std::shared_ptr<Surfa
|
||||
// Libera la superficie actual
|
||||
unloadSurface();
|
||||
|
||||
// Abrir el archivo usando std::ifstream para manejo automático del recurso
|
||||
std::vector<Uint8> buffer;
|
||||
|
||||
// Intentar cargar desde ResourceHelper primero
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
if (!resource_data.empty()) {
|
||||
buffer = resource_data;
|
||||
} else {
|
||||
// Fallback a filesystem directo
|
||||
std::ifstream file(file_path, std::ios::binary | std::ios::ate);
|
||||
if (!file) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
|
||||
@@ -224,11 +244,12 @@ auto Texture::loadSurface(const std::string &file_path) -> std::shared_ptr<Surfa
|
||||
file.seekg(0, std::ios::beg);
|
||||
|
||||
// Leer el contenido del archivo en un buffer
|
||||
std::vector<Uint8> buffer(size);
|
||||
buffer.resize(size);
|
||||
if (!file.read(reinterpret_cast<char *>(buffer.data()), size)) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error al leer el fichero %s", file_path.c_str());
|
||||
throw std::runtime_error("Error al leer el fichero: " + file_path);
|
||||
}
|
||||
}
|
||||
|
||||
// Crear un objeto Gif y llamar a la función loadGif
|
||||
GIF::Gif gif;
|
||||
@@ -283,23 +304,32 @@ void Texture::setPaletteColor(int palette, int index, Uint32 color) {
|
||||
auto Texture::loadPaletteFromFile(const std::string &file_path) -> Palette {
|
||||
Palette palette;
|
||||
|
||||
// Abrir el archivo GIF
|
||||
std::vector<Uint8> buffer;
|
||||
|
||||
// Intentar cargar desde ResourceHelper primero
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
if (!resource_data.empty()) {
|
||||
buffer = resource_data;
|
||||
} else {
|
||||
// Fallback a filesystem directo
|
||||
std::ifstream file(file_path, std::ios::binary | std::ios::ate);
|
||||
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);
|
||||
}
|
||||
printWithDots("Palette : ", getFileName(file_path), "[ LOADED ]");
|
||||
|
||||
// Obtener el tamaño del archivo y leerlo en un buffer
|
||||
std::streamsize size = file.tellg();
|
||||
file.seekg(0, std::ios::beg);
|
||||
|
||||
std::vector<Uint8> buffer(size);
|
||||
buffer.resize(size);
|
||||
if (!file.read(reinterpret_cast<char *>(buffer.data()), size)) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: No se pudo leer completamente el fichero %s", file_path.c_str());
|
||||
throw std::runtime_error("Error al leer el fichero: " + file_path);
|
||||
}
|
||||
}
|
||||
|
||||
printWithDots("Palette : ", getFileName(file_path), "[ LOADED ]");
|
||||
|
||||
// Usar la nueva función loadPalette, que devuelve un vector<uint32_t>
|
||||
GIF::Gif gif;
|
||||
@@ -346,16 +376,33 @@ auto Texture::readPalFile(const std::string &file_path) -> Palette {
|
||||
Palette palette{};
|
||||
palette.fill(0); // Inicializar todo con 0 (transparente por defecto)
|
||||
|
||||
std::ifstream file(file_path);
|
||||
// Intentar cargar desde ResourceHelper primero
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
std::istringstream stream;
|
||||
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;
|
||||
}
|
||||
|
||||
// Fallback a archivo directo
|
||||
std::ifstream file;
|
||||
if (!using_resource_data) {
|
||||
file.open(file_path);
|
||||
if (!file.is_open()) {
|
||||
throw std::runtime_error("No se pudo abrir el archivo .pal");
|
||||
}
|
||||
}
|
||||
|
||||
std::istream& input_stream = using_resource_data ? stream : static_cast<std::istream&>(file);
|
||||
|
||||
std::string line;
|
||||
int line_number = 0;
|
||||
int color_index = 0;
|
||||
|
||||
while (std::getline(file, line)) {
|
||||
while (std::getline(input_stream, line)) {
|
||||
++line_number;
|
||||
|
||||
// Ignorar las tres primeras líneas del archivo
|
||||
@@ -380,6 +427,8 @@ auto Texture::readPalFile(const std::string &file_path) -> Palette {
|
||||
}
|
||||
}
|
||||
|
||||
if (!using_resource_data && file.is_open()) {
|
||||
file.close();
|
||||
}
|
||||
return palette;
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_SetRenderTarget, SDL_CreateTexture, SDL_DestroyTexture, SDL_FRect, SDL_GetRenderTarget, SDL_RenderTexture, SDL_PixelFormat, SDL_TextureAccess
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath> // Para sin
|
||||
#include <cstdlib> // Para rand
|
||||
#include <memory> // Para allocator, unique_ptr, make_unique
|
||||
@@ -25,17 +26,17 @@ TiledBG::TiledBG(SDL_FRect pos, TiledBGMode mode)
|
||||
// Inicializa variables
|
||||
switch (mode_) {
|
||||
case TiledBGMode::STATIC:
|
||||
window_ = {0, 0, pos_.w, pos_.h};
|
||||
window_ = {.x = 0, .y = 0, .w = pos_.w, .h = pos_.h};
|
||||
speed_ = 0.0F;
|
||||
break;
|
||||
case TiledBGMode::DIAGONAL:
|
||||
window_ = {0, 0, pos_.w, pos_.h};
|
||||
window_ = {.x = 0, .y = 0, .w = pos_.w, .h = pos_.h};
|
||||
break;
|
||||
case TiledBGMode::CIRCLE:
|
||||
window_ = {128, 128, pos_.w, pos_.h};
|
||||
window_ = {.x = 128, .y = 128, .w = pos_.w, .h = pos_.h};
|
||||
break;
|
||||
default:
|
||||
window_ = {0, 0, pos_.w, pos_.h};
|
||||
window_ = {.x = 0, .y = 0, .w = pos_.w, .h = pos_.h};
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -116,9 +117,7 @@ void TiledBG::updateStop() {
|
||||
speed_ /= 1.05F; // Reduce gradualmente la velocidad
|
||||
|
||||
// Asegura que no baje demasiado
|
||||
if (speed_ < 0.1F) {
|
||||
speed_ = 0.1F;
|
||||
}
|
||||
speed_ = std::max(speed_, 0.1F);
|
||||
}
|
||||
|
||||
// Si estamos en 0, detener
|
||||
|
||||
@@ -22,9 +22,7 @@ auto ActionListOption::getMaxValueWidth(Text* text) const -> int {
|
||||
int max_width = 0;
|
||||
for (const auto& option : options_) {
|
||||
int width = text->length(option, -2);
|
||||
if (width > max_width) {
|
||||
max_width = width;
|
||||
}
|
||||
max_width = std::max(width, max_width);
|
||||
}
|
||||
return max_width;
|
||||
}
|
||||
@@ -66,7 +64,7 @@ auto ActionListOption::findCurrentIndex() const -> size_t {
|
||||
}
|
||||
|
||||
const std::string CURRENT_VALUE = value_getter_();
|
||||
auto it = std::find(options_.begin(), options_.end(), CURRENT_VALUE);
|
||||
auto it = std::ranges::find(options_, CURRENT_VALUE);
|
||||
|
||||
if (it != options_.end()) {
|
||||
return static_cast<size_t>(std::distance(options_.begin(), it));
|
||||
|
||||
@@ -75,7 +75,7 @@ void MenuRenderer::render(const ServiceMenu *menu_state) {
|
||||
if (shouldShowContent()) {
|
||||
// Dibuja el título
|
||||
float y = rect_.y + title_padding_;
|
||||
title_text_->writeDX(Text::COLOR | Text::CENTER, rect_.x + rect_.w / 2.0F, y, menu_state->getTitle(), -4, param.service_menu.title_color);
|
||||
title_text_->writeDX(Text::COLOR | Text::CENTER, rect_.x + (rect_.w / 2.0F), y, menu_state->getTitle(), -4, param.service_menu.title_color);
|
||||
|
||||
// Dibuja la línea separadora
|
||||
y = rect_.y + upper_height_;
|
||||
@@ -99,7 +99,7 @@ void MenuRenderer::render(const ServiceMenu *menu_state) {
|
||||
} else {
|
||||
const int AVAILABLE_WIDTH = rect_.w - (ServiceMenu::OPTIONS_HORIZONTAL_PADDING * 2);
|
||||
std::string truncated_caption = getTruncatedValue(option_pairs.at(i).first, AVAILABLE_WIDTH);
|
||||
element_text_->writeDX(Text::CENTER | Text::COLOR, rect_.x + rect_.w / 2.0F, y, truncated_caption, -2, current_color);
|
||||
element_text_->writeDX(Text::CENTER | Text::COLOR, rect_.x + (rect_.w / 2.0F), y, truncated_caption, -2, current_color);
|
||||
}
|
||||
y += options_height_ + options_padding_;
|
||||
}
|
||||
@@ -232,7 +232,7 @@ void MenuRenderer::setSize(const ServiceMenu *menu_state) {
|
||||
|
||||
updatePosition();
|
||||
options_y_ = rect_.y + upper_height_ + lower_padding_;
|
||||
border_rect_ = {rect_.x - 1, rect_.y + 1, rect_.w + 2, rect_.h - 2};
|
||||
border_rect_ = {.x = rect_.x - 1, .y = rect_.y + 1, .w = rect_.w + 2, .h = rect_.h - 2};
|
||||
}
|
||||
|
||||
// --- Métodos de animación y posición ---
|
||||
@@ -305,7 +305,7 @@ void MenuRenderer::updatePosition() {
|
||||
break;
|
||||
}
|
||||
// Actualizar el rectángulo del borde junto con el principal
|
||||
border_rect_ = {rect_.x - 1, rect_.y + 1, rect_.w + 2, rect_.h - 2};
|
||||
border_rect_ = {.x = rect_.x - 1, .y = rect_.y + 1, .w = rect_.w + 2, .h = rect_.h - 2};
|
||||
}
|
||||
|
||||
// Resto de métodos (sin cambios significativos)
|
||||
@@ -345,11 +345,11 @@ void MenuRenderer::updateColorCounter() {
|
||||
}
|
||||
}
|
||||
auto MenuRenderer::getAnimatedSelectedColor() const -> Color {
|
||||
static auto color_cycle_ = generateMirroredCycle(param.service_menu.selected_color, ColorCycleStyle::HUE_WAVE);
|
||||
static auto color_cycle_ = Colors::generateMirroredCycle(param.service_menu.selected_color, ColorCycleStyle::HUE_WAVE);
|
||||
return color_cycle_.at(color_counter_ % color_cycle_.size());
|
||||
}
|
||||
auto MenuRenderer::setRect(SDL_FRect rect) -> SDL_FRect {
|
||||
border_rect_ = {rect.x - 1, rect.y + 1, rect.w + 2, rect.h - 2};
|
||||
border_rect_ = {.x = rect.x - 1, .y = rect.y + 1, .w = rect.w + 2, .h = rect.h - 2};
|
||||
return rect;
|
||||
}
|
||||
auto MenuRenderer::getTruncatedValueWidth(const std::string &value, int available_width) const -> int {
|
||||
@@ -404,5 +404,5 @@ auto MenuRenderer::getTruncatedValue(const std::string &value, int available_wid
|
||||
return truncated;
|
||||
}
|
||||
|
||||
auto MenuRenderer::easeOut(float t) -> float { return 1.0F - (1.0F - t) * (1.0F - t); }
|
||||
auto MenuRenderer::easeOut(float t) -> float { return 1.0F - ((1.0F - t) * (1.0F - t)); }
|
||||
auto MenuRenderer::shouldShowContent() const -> bool { return !show_hide_animation_.active; }
|
||||
@@ -164,8 +164,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
|
||||
}
|
||||
|
||||
// Elimina las cadenas vacías
|
||||
texts.erase(std::remove_if(texts.begin(), texts.end(), [](const std::string& s) { return s.empty(); }),
|
||||
texts.end());
|
||||
texts.erase(std::ranges::remove_if(texts, [](const std::string& s) { return s.empty(); }).begin(), texts.end());
|
||||
|
||||
// Encuentra la cadena más larga
|
||||
std::string longest;
|
||||
@@ -224,7 +223,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
|
||||
n.texts = texts;
|
||||
n.shape = SHAPE;
|
||||
const float POS_Y = offset + (param.notification.pos_v == Position::TOP ? -TRAVEL_DIST : TRAVEL_DIST);
|
||||
n.rect = {desp_h, POS_Y, WIDTH, HEIGHT};
|
||||
n.rect = {.x = desp_h, .y = POS_Y, .w = WIDTH, .h = HEIGHT};
|
||||
|
||||
// Crea la textura
|
||||
n.texture = std::make_shared<Texture>(renderer_);
|
||||
@@ -238,16 +237,16 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
|
||||
SDL_SetRenderDrawColor(renderer_, bg_color_.r, bg_color_.g, bg_color_.b, 255);
|
||||
SDL_FRect rect;
|
||||
if (SHAPE == Shape::ROUNDED) {
|
||||
rect = {4, 0, WIDTH - (4 * 2), HEIGHT};
|
||||
rect = {.x = 4, .y = 0, .w = WIDTH - (4 * 2), .h = HEIGHT};
|
||||
SDL_RenderFillRect(renderer_, &rect);
|
||||
|
||||
rect = {4 / 2, 1, WIDTH - 4, HEIGHT - 2};
|
||||
rect = {.x = 4 / 2, .y = 1, .w = WIDTH - 4, .h = HEIGHT - 2};
|
||||
SDL_RenderFillRect(renderer_, &rect);
|
||||
|
||||
rect = {1, 4 / 2, WIDTH - 2, HEIGHT - 4};
|
||||
rect = {.x = 1, .y = 4 / 2, .w = WIDTH - 2, .h = HEIGHT - 4};
|
||||
SDL_RenderFillRect(renderer_, &rect);
|
||||
|
||||
rect = {0, 4, WIDTH, HEIGHT - (4 * 2)};
|
||||
rect = {.x = 0, .y = 4, .w = WIDTH, .h = HEIGHT - (4 * 2)};
|
||||
SDL_RenderFillRect(renderer_, &rect);
|
||||
}
|
||||
|
||||
@@ -271,7 +270,7 @@ void Notifier::show(std::vector<std::string> texts, int icon, const std::string&
|
||||
const Color COLOR{255, 255, 255};
|
||||
int iterator = 0;
|
||||
for (const auto& text : texts) {
|
||||
text_->writeColored(PADDING_IN_H + ICON_SPACE, PADDING_IN_V + iterator * (text_->getCharacterSize() + 1), text, COLOR);
|
||||
text_->writeColored(PADDING_IN_H + ICON_SPACE, PADDING_IN_V + (iterator * (text_->getCharacterSize() + 1)), text, COLOR);
|
||||
++iterator;
|
||||
}
|
||||
|
||||
|
||||
@@ -43,7 +43,7 @@ void WindowMessage::render() {
|
||||
std::string visible_title = getTruncatedText(title_, available_width);
|
||||
if (!visible_title.empty()) {
|
||||
text_renderer_->writeStyle(
|
||||
rect_.x + rect_.w / 2.0F,
|
||||
rect_.x + (rect_.w / 2.0F),
|
||||
current_y,
|
||||
visible_title,
|
||||
title_style_);
|
||||
@@ -55,9 +55,9 @@ void WindowMessage::render() {
|
||||
SDL_SetRenderDrawColor(renderer, config_.border_color.r, config_.border_color.g, config_.border_color.b, config_.border_color.a);
|
||||
SDL_RenderLine(renderer,
|
||||
rect_.x + config_.padding,
|
||||
current_y - config_.title_separator_spacing / 2.0F,
|
||||
current_y - (config_.title_separator_spacing / 2.0F),
|
||||
rect_.x + rect_.w - config_.padding,
|
||||
current_y - config_.title_separator_spacing / 2.0F);
|
||||
current_y - (config_.title_separator_spacing / 2.0F));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,7 +66,7 @@ void WindowMessage::render() {
|
||||
std::string visible_text = getTruncatedText(text, available_width);
|
||||
if (!visible_text.empty()) {
|
||||
text_renderer_->writeStyle(
|
||||
rect_.x + rect_.w / 2.0F,
|
||||
rect_.x + (rect_.w / 2.0F),
|
||||
current_y,
|
||||
visible_text,
|
||||
text_style_);
|
||||
@@ -147,7 +147,7 @@ void WindowMessage::clearTexts() {
|
||||
}
|
||||
|
||||
void WindowMessage::setPosition(float x, float y, PositionMode mode) {
|
||||
anchor_ = {x, y};
|
||||
anchor_ = {.x = x, .y = y};
|
||||
position_mode_ = mode;
|
||||
updatePosition();
|
||||
}
|
||||
@@ -373,7 +373,7 @@ auto WindowMessage::shouldShowContent() const -> bool {
|
||||
|
||||
auto WindowMessage::easeOut(float t) -> float {
|
||||
// Función de suavizado ease-out cuadrática
|
||||
return 1.0F - (1.0F - t) * (1.0F - t);
|
||||
return 1.0F - ((1.0F - t) * (1.0F - t));
|
||||
}
|
||||
|
||||
auto WindowMessage::getAvailableTextWidth() const -> float {
|
||||
|
||||
@@ -8,10 +8,12 @@
|
||||
#include <cmath> // Para pow, sin, M_PI, cos, sqrt
|
||||
#include <compare> // Para operator<, __synth3way_t
|
||||
#include <filesystem> // Para path
|
||||
#include <ranges>
|
||||
#include <stdexcept> // Para runtime_error
|
||||
#include <string> // Para basic_string, allocator, string, operator==, operator+, char_traits
|
||||
|
||||
#include "lang.h" // Para getText
|
||||
#include "resource_helper.h" // Para ResourceHelper
|
||||
|
||||
// Variables
|
||||
Overrides overrides = Overrides();
|
||||
@@ -20,14 +22,14 @@ Overrides overrides = Overrides();
|
||||
auto distanceSquared(int x1, int y1, int x2, int y2) -> double {
|
||||
const int DELTA_X = x2 - x1;
|
||||
const int DELTA_Y = y2 - y1;
|
||||
return DELTA_X * DELTA_X + DELTA_Y * DELTA_Y;
|
||||
return (DELTA_X * DELTA_X) + (DELTA_Y * DELTA_Y);
|
||||
}
|
||||
|
||||
// Obtiene el punto de colisión entre dos circulos
|
||||
auto getCollisionPoint(const Circle &a, const Circle &b) -> SDL_FPoint {
|
||||
float dx = b.x - a.x;
|
||||
float dy = b.y - a.y;
|
||||
float dist = std::sqrt(dx * dx + dy * dy);
|
||||
float dist = std::sqrt((dx * dx) + (dy * dy));
|
||||
|
||||
// Normaliza el vector
|
||||
float nx = dx / dist;
|
||||
@@ -117,7 +119,7 @@ auto boolToOnOff(bool value) -> std::string {
|
||||
// Convierte una cadena a minusculas
|
||||
auto toLower(const std::string &str) -> std::string {
|
||||
std::string result = str;
|
||||
std::transform(result.begin(), result.end(), result.begin(), [](unsigned char c) { return std::tolower(c); });
|
||||
std::ranges::transform(result, result.begin(), [](unsigned char c) { return std::tolower(c); });
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -158,8 +160,8 @@ void drawCircle(SDL_Renderer *renderer, int32_t center_x, int32_t center_y, int3
|
||||
|
||||
// Quita los espacioes en un string
|
||||
auto trim(const std::string &str) -> std::string {
|
||||
auto start = std::find_if_not(str.begin(), str.end(), ::isspace);
|
||||
auto end = std::find_if_not(str.rbegin(), str.rend(), ::isspace).base();
|
||||
auto start = std::ranges::find_if_not(str, ::isspace);
|
||||
auto end = std::ranges::find_if_not(std::ranges::reverse_view(str), ::isspace).base();
|
||||
return (start < end ? std::string(start, end) : std::string());
|
||||
}
|
||||
|
||||
@@ -175,7 +177,7 @@ auto easeInQuint(double time) -> double {
|
||||
|
||||
// Función de suavizado
|
||||
auto easeInOutQuint(double time) -> double {
|
||||
return time < 0.5 ? 16 * pow(time, 5) : 1 - pow(-2 * time + 2, 5) / 2;
|
||||
return time < 0.5 ? 16 * pow(time, 5) : 1 - (pow((-2 * time) + 2, 5) / 2);
|
||||
}
|
||||
|
||||
// Función de suavizado
|
||||
@@ -185,7 +187,7 @@ auto easeInQuad(double time) -> double {
|
||||
|
||||
// Función de suavizado
|
||||
auto easeOutQuad(double time) -> double {
|
||||
return 1 - (1 - time) * (1 - time);
|
||||
return 1 - ((1 - time) * (1 - time));
|
||||
}
|
||||
|
||||
// Función de suavizado
|
||||
@@ -195,7 +197,7 @@ auto easeInOutSine(double time) -> double {
|
||||
|
||||
// Función de suavizado
|
||||
auto easeInOut(double time) -> double {
|
||||
return time < 0.5 ? 2 * time * time : -1 + (4 - 2 * time) * time;
|
||||
return time < 0.5 ? 2 * time * time : -1 + ((4 - 2 * time) * time);
|
||||
}
|
||||
|
||||
// Función de suavizado (easeInOutExpo)
|
||||
@@ -209,10 +211,10 @@ auto easeInOutExpo(double time) -> double {
|
||||
}
|
||||
|
||||
if (time < 0.5) {
|
||||
return pow(2, 20 * time - 10) / 2;
|
||||
return pow(2, (20 * time) - 10) / 2;
|
||||
}
|
||||
|
||||
return (2 - pow(2, -20 * time + 10)) / 2;
|
||||
return (2 - pow(2, (-20 * time) + 10)) / 2;
|
||||
}
|
||||
|
||||
// Función de suavizado (easeInElastic)
|
||||
@@ -226,7 +228,7 @@ auto easeInElastic(double time) -> double {
|
||||
}
|
||||
|
||||
const double C4 = (2 * M_PI) / 3;
|
||||
return -pow(2, 10 * time - 10) * sin((time * 10 - 10.75) * C4);
|
||||
return -pow(2, (10 * time) - 10) * sin((time * 10 - 10.75) * C4);
|
||||
}
|
||||
|
||||
// Función de suavizado
|
||||
@@ -236,14 +238,14 @@ auto easeOutBounce(double time) -> double {
|
||||
}
|
||||
if (time < 2 / 2.75) {
|
||||
time -= 1.5 / 2.75;
|
||||
return 7.5625 * time * time + 0.75;
|
||||
return (7.5625 * time * time) + 0.75;
|
||||
}
|
||||
if (time < 2.5 / 2.75) {
|
||||
time -= 2.25 / 2.75;
|
||||
return 7.5625 * time * time + 0.9375;
|
||||
return (7.5625 * time * time) + 0.9375;
|
||||
}
|
||||
time -= 2.625 / 2.75;
|
||||
return 7.5625 * time * time + 0.984375;
|
||||
return (7.5625 * time * time) + 0.984375;
|
||||
}
|
||||
|
||||
// Función de suavizado (easeOutElastic)
|
||||
@@ -257,7 +259,7 @@ auto easeOutElastic(double time) -> double {
|
||||
}
|
||||
|
||||
const double C4 = (2 * M_PI) / 3; // Constante para controlar la elasticidad
|
||||
return pow(2, -10 * time) * sin((time * 10 - 0.75) * C4) + 1;
|
||||
return (pow(2, -10 * time) * sin((time * 10 - 0.75) * C4)) + 1;
|
||||
}
|
||||
|
||||
// Ease Out Expo - Muy suave al final (más dramático)
|
||||
@@ -274,7 +276,7 @@ auto easeInExpo(double time) -> double {
|
||||
auto easeOutBack(double time) -> double {
|
||||
const double C1 = 1.70158F;
|
||||
const double C3 = C1 + 1.0F;
|
||||
return 1.0F + C3 * pow(time - 1.0F, 3.0F) + C1 * pow(time - 1.0F, 2.0F);
|
||||
return 1.0F + (C3 * pow(time - 1.0F, 3.0F)) + (C1 * pow(time - 1.0F, 2.0F));
|
||||
}
|
||||
|
||||
// Ease Out Cubic - Desaceleración suave al final
|
||||
@@ -289,7 +291,7 @@ auto easeInCubic(double time) -> double {
|
||||
|
||||
// Comprueba si una vector contiene una cadena
|
||||
auto stringInVector(const std::vector<std::string> &vec, const std::string &str) -> bool {
|
||||
return std::find(vec.begin(), vec.end(), str) != vec.end();
|
||||
return std::ranges::find(vec, str) != vec.end();
|
||||
}
|
||||
|
||||
// Imprime por pantalla una línea de texto de tamaño fijo rellena con puntos
|
||||
@@ -322,8 +324,17 @@ void printWithDots(const std::string &text1, const std::string &text2, const std
|
||||
auto loadDemoDataFromFile(const std::string &file_path) -> DemoData {
|
||||
DemoData dd;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
auto *file = SDL_IOFromFile(file_path.c_str(), "r+b");
|
||||
SDL_IOStream *file = nullptr;
|
||||
|
||||
// Intentar cargar desde ResourceHelper primero
|
||||
auto resource_data = ResourceHelper::loadFile(file_path);
|
||||
if (!resource_data.empty()) {
|
||||
file = SDL_IOFromConstMem(resource_data.data(), resource_data.size());
|
||||
} else {
|
||||
// Fallback a filesystem directo
|
||||
file = SDL_IOFromFile(file_path.c_str(), "r+b");
|
||||
}
|
||||
|
||||
if (file == nullptr) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: Fichero no encontrado %s", file_path.c_str());
|
||||
throw std::runtime_error("Fichero no encontrado: " + file_path);
|
||||
@@ -389,7 +400,8 @@ auto truncateWithEllipsis(const std::string &input, size_t length) -> std::strin
|
||||
return input;
|
||||
}
|
||||
if (length <= 3) {
|
||||
return std::string(length, '.');
|
||||
std::string result(length, '.');
|
||||
return result;
|
||||
}
|
||||
return input.substr(0, length) + "...";
|
||||
}
|
||||
@@ -14,7 +14,7 @@ void Writer::update() {
|
||||
writing_counter_ = speed_;
|
||||
}
|
||||
|
||||
if (index_ == lenght_) {
|
||||
if (index_ == length_) {
|
||||
completed_ = true;
|
||||
}
|
||||
} else {
|
||||
@@ -52,7 +52,7 @@ void Writer::setKerning(int value) {
|
||||
// Establece el valor de la variable
|
||||
void Writer::setCaption(const std::string &text) {
|
||||
caption_ = text;
|
||||
lenght_ = text.length();
|
||||
length_ = text.length();
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
|
||||
@@ -45,7 +45,7 @@ class Writer {
|
||||
int speed_ = 0; // Velocidad de escritura
|
||||
int writing_counter_ = 0; // Temporizador de escritura para cada caracter
|
||||
int index_ = 0; // Posición del texto que se está escribiendo
|
||||
int lenght_ = 0; // Longitud de la cadena a escribir
|
||||
int length_ = 0; // Longitud de la cadena a escribir
|
||||
int enabled_counter_ = 0; // Temporizador para deshabilitar el objeto
|
||||
bool completed_ = false; // Indica si se ha escrito todo el texto
|
||||
bool enabled_ = false; // Indica si el objeto está habilitado
|
||||
|
||||
77
tools/Makefile
Normal file
77
tools/Makefile
Normal file
@@ -0,0 +1,77 @@
|
||||
# Makefile para herramientas de Coffee Crisis Arcade Edition
|
||||
# =========================================================
|
||||
|
||||
# Variables
|
||||
CXX := g++
|
||||
CXXFLAGS := -std=c++17 -Wall -Os -I../
|
||||
SOURCES := pack_resources.cpp ../source/resource_pack.cpp
|
||||
TARGET := pack_resources
|
||||
CLEAN_FILES := pack_resources *.pack *.o
|
||||
|
||||
# Detectar sistema operativo
|
||||
ifeq ($(OS),Windows_NT)
|
||||
DETECTED_OS := Windows
|
||||
TARGET := $(TARGET).exe
|
||||
CLEAN_CMD := del /Q
|
||||
FixPath = $(subst /,\\,$1)
|
||||
else
|
||||
DETECTED_OS := $(shell uname -s)
|
||||
CLEAN_CMD := rm -f
|
||||
FixPath = $1
|
||||
endif
|
||||
|
||||
# Reglas principales
|
||||
.PHONY: all pack_tool clean help test_pack
|
||||
|
||||
# Compilar herramienta de empaquetado
|
||||
all: pack_tool
|
||||
|
||||
pack_tool:
|
||||
@echo "Compilando herramienta de empaquetado para $(DETECTED_OS)..."
|
||||
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(TARGET)
|
||||
@echo "✓ Herramienta compilada: $(TARGET)"
|
||||
|
||||
# Limpiar archivos generados
|
||||
clean:
|
||||
@echo "Limpiando archivos generados..."
|
||||
$(CLEAN_CMD) $(call FixPath,$(CLEAN_FILES))
|
||||
@echo "✓ Archivos limpiados"
|
||||
|
||||
# Crear pack de recursos de prueba
|
||||
test_pack: pack_tool
|
||||
@echo "Creando pack de recursos de prueba..."
|
||||
ifeq ($(OS),Windows_NT)
|
||||
.\$(TARGET) ..\data test_resources.pack
|
||||
else
|
||||
./$(TARGET) ../data test_resources.pack
|
||||
endif
|
||||
@echo "✓ Pack de prueba creado: test_resources.pack"
|
||||
|
||||
# Crear pack de recursos final
|
||||
create_pack: pack_tool
|
||||
@echo "Creando pack de recursos final..."
|
||||
ifeq ($(OS),Windows_NT)
|
||||
.\$(TARGET) ..\data ..\resources.pack
|
||||
else
|
||||
./$(TARGET) ../data ../resources.pack
|
||||
endif
|
||||
@echo "✓ Pack final creado: ../resources.pack"
|
||||
|
||||
# Mostrar ayuda
|
||||
help:
|
||||
@echo "Makefile para herramientas de Coffee Crisis Arcade Edition"
|
||||
@echo "========================================================="
|
||||
@echo ""
|
||||
@echo "Comandos disponibles:"
|
||||
@echo " all - Compilar herramienta de empaquetado (por defecto)"
|
||||
@echo " pack_tool - Compilar herramienta de empaquetado"
|
||||
@echo " test_pack - Crear pack de recursos de prueba"
|
||||
@echo " create_pack - Crear pack de recursos final"
|
||||
@echo " clean - Limpiar archivos generados"
|
||||
@echo " help - Mostrar esta ayuda"
|
||||
@echo ""
|
||||
@echo "Ejemplos de uso:"
|
||||
@echo " make # Compilar herramienta"
|
||||
@echo " make test_pack # Crear pack de prueba"
|
||||
@echo " make create_pack # Crear pack final"
|
||||
@echo " make clean # Limpiar archivos"
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user