Compare commits

9 Commits

Author SHA1 Message Date
9825c7fb9b Pasaeta de include-what-you-use 2024-10-13 21:58:36 +02:00
d0a6e4c572 Afegits destructors virtuals en les classes Sprite 2024-10-13 21:23:15 +02:00
7c876e1d4d Acabat amb cppcheck
Arreglades les herencies de les classes Sprite
2024-10-13 21:00:33 +02:00
809c10048e Commit pa poder tornar a passar el cppcheck 2024-10-13 19:39:43 +02:00
babf02226c Mes recomanacions de cppcheck 2024-10-13 19:26:27 +02:00
46540ad7c3 Optimitzat el tema de comparacions i asignacions de strings buits. Mes que optimitzat, ara està mes mono 2024-10-13 14:25:05 +02:00
ba7c44ad06 Actualitzat Makefile 2024-10-13 14:24:15 +02:00
46b19ee82f Mes recomanacions de cppcheck aplicades
Abans de tocar unes cosetes de strings buits
2024-10-13 13:49:00 +02:00
b2122ac239 Eliminats fitxers que s'havien colat 2024-10-13 11:04:50 +02:00
70 changed files with 1754 additions and 2652 deletions

View File

@@ -25,8 +25,8 @@ INCLUDES:= -I$(DIR_SOURCES)
ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\,$1)
SOURCES := source/*.cpp
CXXFLAGS:= -std=c++14 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
CXXFLAGS_DEBUG:= -std=c++14 -Wall -g
CXXFLAGS:= -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
CXXFLAGS_DEBUG:= -std=c++20 -Wall -g
LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32
RM = del /Q
MKD:= mkdir
@@ -34,8 +34,8 @@ else
FixPath = $1
SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
SOURCES := source/*.cpp
CXXFLAGS:= -std=c++14 -Wall -Os -ffunction-sections -fdata-sections
CXXFLAGS_DEBUG:= -std=c++14 -Wall -g
CXXFLAGS:= -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
CXXFLAGS_DEBUG:= -std=c++20 -Wall -g
LDFLAGS := -lSDL2
RM = rm -f
MKD:= mkdir -p

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@@ -1,176 +0,0 @@
/home/sergio/gitea/coffee_crisis_arcade_edition/source/animated_sprite.cpp:264:0: style: The function 'getNumFrames' is never used. [unusedFunction]
int AnimatedSprite::getNumFrames()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/animated_sprite.cpp:270:0: style: The function 'setCurrentFrame' is never used. [unusedFunction]
void AnimatedSprite::setCurrentFrame(int num)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/animated_sprite.cpp:287:0: style: The function 'setAnimationCounter' is never used. [unusedFunction]
void AnimatedSprite::setAnimationCounter(std::string name, int num)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/animated_sprite.cpp:293:0: style: The function 'setAnimationSpeed' is never used. [unusedFunction]
void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/animated_sprite.cpp:305:0: style: The function 'setAnimationLoop' is never used. [unusedFunction]
void AnimatedSprite::setAnimationLoop(std::string name, int loop)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/animated_sprite.cpp:317:0: style: The function 'setAnimationCompleted' is never used. [unusedFunction]
void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/animated_sprite.cpp:335:0: style: The function 'getAnimationClip' is never used. [unusedFunction]
SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/animated_sprite.cpp:529:0: style: The function 'setAnimationFrames' is never used. [unusedFunction]
void AnimatedSprite::setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/background.cpp:239:0: style: The function 'setSrcRect' is never used. [unusedFunction]
void Background::setSrcRect(SDL_Rect value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/background.cpp:245:0: style: The function 'setDstRect' is never used. [unusedFunction]
void Background::setDstRect(SDL_Rect value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/balloon.cpp:681:0: style: The function 'setBlink' is never used. [unusedFunction]
void Balloon::setBlink(bool value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/balloon.cpp:687:0: style: The function 'isBlinking' is never used. [unusedFunction]
bool Balloon::isBlinking() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/balloon.cpp:699:0: style: The function 'isVisible' is never used. [unusedFunction]
bool Balloon::isVisible() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/balloon.cpp:735:0: style: The function 'getStoppedTimer' is never used. [unusedFunction]
Uint16 Balloon::getStoppedTimer() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:1000:0: style: The function 'decBalloonSpeed' is never used. [unusedFunction]
void Game::decBalloonSpeed()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:1169:0: style: The function 'popAllBalloons' is never used. [unusedFunction]
void Game::popAllBalloons()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:1226:0: style: The function 'countBalloons' is never used. [unusedFunction]
int Game::countBalloons()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:319:0: style: The function 'checkAnyInput' is never used. [unusedFunction]
bool Input::checkAnyInput(int device, int controller_index)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:498:0: style: The function 'printBindings' is never used. [unusedFunction]
void Input::printBindings(int device, int controller_index) const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:531:0: style: The function 'getIndexByName' is never used. [unusedFunction]
int Input::getIndexByName(std::string name) const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:575:0: style: The function 'to_inputs_e' is never used. [unusedFunction]
InputType Input::to_inputs_e(std::string name) const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:114:0: style: The function 'getZoomW' is never used. [unusedFunction]
float MovingSprite::getZoomW() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:120:0: style: The function 'getZoomH' is never used. [unusedFunction]
float MovingSprite::getZoomH() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:126:0: style: The function 'getAngle' is never used. [unusedFunction]
double MovingSprite::getAngle() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:196:0: style: The function 'setAngle' is never used. [unusedFunction]
void MovingSprite::setAngle(double value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:208:0: style: The function 'decAngle' is never used. [unusedFunction]
void MovingSprite::decAngle(double value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:214:0: style: The function 'getRotate' is never used. [unusedFunction]
bool MovingSprite::getRotate() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:220:0: style: The function 'getRotateSpeed' is never used. [unusedFunction]
Uint16 MovingSprite::getRotateSpeed() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:256:0: style: The function 'disableRotate' is never used. [unusedFunction]
void MovingSprite::disableRotate()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:286:0: style: The function 'flip' is never used. [unusedFunction]
void MovingSprite::flip()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:292:0: style: The function 'getFlip' is never used. [unusedFunction]
SDL_RendererFlip MovingSprite::getFlip()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:414:0: style: The function 'hasDied' is never used. [unusedFunction]
bool Player::hasDied() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:523:0: style: The function 'getStatusPlaying' is never used. [unusedFunction]
PlayerStatus Player::getStatusPlaying() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:535:0: style: The function 'setScoreMultiplier' is never used. [unusedFunction]
void Player::setScoreMultiplier(float value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:568:0: style: The function 'getInvulnerableCounter' is never used. [unusedFunction]
int Player::getInvulnerableCounter() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:574:0: style: The function 'setInvulnerableCounter' is never used. [unusedFunction]
void Player::setInvulnerableCounter(int value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:611:0: style: The function 'getPowerUpCounter' is never used. [unusedFunction]
int Player::getPowerUpCounter() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:617:0: style: The function 'setPowerUpCounter' is never used. [unusedFunction]
void Player::setPowerUpCounter(int value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:666:0: style: The function 'enableInput' is never used. [unusedFunction]
void Player::enableInput()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:672:0: style: The function 'disableInput' is never used. [unusedFunction]
void Player::disableInput()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:697:0: style: The function 'setPlayerTextures' is never used. [unusedFunction]
void Player::setPlayerTextures(std::vector<std::shared_ptr<Texture>> texture)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:248:0: style: The function 'setWindowSize' is never used. [unusedFunction]
void Screen::setWindowSize(int size)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:271:0: style: The function 'setBorderColor' is never used. [unusedFunction]
void Screen::setBorderColor(Color color)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/smart_sprite.cpp:55:0: style: The function 'getDestX' is never used. [unusedFunction]
int SmartSprite::getDestX() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/smart_sprite.cpp:61:0: style: The function 'getDestY' is never used. [unusedFunction]
int SmartSprite::getDestY() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/smart_sprite.cpp:148:0: style: The function 'isOnDestination' is never used. [unusedFunction]
bool SmartSprite::isOnDestination() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/sprite.cpp:159:0: style: The function 'incPosY' is never used. [unusedFunction]
void Sprite::incPosY(int value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:264:0: style: The function 'setFixedWidth' is never used. [unusedFunction]
void Text::setFixedWidth(bool value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:236:0: style: The function 'getSDLTexture' is never used. [unusedFunction]
SDL_Texture *Texture::getSDLTexture()
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:242:0: style: The function 'newSurface' is never used. [unusedFunction]
Surface Texture::newSurface(int w, int h)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:184:0: style: The function 'toLower' is never used. [unusedFunction]
std::string toLower(std::string str)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:200:0: style: The function 'getSound' is never used. [unusedFunction]
JA_Sound_t *getSound(std::vector<SoundFile> sounds, std::string name)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:228:0: style: The function 'sortHiScoreTable' is never used. [unusedFunction]
HiScoreEntry sortHiScoreTable(HiScoreEntry entry1, HiScoreEntry entry2)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:239:0: style: The function 'DrawCircle' is never used. [unusedFunction]
void DrawCircle(SDL_Renderer *renderer, int32_t centerX, int32_t centerY, int32_t radius)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:278:0: style: The function 'lightenColor' is never used. [unusedFunction]
Color lightenColor(Color color, int amount)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:288:0: style: The function 'DarkenColor' is never used. [unusedFunction]
Color DarkenColor(Color color, int amount)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:316:0: style: The function 'easeOutQuint' is never used. [unusedFunction]
double easeOutQuint(double t)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/writer.cpp:101:0: style: The function 'IsEnabled' is never used. [unusedFunction]
bool Writer::IsEnabled() const
^
nofile:0:0: information: Too many #ifdef configurations - cppcheck only checks 12 configurations. Use --force to check all configurations. For more details, use --enable=information. [toomanyconfigs]

View File

@@ -1,557 +0,0 @@
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.h:60:11: warning: The class 'MovingSprite' defines member function with name 'getPosX' also defined in its parent class 'Sprite'. [duplInheritedMember]
float getPosX() const;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/sprite.h:29:9: note: Parent function 'Sprite::getPosX'
int getPosX() const;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.h:60:11: note: Derived function 'MovingSprite::getPosX'
float getPosX() const;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.h:61:11: warning: The class 'MovingSprite' defines member function with name 'getPosY' also defined in its parent class 'Sprite'. [duplInheritedMember]
float getPosY() const;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/sprite.h:30:9: note: Parent function 'Sprite::getPosY'
int getPosY() const;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.h:61:11: note: Derived function 'MovingSprite::getPosY'
float getPosY() const;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/asset.cpp:31:5: performance: Variable 'executable_path_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
executable_path_ = executable_path.substr(0, executable_path.find_last_of("\\/"));
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/balloon.cpp:13:2: performance: Variable 'sprite_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
sprite_ = std::make_unique<AnimatedSprite>(texture, "", animation);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/bullet.cpp:23:5: performance: Variable 'sprite_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
sprite_ = std::make_unique<Sprite>(SDL_Rect{x, y, BULLET_WIDTH, BULLET_HEIGHT}, texture);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/define_buttons.h:49:5: style: Class 'DefineButtons' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
DefineButtons(std::unique_ptr<Text> text);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/fade.h:57:2: style: Class 'Fade' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
Fade(SDL_Renderer *renderer);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/hiscore_table.h:73:2: style: Class 'HiScoreTable' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
HiScoreTable(JA_Music_t *music);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/instructions.h:83:2: style: Class 'Instructions' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
Instructions(JA_Music_t *music);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/writer.h:30:2: style: Class 'Writer' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
Writer(std::shared_ptr<Text> text);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/intro.h:55:2: style: Class 'Intro' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
Intro(JA_Music_t *music);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/manage_hiscore_table.h:27:5: style: Class 'ManageHiScoreTable' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
ManageHiScoreTable(std::vector<HiScoreEntry> *table);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/title.h:98:2: style: Class 'Title' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
Title(JA_Music_t *music);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/director.cpp:301:19: style: Operator '|' with one operand equal to zero is redundant. [badBitmaskCheck]
flags = flags | SDL_RENDERER_PRESENTVSYNC;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/director.cpp:481:39: performance: Function parameter 'filepath' should be passed by const reference. [passedByValue]
void Director::loadParams(std::string filepath)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/director.cpp:506:47: performance: Function parameter 'folder' should be passed by const reference. [passedByValue]
void Director::createSystemFolder(std::string folder)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/director.cpp:572:12: performance: Range variable 'l' should be declared as const reference. [iterateByValue]
for (auto l : list)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/director.cpp:590:12: performance: Range variable 'l' should be declared as const reference. [iterateByValue]
for (auto l : list)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/director.cpp:487:54: style: Parameter 'argv' can be declared as const array [constParameter]
void Director::checkProgramArguments(int argc, char *argv[])
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/enemy_formations.cpp:455:7: style: Variable 'incX' is assigned a value that is never used. [unreadVariable]
incX = BALLOON_WIDTH_1 + 1;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.h:275:7: style: Unused private function: 'Game::decBalloonSpeed' [unusedPrivateFunction]
void decBalloonSpeed();
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.h:287:7: style: Unused private function: 'Game::popAllBalloons' [unusedPrivateFunction]
void popAllBalloons();
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.h:299:6: style: Unused private function: 'Game::countBalloons' [unusedPrivateFunction]
int countBalloons();
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2421:13: style: Condition 'i<STAGE_COUNTER' is always true [knownConditionTrueFalse]
else if (i< STAGE_COUNTER)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2407:20: note: Assuming that condition 'i<STAGE_COUNTER' is not redundant
for (int i = 0; i < STAGE_COUNTER; ++i)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2421:13: note: Condition 'i<STAGE_COUNTER' is always true
else if (i< STAGE_COUNTER)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:180:13: style: Local variable 'player' shadows outer variable [shadowVariable]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:136:7: note: Shadowed declaration
auto player = getPlayer(player_id);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:180:13: note: Shadow variable
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:247:9: style: Local variable 'player' shadows outer variable [shadowVariable]
auto player = getPlayer(otherPlayer);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:136:7: note: Shadowed declaration
auto player = getPlayer(player_id);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:247:9: note: Shadow variable
auto player = getPlayer(otherPlayer);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:251:14: style: Local variable 'player' shadows outer variable [shadowVariable]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:136:7: note: Shadowed declaration
auto player = getPlayer(player_id);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:251:14: note: Shadow variable
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:600:37: performance: Function parameter 'file_path' should be passed by const reference. [passedByValue]
bool Game::loadDemoFile(std::string file_path, DemoKeys (*data_file)[TOTAL_DEMO_DATA])
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2687:45: performance: Function parameter 'name' should be passed by const reference. [passedByValue]
void Game::addScoreToScoreBoard(std::string name, int score)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:180:13: style: Variable 'player' can be declared as reference to const [constVariableReference]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:764:13: style: Variable 'player' can be declared as reference to const [constVariableReference]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:1171:13: style: Variable 'balloon' can be declared as reference to const [constVariableReference]
for (auto &balloon : balloons_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:1230:13: style: Variable 'balloon' can be declared as reference to const [constVariableReference]
for (auto &balloon : balloons_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:1680:13: style: Variable 'balloon' can be declared as reference to const [constVariableReference]
for (auto &balloon : balloons_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2350:13: style: Variable 'balloon' can be declared as reference to const [constVariableReference]
for (auto &balloon : balloons_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2451:14: style: Variable 'player' can be declared as reference to const [constVariableReference]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2467:13: style: Variable 'player' can be declared as reference to const [constVariableReference]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2479:13: style: Variable 'player' can be declared as reference to const [constVariableReference]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2491:13: style: Variable 'player' can be declared as reference to const [constVariableReference]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2663:13: style: Variable 'player' can be declared as reference to const [constVariableReference]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2732:13: style: Variable 'player' can be declared as reference to const [constVariableReference]
for (auto &player : players_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:1234:4: style: Consider using std::count_if algorithm instead of a raw loop. [useStlAlgorithm]
num++;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:1684:20: style: Consider using std::accumulate algorithm instead of a raw loop. [useStlAlgorithm]
menace_current_ += balloon->getMenace();
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2354:10: style: Consider using std::accumulate algorithm instead of a raw loop. [useStlAlgorithm]
power += balloon->getPower();
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:2735:3: style: Consider using std::find_if algorithm instead of a raw loop. [useStlAlgorithm]
{
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:604:30: style: Variable 'file_name' is assigned a value that is never used. [unreadVariable]
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:673:37: performance: Function parameter 'file_path' should be passed by const reference. [passedByValue]
bool Game::saveDemoFile(std::string file_path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game.cpp:676:30: style: Variable 'file_name' is assigned a value that is never used. [unreadVariable]
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/game_logo.cpp:19:5: performance: Variable 'dust_texture_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
dust_texture_ = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_dust.png"));
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.h:94:2: style: Class 'Input' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
Input(std::string game_controller_db_path);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:12:30: performance: Function parameter 'game_controller_db_path' should be passed by const reference. [passedByValue]
void Input::init(std::string game_controller_db_path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:30:26: performance: Function parameter 'game_controller_db_path' should be passed by const reference. [passedByValue]
Input::Input(std::string game_controller_db_path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:531:39: performance: Function parameter 'name' should be passed by const reference. [passedByValue]
int Input::getIndexByName(std::string name) const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:575:42: performance: Function parameter 'name' should be passed by const reference. [passedByValue]
InputType Input::to_inputs_e(std::string name) const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/input.cpp:441:32: style: Variable 'separator' is assigned a value that is never used. [unreadVariable]
const std::string separator(" #");
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/intro.cpp:416:13: style: Variable 'text' can be declared as reference to const [constVariableReference]
for (auto &text : texts_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/item.cpp:11:2: performance: Variable 'sprite_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
sprite_ = std::make_unique<AnimatedSprite>(texture, "", animation);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/item.cpp:14:2: performance: Variable 'time_to_live_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
time_to_live_ = 600;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/manage_hiscore_table.cpp:89:26: style: C-style pointer casting [cstyleCast]
char *name = (char *)malloc(nameSize + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/manage_hiscore_table.cpp:53:38: performance: Function parameter 'a' should be passed by const reference. [passedByValue]
bool operator()(HiScoreEntry a, HiScoreEntry b) const { return a.score > b.score; }
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/manage_hiscore_table.cpp:53:54: performance: Function parameter 'b' should be passed by const reference. [passedByValue]
bool operator()(HiScoreEntry a, HiScoreEntry b) const { return a.score > b.score; }
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/manage_hiscore_table.cpp:60:51: performance: Function parameter 'file_path' should be passed by const reference. [passedByValue]
bool ManageHiScoreTable::loadFromFile(std::string file_path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/manage_hiscore_table.cpp:116:49: performance: Function parameter 'file_path' should be passed by const reference. [passedByValue]
bool ManageHiScoreTable::saveToFile(std::string file_path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/manage_hiscore_table.cpp:65:32: style: Variable 'filename' is assigned a value that is never used. [unreadVariable]
const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/manage_hiscore_table.cpp:119:32: style: Variable 'fileName' is assigned a value that is never used. [unreadVariable]
const std::string fileName = file_path.substr(file_path.find_last_of("\\/") + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:32:2: performance: Variable 'flip_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
flip_ = SDL_FLIP_NONE;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:87:21: warning: The class 'MovingSprite' defines member function with name 'getPosX' also defined in its parent class 'Sprite'. [duplInheritedMember]
float MovingSprite::getPosX() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/sprite.h:29:9: note: Parent function 'Sprite::getPosX'
int getPosX() const;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:87:21: note: Derived function 'MovingSprite::getPosX'
float MovingSprite::getPosX() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:93:21: warning: The class 'MovingSprite' defines member function with name 'getPosY' also defined in its parent class 'Sprite'. [duplInheritedMember]
float MovingSprite::getPosY() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/sprite.h:30:9: note: Parent function 'Sprite::getPosY'
int getPosY() const;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/moving_sprite.cpp:93:21: note: Derived function 'MovingSprite::getPosY'
float MovingSprite::getPosY() const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/notify.cpp:17:5: performance: Variable 'bgColor' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
bgColor = param.notification.color;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/notify.cpp:13:120: performance: Function parameter 'soundFile' should be passed by const reference. [passedByValue]
Notify::Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/options.cpp:243:29: performance: Function parameter 'var' should be passed by const reference. [passedByValue]
bool setOptions(std::string var, std::string value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/options.cpp:243:46: performance: Function parameter 'value' should be passed by const reference. [passedByValue]
bool setOptions(std::string var, std::string value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/options.cpp:89:30: style: Variable 'file_name' is assigned a value that is never used. [unreadVariable]
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/options.cpp:153:30: style: Variable 'file_name' is assigned a value that is never used. [unreadVariable]
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:155:28: performance: Function parameter 'var' should be passed by const reference. [passedByValue]
bool setParams(std::string var, std::string value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:155:45: performance: Function parameter 'value' should be passed by const reference. [passedByValue]
bool setParams(std::string var, std::string value)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:101:48: warning: Either the condition 'pos<=(int)line.size()' is redundant or 'pos' can have the value line.size(). Expression 'line[pos]' cause access out of bounds. [containerOutOfBounds]
while (pos <= (int)line.size() && (int)line[pos] > 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:101:16: note: Assuming that condition 'pos<=(int)line.size()' is not redundant
while (pos <= (int)line.size() && (int)line[pos] > 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:101:48: note: Access out of bounds
while (pos <= (int)line.size() && (int)line[pos] > 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:117:49: warning: Either the condition 'pos<=(int)line.size()' is redundant or 'pos' can have the value line.size(). Expression 'line[pos]' cause access out of bounds. [containerOutOfBounds]
while (pos <= (int)line.size() && (int)line[pos] <= 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:117:17: note: Assuming that condition 'pos<=(int)line.size()' is not redundant
while (pos <= (int)line.size() && (int)line[pos] <= 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:117:49: note: Access out of bounds
while (pos <= (int)line.size() && (int)line[pos] <= 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:130:50: warning: Either the condition 'pos<=(int)line.size()' is redundant or 'pos' can have the value line.size(). Expression 'line[pos]' cause access out of bounds. [containerOutOfBounds]
while (pos <= (int)line.size() && (int)line[pos] > 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:130:18: note: Assuming that condition 'pos<=(int)line.size()' is not redundant
while (pos <= (int)line.size() && (int)line[pos] > 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:130:50: note: Access out of bounds
while (pos <= (int)line.size() && (int)line[pos] > 32)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/param.cpp:84:11: performance: Ineffective call of function 'substr' because a prefix of the string is assigned to itself. Use resize() or pop_back() instead. [uselessCallsSubstr]
line = line.substr(0, line.find("#"));
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:14:9: warning: Member variable 'Player::controller_index_' is not initialized in the constructor. [uninitMemberVar]
Player::Player(int id, float x, int y, bool demo, SDL_Rect *play_area, std::vector<std::shared_ptr<Texture>> texture, std::vector<std::vector<std::string> *> animations)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:17:2: performance: Variable 'player_sprite_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
player_sprite_ = std::make_unique<AnimatedSprite>(texture[0], "", animations[0]);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:18:2: performance: Variable 'power_sprite_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
power_sprite_ = std::make_unique<AnimatedSprite>(texture[1], "", animations[1]);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:241:22: style: The statement 'if (status_walking_!=status) status_walking_=status' is logically equivalent to 'status_walking_=status'. [duplicateConditionalAssign]
if (status_walking_ != status)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:243:19: note: Assignment 'status_walking_=status'
status_walking_ = status;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:241:22: note: Condition 'status_walking_!=status' is redundant
if (status_walking_ != status)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:251:21: style: The statement 'if (status_firing_!=status) status_firing_=status' is logically equivalent to 'status_firing_=status'. [duplicateConditionalAssign]
if (status_firing_ != status)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:253:18: note: Assignment 'status_firing_=status'
status_firing_ = status;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:251:21: note: Condition 'status_firing_!=status' is redundant
if (status_firing_ != status)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:697:70: performance: Function parameter 'texture' should be passed by const reference. [passedByValue]
void Player::setPlayerTextures(std::vector<std::shared_ptr<Texture>> texture)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:747:34: performance: Function parameter 'name' should be passed by const reference. [passedByValue]
void Player::setName(std::string name)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/player.cpp:753:40: performance: Function parameter 'record_name' should be passed by const reference. [passedByValue]
void Player::setRecordName(std::string record_name)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.cpp:40:2: performance: Variable 'game_power_meter_texture_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
game_power_meter_texture_ = nullptr;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.cpp:41:2: performance: Variable 'power_meter_sprite_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
power_meter_sprite_ = nullptr;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.cpp:42:2: performance: Variable 'text_scoreboard_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
text_scoreboard_ = nullptr;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.h:106:2: style: Class 'Scoreboard' has a constructor with 1 argument that is not explicit. [noExplicitConstructor]
Scoreboard(SDL_Renderer *renderer);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.cpp:326:13: style: Local variable 'rect_' shadows outer variable [shadowVariable]
SDL_Rect rect_ = {enter_name_pos_.x, enter_name_pos_.y, 5, 7};
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.h:71:11: note: Shadowed declaration
SDL_Rect rect_; // Posición y dimensiones del marcador
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.cpp:326:13: note: Shadow variable
SDL_Rect rect_ = {enter_name_pos_.x, enter_name_pos_.y, 5, 7};
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.cpp:133:50: performance: Function parameter 'name_' should be passed by const reference. [passedByValue]
void Scoreboard::setName(int panel_, std::string name_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.cpp:139:56: performance: Function parameter 'record_name_' should be passed by const reference. [passedByValue]
void Scoreboard::setRecordName(int panel_, std::string record_name_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/scoreboard.cpp:187:45: performance: Function parameter 'name_' should be passed by const reference. [passedByValue]
void Scoreboard::setHiScoreName(std::string name_)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:50:5: performance: Variable 'src_rect_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
src_rect_ = {0, 0, param.game.width, param.game.height};
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:51:5: performance: Variable 'dst_rect_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
dst_rect_ = {0, 0, param.game.width, param.game.height};
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:52:5: performance: Variable 'border_color_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
border_color_ = {0, 0, 0};
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:66:5: performance: Variable 'fps_ticks_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
fps_ticks_ = 0;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:458:43: performance: Function parameter 'text1' should be passed by const reference. [passedByValue]
void Screen::showNotification(std::string text1, std::string text2, int icon)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:458:62: performance: Function parameter 'text2' should be passed by const reference. [passedByValue]
void Screen::showNotification(std::string text1, std::string text2, int icon)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:188:24: style: Variable 'options.video.mode' is reassigned a value before the old one has been used. [redundantAssignment]
options.video.mode = ScreenVideoMode::WINDOW;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:186:24: note: options.video.mode is assigned
options.video.mode = videoMode;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/screen.cpp:188:24: note: options.video.mode is overwritten
options.video.mode = ScreenVideoMode::WINDOW;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:82:49: performance: Function parameter 'text_file' should be passed by const reference. [passedByValue]
Text::Text(std::string bitmap_file, std::string text_file, SDL_Renderer *renderer)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:106:24: performance: Function parameter 'text_file' should be passed by const reference. [passedByValue]
Text::Text(std::string text_file, std::shared_ptr<Texture> texture)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:149:44: performance: Function parameter 'text' should be passed by const reference. [passedByValue]
void Text::write(int x, int y, std::string text, int kerning, int lenght)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:172:51: performance: Function parameter 'text' should be passed by const reference. [passedByValue]
void Text::writeColored(int x, int y, std::string text, Color color, int kerning, int lenght)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:180:52: performance: Function parameter 'text' should be passed by const reference. [passedByValue]
void Text::writeShadowed(int x, int y, std::string text, Color color, Uint8 shadow_distance, int kerning, int lenght)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:189:52: performance: Function parameter 'text' should be passed by const reference. [passedByValue]
void Text::writeCentered(int x, int y, std::string text, int kerning, int lenght)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:196:59: performance: Function parameter 'text' should be passed by const reference. [passedByValue]
void Text::writeDX(Uint8 flags, int x, int y, std::string text, int kerning, Color textColor, Uint8 shadow_distance, Color shadow_color, int lenght)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:238:30: performance: Function parameter 'text' should be passed by const reference. [passedByValue]
int Text::lenght(std::string text, int kerning) const
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:270:35: performance: Function parameter 'path' should be passed by const reference. [passedByValue]
void Text::addPalette(std::string path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/text.cpp:24:30: style: Variable 'file_name' is assigned a value that is never used. [unreadVariable]
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1).c_str();
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.h:36:13: style: Unused private function: 'Texture::newSurface' [unusedPrivateFunction]
Surface newSurface(int w, int h);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:79:17: style: Condition 'req_format==STBI_rgb' is always false [knownConditionTrueFalse]
if (req_format == STBI_rgb)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:60:19: note: Assignment 'req_format=STBI_rgb_alpha', assigned value is 4
int req_format = STBI_rgb_alpha;
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:79:17: note: Condition 'req_format==STBI_rgb' is always false
if (req_format == STBI_rgb)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:99:66: style: C-style pointer casting [cstyleCast]
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:244:18: style: C-style pointer casting [cstyleCast]
Surface surf = (Surface)malloc(sizeof(surface_s));
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:247:15: style: C-style pointer casting [cstyleCast]
surf->data = (Uint8 *)malloc(w * h);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:279:18: style: C-style pointer casting [cstyleCast]
Uint8 *buffer = (Uint8 *)malloc(size);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:290:21: style: C-style pointer casting [cstyleCast]
Surface surface = (Surface)malloc(sizeof(surface_s));
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:315:37: style: C-style pointer casting [cstyleCast]
SDL_LockTexture(texture_, nullptr, (void **)&pixels, &pitch);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:343:18: style: C-style pointer casting [cstyleCast]
Uint8 *buffer = (Uint8 *)malloc(size);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:14:54: performance: Function parameter 'path' should be passed by const reference. [passedByValue]
Texture::Texture(SDL_Renderer *renderer, std::string path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:57:40: performance: Function parameter 'path' should be passed by const reference. [passedByValue]
bool Texture::loadFromFile(std::string path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:364:38: performance: Function parameter 'path' should be passed by const reference. [passedByValue]
void Texture::addPalette(std::string path)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:41:4: performance: Passing the result of c_str() to a function that takes std::string as argument no. 1 is slow and redundant. [stlcstrParam]
addPalette(path_.c_str());
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/texture.cpp:59:30: style: Variable 'file_name' is assigned a value that is never used. [unreadVariable]
const std::string file_name = path.substr(path.find_last_of("\\/") + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/title.cpp:318:12: style: Local variable 'num_controllers_' shadows outer variable [shadowVariable]
const int num_controllers_ = input_->getNumControllers();
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/title.h:70:6: note: Shadowed declaration
int num_controllers_; // Número de mandos conectados
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/title.cpp:318:12: note: Shadow variable
const int num_controllers_ = input_->getNumControllers();
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:187:19: style: C-style pointer casting [cstyleCast]
char *lower = (char *)malloc(str.size() + 1);
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:166:31: performance: Function parameter 'str' should be passed by const reference. [passedByValue]
bool stringToBool(std::string str)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:184:33: performance: Function parameter 'str' should be passed by const reference. [passedByValue]
std::string toLower(std::string str)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:200:45: performance: Function parameter 'sounds' should be passed by const reference. [passedByValue]
JA_Sound_t *getSound(std::vector<SoundFile> sounds, std::string name)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:200:65: performance: Function parameter 'name' should be passed by const reference. [passedByValue]
JA_Sound_t *getSound(std::vector<SoundFile> sounds, std::string name)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:202:15: performance: Range variable 's' should be declared as const reference. [iterateByValue]
for (auto s : sounds)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:214:45: performance: Function parameter 'music' should be passed by const reference. [passedByValue]
JA_Music_t *getMusic(std::vector<MusicFile> music, std::string name)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:214:64: performance: Function parameter 'name' should be passed by const reference. [passedByValue]
JA_Music_t *getMusic(std::vector<MusicFile> music, std::string name)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:216:15: performance: Range variable 'm' should be declared as const reference. [iterateByValue]
for (auto m : music)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:228:44: performance: Function parameter 'entry1' should be passed by const reference. [passedByValue]
HiScoreEntry sortHiScoreTable(HiScoreEntry entry1, HiScoreEntry entry2)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:228:65: performance: Function parameter 'entry2' should be passed by const reference. [passedByValue]
HiScoreEntry sortHiScoreTable(HiScoreEntry entry1, HiScoreEntry entry2)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:32:29: style: Parameter 'a' can be declared as reference to const [constParameterReference]
bool checkCollision(Circle &a, Circle &b)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:32:40: style: Parameter 'b' can be declared as reference to const [constParameterReference]
bool checkCollision(Circle &a, Circle &b)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:50:29: style: Parameter 'a' can be declared as reference to const [constParameterReference]
bool checkCollision(Circle &a, SDL_Rect &b)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:50:42: style: Parameter 'b' can be declared as reference to const [constParameterReference]
bool checkCollision(Circle &a, SDL_Rect &b)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:95:31: style: Parameter 'a' can be declared as reference to const [constParameterReference]
bool checkCollision(SDL_Rect &a, SDL_Rect &b)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:95:44: style: Parameter 'b' can be declared as reference to const [constParameterReference]
bool checkCollision(SDL_Rect &a, SDL_Rect &b)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:135:32: style: Parameter 'p' can be declared as reference to const [constParameterReference]
bool checkCollision(SDL_Point &p, SDL_Rect &r)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:135:45: style: Parameter 'r' can be declared as reference to const [constParameterReference]
bool checkCollision(SDL_Point &p, SDL_Rect &r)
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:205:9: style: Consider using std::find_if algorithm instead of a raw loop. [useStlAlgorithm]
{
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/utils.cpp:219:9: style: Consider using std::find_if algorithm instead of a raw loop. [useStlAlgorithm]
{
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/writer.cpp:11:2: performance: Variable 'caption_' is assigned in constructor body. Consider performing initialization in initialization list. [useInitializationList]
caption_ = "";
^
/home/sergio/gitea/coffee_crisis_arcade_edition/source/writer.cpp:81:37: performance: Function parameter 'text' should be passed by const reference. [passedByValue]
void Writer::setCaption(std::string text)
^
nofile:0:0: information: Too many #ifdef configurations - cppcheck only checks 12 configurations. Use --force to check all configurations. For more details, use --enable=information. [toomanyconfigs]

View File

@@ -4,7 +4,7 @@ SOURCEPATH=../source/
for i in "$SOURCEPATH"/*.cpp
do
include-what-you-use -D DEBUG -D VERBOSE -std=c++14 -Wall "$i"
include-what-you-use -D DEBUG -D VERBOSE -std=c++20 -Wall "$i"
read -p "Presiona cualquier tecla para continuar..."
clear
done

View File

@@ -1,6 +1,8 @@
#include "animated_sprite.h"
#include <algorithm> // for copy
#include <fstream> // for basic_ostream, operator<<, basic_istream, basic...
#include <iostream> // for cout
#include <iterator> // for back_insert_iterator, back_inserter
#include <sstream> // for basic_stringstream
#include "texture.h" // for Texture
@@ -37,7 +39,7 @@ AnimatedFile loadAnimationFromFile(std::shared_ptr<Texture> texture, std::string
buffer.counter = 0;
buffer.current_frame = 0;
buffer.completed = false;
buffer.name = "";
buffer.name.clear();
buffer.speed = 5;
buffer.loop = 0;
buffer.frames.clear();
@@ -159,18 +161,15 @@ AnimatedFile loadAnimationFromFile(std::shared_ptr<Texture> texture, std::string
// Constructor
AnimatedSprite::AnimatedSprite(std::shared_ptr<Texture> texture, const std::string &file, std::vector<std::string> *buffer)
: MovingSprite(texture)
: MovingSprite(texture),
current_animation_(0)
{
// Carga las animaciones
if (file != "")
if (!file.empty())
{
AnimatedFile as = loadAnimationFromFile(texture, file);
// Copia los datos de las animaciones
/*for (auto animation : as.animations)
{
animations_.push_back(animation);
}*/
std::copy(as.animations.begin(), as.animations.end(), std::back_inserter(animations_));
}
@@ -178,18 +177,13 @@ AnimatedSprite::AnimatedSprite(std::shared_ptr<Texture> texture, const std::stri
{
loadFromVector(buffer);
}
// Inicializa variables
current_animation_ = 0;
}
// Constructor
AnimatedSprite::AnimatedSprite(const AnimatedFile *animation)
: MovingSprite(animation->texture)
: MovingSprite(animation->texture),
current_animation_(0)
{
// Inicializa variables
current_animation_ = 0;
// Copia los datos de las animaciones
std::copy(animation->animations.begin(), animation->animations.end(), std::back_inserter(animations_));
}
@@ -366,7 +360,7 @@ bool AnimatedSprite::loadFromVector(std::vector<std::string> *source)
buffer.counter = 0;
buffer.current_frame = 0;
buffer.completed = false;
buffer.name = "";
buffer.name.clear();
buffer.speed = 5;
buffer.loop = 0;
buffer.frames.clear();

View File

@@ -2,11 +2,11 @@
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <string> // for string, basic_string
#include <memory> // for shared_ptr
#include <string> // for string
#include <vector> // for vector
#include "moving_sprite.h" // for MovingSprite
#include "texture.h"
#include <memory>
class Texture;
struct Animation
{
@@ -37,11 +37,11 @@ protected:
public:
// Constructor
explicit AnimatedSprite(std::shared_ptr<Texture> texture = nullptr, const std::string &file = "", std::vector<std::string> *buffer = nullptr);
explicit AnimatedSprite(std::shared_ptr<Texture> texture = nullptr, const std::string &file = std::string(), std::vector<std::string> *buffer = nullptr);
explicit AnimatedSprite(const AnimatedFile *animation);
// Destructor
~AnimatedSprite();
virtual ~AnimatedSprite();
// Calcula el frame correspondiente a la animación actual
void animate();

View File

@@ -1,10 +1,12 @@
#include "background.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <algorithm> // for max, min
#include <string> // for basic_string
#include "asset.h" // for Asset
#include "param.h" // for param
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <algorithm> // for clamp, max
#include "asset.h" // for Asset
#include "moving_sprite.h" // for MovingSprite
#include "param.h" // for param
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
// Constructor
Background::Background(SDL_Renderer *renderer)
@@ -103,18 +105,19 @@ void Background::update()
// Incrementa el contador
counter_++;
// Compone todos los elementos del fondo en la textura
fillCanvas();
}
// Dibuja el gradiente de fondo
void Background::renderGradient()
{
// Dibuja el gradiente 2
// Dibuja el gradiente de detras
gradients_texture_->setAlpha(255);
gradient_sprite_->setSpriteClip(gradient_rect_[(gradient_number_ + 1) % 4]);
gradient_sprite_->render();
// Dibuja el gradiente 1 con una opacidad cada vez menor
// Dibuja el gradiente de delante con una opacidad cada vez menor
gradients_texture_->setAlpha(alpha_);
gradient_sprite_->setSpriteClip(gradient_rect_[gradient_number_]);
gradient_sprite_->render();
@@ -123,36 +126,36 @@ void Background::renderGradient()
// Dibuja las nubes de arriba
void Background::renderTopClouds()
{
// Dibuja el primer conjunto de nubes
// Dibuja el primer conjunto de nubes, las de detras
top_clouds_texture_->setAlpha(255);
top_clouds_sprite_a_->setSpriteClip(top_clouds_rect_[(gradient_number_ + 1) % 4]);
top_clouds_sprite_a_->render();
top_clouds_sprite_b_->setSpriteClip(top_clouds_rect_[(gradient_number_ + 1) % 4]);
top_clouds_sprite_a_->render();
top_clouds_sprite_b_->render();
// Dibuja el segundo conjunto de nubes
// Dibuja el segundo conjunto de nubes, las de delante
top_clouds_texture_->setAlpha(alpha_);
top_clouds_sprite_a_->setSpriteClip(top_clouds_rect_[gradient_number_]);
top_clouds_sprite_a_->render();
top_clouds_sprite_b_->setSpriteClip(top_clouds_rect_[gradient_number_]);
top_clouds_sprite_a_->render();
top_clouds_sprite_b_->render();
}
// Dibuja las nubes de abajo
void Background::renderBottomClouds()
{
// Dibuja el primer conjunto de nubes
// Dibuja el primer conjunto de nubes, las de detras
bottom_clouds_texture_->setAlpha(255);
bottom_clouds_sprite_a_->setSpriteClip(bottom_clouds_rect_[(gradient_number_ + 1) % 4]);
bottom_clouds_sprite_a_->render();
bottom_clouds_sprite_b_->setSpriteClip(bottom_clouds_rect_[(gradient_number_ + 1) % 4]);
bottom_clouds_sprite_a_->render();
bottom_clouds_sprite_b_->render();
// Dibuja el segundo conjunto de nubes
// Dibuja el segundo conjunto de nubes, las de delante
bottom_clouds_texture_->setAlpha(alpha_);
bottom_clouds_sprite_a_->setSpriteClip(bottom_clouds_rect_[gradient_number_]);
bottom_clouds_sprite_a_->render();
bottom_clouds_sprite_b_->setSpriteClip(bottom_clouds_rect_[gradient_number_]);
bottom_clouds_sprite_a_->render();
bottom_clouds_sprite_b_->render();
}
@@ -217,9 +220,7 @@ void Background::setGradientNumber(int value)
// Ajusta el valor de la variable
void Background::setTransition(float value)
{
value = std::min(value, 1.0f);
value = std::max(value, 0.0f);
transition_ = value;
transition_ = std::clamp(value, 0.0f, 1.0f);
}
// Establece la posición del objeto
@@ -265,13 +266,10 @@ void Background::setColor(Color color)
void Background::setAlpha(int alpha)
{
// Evita que se asignen valores fuera de rango
alpha_ = std::min(alpha, 255);
alpha_ = std::max(alpha, 0);
alpha_ = std::clamp(alpha, 0, 255);
// Guarda el valor actual
// Guarda el valor actual y establece el nuevo valor
alpha_color_text_temp_ = alpha_color_text_;
// Establece el nuevo valor
alpha_color_text_ = alpha_;
}

View File

@@ -1,12 +1,12 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include "utils.h" // for Color
#include "moving_sprite.h"
#include "sprite.h"
#include "texture.h"
#include <memory>
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <memory> // for unique_ptr, shared_ptr
#include "utils.h" // for Color
class MovingSprite;
class Sprite;
class Texture;
/*
Esta clase es la encargada de dibujar el fondo que aparece durante la sección

View File

@@ -1,5 +1,5 @@
#include "balloon.h"
#include <math.h> // for abs
#include <cmath> // for abs
#include "animated_sprite.h" // for AnimatedSprite
#include "moving_sprite.h" // for MovingSprite
#include "param.h" // for param
@@ -12,12 +12,20 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16
pos_x_(x),
pos_y_(y),
vel_x_(vel_x),
being_created_(creation_timer > 0),
blinking_(false),
enabled_(true),
invulnerable_(creation_timer > 0),
stopped_(true),
visible_(true),
creation_counter_(creation_timer),
creation_counter_ini_(creation_timer),
stopped_counter_(0),
kind_(kind),
counter_(0),
travel_y_(1.0f),
speed_(speed)
{
enabled_ = true;
switch (kind_)
{
@@ -243,21 +251,6 @@ Balloon::Balloon(float x, float y, Uint8 kind, float vel_x, float speed, Uint16
// Alinea el circulo de colisión con el objeto
updateColliders();
// Inicializa variables
stopped_ = true;
stopped_counter_ = 0;
blinking_ = false;
visible_ = true;
invulnerable_ = true;
being_created_ = true;
// Actualiza valores
being_created_ = creation_counter_ == 0 ? false : true;
invulnerable_ = being_created_ == false ? false : true;
counter_ = 0;
travel_y_ = 1.0f;
}
// Centra el globo en la posición X

View File

@@ -1,12 +1,12 @@
#pragma once
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint16, Uint32
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string
#include <vector> // for vector
#include <memory>
#include "utils.h" // for Circle
#include "animated_sprite.h"
#include "texture.h"
#include "animated_sprite.h" // for AnimatedSprite
#include "utils.h" // for Circle
class Texture;
// Cantidad de elementos del vector con los valores de la deformación del globo al rebotar
constexpr int MAX_BOUNCE = 10;

View File

@@ -0,0 +1,718 @@
#include "balloon_formations.h"
#include "balloon.h" // for BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include "param.h" // for param
#include "utils.h" // for ParamGame, Param, Zone, BLOCK
// Constructor
BalloonFormations::BalloonFormations()
{
initBalloonFormations();
initBalloonFormationPools();
initGameStages();
}
// Inicializa las formaciones enemigas
void BalloonFormations::initBalloonFormations()
{
constexpr int y4 = -BLOCK;
const int x4_0 = param.game.play_area.rect.x;
const int x4_100 = param.game.play_area.rect.w - BALLOON_WIDTH_4;
constexpr int y3 = -BLOCK;
const int x3_0 = param.game.play_area.rect.x;
const int x3_100 = param.game.play_area.rect.w - BALLOON_WIDTH_3;
constexpr int y2 = -BLOCK;
const int x2_0 = param.game.play_area.rect.x;
const int x2_100 = param.game.play_area.rect.w - BALLOON_WIDTH_2;
constexpr int y1 = -BLOCK;
const int x1_0 = param.game.play_area.rect.x;
const int x1_50 = param.game.play_area.center_x - (BALLOON_WIDTH_1 / 2);
const int x1_100 = param.game.play_area.rect.w - BALLOON_WIDTH_1;
// Inicializa a cero las variables
for (int i = 0; i < NUMBER_OF_BALLOON_FORMATIONS; i++)
{
balloon_formation_[i].number_of_balloons = 0;
for (int j = 0; j < MAX_NUMBER_OF_BALLOONS_IN_A_FORMATION; j++)
{
balloon_formation_[i].init[j].x = 0;
balloon_formation_[i].init[j].y = 0;
balloon_formation_[i].init[j].vel_x = 0;
balloon_formation_[i].init[j].kind = 0;
balloon_formation_[i].init[j].creation_counter = 0;
}
}
const int creation_time = 300;
int inc_x = 0;
int inc_time = 0;
int j = 0;
// #00 - Dos enemigos BALLOON4 uno a cada extremo
j = 0;
balloon_formation_[j].number_of_balloons = 2;
inc_x = x4_100;
inc_time = 0;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x4_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
balloon_formation_[j].init[i].kind = BALLOON_4;
balloon_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
j = 1;
balloon_formation_[j].number_of_balloons = 2;
inc_x = param.game.play_area.center_x;
inc_time = 0;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = param.game.play_area.first_quarter_x - (BALLOON_WIDTH_4 / 2) + (i * inc_x);
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
balloon_formation_[j].init[i].kind = BALLOON_4;
balloon_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #02 - Cuatro enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 2;
balloon_formation_[j].number_of_balloons = 4;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x2_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_2;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #03 - Cuatro enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 3;
balloon_formation_[j].number_of_balloons = 4;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x2_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_2;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #04 - Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
j = 4;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_3;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #05 - Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
j = 5;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_3;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #06 - Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
j = 6;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_3;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #07 - Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
j = 7;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_3;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #08 - Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
j = 8;
balloon_formation_[j].number_of_balloons = 6;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x1_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_1;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #09 - Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
j = 9;
balloon_formation_[j].number_of_balloons = 6;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x1_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_1;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #10 - Tres enemigos BALLOON4 seguidos desde la izquierda
j = 10;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 15;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x4_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_4;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #11 - Tres enemigos BALLOON4 seguidos desde la derecha
j = 11;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 15;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x4_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_4;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #12 - Seis enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 12;
balloon_formation_[j].number_of_balloons = 6;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x2_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_2;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #13 - Seis enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 13;
balloon_formation_[j].number_of_balloons = 6;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x2_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_2;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #14 - Cinco enemigos BALLOON3. Hacia la derecha. Separados
j = 14;
balloon_formation_[j].number_of_balloons = 5;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_3;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #15 - Cinco enemigos BALLOON3. Hacia la izquierda. Separados
j = 15;
balloon_formation_[j].number_of_balloons = 5;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_3;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #16 - Cinco enemigos BALLOON3. Hacia la derecha. Juntos
j = 16;
balloon_formation_[j].number_of_balloons = 5;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_3;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #17 - Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
j = 17;
balloon_formation_[j].number_of_balloons = 5;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_3;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #18 - Doce enemigos BALLOON1. Hacia la derecha. Juntos
j = 18;
balloon_formation_[j].number_of_balloons = 12;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x1_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].kind = BALLOON_1;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #19 - Doce enemigos BALLOON1. Hacia la izquierda. Juntos
j = 19;
balloon_formation_[j].number_of_balloons = 12;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x1_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].kind = BALLOON_1;
balloon_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simetricos
j = 20;
balloon_formation_[j].number_of_balloons = 4;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 0;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x4_0 + (i * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
}
else
{
balloon_formation_[j].init[i].x = x4_100 - ((i - half) * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
}
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].kind = BALLOON_4;
balloon_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #21 - Diez enemigos BALLOON2 uno detras del otro. Izquierda/derecha. Simetricos
j = 21;
balloon_formation_[j].number_of_balloons = 10;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 3;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x2_0 + (i * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
balloon_formation_[j].init[i].x = x2_100 - ((i - half) * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].kind = BALLOON_2;
}
// #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simetricos
j = 22;
balloon_formation_[j].number_of_balloons = 10;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
balloon_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].kind = BALLOON_3;
}
// #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simetricos
j = 23;
balloon_formation_[j].number_of_balloons = 10;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
balloon_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].kind = BALLOON_3;
}
// #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simetricos
j = 24;
balloon_formation_[j].number_of_balloons = 30;
inc_time = 5;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x1_50;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) + (inc_time * i);
}
else
{
balloon_formation_[j].init[i].x = x1_50;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) + (inc_time * (i - half));
}
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].kind = BALLOON_1;
}
// #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simetricos
j = 25;
balloon_formation_[j].number_of_balloons = 30;
inc_time = 5;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x1_50 + 20;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
balloon_formation_[j].init[i].x = x1_50 - 20;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].kind = BALLOON_1;
}
// Crea las mismas formaciones pero con hexagonos a partir de la posición 50 del vector
for (int k = 0; k < j + 1; k++)
{
balloon_formation_[k + 50].number_of_balloons = balloon_formation_[k].number_of_balloons;
for (int i = 0; i < balloon_formation_[k + 50].number_of_balloons; i++)
{
balloon_formation_[k + 50].init[i].x = balloon_formation_[k].init[i].x;
balloon_formation_[k + 50].init[i].y = balloon_formation_[k].init[i].y;
balloon_formation_[k + 50].init[i].vel_x = balloon_formation_[k].init[i].vel_x;
balloon_formation_[k + 50].init[i].creation_counter = balloon_formation_[k].init[i].creation_counter;
balloon_formation_[k + 50].init[i].kind = balloon_formation_[k].init[i].kind + 4;
}
}
// TEST
balloon_formation_[99].number_of_balloons = 4;
balloon_formation_[99].init[0].x = 10;
balloon_formation_[99].init[0].y = y1;
balloon_formation_[99].init[0].vel_x = 0;
balloon_formation_[99].init[0].kind = BALLOON_1;
balloon_formation_[99].init[0].creation_counter = 200;
balloon_formation_[99].init[1].x = 50;
balloon_formation_[99].init[1].y = y1;
balloon_formation_[99].init[1].vel_x = 0;
balloon_formation_[99].init[1].kind = BALLOON_2;
balloon_formation_[99].init[1].creation_counter = 200;
balloon_formation_[99].init[2].x = 90;
balloon_formation_[99].init[2].y = y1;
balloon_formation_[99].init[2].vel_x = 0;
balloon_formation_[99].init[2].kind = BALLOON_3;
balloon_formation_[99].init[2].creation_counter = 200;
balloon_formation_[99].init[3].x = 140;
balloon_formation_[99].init[3].y = y1;
balloon_formation_[99].init[3].vel_x = 0;
balloon_formation_[99].init[3].kind = BALLOON_4;
balloon_formation_[99].init[3].creation_counter = 200;
}
// Inicializa los conjuntos de formaciones
void BalloonFormations::initBalloonFormationPools()
{
// EnemyPool #0
balloon_formation_pool_[0].set[0] = &balloon_formation_[0];
balloon_formation_pool_[0].set[1] = &balloon_formation_[1];
balloon_formation_pool_[0].set[2] = &balloon_formation_[2];
balloon_formation_pool_[0].set[3] = &balloon_formation_[3];
balloon_formation_pool_[0].set[4] = &balloon_formation_[4];
balloon_formation_pool_[0].set[5] = &balloon_formation_[5];
balloon_formation_pool_[0].set[6] = &balloon_formation_[6];
balloon_formation_pool_[0].set[7] = &balloon_formation_[7];
balloon_formation_pool_[0].set[8] = &balloon_formation_[8];
balloon_formation_pool_[0].set[9] = &balloon_formation_[9];
// EnemyPool #1
balloon_formation_pool_[1].set[0] = &balloon_formation_[10];
balloon_formation_pool_[1].set[1] = &balloon_formation_[11];
balloon_formation_pool_[1].set[2] = &balloon_formation_[12];
balloon_formation_pool_[1].set[3] = &balloon_formation_[13];
balloon_formation_pool_[1].set[4] = &balloon_formation_[14];
balloon_formation_pool_[1].set[5] = &balloon_formation_[15];
balloon_formation_pool_[1].set[6] = &balloon_formation_[16];
balloon_formation_pool_[1].set[7] = &balloon_formation_[17];
balloon_formation_pool_[1].set[8] = &balloon_formation_[18];
balloon_formation_pool_[1].set[9] = &balloon_formation_[19];
// EnemyPool #2
balloon_formation_pool_[2].set[0] = &balloon_formation_[0];
balloon_formation_pool_[2].set[1] = &balloon_formation_[1];
balloon_formation_pool_[2].set[2] = &balloon_formation_[2];
balloon_formation_pool_[2].set[3] = &balloon_formation_[3];
balloon_formation_pool_[2].set[4] = &balloon_formation_[4];
balloon_formation_pool_[2].set[5] = &balloon_formation_[55];
balloon_formation_pool_[2].set[6] = &balloon_formation_[56];
balloon_formation_pool_[2].set[7] = &balloon_formation_[57];
balloon_formation_pool_[2].set[8] = &balloon_formation_[58];
balloon_formation_pool_[2].set[9] = &balloon_formation_[59];
// EnemyPool #3
balloon_formation_pool_[3].set[0] = &balloon_formation_[50];
balloon_formation_pool_[3].set[1] = &balloon_formation_[51];
balloon_formation_pool_[3].set[2] = &balloon_formation_[52];
balloon_formation_pool_[3].set[3] = &balloon_formation_[53];
balloon_formation_pool_[3].set[4] = &balloon_formation_[54];
balloon_formation_pool_[3].set[5] = &balloon_formation_[5];
balloon_formation_pool_[3].set[6] = &balloon_formation_[6];
balloon_formation_pool_[3].set[7] = &balloon_formation_[7];
balloon_formation_pool_[3].set[8] = &balloon_formation_[8];
balloon_formation_pool_[3].set[9] = &balloon_formation_[9];
// EnemyPool #4
balloon_formation_pool_[4].set[0] = &balloon_formation_[60];
balloon_formation_pool_[4].set[1] = &balloon_formation_[61];
balloon_formation_pool_[4].set[2] = &balloon_formation_[62];
balloon_formation_pool_[4].set[3] = &balloon_formation_[63];
balloon_formation_pool_[4].set[4] = &balloon_formation_[64];
balloon_formation_pool_[4].set[5] = &balloon_formation_[65];
balloon_formation_pool_[4].set[6] = &balloon_formation_[66];
balloon_formation_pool_[4].set[7] = &balloon_formation_[67];
balloon_formation_pool_[4].set[8] = &balloon_formation_[68];
balloon_formation_pool_[4].set[9] = &balloon_formation_[69];
// EnemyPool #5
balloon_formation_pool_[5].set[0] = &balloon_formation_[10];
balloon_formation_pool_[5].set[1] = &balloon_formation_[61];
balloon_formation_pool_[5].set[2] = &balloon_formation_[12];
balloon_formation_pool_[5].set[3] = &balloon_formation_[63];
balloon_formation_pool_[5].set[4] = &balloon_formation_[14];
balloon_formation_pool_[5].set[5] = &balloon_formation_[65];
balloon_formation_pool_[5].set[6] = &balloon_formation_[16];
balloon_formation_pool_[5].set[7] = &balloon_formation_[67];
balloon_formation_pool_[5].set[8] = &balloon_formation_[18];
balloon_formation_pool_[5].set[9] = &balloon_formation_[69];
// EnemyPool #6
balloon_formation_pool_[6].set[0] = &balloon_formation_[60];
balloon_formation_pool_[6].set[1] = &balloon_formation_[11];
balloon_formation_pool_[6].set[2] = &balloon_formation_[62];
balloon_formation_pool_[6].set[3] = &balloon_formation_[13];
balloon_formation_pool_[6].set[4] = &balloon_formation_[64];
balloon_formation_pool_[6].set[5] = &balloon_formation_[15];
balloon_formation_pool_[6].set[6] = &balloon_formation_[66];
balloon_formation_pool_[6].set[7] = &balloon_formation_[17];
balloon_formation_pool_[6].set[8] = &balloon_formation_[68];
balloon_formation_pool_[6].set[9] = &balloon_formation_[19];
// EnemyPool #7
balloon_formation_pool_[7].set[0] = &balloon_formation_[20];
balloon_formation_pool_[7].set[1] = &balloon_formation_[21];
balloon_formation_pool_[7].set[2] = &balloon_formation_[22];
balloon_formation_pool_[7].set[3] = &balloon_formation_[23];
balloon_formation_pool_[7].set[4] = &balloon_formation_[24];
balloon_formation_pool_[7].set[5] = &balloon_formation_[65];
balloon_formation_pool_[7].set[6] = &balloon_formation_[66];
balloon_formation_pool_[7].set[7] = &balloon_formation_[67];
balloon_formation_pool_[7].set[8] = &balloon_formation_[68];
balloon_formation_pool_[7].set[9] = &balloon_formation_[69];
// EnemyPool #8
balloon_formation_pool_[8].set[0] = &balloon_formation_[70];
balloon_formation_pool_[8].set[1] = &balloon_formation_[71];
balloon_formation_pool_[8].set[2] = &balloon_formation_[72];
balloon_formation_pool_[8].set[3] = &balloon_formation_[73];
balloon_formation_pool_[8].set[4] = &balloon_formation_[74];
balloon_formation_pool_[8].set[5] = &balloon_formation_[15];
balloon_formation_pool_[8].set[6] = &balloon_formation_[16];
balloon_formation_pool_[8].set[7] = &balloon_formation_[17];
balloon_formation_pool_[8].set[8] = &balloon_formation_[18];
balloon_formation_pool_[8].set[9] = &balloon_formation_[19];
// EnemyPool #9
balloon_formation_pool_[9].set[0] = &balloon_formation_[20];
balloon_formation_pool_[9].set[1] = &balloon_formation_[21];
balloon_formation_pool_[9].set[2] = &balloon_formation_[22];
balloon_formation_pool_[9].set[3] = &balloon_formation_[23];
balloon_formation_pool_[9].set[4] = &balloon_formation_[24];
balloon_formation_pool_[9].set[5] = &balloon_formation_[70];
balloon_formation_pool_[9].set[6] = &balloon_formation_[71];
balloon_formation_pool_[9].set[7] = &balloon_formation_[72];
balloon_formation_pool_[9].set[8] = &balloon_formation_[73];
balloon_formation_pool_[9].set[9] = &balloon_formation_[74];
}
// Inicializa las fases del juego
void BalloonFormations::initGameStages()
{
// STAGE 1
stage_[0].number = 1;
stage_[0].power_to_complete = 200;
stage_[0].min_menace = 7 + (4 * 1);
stage_[0].max_menace = 7 + (4 * 3);
stage_[0].balloon_pool = &balloon_formation_pool_[0];
// STAGE 2
stage_[1].number = 2;
stage_[1].power_to_complete = 300;
stage_[1].min_menace = 7 + (4 * 2);
stage_[1].max_menace = 7 + (4 * 4);
stage_[1].balloon_pool = &balloon_formation_pool_[1];
// STAGE 3
stage_[2].number = 3;
stage_[2].power_to_complete = 600;
stage_[2].min_menace = 7 + (4 * 3);
stage_[2].max_menace = 7 + (4 * 5);
stage_[2].balloon_pool = &balloon_formation_pool_[2];
// STAGE 4
stage_[3].number = 4;
stage_[3].power_to_complete = 600;
stage_[3].min_menace = 7 + (4 * 3);
stage_[3].max_menace = 7 + (4 * 5);
stage_[3].balloon_pool = &balloon_formation_pool_[3];
// STAGE 5
stage_[4].number = 5;
stage_[4].power_to_complete = 600;
stage_[4].min_menace = 7 + (4 * 4);
stage_[4].max_menace = 7 + (4 * 6);
stage_[4].balloon_pool = &balloon_formation_pool_[4];
// STAGE 6
stage_[5].number = 6;
stage_[5].power_to_complete = 600;
stage_[5].min_menace = 7 + (4 * 4);
stage_[5].max_menace = 7 + (4 * 6);
stage_[5].balloon_pool = &balloon_formation_pool_[5];
// STAGE 7
stage_[6].number = 7;
stage_[6].power_to_complete = 650;
stage_[6].min_menace = 7 + (4 * 5);
stage_[6].max_menace = 7 + (4 * 7);
stage_[6].balloon_pool = &balloon_formation_pool_[6];
// STAGE 8
stage_[7].number = 8;
stage_[7].power_to_complete = 750;
stage_[7].min_menace = 7 + (4 * 5);
stage_[7].max_menace = 7 + (4 * 7);
stage_[7].balloon_pool = &balloon_formation_pool_[7];
// STAGE 9
stage_[8].number = 9;
stage_[8].power_to_complete = 850;
stage_[8].min_menace = 7 + (4 * 6);
stage_[8].max_menace = 7 + (4 * 8);
stage_[8].balloon_pool = &balloon_formation_pool_[8];
// STAGE 10
stage_[9].number = 10;
stage_[9].power_to_complete = 950;
stage_[9].min_menace = 7 + (4 * 7);
stage_[9].max_menace = 7 + (4 * 10);
stage_[9].balloon_pool = &balloon_formation_pool_[9];
}
// Devuelve una fase
Stage BalloonFormations::getStage(int index) const
{
return stage_[index];
}

View File

@@ -0,0 +1,63 @@
#pragma once
constexpr int NUMBER_OF_BALLOON_FORMATIONS = 100;
constexpr int MAX_NUMBER_OF_BALLOONS_IN_A_FORMATION = 50;
// Estructuras
struct BalloonFormationParams
{
int x; // Posición en el eje X donde crear al enemigo
int y; // Posición en el eje Y donde crear al enemigo
float vel_x; // Velocidad inicial en el eje X
int kind; // Tipo de enemigo
int creation_counter; // Temporizador para la creación del enemigo
};
struct BalloonFormationUnit // Contiene la información de una formación enemiga
{
int number_of_balloons; // Cantidad de enemigos que forman la formación
BalloonFormationParams init[MAX_NUMBER_OF_BALLOONS_IN_A_FORMATION]; // Vector con todas las inicializaciones de los enemigos de la formación
};
struct BalloonFormationPool
{
BalloonFormationUnit *set[10]; // Conjunto de formaciones de globos
};
struct Stage // Contiene todas las variables relacionadas con una fase
{
BalloonFormationPool *balloon_pool; // El conjunto de formaciones de globos de la fase
int power_to_complete; // Cantidad de poder que se necesita para completar la fase
int max_menace; // Umbral máximo de amenaza de la fase
int min_menace; // Umbral mínimo de amenaza de la fase
int number; // Número de fase
};
// Clase BalloonFormations, para gestionar las formaciones de globos
class BalloonFormations
{
private:
// Variables
Stage stage_[10]; // Variable con los datos de cada pantalla
BalloonFormationUnit balloon_formation_[NUMBER_OF_BALLOON_FORMATIONS]; // Vector con todas las formaciones enemigas
BalloonFormationPool balloon_formation_pool_[10]; // Variable con los diferentes conjuntos de formaciones enemigas
// Inicializa las formaciones enemigas
void initBalloonFormations();
// Inicializa los conjuntos de formaciones
void initBalloonFormationPools();
// Inicializa las fases del juego
void initGameStages();
public:
// Constructor
BalloonFormations();
// Destructor
~BalloonFormations() = default;
// Devuelve una fase
Stage getStage(int index) const;
};

View File

@@ -1,9 +1,9 @@
#include "bullet.h"
#include "param.h" // for param
#include "sprite.h" // for Sprite
#include <memory> // for std::unique_ptr
#include <memory> // for unique_ptr, make_unique, shared_ptr
#include "param.h" // for param
#include "sprite.h" // for Sprite
class Texture;
// Constantes evaluables en tiempo de compilación
constexpr int BULLET_WIDTH = 12;
constexpr int BULLET_HEIGHT = 12;
constexpr int BULLET_VELY = -3;
@@ -23,10 +23,9 @@ Bullet::Bullet(int x, int y, BulletType kind, bool powered_up, int owner, SDL_Re
owner_(owner),
play_area_(play_area)
{
vel_x_ = (kind_ == BulletType::LEFT) ? BULLET_VELX_LEFT
: (kind_ == BulletType::RIGHT) ? BULLET_VELX_RIGHT
: 0;
vel_x_ = (kind_ == BulletType::LEFT) ? BULLET_VELX_LEFT : (kind_ == BulletType::RIGHT) ? BULLET_VELX_RIGHT
: 0;
auto sprite_offset = powered_up ? 3 : 0;
auto kind_index = static_cast<int>(kind);
sprite_->setSpriteClip((kind_index + sprite_offset) * width_, 0, sprite_->getWidth(), sprite_->getHeight());
@@ -67,12 +66,12 @@ BulletMoveStatus Bullet::move()
bool Bullet::isEnabled() const
{
return kind_ != BulletType::NULL_TYPE;
return kind_ != BulletType::NONE;
}
void Bullet::disable()
{
kind_ = BulletType::NULL_TYPE;
kind_ = BulletType::NONE;
}
int Bullet::getPosX() const

View File

@@ -1,11 +1,11 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <memory> // for unique_ptr
#include "sprite.h" // for Sprite
#include "utils.h" // for Circle
#include "texture.h" // lines 9-9
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <memory> // for shared_ptr, unique_ptr
#include "sprite.h" // for Sprite
#include "utils.h" // for Circle
class Texture;
// Enumeración para los diferentes tipos de balas
enum class BulletType
@@ -13,7 +13,7 @@ enum class BulletType
UP,
LEFT,
RIGHT,
NULL_TYPE
NONE
};
// Enumeración para los resultados del movimiento de la bala

View File

@@ -1,10 +1,12 @@
#include "define_buttons.h"
#include "lang.h" // for getText
#include "options.h" // for options
#include "param.h" // for param
#include "section.h" // for name, SectionName, options, SectionOptions
#include "text.h" // for Text
#include "utils.h" // for OptionsController, Options, Param, ParamGame
#include <utility> // for move
#include "input.h" // for Input, InputType
#include "lang.h" // for getText
#include "options.h" // for options
#include "param.h" // for param
#include "section.h" // for Name, Options, name, options
#include "text.h" // for Text
#include "utils.h" // for OptionsController, Options, Param, ParamGame
// Constructor
DefineButtons::DefineButtons(std::unique_ptr<Text> text_)

View File

@@ -1,12 +1,13 @@
#pragma once
#include <SDL2/SDL_events.h> // for SDL_ControllerButtonEvent
#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton
#include <string> // for string, basic_string
#include <vector> // for vector
#include "input.h" // for inputs_e
#include "text.h"
#include <memory>
#include <SDL2/SDL_events.h> // for SDL_ControllerButtonEvent
#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string
#include <vector> // for vector
class Input;
class Text;
enum class InputType : int;
struct DefineButtonsButton
{

View File

@@ -5,43 +5,44 @@
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_gamecontroller.h> // for SDL_CONTROLLER_BUTTON_B, SDL_CO...
#include <SDL2/SDL_hints.h> // for SDL_SetHint, SDL_HINT_RENDER_DR...
#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_DOWN, SDL_SCANCODE_E
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_0, SDL_SCANCODE_DOWN
#include <SDL2/SDL_stdinc.h> // for SDL_bool, Uint32
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <errno.h> // for errno, EACCES, EEXIST, ENAMETOO...
#include <stdio.h> // for printf, perror, size_t
#include <errno.h> // for errno, EEXIST, EACCES, ENAMETOO...
#include <stdio.h> // for printf, perror
#include <string.h> // for strcmp
#include <sys/stat.h> // for stat, mkdir, S_IRWXU
#include <sys/stat.h> // for mkdir, stat, S_IRWXU
#include <unistd.h> // for getuid
#include <cstdlib> // for exit, EXIT_FAILURE, rand, srand
#include <iostream> // for basic_ostream, operator<<, cout
#include <string> // for basic_string, operator+, allocator
#include "asset.h" // for Asset, assetType
#include <memory> // for make_unique, unique_ptr
#include <string> // for operator+, allocator, char_traits
#include "asset.h" // for Asset, AssetType
#include "dbgtxt.h" // for dbg_init
#include "game.h" // for Game, GAME_MODE_DEMO_OFF, GAME_...
#include "global_inputs.h"
#include "hiscore_table.h" // for HiScoreTable
#include "input.h" // for inputs_e, Input
#include "instructions.h" // for Instructions
#include "intro.h" // for Intro
#include "jail_audio.h" // for JA_DeleteMusic, JA_DeleteSound
#include "logo.h" // for Logo
#include "manage_hiscore_table.h" // for ManageHiScoreTable
#include "on_screen_help.h" // for OnScreenHelp
#include "options.h" // for options, loadOptionsFile, saveO...
#include "param.h" // for param, loadParamsFromFile
#include "screen.h" // for Screen
#include "section.h" // for SectionName, name, options, SectionOptions
#include "title.h" // for Title
#include "utils.h" // for MusicFile, SoundFile, opt...
#include <memory>
#include "global_inputs.h" // for init
#include "hiscore_table.h" // for HiScoreTable
#include "input.h" // for Input, InputType
#include "instructions.h" // for Instructions
#include "intro.h" // for Intro
#include "jail_audio.h" // for JA_LoadMusic, JA_LoadSound, JA_...
#include "lang.h" // for Code, loadFromFile
#include "logo.h" // for Logo
#include "manage_hiscore_table.h" // for ManageHiScoreTable
#include "on_screen_help.h" // for OnScreenHelp
#include "options.h" // for options, loadOptionsFile, saveO...
#include "param.h" // for param, loadParamsFromFile
#include "screen.h" // for Screen
#include "section.h" // for Name, name, Options, options
#include "title.h" // for Title
#include "utils.h" // for MusicFile, SoundFile, Options
#ifndef _WIN32
#include <pwd.h> // for getpwuid, passwd
#endif
// Constructor
Director::Director(int argc, char *argv[])
Director::Director(int argc, const char *argv[])
{
#ifdef RECORDING
section::name = section::Name::GAME;
@@ -160,8 +161,8 @@ void Director::initInput()
Input::get()->bindKey(InputType::RESET, SDL_SCANCODE_F10);
// Asigna botones a inputs
const int numGamePads = Input::get()->getNumControllers();
for (int i = 0; i < numGamePads; ++i)
const int num_gamepads = Input::get()->getNumControllers();
for (int i = 0; i < num_gamepads; ++i)
{
// Mando - Movimiento del jugador
Input::get()->bindGameControllerButton(i, InputType::UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
@@ -188,7 +189,7 @@ void Director::initInput()
}
// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
for (int i = 0; i < numGamePads; ++i)
for (int i = 0; i < num_gamepads; ++i)
for (int index = 0; index < (int)options.controller.size(); ++index)
if (Input::get()->getControllerName(i) == options.controller[index].name)
{
@@ -200,7 +201,7 @@ void Director::initInput()
}
// Asigna botones a inputs desde otros inputs
for (int i = 0; i < numGamePads; ++i)
for (int i = 0; i < num_gamepads; ++i)
{
Input::get()->bindGameControllerButton(i, InputType::EXIT, InputType::START);
Input::get()->bindGameControllerButton(i, InputType::RESET, InputType::FIRE_CENTER);
@@ -213,7 +214,7 @@ void Director::initInput()
}
// Guarda las asignaciones de botones en las opciones
for (int i = 0; i < numGamePads; ++i)
for (int i = 0; i < num_gamepads; ++i)
{
options.controller[i].name = Input::get()->getControllerName(i);
for (int j = 0; j < (int)options.controller[i].inputs.size(); ++j)
@@ -340,7 +341,7 @@ bool Director::setFileList()
#ifdef MACOS_BUNDLE
const std::string prefix = "/../Resources";
#else
const std::string prefix = "";
const std::string prefix;
#endif
// Ficheros de configuración
@@ -484,15 +485,15 @@ void Director::loadParams(const std::string &file_path)
}
// Comprueba los parametros del programa
void Director::checkProgramArguments(int argc, char *argv[])
void Director::checkProgramArguments(int argc, const char *argv[])
{
// Establece la ruta del programa
executable_path_ = argv[0];
// Valores por defecto
param_file_argument_ = "";
param_file_argument_.clear();
// Comprueba el resto de parametros
// Comprueba el resto de parámetros
for (int i = 1; i < argc; ++i)
{
if (strcmp(argv[i], "--320x240") == 0)
@@ -566,17 +567,15 @@ void Director::createSystemFolder(const std::string &folder)
void Director::loadSounds()
{
// Obtiene la lista con las rutas a los ficheros de sonidos
std::vector<std::string> list = Asset::get()->getListByType(AssetType::SOUND);
auto list = Asset::get()->getListByType(AssetType::SOUND);
sounds_.clear();
for (const auto &l : list)
{
const size_t lastIndex = l.find_last_of("/") + 1;
const std::string name = l.substr(lastIndex, std::string::npos);
SoundFile temp;
temp.name = name; // Añade el nombre del fichero
temp.file = JA_LoadSound(l.c_str()); // Carga el fichero de audio
sounds_.push_back(temp);
auto last_index = l.find_last_of('/') + 1;
auto name = l.substr(last_index);
sounds_.emplace_back(SoundFile{name, JA_LoadSound(l.c_str())});
}
}
@@ -584,78 +583,69 @@ void Director::loadSounds()
void Director::loadMusics()
{
// Obtiene la lista con las rutas a los ficheros musicales
std::vector<std::string> list = Asset::get()->getListByType(AssetType::MUSIC);
auto list = Asset::get()->getListByType(AssetType::MUSIC);
musics_.clear();
for (const auto &l : list)
{
const size_t lastIndex = l.find_last_of("/") + 1;
const std::string name = l.substr(lastIndex, std::string::npos);
MusicFile temp;
temp.name = name; // Añade el nombre del fichero
temp.file = JA_LoadMusic(l.c_str()); // Carga el fichero de audio
musics_.push_back(temp);
auto last_index = l.find_last_of('/') + 1;
auto name = l.substr(last_index);
musics_.emplace_back(MusicFile{name, JA_LoadMusic(l.c_str())});
}
}
// Ejecuta la sección con el logo
void Director::runLogo()
{
auto logo = new Logo();
auto logo = std::make_unique<Logo>();
logo->run();
delete logo;
}
// Ejecuta la sección con la secuencia de introducción
void Director::runIntro()
{
auto intro = new Intro(getMusic(musics_, "intro.ogg"));
auto intro = std::make_unique<Intro>(getMusic(musics_, "intro.ogg"));
intro->run();
delete intro;
}
// Ejecuta la sección con el titulo del juego
// Ejecuta la sección con el título del juego
void Director::runTitle()
{
auto title = new Title(getMusic(musics_, "title.ogg"));
auto title = std::make_unique<Title>(getMusic(musics_, "title.ogg"));
title->run();
delete title;
}
// Ejecuta la sección donde se juega al juego
void Director::runGame()
{
const auto playerID = section::options == section::Options::GAME_PLAY_1P ? 1 : 2;
constexpr auto currentStage = 0;
auto game = new Game(playerID, currentStage, GAME_MODE_DEMO_OFF, getMusic(musics_, "playing.ogg"));
const auto player_id = section::options == section::Options::GAME_PLAY_1P ? 1 : 2;
constexpr auto current_stage = 0;
auto game = std::make_unique<Game>(player_id, current_stage, GAME_MODE_DEMO_OFF, getMusic(musics_, "playing.ogg"));
game->run();
delete game;
}
// Ejecuta la sección donde se muestran las instrucciones
void Director::runInstructions()
{
auto instructions = new Instructions(getMusic(musics_, "title.ogg"));
auto instructions = std::make_unique<Instructions>(getMusic(musics_, "title.ogg"));
instructions->run();
delete instructions;
}
// Ejecuta la sección donde se muestra la tabla de puntuaciones
void Director::runHiScoreTable()
{
auto hiScoreTable = new HiScoreTable(getMusic(musics_, "title.ogg"));
hiScoreTable->run();
delete hiScoreTable;
auto hi_score_table = std::make_unique<HiScoreTable>(getMusic(musics_, "title.ogg"));
hi_score_table->run();
}
// Ejecuta el juego en modo demo
void Director::runDemoGame()
{
const auto playerID = (rand() % 2) + 1;
constexpr auto currentStage = 0;
auto game = new Game(playerID, currentStage, GAME_MODE_DEMO_ON, nullptr);
const auto player_id = (rand() % 2) + 1;
constexpr auto current_stage = 0;
auto game = std::make_unique<Game>(player_id, current_stage, GAME_MODE_DEMO_ON, nullptr);
game->run();
delete game;
}
int Director::run()
@@ -702,8 +692,8 @@ int Director::run()
}
}
const int returnCode = section::options == section::Options::QUIT_NORMAL ? 0 : 1;
return returnCode;
const int return_code = section::options == section::Options::QUIT_NORMAL ? 0 : 1;
return return_code;
}
// Obtiene una fichero a partir de un lang::Code

View File

@@ -1,11 +1,12 @@
#pragma once
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_video.h> // for SDL_Window
#include <string> // for string, basic_string
#include <vector> // for vector
#include "lang.h" // for lang_e
#include "utils.h" // for MusicFile, SoundFile
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_video.h> // for SDL_Window
#include <string> // for string
#include <vector> // for vector
namespace lang { enum class Code : int; }
struct MusicFile;
struct SoundFile;
// Textos
constexpr char WINDOW_CAPTION[] = "Coffee Crisis Arcade Edition";
@@ -46,7 +47,7 @@ private:
void loadMusics();
// Comprueba los parametros del programa
void checkProgramArguments(int argc, char *argv[]);
void checkProgramArguments(int argc, const char *argv[]);
// Crea la carpeta del sistema donde guardar datos
void createSystemFolder(const std::string &folder);
@@ -77,7 +78,7 @@ private:
public:
// Constructor
Director(int argc, char *argv[]);
Director(int argc, const char *argv[]);
// Destructor
~Director();

View File

@@ -1,719 +0,0 @@
#include "enemy_formations.h"
#include "balloon.h" // for BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include "param.h" // for param
#include "utils.h" // for ParamGame, Param, Zone, BLOCK
// Constructor
EnemyFormations::EnemyFormations()
{
initEnemyFormations();
initEnemyPools();
initGameStages();
}
// Inicializa las formaciones enemigas
void EnemyFormations::initEnemyFormations()
{
constexpr int y4 = -BLOCK;
const int x4_0 = param.game.play_area.rect.x;
const int x4_100 = param.game.play_area.rect.w - BALLOON_WIDTH_4;
constexpr int y3 = -BLOCK;
const int x3_0 = param.game.play_area.rect.x;
const int x3_100 = param.game.play_area.rect.w - BALLOON_WIDTH_3;
constexpr int y2 = -BLOCK;
const int x2_0 = param.game.play_area.rect.x;
const int x2_100 = param.game.play_area.rect.w - BALLOON_WIDTH_2;
constexpr int y1 = -BLOCK;
const int x1_0 = param.game.play_area.rect.x;
const int x1_50 = param.game.play_area.center_x - (BALLOON_WIDTH_1 / 2);
const int x1_100 = param.game.play_area.rect.w - BALLOON_WIDTH_1;
// Inicializa a cero las variables
for (int i = 0; i < NUMBER_OF_ENEMY_FORMATIONS; i++)
{
enemy_formation_[i].number_of_enemies = 0;
for (int j = 0; j < MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION; j++)
{
enemy_formation_[i].init[j].x = 0;
enemy_formation_[i].init[j].y = 0;
enemy_formation_[i].init[j].vel_x = 0;
enemy_formation_[i].init[j].kind = 0;
enemy_formation_[i].init[j].creation_counter = 0;
}
}
const int creation_time = 300;
int inc_x = 0;
int inc_time = 0;
int j = 0;
// #00 - Dos enemigos BALLOON4 uno a cada extremo
j = 0;
enemy_formation_[j].number_of_enemies = 2;
inc_x = x4_100;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
j = 1;
enemy_formation_[j].number_of_enemies = 2;
inc_x = param.game.play_area.center_x;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = param.game.play_area.first_quarter_x - (BALLOON_WIDTH_4 / 2) + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #02 - Cuatro enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 2;
enemy_formation_[j].number_of_enemies = 4;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #03 - Cuatro enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 3;
enemy_formation_[j].number_of_enemies = 4;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #04 - Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
j = 4;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #05 - Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
j = 5;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #06 - Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
j = 6;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #07 - Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
j = 7;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #08 - Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
j = 8;
enemy_formation_[j].number_of_enemies = 6;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #09 - Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
j = 9;
enemy_formation_[j].number_of_enemies = 6;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #10 - Tres enemigos BALLOON4 seguidos desde la izquierda
j = 10;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 15;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #11 - Tres enemigos BALLOON4 seguidos desde la derecha
j = 11;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 15;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #12 - Seis enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 12;
enemy_formation_[j].number_of_enemies = 6;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #13 - Seis enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 13;
enemy_formation_[j].number_of_enemies = 6;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #14 - Cinco enemigos BALLOON3. Hacia la derecha. Separados
j = 14;
enemy_formation_[j].number_of_enemies = 5;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #15 - Cinco enemigos BALLOON3. Hacia la izquierda. Separados
j = 15;
enemy_formation_[j].number_of_enemies = 5;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #16 - Cinco enemigos BALLOON3. Hacia la derecha. Juntos
j = 16;
enemy_formation_[j].number_of_enemies = 5;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #17 - Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
j = 17;
enemy_formation_[j].number_of_enemies = 5;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #18 - Doce enemigos BALLOON1. Hacia la derecha. Juntos
j = 18;
enemy_formation_[j].number_of_enemies = 12;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #19 - Doce enemigos BALLOON1. Hacia la izquierda. Juntos
j = 19;
enemy_formation_[j].number_of_enemies = 12;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simetricos
j = 20;
enemy_formation_[j].number_of_enemies = 4;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
}
else
{
enemy_formation_[j].init[i].x = x4_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
}
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #21 - Diez enemigos BALLOON2 uno detras del otro. Izquierda/derecha. Simetricos
j = 21;
enemy_formation_[j].number_of_enemies = 10;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 3;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x2_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].kind = BALLOON_2;
}
// #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simetricos
j = 22;
enemy_formation_[j].number_of_enemies = 10;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].kind = BALLOON_3;
}
// #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simetricos
j = 23;
enemy_formation_[j].number_of_enemies = 10;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].kind = BALLOON_3;
}
// #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simetricos
j = 24;
enemy_formation_[j].number_of_enemies = 30;
inc_x = 0;
inc_time = 5;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x1_50;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) + (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x1_50;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) + (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].kind = BALLOON_1;
}
// #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simetricos
j = 25;
enemy_formation_[j].number_of_enemies = 30;
inc_time = 5;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x1_50 + 20;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x1_50 - 20;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].kind = BALLOON_1;
}
// Crea las mismas formaciones pero con hexagonos a partir de la posición 50 del vector
for (int k = 0; k < j + 1; k++)
{
enemy_formation_[k + 50].number_of_enemies = enemy_formation_[k].number_of_enemies;
for (int i = 0; i < enemy_formation_[k + 50].number_of_enemies; i++)
{
enemy_formation_[k + 50].init[i].x = enemy_formation_[k].init[i].x;
enemy_formation_[k + 50].init[i].y = enemy_formation_[k].init[i].y;
enemy_formation_[k + 50].init[i].vel_x = enemy_formation_[k].init[i].vel_x;
enemy_formation_[k + 50].init[i].creation_counter = enemy_formation_[k].init[i].creation_counter;
enemy_formation_[k + 50].init[i].kind = enemy_formation_[k].init[i].kind + 4;
}
}
// TEST
enemy_formation_[99].number_of_enemies = 4;
enemy_formation_[99].init[0].x = 10;
enemy_formation_[99].init[0].y = y1;
enemy_formation_[99].init[0].vel_x = 0;
enemy_formation_[99].init[0].kind = BALLOON_1;
enemy_formation_[99].init[0].creation_counter = 200;
enemy_formation_[99].init[1].x = 50;
enemy_formation_[99].init[1].y = y1;
enemy_formation_[99].init[1].vel_x = 0;
enemy_formation_[99].init[1].kind = BALLOON_2;
enemy_formation_[99].init[1].creation_counter = 200;
enemy_formation_[99].init[2].x = 90;
enemy_formation_[99].init[2].y = y1;
enemy_formation_[99].init[2].vel_x = 0;
enemy_formation_[99].init[2].kind = BALLOON_3;
enemy_formation_[99].init[2].creation_counter = 200;
enemy_formation_[99].init[3].x = 140;
enemy_formation_[99].init[3].y = y1;
enemy_formation_[99].init[3].vel_x = 0;
enemy_formation_[99].init[3].kind = BALLOON_4;
enemy_formation_[99].init[3].creation_counter = 200;
}
// Inicializa los conjuntos de formaciones
void EnemyFormations::initEnemyPools()
{
// EnemyPool #0
enemy_pool_[0].set[0] = &enemy_formation_[0];
enemy_pool_[0].set[1] = &enemy_formation_[1];
enemy_pool_[0].set[2] = &enemy_formation_[2];
enemy_pool_[0].set[3] = &enemy_formation_[3];
enemy_pool_[0].set[4] = &enemy_formation_[4];
enemy_pool_[0].set[5] = &enemy_formation_[5];
enemy_pool_[0].set[6] = &enemy_formation_[6];
enemy_pool_[0].set[7] = &enemy_formation_[7];
enemy_pool_[0].set[8] = &enemy_formation_[8];
enemy_pool_[0].set[9] = &enemy_formation_[9];
// EnemyPool #1
enemy_pool_[1].set[0] = &enemy_formation_[10];
enemy_pool_[1].set[1] = &enemy_formation_[11];
enemy_pool_[1].set[2] = &enemy_formation_[12];
enemy_pool_[1].set[3] = &enemy_formation_[13];
enemy_pool_[1].set[4] = &enemy_formation_[14];
enemy_pool_[1].set[5] = &enemy_formation_[15];
enemy_pool_[1].set[6] = &enemy_formation_[16];
enemy_pool_[1].set[7] = &enemy_formation_[17];
enemy_pool_[1].set[8] = &enemy_formation_[18];
enemy_pool_[1].set[9] = &enemy_formation_[19];
// EnemyPool #2
enemy_pool_[2].set[0] = &enemy_formation_[0];
enemy_pool_[2].set[1] = &enemy_formation_[1];
enemy_pool_[2].set[2] = &enemy_formation_[2];
enemy_pool_[2].set[3] = &enemy_formation_[3];
enemy_pool_[2].set[4] = &enemy_formation_[4];
enemy_pool_[2].set[5] = &enemy_formation_[55];
enemy_pool_[2].set[6] = &enemy_formation_[56];
enemy_pool_[2].set[7] = &enemy_formation_[57];
enemy_pool_[2].set[8] = &enemy_formation_[58];
enemy_pool_[2].set[9] = &enemy_formation_[59];
// EnemyPool #3
enemy_pool_[3].set[0] = &enemy_formation_[50];
enemy_pool_[3].set[1] = &enemy_formation_[51];
enemy_pool_[3].set[2] = &enemy_formation_[52];
enemy_pool_[3].set[3] = &enemy_formation_[53];
enemy_pool_[3].set[4] = &enemy_formation_[54];
enemy_pool_[3].set[5] = &enemy_formation_[5];
enemy_pool_[3].set[6] = &enemy_formation_[6];
enemy_pool_[3].set[7] = &enemy_formation_[7];
enemy_pool_[3].set[8] = &enemy_formation_[8];
enemy_pool_[3].set[9] = &enemy_formation_[9];
// EnemyPool #4
enemy_pool_[4].set[0] = &enemy_formation_[60];
enemy_pool_[4].set[1] = &enemy_formation_[61];
enemy_pool_[4].set[2] = &enemy_formation_[62];
enemy_pool_[4].set[3] = &enemy_formation_[63];
enemy_pool_[4].set[4] = &enemy_formation_[64];
enemy_pool_[4].set[5] = &enemy_formation_[65];
enemy_pool_[4].set[6] = &enemy_formation_[66];
enemy_pool_[4].set[7] = &enemy_formation_[67];
enemy_pool_[4].set[8] = &enemy_formation_[68];
enemy_pool_[4].set[9] = &enemy_formation_[69];
// EnemyPool #5
enemy_pool_[5].set[0] = &enemy_formation_[10];
enemy_pool_[5].set[1] = &enemy_formation_[61];
enemy_pool_[5].set[2] = &enemy_formation_[12];
enemy_pool_[5].set[3] = &enemy_formation_[63];
enemy_pool_[5].set[4] = &enemy_formation_[14];
enemy_pool_[5].set[5] = &enemy_formation_[65];
enemy_pool_[5].set[6] = &enemy_formation_[16];
enemy_pool_[5].set[7] = &enemy_formation_[67];
enemy_pool_[5].set[8] = &enemy_formation_[18];
enemy_pool_[5].set[9] = &enemy_formation_[69];
// EnemyPool #6
enemy_pool_[6].set[0] = &enemy_formation_[60];
enemy_pool_[6].set[1] = &enemy_formation_[11];
enemy_pool_[6].set[2] = &enemy_formation_[62];
enemy_pool_[6].set[3] = &enemy_formation_[13];
enemy_pool_[6].set[4] = &enemy_formation_[64];
enemy_pool_[6].set[5] = &enemy_formation_[15];
enemy_pool_[6].set[6] = &enemy_formation_[66];
enemy_pool_[6].set[7] = &enemy_formation_[17];
enemy_pool_[6].set[8] = &enemy_formation_[68];
enemy_pool_[6].set[9] = &enemy_formation_[19];
// EnemyPool #7
enemy_pool_[7].set[0] = &enemy_formation_[20];
enemy_pool_[7].set[1] = &enemy_formation_[21];
enemy_pool_[7].set[2] = &enemy_formation_[22];
enemy_pool_[7].set[3] = &enemy_formation_[23];
enemy_pool_[7].set[4] = &enemy_formation_[24];
enemy_pool_[7].set[5] = &enemy_formation_[65];
enemy_pool_[7].set[6] = &enemy_formation_[66];
enemy_pool_[7].set[7] = &enemy_formation_[67];
enemy_pool_[7].set[8] = &enemy_formation_[68];
enemy_pool_[7].set[9] = &enemy_formation_[69];
// EnemyPool #8
enemy_pool_[8].set[0] = &enemy_formation_[70];
enemy_pool_[8].set[1] = &enemy_formation_[71];
enemy_pool_[8].set[2] = &enemy_formation_[72];
enemy_pool_[8].set[3] = &enemy_formation_[73];
enemy_pool_[8].set[4] = &enemy_formation_[74];
enemy_pool_[8].set[5] = &enemy_formation_[15];
enemy_pool_[8].set[6] = &enemy_formation_[16];
enemy_pool_[8].set[7] = &enemy_formation_[17];
enemy_pool_[8].set[8] = &enemy_formation_[18];
enemy_pool_[8].set[9] = &enemy_formation_[19];
// EnemyPool #9
enemy_pool_[9].set[0] = &enemy_formation_[20];
enemy_pool_[9].set[1] = &enemy_formation_[21];
enemy_pool_[9].set[2] = &enemy_formation_[22];
enemy_pool_[9].set[3] = &enemy_formation_[23];
enemy_pool_[9].set[4] = &enemy_formation_[24];
enemy_pool_[9].set[5] = &enemy_formation_[70];
enemy_pool_[9].set[6] = &enemy_formation_[71];
enemy_pool_[9].set[7] = &enemy_formation_[72];
enemy_pool_[9].set[8] = &enemy_formation_[73];
enemy_pool_[9].set[9] = &enemy_formation_[74];
}
// Inicializa las fases del juego
void EnemyFormations::initGameStages()
{
// STAGE 1
stage_[0].number = 1;
stage_[0].power_to_complete = 200;
stage_[0].min_menace = 7 + (4 * 1);
stage_[0].max_menace = 7 + (4 * 3);
stage_[0].enemy_pool = &enemy_pool_[0];
// STAGE 2
stage_[1].number = 2;
stage_[1].power_to_complete = 300;
stage_[1].min_menace = 7 + (4 * 2);
stage_[1].max_menace = 7 + (4 * 4);
stage_[1].enemy_pool = &enemy_pool_[1];
// STAGE 3
stage_[2].number = 3;
stage_[2].power_to_complete = 600;
stage_[2].min_menace = 7 + (4 * 3);
stage_[2].max_menace = 7 + (4 * 5);
stage_[2].enemy_pool = &enemy_pool_[2];
// STAGE 4
stage_[3].number = 4;
stage_[3].power_to_complete = 600;
stage_[3].min_menace = 7 + (4 * 3);
stage_[3].max_menace = 7 + (4 * 5);
stage_[3].enemy_pool = &enemy_pool_[3];
// STAGE 5
stage_[4].number = 5;
stage_[4].power_to_complete = 600;
stage_[4].min_menace = 7 + (4 * 4);
stage_[4].max_menace = 7 + (4 * 6);
stage_[4].enemy_pool = &enemy_pool_[4];
// STAGE 6
stage_[5].number = 6;
stage_[5].power_to_complete = 600;
stage_[5].min_menace = 7 + (4 * 4);
stage_[5].max_menace = 7 + (4 * 6);
stage_[5].enemy_pool = &enemy_pool_[5];
// STAGE 7
stage_[6].number = 7;
stage_[6].power_to_complete = 650;
stage_[6].min_menace = 7 + (4 * 5);
stage_[6].max_menace = 7 + (4 * 7);
stage_[6].enemy_pool = &enemy_pool_[6];
// STAGE 8
stage_[7].number = 8;
stage_[7].power_to_complete = 750;
stage_[7].min_menace = 7 + (4 * 5);
stage_[7].max_menace = 7 + (4 * 7);
stage_[7].enemy_pool = &enemy_pool_[7];
// STAGE 9
stage_[8].number = 9;
stage_[8].power_to_complete = 850;
stage_[8].min_menace = 7 + (4 * 6);
stage_[8].max_menace = 7 + (4 * 8);
stage_[8].enemy_pool = &enemy_pool_[8];
// STAGE 10
stage_[9].number = 10;
stage_[9].power_to_complete = 950;
stage_[9].min_menace = 7 + (4 * 7);
stage_[9].max_menace = 7 + (4 * 10);
stage_[9].enemy_pool = &enemy_pool_[9];
}
// Devuelve una fase
Stage EnemyFormations::getStage(int index) const
{
return stage_[index];
}

View File

@@ -1,63 +0,0 @@
#pragma once
constexpr int NUMBER_OF_ENEMY_FORMATIONS = 100;
constexpr int MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION = 50;
// Estructuras
struct EnemyFormationInit
{
int x; // Posición en el eje X donde crear al enemigo
int y; // Posición en el eje Y donde crear al enemigo
float vel_x; // Velocidad inicial en el eje X
int kind; // Tipo de enemigo
int creation_counter; // Temporizador para la creación del enemigo
};
struct EnemyFormationUnit // Contiene la información de una formación enemiga
{
int number_of_enemies; // Cantidad de enemigos que forman la formación
EnemyFormationInit init[MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION]; // Vector con todas las inicializaciones de los enemigos de la formación
};
struct EnemyFormationPool
{
EnemyFormationUnit *set[10]; // Conjunto de formaciones enemigas
};
struct Stage // Contiene todas las variables relacionadas con una fase
{
EnemyFormationPool *enemy_pool; // El conjunto de formaciones enemigas de la fase
int power_to_complete; // Cantidad de poder que se necesita para completar la fase
int max_menace; // Umbral máximo de amenaza de la fase
int min_menace; // Umbral mínimo de amenaza de la fase
int number; // Número de fase
};
// Clase EnemyFormations, para gestionar las formaciones enemigas
class EnemyFormations
{
private:
// Variables
Stage stage_[10]; // Variable con los datos de cada pantalla
EnemyFormationUnit enemy_formation_[NUMBER_OF_ENEMY_FORMATIONS]; // Vector con todas las formaciones enemigas
EnemyFormationPool enemy_pool_[10]; // Variable con los diferentes conjuntos de formaciones enemigas
// Inicializa las formaciones enemigas
void initEnemyFormations();
// Inicializa los conjuntos de formaciones
void initEnemyPools();
// Inicializa las fases del juego
void initGameStages();
public:
// Constructor
EnemyFormations();
// Destructor
~EnemyFormations() = default;
// Devuelve una fase
Stage getStage(int index) const;
};

View File

@@ -1,6 +1,7 @@
#include "explosions.h"
#include <utility> // for move
#include "animated_sprite.h" // for AnimatedSprite
class Texture;
class Texture; // lines 3-3
// Constructor
Explosions::Explosions()

View File

@@ -1,10 +1,10 @@
#pragma once
#include <string> // for string
#include <vector> // for vector
#include "animated_sprite.h"
#include <memory>
#include "texture.h"
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string
#include <vector> // for vector
class AnimatedSprite;
class Texture;
struct ExplosionTexture
{

View File

@@ -1,38 +1,41 @@
#include "game.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_h
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3, SDLK_4
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rwops.h> // for SDL_RWFromFile, SDL_RWclose, SDL_R...
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_FOCUS_GAINED, SDL_...
#include <stdlib.h> // for rand
#include <algorithm> // for min
#include <fstream> // for basic_ifstream
#include <iostream> // for char_traits, basic_istream, ifstream
#include <algorithm> // for min, remove_if
#include <fstream> // for basic_ostream, operator<<, basic_i...
#include <iostream> // for cout
#include <numeric> // for accumulate
#include <utility> // for move
#include "asset.h" // for Asset
#include "background.h" // for Background
#include "balloon.h" // for Balloon, BALLOON_SPEED_1, BALLOON_...
#include "bullet.h" // for Bullet, BulletType::LEFT, BulletType::RIGHT
#include "enemy_formations.h" // for Stage, EnemyFormations, enemyIni...
#include "balloon.h" // for Balloon, BALLOON_SCORE_1, BALLOON_...
#include "balloon_formations.h" // for Stage, BalloonFormationParams, Bal...
#include "bullet.h" // for Bullet, BulletType, BulletMoveStatus
#include "explosions.h" // for Explosions
#include "fade.h" // for Fade, FadeType::RANDOM_SQUARE, FADE_VEN...
#include "global_inputs.h" // for globalInputs::check
#include "input.h" // for inputs_e, Input, INPUT_DO_NOT_ALLO...
#include "fade.h" // for Fade, FadeType
#include "global_inputs.h" // for check
#include "input.h" // for InputType, Input, INPUT_DO_NOT_ALL...
#include "item.h" // for Item, ITEM_COFFEE_MACHINE, ITEM_CLOCK
#include "jail_audio.h" // for JA_PlaySound, JA_DeleteSound, JA_L...
#include "lang.h" // for getText
#include "manage_hiscore_table.h" // for ManageHiScoreTable
#include "options.h" // for options
#include "param.h" // for param
#include "player.h" // for Player, PlayerStatus::PLAYING, PLA...
#include "scoreboard.h" // for Scoreboard, scoreboard_modes_e
#include "player.h" // for Player, PlayerStatus
#include "scoreboard.h" // for Scoreboard, ScoreboardMode, SCOREB...
#include "screen.h" // for Screen
#include "section.h" // for Name, name, Options, options
#include "smart_sprite.h" // for SmartSprite
#include "text.h" // for Text, TEXT_CENTER
#include "texture.h" // for Texture
#include "dbgtxt.h"
struct JA_Music_t;
struct JA_Sound_t;
struct JA_Music_t; // lines 35-35
struct JA_Sound_t; // lines 36-36
// Constructor
Game::Game(int player_id, int current_stage, bool demo, JA_Music_t *music)
@@ -56,7 +59,7 @@ Game::Game(int player_id, int current_stage, bool demo, JA_Music_t *music)
background_ = std::make_unique<Background>(renderer_);
explosions_ = std::make_unique<Explosions>();
enemy_formations_ = std::make_unique<EnemyFormations>();
balloon_formations_ = std::make_unique<BalloonFormations>();
// Carga los recursos
loadMedia();
@@ -133,20 +136,20 @@ void Game::init(int player_id)
players_.push_back(std::move(player2));
// Obtiene mediante "playerID" el jugador que va a empezar jugar
auto player = getPlayer(player_id);
auto main_player = getPlayer(player_id);
// Cambia el estado del jugador seleccionado
player->setStatusPlaying(PlayerStatus::PLAYING);
main_player->setStatusPlaying(PlayerStatus::PLAYING);
// Como es el principio del juego, empieza sin inmunidad
player->setInvulnerable(false);
main_player->setInvulnerable(false);
// Variables relacionadas con la dificultad
switch (difficulty_)
{
case GameDifficulty::EASY:
{
default_enemy_speed_ = BALLOON_SPEED_1;
default_balloon_speed_ = BALLOON_SPEED_1;
difficulty_score_multiplier_ = 0.5f;
difficulty_color_ = difficulty_easy_color;
scoreboard_->setColor(difficulty_color_);
@@ -155,7 +158,7 @@ void Game::init(int player_id)
case GameDifficulty::NORMAL:
{
default_enemy_speed_ = BALLOON_SPEED_1;
default_balloon_speed_ = BALLOON_SPEED_1;
difficulty_score_multiplier_ = 1.0f;
difficulty_color_ = difficulty_normal_color;
scoreboard_->setColor(scoreboard_color);
@@ -164,7 +167,7 @@ void Game::init(int player_id)
case GameDifficulty::HARD:
{
default_enemy_speed_ = BALLOON_SPEED_5;
default_balloon_speed_ = BALLOON_SPEED_5;
difficulty_score_multiplier_ = 1.5f;
difficulty_color_ = difficulty_hard_color;
scoreboard_->setColor(difficulty_color_);
@@ -177,7 +180,7 @@ void Game::init(int player_id)
// Variables para el marcador
scoreboard_->setPos({param.scoreboard.x, param.scoreboard.y, param.scoreboard.w, param.scoreboard.h});
for (auto &player : players_)
for (const auto &player : players_)
{
scoreboard_->setName(player->getScoreBoardPanel(), player->getName());
if (player->isWaiting())
@@ -204,9 +207,9 @@ void Game::init(int player_id)
time_stopped_ = false;
time_stopped_counter_ = 0;
counter_ = 0;
last_enemy_deploy_ = 0;
enemy_deploy_counter_ = 0;
balloon_speed_ = default_enemy_speed_;
last_ballon_deploy_ = 0;
balloon_deploy_counter_ = 0;
balloon_speed_ = default_balloon_speed_;
helper_.need_coffee = false;
helper_.need_coffee_machine = false;
helper_.need_power_ball = false;
@@ -237,15 +240,15 @@ void Game::init(int player_id)
// Actualiza el numero de globos explotados según la fase de la demo
for (int i = 0; i < current_stage_; ++i)
{
balloons_popped_ += enemy_formations_->getStage(i).power_to_complete;
balloons_popped_ += balloon_formations_->getStage(i).power_to_complete;
}
// Activa o no al otro jugador
if (rand() % 2 == 0)
{
const auto otherPlayer = player_id == 1 ? 2 : 1;
auto player = getPlayer(otherPlayer);
player->setStatusPlaying(PlayerStatus::PLAYING);
const auto other_player_id = player_id == 1 ? 2 : 1;
auto other_player = getPlayer(other_player_id);
other_player->setStatusPlaying(PlayerStatus::PLAYING);
}
for (auto &player : players_)
@@ -273,7 +276,7 @@ void Game::init(int player_id)
total_power_to_complete_game_ = 0;
for (int i = 0; i < 10; ++i)
{
total_power_to_complete_game_ += enemy_formations_->getStage(i).power_to_complete;
total_power_to_complete_game_ += balloon_formations_->getStage(i).power_to_complete;
}
// Modo grabar demo
@@ -598,12 +601,13 @@ void Game::unloadMedia()
}
// Carga el fichero de datos para la demo
bool Game::loadDemoFile(std::string file_path, DemoKeys (*data_file)[TOTAL_DEMO_DATA])
bool Game::loadDemoFile(const std::string &file_path, DemoKeys (*data_file)[TOTAL_DEMO_DATA])
{
// Indicador de éxito en la carga
auto success = true;
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
#endif
auto file = SDL_RWFromFile(file_path.c_str(), "r+b");
if (!file)
{ // El fichero no existe
@@ -671,10 +675,12 @@ bool Game::loadDemoFile(std::string file_path, DemoKeys (*data_file)[TOTAL_DEMO_
#ifdef RECORDING
// Guarda el fichero de datos para la demo
bool Game::saveDemoFile(std::string file_path)
bool Game::saveDemoFile(const std::string &file_path)
{
auto success = true;
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
#endif // VERBOSE
auto file = SDL_RWFromFile(file_path.c_str(), "w+b");
if (file)
@@ -704,10 +710,10 @@ bool Game::saveDemoFile(std::string file_path)
#endif // RECORDING
// Crea una formación de enemigos
void Game::deployEnemyFormation()
void Game::deployBalloonFormation()
{
// Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última
if (enemy_deploy_counter_ == 0)
if (balloon_deploy_counter_ == 0)
{
// En este punto se decide entre crear una powerball o una formación enemiga
@@ -717,7 +723,7 @@ void Game::deployEnemyFormation()
createPowerBall();
// Da un poco de margen para que se creen mas enemigos
enemy_deploy_counter_ = 300;
balloon_deploy_counter_ = 300;
}
else
{
@@ -728,26 +734,26 @@ void Game::deployEnemyFormation()
auto set = rand() % 10;
// Evita repetir la ultima formación enemiga desplegada
if (set == last_enemy_deploy_)
if (set == last_ballon_deploy_)
{
++set %= 10;
}
last_enemy_deploy_ = set;
last_ballon_deploy_ = set;
const Stage stage = enemy_formations_->getStage(current_stage_);
const auto numEnemies = stage.enemy_pool->set[set]->number_of_enemies;
const Stage stage = balloon_formations_->getStage(current_stage_);
const auto numEnemies = stage.balloon_pool->set[set]->number_of_balloons;
for (int i = 0; i < numEnemies; ++i)
{
createBalloon(stage.enemy_pool->set[set]->init[i].x,
stage.enemy_pool->set[set]->init[i].y,
stage.enemy_pool->set[set]->init[i].kind,
stage.enemy_pool->set[set]->init[i].vel_x,
createBalloon(stage.balloon_pool->set[set]->init[i].x,
stage.balloon_pool->set[set]->init[i].y,
stage.balloon_pool->set[set]->init[i].kind,
stage.balloon_pool->set[set]->init[i].vel_x,
balloon_speed_,
stage.enemy_pool->set[set]->init[i].creation_counter);
stage.balloon_pool->set[set]->init[i].creation_counter);
}
enemy_deploy_counter_ = 300;
balloon_deploy_counter_ = 300;
}
}
}
@@ -762,7 +768,7 @@ void Game::increaseStageCurrentPower(int power)
void Game::updateHiScore()
{
// Si la puntuación actual es mayor que la máxima puntuación
for (auto &player : players_)
for (const auto &player : players_)
{
if (player->getScore() > hi_score_.score)
{
@@ -826,7 +832,7 @@ void Game::renderPlayers()
// Comprueba si hay cambio de fase y actualiza las variables
void Game::updateStage()
{
if (current_power_ >= enemy_formations_->getStage(current_stage_).power_to_complete)
if (current_power_ >= balloon_formations_->getStage(current_stage_).power_to_complete)
{
// Cambio de fase
current_stage_++;
@@ -851,7 +857,7 @@ void Game::updateStage()
}
JA_PlaySound(stage_change_sound_);
stage_bitmap_counter_ = 0;
balloon_speed_ = default_enemy_speed_;
balloon_speed_ = default_balloon_speed_;
setBalloonSpeed(balloon_speed_);
screen_->flash(flash_color, 5);
screen_->shake();
@@ -970,7 +976,7 @@ void Game::setBalloonSpeed(float speed)
// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
void Game::updateBalloonSpeed()
{
const float percent = (float)current_power_ / (float)enemy_formations_->getStage(current_stage_).power_to_complete;
const float percent = (float)current_power_ / (float)balloon_formations_->getStage(current_stage_).power_to_complete;
float old_balloon_speed = balloon_speed_;
// Comprueba si se ha de modificar la velocidad de los globos
@@ -1013,7 +1019,7 @@ void Game::popBalloon(std::shared_ptr<Balloon> balloon)
{
destroyAllBalloons();
power_ball_enabled_ = false;
enemy_deploy_counter_ = 20;
balloon_deploy_counter_ = 20;
}
else
{
@@ -1103,20 +1109,6 @@ void Game::destroyBalloon(std::shared_ptr<Balloon> &balloon)
evaluateAndSetMenace();
}
// Explosiona todos los globos
void Game::popAllBalloons()
{
for (auto &balloon : balloons_)
{
if (balloon->canBePopped())
{
popBalloon(balloon);
}
}
JA_PlaySound(balloon_sound_);
}
// Destruye todos los globos
void Game::destroyAllBalloons()
{
@@ -1128,7 +1120,7 @@ void Game::destroyAllBalloons()
}
}
enemy_deploy_counter_ = 300;
balloon_deploy_counter_ = 300;
JA_PlaySound(power_ball_sound_);
screen_->flash(flash_color, 5);
screen_->shake();
@@ -1160,22 +1152,6 @@ void Game::startAllBalloons()
}
}
// Obtiene el número de globos activos
int Game::countBalloons()
{
auto num = 0;
for (auto &balloon : balloons_)
{
if (balloon->isEnabled())
{
num++;
}
}
return num;
}
// Vacia del vector de globos los globos que ya no sirven
void Game::freeBalloons()
{
@@ -1614,14 +1590,8 @@ void Game::killPlayer(std::shared_ptr<Player> &player)
// Calcula y establece el valor de amenaza en funcion de los globos activos
void Game::evaluateAndSetMenace()
{
menace_current_ = 0;
for (auto &balloon : balloons_)
{
if (balloon->isEnabled())
{
menace_current_ += balloon->getMenace();
}
}
menace_current_ = std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon)
{ return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); });
}
// Obtiene el valor de la variable
@@ -1672,11 +1642,11 @@ void Game::updateTimeStoppedCounter()
}
// Actualiza la variable enemyDeployCounter
void Game::updateEnemyDeployCounter()
void Game::updateBalloonDeployCounter()
{
if (enemy_deploy_counter_ > 0)
if (balloon_deploy_counter_ > 0)
{
enemy_deploy_counter_--;
--balloon_deploy_counter_;
}
}
@@ -1777,7 +1747,7 @@ void Game::update()
// Actualiza los contadores de estado y efectos
updateTimeStoppedCounter();
updateEnemyDeployCounter();
updateBalloonDeployCounter();
// Actualiza el ayudante
updateHelper();
@@ -1888,7 +1858,7 @@ void Game::updateMenace()
return;
}
const auto stage = enemy_formations_->getStage(current_stage_);
const auto stage = balloon_formations_->getStage(current_stage_);
const float percent = current_power_ / stage.power_to_complete;
const int difference = stage.max_menace - stage.min_menace;
@@ -1899,7 +1869,7 @@ void Game::updateMenace()
if (menace_current_ < menace_threshold_)
{
// Crea una formación de enemigos
deployEnemyFormation();
deployBalloonFormation();
// Recalcula el nivel de amenaza con el nuevo globo
evaluateAndSetMenace();
@@ -2195,8 +2165,8 @@ void Game::renderMessages()
// STAGE NUMBER
if (stage_bitmap_counter_ < STAGE_COUNTER)
{
const auto stage_number = enemy_formations_->getStage(current_stage_).number;
std::string text = "";
const auto stage_number = balloon_formations_->getStage(current_stage_).number;
std::string text;
if (stage_number == 10)
{ // Ultima fase
@@ -2275,28 +2245,14 @@ void Game::run()
// Indica si se puede crear una powerball
bool Game::canPowerBallBeCreated()
{
if ((!power_ball_enabled_) && (calculateScreenPower() > POWERBALL_SCREENPOWER_MINIMUM) && (power_ball_counter_ == 0))
{
return true;
}
return false;
return (!power_ball_enabled_) && (calculateScreenPower() > POWERBALL_SCREENPOWER_MINIMUM) && (power_ball_counter_ == 0);
}
// Calcula el poder actual de los globos en pantalla
int Game::calculateScreenPower()
{
auto power = 0;
for (auto &balloon : balloons_)
{
if (balloon->isEnabled())
{
power += balloon->getPower();
}
}
return power;
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon)
{ return sum + (balloon->isEnabled() ? balloon->getPower() : 0); });
}
// Inicializa las variables que contienen puntos de ruta para mover objetos
@@ -2315,22 +2271,19 @@ void Game::initPaths()
const auto center_point = param.game.play_area.center_y - (BLOCK * 2);
const auto distance = (param.game.play_area.rect.h) - (param.game.play_area.center_y - 16);
for (int i = 0; i < STAGE_COUNTER; ++i)
for (int i = 0; i < first_part; ++i)
{
if (i < first_part)
{
stage_bitmap_path_[i] = (sin[(int)((i * 1.8f) + 90)] * (distance) + center_point);
}
stage_bitmap_path_[i] = (sin[(int)((i * 1.8f) + 90)] * (distance) + center_point);
}
else if (i < second_part)
{
stage_bitmap_path_[i] = (int)center_point;
}
for (int i = first_part; i < second_part; ++i)
{
stage_bitmap_path_[i] = (int)center_point;
}
else
{
stage_bitmap_path_[i] = (sin[(int)(((i - 149) * 1.8f) + 90)] * (center_point + 17) - 17);
}
for (int i = second_part; i < STAGE_COUNTER; ++i)
{
stage_bitmap_path_[i] = (sin[(int)(((i - 149) * 1.8f) + 90)] * (center_point + 17) - 17);
}
// Letrero de GetReady
@@ -2338,33 +2291,28 @@ void Game::initPaths()
const float start1 = param.game.play_area.rect.x - size;
const float finish1 = param.game.play_area.center_x - (size / 2);
const float start2 = finish1;
const float finish2 = param.game.play_area.rect.w;
const float distance1 = finish1 - start1;
const float distance2 = finish2 - start2;
const float distance2 = finish2 - finish1;
for (int i = 0; i < STAGE_COUNTER; ++i)
for (int i = 0; i < first_part; ++i)
{
if (i < first_part)
{
get_ready_bitmap_path_[i] = sin[(int)(i * 1.8f)];
get_ready_bitmap_path_[i] *= distance1;
get_ready_bitmap_path_[i] -= size;
}
get_ready_bitmap_path_[i] = sin[(int)(i * 1.8f)];
get_ready_bitmap_path_[i] *= distance1;
get_ready_bitmap_path_[i] -= size;
}
else if (i < second_part)
{
get_ready_bitmap_path_[i] = (int)finish1;
}
for (int i = first_part; i < second_part; ++i)
{
get_ready_bitmap_path_[i] = (int)finish1;
}
else if (i < STAGE_COUNTER)
{
get_ready_bitmap_path_[i] = sin[(int)((i - second_part) * 1.8f)];
get_ready_bitmap_path_[i] *= distance2;
get_ready_bitmap_path_[i] += finish1;
}
for (int i = second_part; i < STAGE_COUNTER; ++i)
{
get_ready_bitmap_path_[i] = sin[(int)((i - second_part) * 1.8f)];
get_ready_bitmap_path_[i] *= distance2;
get_ready_bitmap_path_[i] += finish1;
}
}
@@ -2389,7 +2337,7 @@ void Game::updateHelper()
// Solo ofrece ayuda cuando la amenaza es elevada
if (menace_current_ > 15)
{
for (auto &player : players_)
for (const auto &player : players_)
{
helper_.need_coffee = (player->getCoffees() == 0);
helper_.need_coffee_machine = (!player->isPowerUp());
@@ -2405,7 +2353,7 @@ void Game::updateHelper()
bool Game::allPlayersAreWaitingOrGameOver()
{
auto success = true;
for (auto &player : players_)
for (const auto &player : players_)
{
success &= player->isWaiting() || player->isGameOver();
}
@@ -2417,7 +2365,7 @@ bool Game::allPlayersAreWaitingOrGameOver()
bool Game::allPlayersAreGameOver()
{
auto success = true;
for (auto &player : players_)
for (const auto &player : players_)
{
success &= player->isGameOver();
}
@@ -2429,7 +2377,7 @@ bool Game::allPlayersAreGameOver()
bool Game::allPlayersAreNotPlaying()
{
auto success = true;
for (auto &player : players_)
for (const auto &player : players_)
{
success &= !player->isPlaying();
}
@@ -2496,16 +2444,16 @@ void Game::checkEvents()
case SDLK_2:
{
const auto set = 0;
const auto stage = enemy_formations_->getStage(0);
const auto numEnemies = stage.enemy_pool->set[set]->number_of_enemies;
const auto stage = balloon_formations_->getStage(0);
const auto numEnemies = stage.balloon_pool->set[set]->number_of_balloons;
for (int i = 0; i < numEnemies; ++i)
{
createBalloon(stage.enemy_pool->set[set]->init[i].x,
stage.enemy_pool->set[set]->init[i].y,
stage.enemy_pool->set[set]->init[i].kind,
stage.enemy_pool->set[set]->init[i].vel_x,
createBalloon(stage.balloon_pool->set[set]->init[i].x,
stage.balloon_pool->set[set]->init[i].y,
stage.balloon_pool->set[set]->init[i].kind,
stage.balloon_pool->set[set]->init[i].vel_x,
balloon_speed_,
stage.enemy_pool->set[set]->init[i].creation_counter);
stage.balloon_pool->set[set]->init[i].creation_counter);
}
}
break;
@@ -2601,15 +2549,15 @@ void Game::reloadTextures()
// Actualiza el marcador
void Game::updateScoreboard()
{
for (auto &player : players_)
for (const auto &player : players_)
{
scoreboard_->setScore(player->getScoreBoardPanel(), player->getScore());
scoreboard_->setMult(player->getScoreBoardPanel(), player->getScoreMultiplier());
}
// Resto de marcador
scoreboard_->setStage(enemy_formations_->getStage(current_stage_).number);
scoreboard_->setPower((float)current_power_ / (float)enemy_formations_->getStage(current_stage_).power_to_complete);
scoreboard_->setStage(balloon_formations_->getStage(current_stage_).number);
scoreboard_->setPower((float)current_power_ / (float)balloon_formations_->getStage(current_stage_).power_to_complete);
scoreboard_->setHiScore(hi_score_.score);
scoreboard_->setHiScoreName(hi_score_.name);
@@ -2625,7 +2573,7 @@ void Game::pause(bool value)
}
// Añade una puntuación a la tabla de records
void Game::addScoreToScoreBoard(std::string name, int score)
void Game::addScoreToScoreBoard(const std::string &name, int score)
{
const auto entry = (HiScoreEntry){trim(name), score};
auto manager = std::make_unique<ManageHiScoreTable>(&options.game.hi_score_table);
@@ -2670,7 +2618,7 @@ void Game::checkPlayersStatusPlaying()
// Obtiene un jugador a partir de su "id"
std::shared_ptr<Player> Game::getPlayer(int id)
{
for (auto &player : players_)
for (const auto &player : players_)
{
if (player->getId() == id)
{

View File

@@ -1,31 +1,29 @@
#pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string
#include <vector> // for vector
#include "section.h" // for SectionOptions
#include "balloon.h" // for Balloon
#include "player.h" // for Player
#include "utils.h" // for DemoKeys, Color, HiScoreEntry
#include <memory>
#include "asset.h" // lines 11-11
#include "background.h" // lines 12-12
#include "balloon.h" // lines 13-13
#include "bullet.h" // lines 14-14
#include "enemy_formations.h" // lines 15-15
#include "explosions.h" // lines 16-16
#include "fade.h" // lines 17-17
#include "input.h" // lines 18-18
#include "item.h" // lines 19-19
#include "player.h" // lines 20-20
#include "scoreboard.h" // lines 21-21
#include "screen.h" // lines 22-22
#include "smart_sprite.h" // lines 23-23
#include "text.h" // lines 24-24
#include "texture.h" // lines 24-24
enum class BulletType;
struct JA_Music_t; // lines 26-26
struct JA_Sound_t; // lines 27-27
class Asset;
class Background;
class BalloonFormations;
class Bullet;
class Explosions;
class Fade;
class Input;
class Item;
class Scoreboard;
class Screen;
class SmartSprite;
class Text;
class Texture;
enum class BulletType; // lines 26-26
struct JA_Music_t; // lines 27-27
struct JA_Sound_t; // lines 28-28
// Modo demo
constexpr bool GAME_MODE_DEMO_OFF = false;
@@ -114,9 +112,9 @@ private:
Input *input_; // Manejador de entrada
Scoreboard *scoreboard_; // Objeto para dibujar el marcador
std::unique_ptr<Background> background_; // Objeto para dibujar el fondo del juego
std::unique_ptr<Explosions> explosions_; // Objeto para dibujar explosiones
std::unique_ptr<EnemyFormations> enemy_formations_; // Objeto para gestionar las oleadas enemigas
std::unique_ptr<Background> background_; // Objeto para dibujar el fondo del juego
std::unique_ptr<Explosions> explosions_; // Objeto para dibujar explosiones
std::unique_ptr<BalloonFormations> balloon_formations_; // Objeto para gestionar las oleadas enemigas
SDL_Texture *canvas_; // Textura para dibujar la zona de juego
@@ -186,10 +184,10 @@ private:
int time_stopped_counter_; // Temporizador para llevar la cuenta del tiempo detenido
int counter_; // Contador para el juego
int balloons_popped_; // Lleva la cuenta de los globos explotados
int last_enemy_deploy_; // Guarda cual ha sido la última formación desplegada para no repetir;
int enemy_deploy_counter_; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero
int last_ballon_deploy_; // Guarda cual ha sido la última formación desplegada para no repetir;
int balloon_deploy_counter_; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero
float balloon_speed_; // Velocidad a la que se mueven los enemigos
float default_enemy_speed_; // Velocidad base de los enemigos, sin incrementar
float default_balloon_speed_; // Velocidad base de los enemigos, sin incrementar
Helper helper_; // Variable para gestionar las ayudas
bool power_ball_enabled_; // Indica si hay una powerball ya activa
int power_ball_counter_; // Contador de formaciones enemigas entre la aparicion de una PowerBall y otra
@@ -227,13 +225,13 @@ private:
void unloadMedia();
// Carga el fichero de datos para la demo
bool loadDemoFile(std::string file_path, DemoKeys (*data_file)[TOTAL_DEMO_DATA]);
bool loadDemoFile(const std::string &file_path, DemoKeys (*data_file)[TOTAL_DEMO_DATA]);
#ifdef RECORDING
// Guarda el fichero de datos para la demo
bool saveDemoFile(std::string file_path);
bool saveDemoFile(const std::string &file_path);
#endif
// Crea una formación de enemigos
void deployEnemyFormation();
void deployBalloonFormation();
// Aumenta el poder de la fase
void increaseStageCurrentPower(int power);
@@ -277,9 +275,6 @@ private:
// Explosiona un globo. Lo destruye
void destroyBalloon(std::shared_ptr<Balloon> &balloon);
// Explosiona todos los globos
void popAllBalloons();
// Destruye todos los globos
void destroyAllBalloons();
@@ -289,9 +284,6 @@ private:
// Pone en marcha todos los globos
void startAllBalloons();
// Obtiene el número de globos activos
int countBalloons();
// Vacia el vector de globos
void freeBalloons();
@@ -368,7 +360,7 @@ private:
void incTimeStoppedCounter(int value);
// Actualiza la variable EnemyDeployCounter
void updateEnemyDeployCounter();
void updateBalloonDeployCounter();
// Actualiza y comprueba el valor de la variable
void updateTimeStoppedCounter();
@@ -437,7 +429,7 @@ private:
void checkMusicStatus();
// Añade una puntuación a la tabla de records
void addScoreToScoreBoard(std::string name, int score);
void addScoreToScoreBoard(const std::string &name, int score);
// Saca del estado de GAME OVER al jugador si el otro está activo
void checkAndUpdatePlayerStatus(int active_player_index, int inactive_player_index);

View File

@@ -1,6 +1,6 @@
#include "game_logo.h"
#include <SDL2/SDL_render.h> // for SDL_FLIP_HORIZONTAL
#include <algorithm> // for max
#include <string> // for basic_string
#include "animated_sprite.h" // for AnimatedSprite
#include "asset.h" // for Asset
#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_PlaySound
@@ -13,25 +13,24 @@
// Constructor
GameLogo::GameLogo(int x, int y)
: x_(x), y_(y)
: dust_texture_(std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_dust.png"))),
coffee_texture_(std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_coffee.png"))),
crisis_texture_(std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_crisis.png"))),
arcade_edition_texture_(std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_arcade_edition.png"))),
dust_left_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Asset::get()->get("title_dust.ani"))),
dust_right_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Asset::get()->get("title_dust.ani"))),
coffee_sprite_(std::make_unique<SmartSprite>(coffee_texture_)),
crisis_sprite_(std::make_unique<SmartSprite>(crisis_texture_)),
arcade_edition_sprite_(std::make_unique<Sprite>((param.game.width - arcade_edition_texture_->getWidth()) / 2, param.title.arcade_edition_position, arcade_edition_texture_->getWidth(), arcade_edition_texture_->getHeight(), arcade_edition_texture_)),
crash_sound_(JA_LoadSound(Asset::get()->get("title.wav").c_str())),
x_(x),
y_(y)
{
// Crea los objetos
dust_texture_ = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_dust.png"));
coffee_texture_ = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_coffee.png"));
crisis_texture_ = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_crisis.png"));
arcade_edition_texture_ = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("title_arcade_edition.png"));
coffee_sprite_ = std::make_unique<SmartSprite>(coffee_texture_);
crisis_sprite_ = std::make_unique<SmartSprite>(crisis_texture_);
arcade_edition_sprite_ = std::make_unique<Sprite>((param.game.width - arcade_edition_texture_->getWidth()) / 2, param.title.arcade_edition_position, arcade_edition_texture_->getWidth(), arcade_edition_texture_->getHeight(), arcade_edition_texture_);
dust_left_sprite_ = std::make_unique<AnimatedSprite>(dust_texture_, Asset::get()->get("title_dust.ani"));
dust_right_sprite_ = std::make_unique<AnimatedSprite>(dust_texture_, Asset::get()->get("title_dust.ani"));
// Sonidos
crash_sound_ = JA_LoadSound(Asset::get()->get("title.wav").c_str());
// Inicializa las variables
init();
}

View File

@@ -1,25 +1,41 @@
#pragma once
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <memory>
#include "texture.h"
#include "animated_sprite.h"
#include "smart_sprite.h"
#include "sprite.h"
struct JA_Sound_t;
#include <memory> // for unique_ptr, shared_ptr
class AnimatedSprite;
class SmartSprite;
class Sprite;
class Texture;
struct JA_Sound_t; // lines 10-10
// Clase GameLogo
class GameLogo
{
private:
enum class Status
{
DISABLED,
MOVING,
SHAKING,
FINISHED,
};
struct Shake
{
int desp; // Pixels de desplazamiento para agitar la pantalla en el eje x
int delay; // Retraso entre cada desplazamiento de la pantalla al agitarse
int counter; // Contador para el retraso
int lenght; // Cantidad de desplazamientos a realizar
int remaining; // Cantidad de desplazamientos pendientes a realizar
int origin; // Valor inicial de la pantalla para dejarla igual tras el desplazamiento
};
// Objetos y punteros
std::shared_ptr<Texture> dust_texture_; // Textura con los graficos del polvo
std::shared_ptr<Texture> coffee_texture_; // Textura con los graficos de la palabra "COFFEE"
std::shared_ptr<Texture> crisis_texture_; // Textura con los graficos de la plabra "CRISIS"
std::shared_ptr<Texture> dust_texture_; // Textura con los graficos del polvo
std::shared_ptr<Texture> coffee_texture_; // Textura con los graficos de la palabra "COFFEE"
std::shared_ptr<Texture> crisis_texture_; // Textura con los graficos de la plabra "CRISIS"
std::shared_ptr<Texture> arcade_edition_texture_; // Textura con los graficos de "Arcade Edition"
std::unique_ptr<AnimatedSprite> dust_left_sprite_; // Sprite con la el polvo que aparece al colisionar el texto de la pantalla de titulo
std::unique_ptr<AnimatedSprite> dust_left_sprite_; // Sprite con la el polvo que aparece al colisionar el texto de la pantalla de titulo
std::unique_ptr<AnimatedSprite> dust_right_sprite_; // Sprite con la el polvo que aparece al colisionar el texto de la pantalla de titulo
std::unique_ptr<SmartSprite> coffee_sprite_; // Sprite con la palabra "COFFEE" para la pantalla de titulo
@@ -33,23 +49,8 @@ private:
int x_; // Posición donde dibujar el logo
int y_; // Posición donde dibujar el logo
enum class Status
{
DISABLED,
MOVING,
SHAKING,
FINISHED,
} status_; // Estado en el que se encuentra la clase
struct Shake
{
int desp; // Pixels de desplazamiento para agitar la pantalla en el eje x
int delay; // Retraso entre cada desplazamiento de la pantalla al agitarse
int counter; // Contador para el retraso
int lenght; // Cantidad de desplazamientos a realizar
int remaining; // Cantidad de desplazamientos pendientes a realizar
int origin; // Valor inicial de la pantalla para dejarla igual tras el desplazamiento
} shake_; // Estructura para generar el efecto de agitación
Status status_; // Estado en el que se encuentra la clase
Shake shake_; // Estructura para generar el efecto de agitación
// Inicializa las variables
void init();

View File

@@ -1,5 +1,6 @@
#include "hiscore_table.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_QUIT
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
@@ -7,15 +8,17 @@
#include <vector> // for vector
#include "asset.h" // for Asset
#include "background.h" // for Background
#include "global_inputs.h" // for globalInputs::check
#include "fade.h" // for Fade, FadeMode, FadeType
#include "global_inputs.h" // for check
#include "input.h" // for Input
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
#include "lang.h" // for getText
#include "options.h" // for options
#include "param.h" // for param
#include "screen.h" // for Screen
#include "text.h" // for Text, TEXT_CENTER, TEXT_SHADOW, TEXT_COLOR
#include "utils.h" // for Param, ParamGame, HiScoreEntry
#include "section.h" // for Name, name, Options, options
#include "text.h" // for Text, TEXT_CENTER, TEXT_SHADOW, TEXT...
#include "utils.h" // for Param, ParamGame, Color, HiScoreEntry
// Constructor
HiScoreTable::HiScoreTable(JA_Music_t *music)
@@ -129,7 +132,7 @@ void HiScoreTable::fillTexture()
const auto score = format(options.game.hi_score_table[i].score);
const auto score_lenght = score.size();
const auto num_dots = 25 - name_lenght - score_lenght;
std::string dots = "";
std::string dots;
for (int j = 0; j < (int)num_dots; ++j)
{
dots = dots + ".";
@@ -255,7 +258,7 @@ std::string HiScoreTable::format(int number)
const std::string score = std::to_string(number);
auto index = (int)score.size() - 1;
std::string result = "";
std::string result;
auto i = 0;
while (index >= 0)
{

View File

@@ -1,17 +1,15 @@
#pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint16, Uint32
#include <memory>
#include <string> // for string
#include "fade.h"
#include "section.h" // for SectionOptions
#include "background.h"
#include "text.h"
struct JA_Music_t;
#include <SDL2/SDL_stdinc.h> // for Uint16, Uint32, Uint8
#include <memory> // for unique_ptr
#include <string> // for string
class Background; // lines 8-8
class Fade; // lines 9-9
class Text; // lines 10-10
enum class FadeMode : Uint8; // lines 11-11
struct JA_Music_t; // lines 12-12
/*
Esta clase gestiona un estado del programa. Se encarga de mostrar la tabla con las puntuaciones

View File

@@ -9,7 +9,7 @@
Input *Input::input_ = nullptr;
// [SINGLETON] Crearemos el objeto input con esta función estática
void Input::init(std::string game_controller_db_path)
void Input::init(const std::string &game_controller_db_path)
{
Input::input_ = new Input(game_controller_db_path);
}
@@ -27,12 +27,10 @@ Input *Input::get()
}
// Constructor
Input::Input(std::string game_controller_db_path)
: game_controller_db_path_(game_controller_db_path)
Input::Input(const std::string &game_controller_db_path)
: game_controller_db_path_(game_controller_db_path),
enabled_(true)
{
// Inicializa variables
enabled_ = true;
// Busca si hay mandos conectados
discoverGameControllers();
@@ -434,12 +432,11 @@ bool Input::discoverGameControllers()
for (int i = 0; i < num_gamepads_; i++)
{
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);
auto pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
connected_controllers_.push_back(pad);
const std::string separator(" #");
std::string name = SDL_GameControllerNameForIndex(i);
const std::string name = SDL_GameControllerNameForIndex(i);
#ifdef VERBOSE
{
std::cout << name << std::endl;
@@ -528,7 +525,7 @@ SDL_GameControllerButton Input::getControllerBinding(int controller_index, Input
}
// Obtiene el indice a partir del nombre del mando
int Input::getIndexByName(std::string name) const
int Input::getIndexByName(const std::string &name) const
{
for (int i = 0; i < num_gamepads_; ++i)
{
@@ -572,7 +569,7 @@ std::string Input::to_string(InputType input) const
}
// Convierte un std::string a InputType
InputType Input::to_inputs_e(std::string name) const
InputType Input::to_inputs_e(const std::string &name) const
{
if (name == "input_fire_left")
{
@@ -602,16 +599,6 @@ InputType Input::to_inputs_e(std::string name) const
return InputType::NONE;
}
// Activa todos los inputs. Sirve para evitar inputs sin repeticiones pero que ya vienen pulsados cuando checkInput no estaba monitorizando
/*void Input::allActive(int controller_index)
{
for (int i = 0; i < (int)button_inputs_.size(); ++i)
{
controller_bindings_[controller_index][i].active = true;
}
}
*/
// Comprueba el eje del mando
bool Input::checkAxisInput(InputType input, int controller_index) const
{

View File

@@ -91,14 +91,14 @@ private:
bool checkAxisInput(InputType input, int controller_index = 0) const;
// Constructor
Input(std::string game_controller_db_path);
explicit Input(const std::string &game_controller_db_path);
// Destructor
~Input() = default;
public:
// [SINGLETON] Crearemos el objeto screen con esta función estática
static void init(std::string game_controller_db_path);
static void init(const std::string &game_controller_db_path);
// [SINGLETON] Destruiremos el objeto screen con esta función estática
static void destroy();
@@ -150,11 +150,8 @@ public:
std::string to_string(InputType input) const;
// Convierte un std::string a InputType
InputType to_inputs_e(std::string name) const;
InputType to_inputs_e(const std::string &name) const;
// Obtiene el indice a partir del nombre del mando
int getIndexByName(std::string name) const;
// Activa todos los inputs. Sirve para evitar inputs sin repeticiones pero que ya vienen pulsados cuando checkInput no estaba monitorizando
//void allActive(int index);
int getIndexByName(const std::string &name) const;
};

View File

@@ -1,25 +1,26 @@
#include "instructions.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_QUIT
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
#include <algorithm> // for max
#include <string> // for basic_string
#include <utility> // for move
#include "asset.h" // for Asset
#include "fade.h" // for Fade, FadeType::FULLSCREEN, FadeMode::IN
#include "global_inputs.h" // for globalInputs::check
#include "fade.h" // for Fade, FadeMode, FadeType
#include "global_inputs.h" // for check
#include "input.h" // for Input
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state
#include "lang.h" // for getText
#include "param.h" // for param
#include "screen.h" // for Screen
#include "section.h" // for name, SectionName, options, SectionOptions
#include "section.h" // for Name, name, Options, options
#include "sprite.h" // for Sprite
#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR, TEXT_SHADOW
#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR, TEXT_...
#include "texture.h" // for Texture
#include "tiled_bg.h" // for Tiledbg, TILED_MODE_STATIC
#include "utils.h" // for Param, ParamGame, Color, shdwT...
struct JA_Music_t;
#include "utils.h" // for Param, ParamGame, Color, shdw_txt_color
struct JA_Music_t; // lines 22-22
// Constructor
Instructions::Instructions(JA_Music_t *music)

View File

@@ -1,17 +1,16 @@
#pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Texture, SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <vector> // for vector
#include <memory>
#include "fade.h"
#include "sprite.h"
#include "text.h"
#include "texture.h"
#include "tiled_bg.h"
struct JA_Music_t;
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Texture, SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr, shared_ptr
#include <vector> // for vector
class Fade;
class Sprite;
class Text;
class Texture;
class Tiledbg;
struct JA_Music_t; // lines 14-14
/*
Esta clase gestiona un estado del programa. Se encarga de poner en pantalla

View File

@@ -1,22 +1,22 @@
#include "intro.h"
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
#include <string> // for basic_string
#include "asset.h" // for Asset
#include "global_inputs.h" // for globalInputs::check
#include "input.h" // for Input
#include "jail_audio.h" // for JA_StopMusic, JA_PlayMusic
#include "lang.h" // for getText
#include "param.h" // for param
#include "screen.h" // for Screen
#include "section.h" // for name, SectionName, options, SectionOptions
#include "smart_sprite.h" // for SmartSprite
#include "text.h" // for Text
#include "texture.h" // for Texture
#include "utils.h" // for ParamGame, Param, Zone, BLOCK
#include "writer.h" // for Writer
struct JA_Music_t;
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_QUIT, SDL...
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
#include <utility> // for move
#include "asset.h" // for Asset
#include "global_inputs.h" // for check
#include "input.h" // for Input
#include "jail_audio.h" // for JA_StopMusic, JA_PlayMusic
#include "lang.h" // for getText
#include "param.h" // for param
#include "screen.h" // for Screen
#include "section.h" // for Name, name, Options, options
#include "smart_sprite.h" // for SmartSprite
#include "text.h" // for Text
#include "texture.h" // for Texture
#include "utils.h" // for Param, ParamGame, Zone, BLOCK, Color
#include "writer.h" // for Writer
struct JA_Music_t; // lines 19-19
// Constructor
Intro::Intro(JA_Music_t *music)
@@ -408,12 +408,12 @@ void Intro::render()
Screen::get()->clean(bg_color);
// Dibuja los objetos
for (auto &bitmap : bitmaps_)
for (const auto &bitmap : bitmaps_)
{
bitmap->render();
}
for (auto &text : texts_)
for (const auto &text : texts_)
{
text->render();
}

View File

@@ -1,14 +1,13 @@
#pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
#include <vector> // for vector
#include <memory>
#include "smart_sprite.h"
#include "texture.h"
#include "text.h"
#include "writer.h"
struct JA_Music_t;
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
#include <memory> // for unique_ptr, shared_ptr
#include <vector> // for vector
#include "smart_sprite.h" // for SmartSprite
#include "writer.h" // for Writer
class Text;
class Texture;
struct JA_Music_t; // lines 11-11
/*
Esta clase gestiona un estado del programa. Se encarga de mostrar la secuencia

View File

@@ -6,15 +6,14 @@ class Texture;
// Constructor
Item::Item(int kind, float x, float y, SDL_Rect *play_area, std::shared_ptr<Texture> texture, std::vector<std::string> *animation)
: kind_(kind), play_area_(play_area)
: sprite_(std::make_unique<AnimatedSprite>(texture, "", animation)),
accel_x_(0.0f),
floor_collision_(false),
kind_(kind),
enabled_(true),
play_area_(play_area),
time_to_live_(600)
{
sprite_ = std::make_unique<AnimatedSprite>(texture, "", animation);
enabled_ = true;
time_to_live_ = 600;
accel_x_ = 0.0f;
floor_collision_ = false;
if (kind == ITEM_COFFEE_MACHINE)
{
width_ = 28;

View File

@@ -1,13 +1,13 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint16
#include <string> // for string
#include <vector> // for vector
#include <memory>
#include "utils.h" // for Circle
#include "animated_sprite.h"
#include "texture.h"
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint16
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string
#include <vector> // for vector
#include "animated_sprite.h" // for AnimatedSprite
#include "utils.h" // for Circle
class Texture;
// Tipos de objetos
constexpr int ITEM_POINTS_1_DISK = 1;

View File

@@ -1,17 +1,18 @@
#include "logo.h"
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
#include <string> // for basic_string
#include "asset.h" // for Asset
#include "global_inputs.h" // for globalInputs::check
#include "input.h" // for Input
#include "jail_audio.h" // for JA_StopMusic
#include "param.h" // for param
#include "screen.h" // for Screen
#include "section.h" // for name, SectionName, options, SectionOptions
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_QUIT, SDL...
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <SDL2/SDL_video.h> // for SDL_WINDOWEVENT_SIZE_CHANGED
#include <utility> // for move
#include "asset.h" // for Asset
#include "global_inputs.h" // for check
#include "input.h" // for Input
#include "jail_audio.h" // for JA_StopMusic
#include "param.h" // for param
#include "screen.h" // for Screen
#include "section.h" // for Name, name, Options, options
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
// Constructor
Logo::Logo()
@@ -114,12 +115,12 @@ void Logo::updateJAILGAMES()
{
for (int i = 0; i < (int)jail_sprite_.size(); ++i)
{
if (jail_sprite_[i]->getPosX() != dest_.x)
if (jail_sprite_[i]->getIntPosX() != dest_.x)
{
if (i % 2 == 0)
{
jail_sprite_[i]->incPosX(-SPEED);
if (jail_sprite_[i]->getPosX() < dest_.x)
if (jail_sprite_[i]->getIntPosX() < dest_.x)
{
jail_sprite_[i]->setPosX(dest_.x);
}
@@ -127,7 +128,7 @@ void Logo::updateJAILGAMES()
else
{
jail_sprite_[i]->incPosX(SPEED);
if (jail_sprite_[i]->getPosX() > dest_.x)
if (jail_sprite_[i]->getIntPosX() > dest_.x)
{
jail_sprite_[i]->setPosX(dest_.x);
}

View File

@@ -1,13 +1,12 @@
#pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_rect.h> // for SDL_Point
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <vector> // for vector
#include <memory>
#include "utils.h" // for Color
#include "sprite.h"
#include "texture.h"
#include <SDL2/SDL_rect.h> // for SDL_Point
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr, shared_ptr
#include <vector> // for vector
#include "sprite.h" // for Sprite
#include "utils.h" // for Color
class Texture;
/*
Esta clase gestiona un estado del programa. Se encarga de dibujar por pantalla el

View File

@@ -7,25 +7,22 @@ Actualizando a la versión "Arcade Edition" en 08/05/2024
*/
#include <iostream> // for basic_ostream, char_traits, operator<<, cout
#include <string> // for basic_string, operator<<, string
#include <iostream> // for char_traits, basic_ostream, operator<<, cout
#include <memory> // for make_unique, unique_ptr
#include "director.h" // for Director
int main(int argc, char *argv[])
{
std::cout << "Game start" << std::endl;
std::cout << "Game start" << std::endl;
// Crea el objeto Director
Director *director = new Director(argc, argv);
// Crea el objeto Director
auto director = std::make_unique<Director>(argc, const_cast<const char **>(argv));
// Bucle principal
const auto exit = director->run();
// Bucle principal
const auto exit = director->run();
// Destruye el objeto Director
delete director;
const auto endType = exit == 0 ? "keyboard" : "controller";
std::cout << "\nGame end with " << endType << std::endl;
const auto endType = exit == 0 ? "keyboard" : "controller";
std::cout << "\nGame end with " << endType << std::endl;
return exit;
return exit;
}

View File

@@ -50,25 +50,25 @@ void ManageHiScoreTable::sort()
{
struct
{
bool operator()(HiScoreEntry a, HiScoreEntry b) const { return a.score > b.score; }
bool operator()(const HiScoreEntry &a, const HiScoreEntry &b) const { return a.score > b.score; }
} custom_less;
std::sort(table_->begin(), table_->end(), custom_less);
}
// Carga la tabla con los datos de un fichero
bool ManageHiScoreTable::loadFromFile(std::string file_path)
bool ManageHiScoreTable::loadFromFile(const std::string &file_path)
{
clear();
auto success = true;
const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
auto file = SDL_RWFromFile(file_path.c_str(), "r+b");
if (file)
{
#ifdef VERBOSE
std::cout << "Reading file: " << filename.c_str() << std::endl;
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
std::cout << "Reading file: " << file_name.c_str() << std::endl;
#endif
for (int i = 0; i < (int)table_->size(); ++i)
{
@@ -86,7 +86,7 @@ bool ManageHiScoreTable::loadFromFile(std::string file_path)
break;
}
char *name = (char *)malloc(nameSize + 1);
char *name = static_cast<char *>(malloc(nameSize + 1));
if (SDL_RWread(file, name, sizeof(char) * nameSize, 1) == 0)
{
success = false;
@@ -113,10 +113,12 @@ bool ManageHiScoreTable::loadFromFile(std::string file_path)
}
// Guarda la tabla en un fichero
bool ManageHiScoreTable::saveToFile(std::string file_path)
bool ManageHiScoreTable::saveToFile(const std::string &file_path)
{
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
#endif
auto success = true;
const std::string fileName = file_path.substr(file_path.find_last_of("\\/") + 1);
auto file = SDL_RWFromFile(file_path.c_str(), "w+b");
if (file)
@@ -131,7 +133,7 @@ bool ManageHiScoreTable::saveToFile(std::string file_path)
}
#ifdef VERBOSE
std::cout << "Writing file: " << fileName.c_str() << std::endl;
std::cout << "Writing file: " << file_name.c_str() << std::endl;
#endif
// Cierra el fichero
SDL_RWclose(file);
@@ -139,7 +141,7 @@ bool ManageHiScoreTable::saveToFile(std::string file_path)
else
{
#ifdef VERBOSE
std::cout << "Error: Unable to save " << fileName.c_str() << " file! " << SDL_GetError() << std::endl;
std::cout << "Error: Unable to save " << file_name.c_str() << " file! " << SDL_GetError() << std::endl;
#endif
}
return success;

View File

@@ -36,8 +36,8 @@ public:
void add(HiScoreEntry entry);
// Carga la tabla con los datos de un fichero
bool loadFromFile(std::string file_path);
bool loadFromFile(const std::string &file_path);
// Guarda la tabla en un fichero
bool saveToFile(std::string file_path);
bool saveToFile(const std::string &file_path);
};

View File

@@ -9,12 +9,12 @@ MovingSprite::MovingSprite(float x, float y, int w, int h, float vx, float vy, f
vx_(vx),
vy_(vy),
ax_(ax),
ay_(ay)
ay_(ay),
zoom_w_(1),
zoom_h_(1),
counter_(0),
flip_(SDL_FLIP_NONE)
{
// Establece el zoom W,H del sprite
zoom_w_ = 1;
zoom_h_ = 1;
// Establece los valores de rotacion
rotate_.enabled = false;
rotate_.speed = 0;
@@ -22,14 +22,7 @@ MovingSprite::MovingSprite(float x, float y, int w, int h, float vx, float vy, f
rotate_.amount = 0.0f;
rotate_.center = nullptr;
// Contador interno
counter_ = 0;
// Establece el rectangulo de donde coger la imagen
sprite_clip_ = (SDL_Rect){0, 0, w, h};
// Establece el tipo de volteado
flip_ = SDL_FLIP_NONE;
};
MovingSprite::MovingSprite(std::shared_ptr<Texture> texture)

View File

@@ -1,11 +1,11 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
#include <SDL2/SDL_render.h> // for SDL_RendererFlip
#include <SDL2/SDL_stdinc.h> // for Uint16
#include <memory>
#include "sprite.h" // for Sprite
#include "texture.h"
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
#include <SDL2/SDL_render.h> // for SDL_RendererFlip
#include <SDL2/SDL_stdinc.h> // for Uint16
#include <memory> // for shared_ptr
#include "sprite.h" // for Sprite
class Texture;
// Clase MovingSprite. Añade posicion y velocidad en punto flotante
class MovingSprite : public Sprite
@@ -41,6 +41,9 @@ public:
explicit MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, std::shared_ptr<Texture> texture = nullptr);
explicit MovingSprite(std::shared_ptr<Texture> texture = nullptr);
// Destructor
virtual ~MovingSprite() = default;
// Mueve el sprite
void move();

View File

@@ -1,31 +1,27 @@
#include "notify.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <string> // for basic_string, char_traits, string
#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_Pla...
#include "options.h" // for options
#include "param.h"
#include "sprite.h" // for Sprite
#include "text.h" // for Text
#include "texture.h" // for Texture
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <string> // for string
#include "jail_audio.h" // for JA_DeleteSound, JA_LoadSound, JA_Pla...
#include "param.h" // for param
#include "sprite.h" // for Sprite
#include "text.h" // for Text
#include "texture.h" // for Texture
// Constructor
Notify::Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile)
: renderer(renderer)
Notify::Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, const std::string &soundFile)
: renderer(renderer),
text(std::make_unique<Text>(bitmapFile, textFile, renderer)),
bgColor(param.notification.color),
waitTime(150),
stack(false),
sound(JA_LoadSound(soundFile.c_str()))
{
// Inicializa variables
bgColor = param.notification.color;
waitTime = 150;
stack = false;
hasIcons = iconFile == "" ? false : true;
hasIcons = !iconFile.empty();
// Crea objetos
if (hasIcons)
{
iconTexture = std::make_unique<Texture>(renderer, iconFile);
}
text = std::make_unique<Text>(bitmapFile, textFile, renderer);
sound = JA_LoadSound(soundFile.c_str());
iconTexture = hasIcons ? std::make_unique<Texture>(renderer, iconFile) : nullptr;
}
// Destructor
@@ -150,18 +146,19 @@ void Notify::clearFinishedNotifications()
void Notify::showText(std::string text1, std::string text2, int icon)
{
// Cuenta el número de textos a mostrar
const int numTexts = (text1 != "") + (text2 != "");
const int numTexts = !text1.empty() + !text2.empty();
// Si no hay texto, acaba
if (numTexts == 0)
{
return;
}
// Si solo hay un texto, lo coloca en la primera variable
else if (numTexts == 1)
if (numTexts == 1)
{
text1 = text1 + text2;
text2 = "";
text1 += text2;
text2.clear();
}
// Si las notificaciones no se apilan, elimina las anteriores

View File

@@ -1,15 +1,15 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <string> // for basic_string, string
#include <vector> // for vector
#include <memory>
#include "utils.h" // for Color
#include "text.h"
#include "texture.h"
#include "sprite.h"
struct JA_Sound_t;
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string, basic_string
#include <vector> // for vector
#include "utils.h" // for Color
class Sprite;
class Text;
class Texture;
struct JA_Sound_t; // lines 12-12
class Notify
{
@@ -65,9 +65,9 @@ private:
Color bgColor; // Color de fondo de las notificaciones
int waitTime; // Tiempo que se ve la notificación
std::vector<Notification> notifications; // La lista de notificaciones activas
JA_Sound_t *sound; // Sonido a reproducir cuando suena la notificación
bool stack; // Indica si las notificaciones se apilan
bool hasIcons; // Indica si el notificador tiene textura para iconos
JA_Sound_t *sound; // Sonido a reproducir cuando suena la notificación
// Elimina las notificaciones finalizadas
void clearFinishedNotifications();
@@ -77,7 +77,7 @@ private:
public:
// Constructor
Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, std::string soundFile);
Notify(SDL_Renderer *renderer, std::string iconFile, std::string bitmapFile, std::string textFile, const std::string &soundFile);
// Destructor
~Notify();
@@ -89,7 +89,7 @@ public:
void update();
// Muestra una notificación de texto por pantalla;
void showText(std::string text1 = "", std::string text2 = "", int icon = -1);
void showText(std::string text1 = std::string(), std::string text2 = std::string(), int icon = -1);
// Indica si hay notificaciones activas
bool active();

View File

@@ -1,16 +1,15 @@
#include "on_screen_help.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <memory> // for make_unique, unique_ptr
#include <string> // for basic_string
#include "asset.h" // for Asset
#include "lang.h" // for getText
#include "param.h" // for param
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "text.h" // for Text
#include "texture.h" // for Texture
#include "utils.h" // for easeInOutSine, ParamGame, Param
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <memory> // for make_unique, make_shared, unique_ptr
#include "asset.h" // for Asset
#include "lang.h" // for getText
#include "param.h" // for param
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "text.h" // for Text
#include "texture.h" // for Texture
#include "utils.h" // for easeInOutSine, Param, ParamGame
// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
OnScreenHelp *OnScreenHelp::onScreenHelp = nullptr;

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@@ -1,11 +1,10 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Texture
#include <vector> // for vector
#include <memory>
#include "sprite.h" // lines 10-10
#include "text.h"
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Texture
#include <vector> // for vector
class Sprite;
class Text;
enum class OnScreenHelpStatus
{

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@@ -13,7 +13,7 @@
Options options;
// Declaraciones
bool setOptions(std::string var, std::string value);
bool setOptions(const std::string &var, const std::string &value);
// Inicializa las opciones del programa
void initOptions()
@@ -86,7 +86,9 @@ bool loadOptionsFile(std::string file_path)
bool success = true;
// Variables para manejar el fichero
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
#endif
std::ifstream file(file_path);
// Si el fichero se puede abrir
@@ -150,7 +152,9 @@ bool loadOptionsFile(std::string file_path)
// Guarda el fichero de configuración
bool saveOptionsFile(std::string file_path)
{
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
#endif
std::ofstream file(file_path);
if (!file.good())
@@ -240,10 +244,10 @@ bool saveOptionsFile(std::string file_path)
}
// Asigna variables a partir de dos cadenas
bool setOptions(std::string var, std::string value)
bool setOptions(const std::string &var, const std::string &value)
{
// Indicador de éxito en la asignación
bool success = true;
auto success = true;
// Opciones de video
if (var == "video.mode")
@@ -389,7 +393,7 @@ bool setOptions(std::string var, std::string value)
}
// Lineas vacias o que empiezan por comentario
else if (var == "" || var.substr(0, 1) == "#")
else if (var.empty() || var.starts_with("#"))
{
}

View File

@@ -1,12 +1,15 @@
#include "param.h"
#include <fstream> // for char_traits, basic_ostream, basic_ifstream, basi...
#include <iostream> // for cout
#include "utils.h" // for Param, ParamGame, Zone, ParamBalloon
#include <sstream>
#include <string>
#include <stdexcept>
#include "utils.h" // for Param, ParamGame, Zone, ParamBalloon
Param param;
// Asigna variables a partir de dos cadenas
bool setParams(std::string var, std::string value);
bool setParams(const std::string &var, const std::string &value);
// Calcula variables a partir de otras variables
void precalculateZones();
@@ -40,7 +43,7 @@ void initParam()
param.title.title_c_c_position = 11;
// BACKGROUND
param.background.attenuate_color = {255, 255, 255};
param.background.attenuate_color = (Color){255, 255, 255};
param.background.attenuate_alpha = 32;
// BALLOONS
@@ -52,16 +55,24 @@ void initParam()
param.balloon_3.grav = 0.10f;
param.balloon_4.vel = 4.95f;
param.balloon_4.grav = 0.10f;
// NOTIFICATION
param.notification.pos_v = NotifyPosition::TOP;
param.notification.pos_h = NotifyPosition::LEFT;
param.notification.sound = false;
param.notification.color.r = 48;
param.notification.color.g = 48;
param.notification.color.b = 48;
}
// Establece valores para los parametros a partir de un fichero de texto
void loadParamsFromFile(std::string filePath)
/*void loadParamsFromFile(std::string file_path)
{
// Pone valores por defecto a las variables
initParam();
// Variables para manejar el fichero
std::ifstream file(filePath);
std::ifstream file(file_path);
std::string line;
std::string param1;
std::string param2;
@@ -70,18 +81,25 @@ void loadParamsFromFile(std::string filePath)
if (file.good())
{
#ifdef VERBOSE
const std::string filename = filePath.substr(filePath.find_last_of("\\/") + 1);
std::cout << "Reading file: " << filename << std::endl;
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
std::cout << "Reading file: " << file_name << std::endl;
#endif
// Procesa cada linea del fichero
while (std::getline(file, line))
{
// Reinicia variables
param1 = "";
param2 = "";
param1.clear();
param2.clear();
// Elimina los comentarios
line = line.substr(0, line.find("#"));
// Elimina los comentarios al final de una linea
{
// line = line.substr(0, line.find("#"));
auto pos = line.find("#");
if (pos != std::string::npos)
{
line.resize(pos);
}
}
// Ignora los espacios en blanco
int pos = 0;
@@ -145,17 +163,61 @@ void loadParamsFromFile(std::string filePath)
}
#ifdef VERBOSE
else
std::cout << "Failed to load file: " << filePath << std::endl;
std::cout << "Failed to load file: " << file_path << std::endl;
#endif
precalculateZones();
}*/
void loadParamsFromFile(const std::string &file_path)
{
// Inicializa los parámetros con valores por defecto
initParam();
// Abre el archivo
std::ifstream file(file_path);
if (!file.is_open())
{
#ifdef VERBOSE
std::cerr << "Error: No se pudo abrir el archivo " << file_path << std::endl;
#endif
throw std::runtime_error("No se pudo abrir el archivo: " + file_path);
}
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1);
std::cout << "Reading file: " << file_name << std::endl;
#endif
std::string line, param1, param2;
while (std::getline(file, line))
{
// Elimina comentarios
auto comment_pos = line.find('#');
if (comment_pos != std::string::npos)
{
line.resize(comment_pos);
}
// Usa un stream para separar palabras
std::istringstream iss(line);
if (iss >> param1 >> param2)
{
setParams(param1, param2);
}
}
// Cierra el archivo
file.close();
// Realiza cálculos adicionales después de cargar los parámetros
precalculateZones();
}
// Asigna variables a partir de dos cadenas
bool setParams(std::string var, std::string value)
bool setParams(const std::string &var, const std::string &value)
{
// Indicador de éxito en la asignación
bool success = true;
auto success = true;
// GAME
if (var == "game.width")

View File

@@ -6,4 +6,4 @@ struct Param;
extern Param param;
// Establece valores para los parametros a partir de un fichero de texto
void loadParamsFromFile(std::string file_path);
void loadParamsFromFile(const std::string &file_path);

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@@ -12,30 +12,29 @@
// Constructor
Player::Player(int id, float x, int y, bool demo, SDL_Rect *play_area, std::vector<std::shared_ptr<Texture>> texture, std::vector<std::vector<std::string> *> animations)
: player_sprite_(std::make_unique<AnimatedSprite>(texture[0], "", animations[0])),
power_sprite_(std::make_unique<AnimatedSprite>(texture[1], "", animations[1])),
enter_name_(std::make_unique<EnterName>()),
play_area_(play_area),
id_(id),
pos_x_(x),
pos_y_(y),
default_pos_x_(x),
default_pos_y_(y),
status_playing_(PlayerStatus::WAITING),
scoreboard_panel_(0),
name_(std::string()),
controller_index_(0),
demo_(demo)
{
// Reserva memoria para los objetos
player_sprite_ = std::make_unique<AnimatedSprite>(texture[0], "", animations[0]);
power_sprite_ = std::make_unique<AnimatedSprite>(texture[1], "", animations[1]);
power_sprite_->getTexture()->setAlpha(224);
enter_name_ = std::make_unique<EnterName>();
// Rectangulo con la zona de juego
play_area_ = play_area;
// Establece la posición inicial del jugador
default_pos_x_ = pos_x_ = x;
default_pos_y_ = pos_y_ = y;
// Establece los offsets para el sprite de PowerUp
power_up_desp_x_ = (power_sprite_->getWidth() - player_sprite_->getWidth()) / 2;
power_sprite_->setPosY(y - (power_sprite_->getHeight() - player_sprite_->getHeight()));
// Inicializa variables
id_ = id;
demo_ = demo;
status_playing_ = PlayerStatus::WAITING;
scoreboard_panel_ = 0;
name_ = "";
setRecordName(enter_name_->getName());
init();
}
@@ -237,21 +236,13 @@ void Player::render()
// Establece el estado del jugador cuando camina
void Player::setWalkingStatus(PlayerStatus status)
{
// Si cambiamos de estado, reiniciamos la animación
if (status_walking_ != status)
{
status_walking_ = status;
}
status_walking_ = status;
}
// Establece el estado del jugador cuando dispara
void Player::setFiringStatus(PlayerStatus status)
{
// Si cambiamos de estado, reiniciamos la animación
if (status_firing_ != status)
{
status_firing_ = status;
}
status_firing_ = status;
}
// Establece la animación correspondiente al estado
@@ -694,7 +685,7 @@ void Player::shiftColliders()
}
// Pone las texturas del jugador
void Player::setPlayerTextures(std::vector<std::shared_ptr<Texture>> texture)
void Player::setPlayerTextures(const std::vector<std::shared_ptr<Texture>> &texture)
{
player_sprite_->setTexture(texture[0]);
power_sprite_->setTexture(texture[1]);
@@ -736,7 +727,7 @@ int Player::getScoreBoardPanel() const
void Player::decContinueCounter()
{
continue_ticks_ = SDL_GetTicks();
continue_counter_--;
--continue_counter_;
if (continue_counter_ < 0)
{
setStatusPlaying(PlayerStatus::GAME_OVER);
@@ -744,13 +735,13 @@ void Player::decContinueCounter()
}
// Establece el nombre del jugador
void Player::setName(std::string name)
void Player::setName(const std::string &name)
{
name_ = name;
}
// Establece el nombre del jugador para la tabla de mejores puntuaciones
void Player::setRecordName(std::string record_name)
void Player::setRecordName(const std::string &record_name)
{
record_name_ = record_name.substr(0, 8);
}

View File

@@ -1,15 +1,16 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr
#include <string> // for string, basic_string
#include <vector> // for vector
#include "animated_sprite.h" // for AnimatedSprite
#include "enter_name.h" // for EnterName
#include "utils.h" // for Circle
#include "texture.h" // lines 12-12
enum class ScoreboardMode;
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr, shared_ptr
#include <string> // for string
#include <vector> // for vector
#include "animated_sprite.h" // for AnimatedSprite
#include "enter_name.h" // for EnterName
#include "utils.h" // for Circle
class Texture;
enum class InputType : int;
enum class ScoreboardMode; // lines 12-12
// Estados del jugador
enum class PlayerStatus
@@ -118,7 +119,7 @@ public:
void render();
// Pone las texturas del jugador
void setPlayerTextures(std::vector<std::shared_ptr<Texture>> texture);
void setPlayerTextures(const std::vector<std::shared_ptr<Texture>> &texture);
// Actua en consecuencia de la entrada recibida
void setInput(InputType input);
@@ -271,10 +272,10 @@ public:
void decContinueCounter();
// Establece el nombre del jugador
void setName(std::string name);
void setName(const std::string &name);
// Establece el nombre del jugador para la tabla de mejores puntuaciones
void setRecordName(std::string record_name);
void setRecordName(const std::string &record_name);
// Obtiene el nombre del jugador
std::string getName() const;

View File

@@ -34,42 +34,39 @@ Scoreboard *Scoreboard::get()
// Constructor
Scoreboard::Scoreboard(SDL_Renderer *renderer)
: renderer_(renderer)
: renderer_(renderer),
game_power_meter_texture_(std::make_shared<Texture>(renderer, Asset::get()->get("game_power_meter.png"))),
power_meter_sprite_(std::make_unique<Sprite>(game_power_meter_texture_)),
text_scoreboard_(std::make_unique<Text>(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), renderer)),
stage_(1),
hi_score_(0),
power_(0),
hi_score_name_(std::string()),
color_({0, 0, 0}),
rect_({0, 0, 320, 40}),
ticks_(SDL_GetTicks()),
counter_(0)
{
// Inicializa punteros
game_power_meter_texture_ = nullptr;
power_meter_sprite_ = nullptr;
text_scoreboard_ = nullptr;
// Inicializa variables
for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
{
name_[i] = "";
record_name_[i] = "";
name_[i].clear();
record_name_[i].clear();
selector_pos_[i] = 0;
score_[i] = 0;
mult_[i] = 0;
continue_counter_[i] = 0;
}
stage_ = 1;
hi_score_ = 0;
power_ = 0;
hi_score_name_ = "";
color_ = {0, 0, 0};
rect_ = {0, 0, 320, 40};
panel_[SCOREBOARD_LEFT_PANEL].mode = ScoreboardMode::SCORE;
panel_[SCOREBOARD_RIGHT_PANEL].mode = ScoreboardMode::SCORE;
panel_[SCOREBOARD_CENTER_PANEL].mode = ScoreboardMode::STAGE_INFO;
ticks_ = SDL_GetTicks();
counter_ = 0;
// Recalcula las anclas de los elementos
recalculateAnchors();
// Crea objetos
game_power_meter_texture_ = std::make_shared<Texture>(renderer_, Asset::get()->get("game_power_meter.png"));
power_meter_sprite_ = std::make_unique<Sprite>(slot4_2_.x - 20, slot4_2_.y, 40, 7, game_power_meter_texture_);
text_scoreboard_ = std::make_unique<Text>(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), renderer_);
power_meter_sprite_->setPos({slot4_2_.x - 20, slot4_2_.y, 40, 7});
// Crea la textura de fondo
background_ = nullptr;
@@ -130,13 +127,13 @@ void Scoreboard::render()
}
// Establece el valor de la variable
void Scoreboard::setName(int panel_, std::string name_)
void Scoreboard::setName(int panel_, const std::string &name_)
{
this->name_[panel_] = name_;
}
// Establece el valor de la variable
void Scoreboard::setRecordName(int panel_, std::string record_name_)
void Scoreboard::setRecordName(int panel_, const std::string &record_name_)
{
this->record_name_[panel_] = record_name_;
}
@@ -184,7 +181,7 @@ void Scoreboard::setPower(float power_)
}
// Establece el valor de la variable
void Scoreboard::setHiScoreName(std::string name_)
void Scoreboard::setHiScoreName(const std::string &name_)
{
hi_score_name_ = name_;
}
@@ -323,7 +320,7 @@ void Scoreboard::fillPanelTextures()
// ENTER NAME
text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(106));
SDL_Rect rect_ = {enter_name_pos_.x, enter_name_pos_.y, 5, 7};
SDL_Rect rect = {enter_name_pos_.x, enter_name_pos_.y, 5, 7};
SDL_SetRenderDrawColor(renderer_, 0xFF, 0xFF, 0xEB, 255);
for (int j = 0; j < (int)record_name_[i].size(); ++j)
{
@@ -331,16 +328,16 @@ void Scoreboard::fillPanelTextures()
{ // La letra seleccionada se pinta de forma intermitente
if (counter_ % 3 > 0)
{
SDL_RenderDrawLine(renderer_, rect_.x, rect_.y + rect_.h, rect_.x + rect_.w, rect_.y + rect_.h);
text_scoreboard_->write(rect_.x, rect_.y, record_name_[i].substr(j, 1));
SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1));
}
}
else
{
SDL_RenderDrawLine(renderer_, rect_.x, rect_.y + rect_.h, rect_.x + rect_.w, rect_.y + rect_.h);
text_scoreboard_->write(rect_.x, rect_.y, record_name_[i].substr(j, 1));
SDL_RenderDrawLine(renderer_, rect.x, rect.y + rect.h, rect.x + rect.w, rect.y + rect.h);
text_scoreboard_->write(rect.x, rect.y, record_name_[i].substr(j, 1));
}
rect_.x += 7;
rect.x += 7;
}
break;
}

View File

@@ -1,15 +1,15 @@
#pragma once
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr
#include <string> // for string, basic_string
#include <vector> // for vector
#include "utils.h" // for Color
#include "sprite.h" // lines 11-11
#include "text.h" // lines 12-12
#include "texture.h" // lines 13-13
#include <SDL2/SDL_rect.h> // for SDL_Point, SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr, shared_ptr
#include <string> // for string
#include <vector> // for vector
#include "utils.h" // for Color
class Sprite;
class Text;
class Texture;
// Defines
constexpr int SCOREBOARD_LEFT_PANEL = 0;
@@ -50,9 +50,9 @@ private:
std::shared_ptr<Texture> game_power_meter_texture_; // Textura con el marcador de poder de la fase
std::unique_ptr<Sprite> power_meter_sprite_; // Sprite para el medidor de poder de la fase
std::unique_ptr<Text> text_scoreboard_; // Fuente para el marcador del juego
std::unique_ptr<Text> text_scoreboard_; // Fuente para el marcador del juego
SDL_Texture *background_; // Textura para dibujar el marcador
SDL_Texture *background_; // Textura para dibujar el marcador
std::vector<SDL_Texture *> panel_texture_; // Texturas para dibujar cada panel
// Variables
@@ -103,7 +103,7 @@ private:
// [SINGLETON] Ahora el constructor y el destructor son privados
// Constructor
Scoreboard(SDL_Renderer *renderer);
explicit Scoreboard(SDL_Renderer *renderer);
// Destructor
~Scoreboard();
@@ -125,10 +125,10 @@ public:
void render();
// Establece el valor de la variable
void setName(int panel, std::string name);
void setName(int panel, const std::string &name);
// Establece el valor de la variable
void setRecordName(int panel, std::string record_name);
void setRecordName(int panel, const std::string &record_name);
// Establece el valor de la variable
void setSelectorPos(int panel, int pos);
@@ -152,7 +152,7 @@ public:
void setPower(float power);
// Establece el valor de la variable
void setHiScoreName(std::string name);
void setHiScoreName(const std::string &name);
// Establece el valor de la variable
void setColor(Color color);

View File

@@ -44,12 +44,27 @@ Screen *Screen::get()
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
: window_(window), renderer_(renderer)
: window_(window),
renderer_(renderer),
notify_(std::make_unique<Notify>(renderer_, std::string(), Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Asset::get()->get("notify.wav"))),
game_canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
shader_canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
src_rect_({0, 0, param.game.width, param.game.height}),
dst_rect_({0, 0, param.game.width, param.game.height}),
border_color_({0x00, 0x00, 0x00}),
attenuate_effect_(false),
fps_ticks_(0),
fps_counter_(0),
fps_(0),
#ifdef DEBUG
show_info_(true)
#else
show_info_(false)
#endif
{
// Inicializa variables
src_rect_ = {0, 0, param.game.width, param.game.height};
dst_rect_ = {0, 0, param.game.width, param.game.height};
border_color_ = {0, 0, 0};
flash_effect_.enabled = false;
flash_effect_.counter = 0;
flash_effect_.lenght = 0;
@@ -62,29 +77,10 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
shake_effect_.remaining = 0;
shake_effect_.originalPos = 0;
shake_effect_.originalWidth = param.game.width;
attenuate_effect_ = false;
fps_ticks_ = 0;
fps_counter_ = 0;
fps_ = 0;
#ifdef DEBUG
show_info_ = true;
#else
show_info_ = false;
#endif
SDL_DisplayMode DM;
SDL_GetCurrentDisplayMode(0, &DM);
info_resolution_ = std::to_string(DM.w) + " X " + std::to_string(DM.h) + " AT " + std::to_string(DM.refresh_rate) + " HZ";
// Crea los objetos
notify_ = std::make_unique<Notify>(renderer_, "", Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Asset::get()->get("notify_.wav"));
// Define el color del borde para el modo de pantalla completa
border_color_ = {0x00, 0x00, 0x00};
// Crea las textura donde se dibujan los graficos del juego
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
shader_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
// Establece el modo de video
setVideoMode(options.video.mode);
@@ -183,9 +179,10 @@ void Screen::blit()
// Establece el modo de video
void Screen::setVideoMode(ScreenVideoMode videoMode)
{
options.video.mode = videoMode;
#ifdef ARCADE
options.video.mode = ScreenVideoMode::WINDOW;
#else
options.video.mode = videoMode;
#endif
switch (options.video.mode)
@@ -455,7 +452,7 @@ void Screen::attenuate(bool value)
}
// Muestra una notificación de texto por pantalla;
void Screen::showNotification(std::string text1, std::string text2, int icon)
void Screen::showNotification(const std::string &text1, const std::string &text2, int icon)
{
notify_->showText(text1, text2, icon);
}

View File

@@ -152,7 +152,7 @@ public:
void attenuate(bool value);
// Muestra una notificación de texto por pantalla;
void showNotification(std::string text1 = "", std::string text2 = "", int icon = -1);
void showNotification(const std::string &text1 = std::string(), const std::string &text2 = std::string(), int icon = -1);
// Indica si hay alguna notificación activa en pantalla
bool notificationsAreActive() const;

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@@ -1,8 +1,8 @@
#pragma once
#include "animated_sprite.h" // for AnimatedSprite
#include "texture.h"
#include <memory>
#include <memory> // for shared_ptr
#include "animated_sprite.h" // for AnimatedSprite
class Texture;
// Clase SmartSprite
class SmartSprite : public AnimatedSprite

View File

@@ -21,13 +21,13 @@ void Sprite::render()
}
// Obten el valor de la variable
int Sprite::getPosX() const
int Sprite::getIntPosX() const
{
return pos_.x;
}
// Obten el valor de la variable
int Sprite::getPosY() const
int Sprite::getIntPosY() const
{
return pos_.y;
}

View File

@@ -20,14 +20,14 @@ public:
explicit Sprite(std::shared_ptr<Texture> texture = nullptr);
// Destructor
~Sprite() = default;
virtual ~Sprite() = default;
// Muestra el sprite por pantalla
virtual void render();
// Obten el valor de la variable
int getPosX() const;
int getPosY() const;
int getIntPosX() const;
int getIntPosY() const;
int getWidth() const;
int getHeight() const;

View File

@@ -1,9 +1,10 @@
#include "text.h"
#include <fstream> // for char_traits, basic_ostream, basic_ifstream, ope...
#include <iostream> // for cout
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for Color
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <fstream> // for basic_ostream, basic_ifstream, basic_istream
#include <iostream> // for cout
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for Color
// Llena una estructuta TextFile desde un fichero
TextFile LoadTextFile(std::string file_path)
@@ -21,7 +22,9 @@ TextFile LoadTextFile(std::string file_path)
}
// Abre el fichero para leer los valores
#ifdef VERBOSE
const std::string file_name = file_path.substr(file_path.find_last_of("\\/") + 1).c_str();
#endif
std::ifstream file(file_path);
if (file.is_open() && file.good())
@@ -55,7 +58,7 @@ TextFile LoadTextFile(std::string file_path)
// Cierra el fichero
#ifdef VERBOSE
std::cout << "Text loaded: " << file_name.c_str() << std::endl;
std::cout << "Text loaded: " << file_name << std::endl;
#endif
file.close();
}
@@ -64,7 +67,7 @@ TextFile LoadTextFile(std::string file_path)
else
{
#ifdef VERBOSE
std::cout << "Warning: Unable to open " << file_name.c_str() << " file" << std::endl;
std::cout << "Warning: Unable to open " << file_name << " file" << std::endl;
#endif
}
@@ -79,7 +82,7 @@ TextFile LoadTextFile(std::string file_path)
}
// Constructor
Text::Text(std::string bitmap_file, std::string text_file, SDL_Renderer *renderer)
Text::Text(const std::string &bitmap_file, const std::string &text_file, SDL_Renderer *renderer)
{
// Carga los offsets desde el fichero
auto tf = LoadTextFile(text_file);
@@ -103,7 +106,7 @@ Text::Text(std::string bitmap_file, std::string text_file, SDL_Renderer *rendere
}
// Constructor
Text::Text(std::string text_file, std::shared_ptr<Texture> texture)
Text::Text(const std::string &text_file, std::shared_ptr<Texture> texture)
{
// Carga los offsets desde el fichero
auto tf = LoadTextFile(text_file);
@@ -146,7 +149,7 @@ Text::Text(TextFile *text_file, std::shared_ptr<Texture> texture)
}
// Escribe texto en pantalla
void Text::write(int x, int y, std::string text, int kerning, int lenght)
void Text::write(int x, int y, const std::string &text, int kerning, int lenght)
{
auto shift = 0;
@@ -169,7 +172,7 @@ void Text::write(int x, int y, std::string text, int kerning, int lenght)
}
// Escribe el texto con colores
void Text::writeColored(int x, int y, std::string text, Color color, int kerning, int lenght)
void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int lenght)
{
sprite_->getTexture()->setColor(color.r, color.g, color.b);
write(x, y, text, kerning, lenght);
@@ -177,7 +180,7 @@ void Text::writeColored(int x, int y, std::string text, Color color, int kerning
}
// Escribe el texto con sombra
void Text::writeShadowed(int x, int y, std::string text, Color color, Uint8 shadow_distance, int kerning, int lenght)
void Text::writeShadowed(int x, int y, const std::string &text, Color color, Uint8 shadow_distance, int kerning, int lenght)
{
sprite_->getTexture()->setColor(color.r, color.g, color.b);
write(x + shadow_distance, y + shadow_distance, text, kerning, lenght);
@@ -186,14 +189,14 @@ void Text::writeShadowed(int x, int y, std::string text, Color color, Uint8 shad
}
// Escribe el texto centrado en un punto x
void Text::writeCentered(int x, int y, std::string text, int kerning, int lenght)
void Text::writeCentered(int x, int y, const std::string &text, int kerning, int lenght)
{
x -= (Text::lenght(text, kerning) / 2);
write(x, y, text, kerning, lenght);
}
// Escribe texto con extras
void Text::writeDX(Uint8 flags, int x, int y, std::string text, int kerning, Color textColor, Uint8 shadow_distance, Color shadow_color, int lenght)
void Text::writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning, Color textColor, Uint8 shadow_distance, Color shadow_color, int lenght)
{
const auto centered = ((flags & TEXT_CENTER) == TEXT_CENTER);
const auto shadowed = ((flags & TEXT_SHADOW) == TEXT_SHADOW);
@@ -235,7 +238,7 @@ void Text::writeDX(Uint8 flags, int x, int y, std::string text, int kerning, Col
}
// Obtiene la longitud en pixels de una cadena
int Text::lenght(std::string text, int kerning) const
int Text::lenght(const std::string &text, int kerning) const
{
auto shift = 0;
@@ -267,7 +270,7 @@ void Text::setFixedWidth(bool value)
}
// Carga una paleta de colores para el texto
void Text::addPalette(std::string path)
void Text::addPalette(const std::string &path)
{
texture_->addPalette(path);
}

View File

@@ -2,11 +2,11 @@
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <memory> // for shared_ptr, unique_ptr
#include <string> // for string
#include <memory>
#include "utils.h"
#include "sprite.h"
#include "texture.h"
#include "sprite.h" // for Sprite
#include "utils.h" // for Color
class Texture;
constexpr int TEXT_COLOR = 1;
constexpr int TEXT_SHADOW = 2;
@@ -33,41 +33,41 @@ class Text
{
private:
// Objetos y punteros
std::unique_ptr<Sprite> sprite_; // Objeto con los graficos para el texto
std::unique_ptr<Sprite> sprite_; // Objeto con los graficos para el texto
std::shared_ptr<Texture> texture_; // Textura con los bitmaps del texto
// Variables
int box_width_; // Anchura de la caja de cada caracter en el png
int box_height_; // Altura de la caja de cada caracter en el png
bool fixed_width_; // Indica si el texto se ha de escribir con longitud fija en todas las letras
int box_width_; // Anchura de la caja de cada caracter en el png
int box_height_; // Altura de la caja de cada caracter en el png
bool fixed_width_; // Indica si el texto se ha de escribir con longitud fija en todas las letras
TextOffset offset_[128]; // Vector con las posiciones y ancho de cada letra
public:
// Constructor
Text(std::string bitmap_file, std::string text_file, SDL_Renderer *renderer);
Text(std::string text_file, std::shared_ptr<Texture> texture);
Text(const std::string &bitmap_file, const std::string &text_file, SDL_Renderer *renderer);
Text(const std::string &text_file, std::shared_ptr<Texture> texture);
Text(TextFile *text_file, std::shared_ptr<Texture> texture);
// Destructor
~Text() = default;
// Escribe el texto en pantalla
void write(int x, int y, std::string text, int kerning = 1, int lenght = -1);
void write(int x, int y, const std::string &text, int kerning = 1, int lenght = -1);
// Escribe el texto con colores
void writeColored(int x, int y, std::string text, Color color, int kerning = 1, int lenght = -1);
void writeColored(int x, int y, const std::string &text, Color color, int kerning = 1, int lenght = -1);
// Escribe el texto con sombra
void writeShadowed(int x, int y, std::string text, Color color, Uint8 shadow_distance = 1, int kerning = 1, int lenght = -1);
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 centrado en un punto x
void writeCentered(int x, int y, std::string text, int kerning = 1, int lenght = -1);
void writeCentered(int x, int y, const std::string &text, int kerning = 1, int lenght = -1);
// Escribe texto con extras
void writeDX(Uint8 flags, int x, int y, std::string text, int kerning = 1, Color textColor = {255, 255, 255}, Uint8 shadow_distance = 1, Color shadow_color = {0, 0, 0}, int lenght = -1);
void writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning = 1, Color textColor = Color(), Uint8 shadow_distance = 1, Color shadow_color = Color(), int lenght = -1);
// Obtiene la longitud en pixels de una cadena
int lenght(std::string text, int kerning = 1) const;
int lenght(const std::string &text, int kerning = 1) const;
// Devuelve el valor de la variable
int getCharacterSize() const;
@@ -79,7 +79,7 @@ public:
void setFixedWidth(bool value);
// Carga una paleta de colores para el texto
void addPalette(std::string path);
void addPalette(const std::string &path);
// Establece una paleta de colores para el texto
void setPalette(int index);

View File

@@ -11,7 +11,7 @@
#include "stb_image.h" // for stbi_failure_reason, stbi_image_free
// Constructor
Texture::Texture(SDL_Renderer *renderer, std::string path)
Texture::Texture(SDL_Renderer *renderer, const std::string &path)
: renderer_(renderer), path_(path)
{
// Inicializa
@@ -23,7 +23,7 @@ Texture::Texture(SDL_Renderer *renderer, std::string path)
palettes_.clear();
// Carga el fichero en la textura
if (path_ != "")
if (!path_.empty())
{
// Obtiene la extensión
const std::string extension = path_.substr(path_.find_last_of(".") + 1);
@@ -37,8 +37,8 @@ Texture::Texture(SDL_Renderer *renderer, std::string path)
// .gif
else if (extension == "gif")
{
surface_ = loadSurface(path_.c_str());
addPalette(path_.c_str());
surface_ = loadSurface(path_);
addPalette(path_);
setPaletteColor(0, 0, 0x00000000);
createBlank(width_, height_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING);
SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
@@ -54,13 +54,12 @@ Texture::~Texture()
}
// Carga una imagen desde un fichero
bool Texture::loadFromFile(std::string path)
bool Texture::loadFromFile(const std::string &path)
{
const std::string file_name = path.substr(path.find_last_of("\\/") + 1);
int req_format = STBI_rgb_alpha;
int width, height, orig_format;
unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
if (data == nullptr)
if (!data)
{
#ifdef VERBOSE
std::cout << "Loading image failed: " << stbi_failure_reason() << std::endl;
@@ -70,19 +69,20 @@ bool Texture::loadFromFile(std::string path)
else
{
#ifdef VERBOSE
std::cout << "Image loaded: " << file_name.c_str() << std::endl;
const std::string file_name = path.substr(path.find_last_of("\\/") + 1);
std::cout << "Image loaded: " << file_name << std::endl;
#endif
}
int depth, pitch;
Uint32 pixel_format;
if (req_format == STBI_rgb)
/*if (req_format == STBI_rgb)
{
depth = 24;
pitch = 3 * width; // 3 bytes por pixel * pixels por linea
pixel_format = SDL_PIXELFORMAT_RGB24;
}
else
else*/
{ // STBI_rgb_alpha (RGBA)
depth = 32;
pitch = 4 * width;
@@ -96,11 +96,11 @@ bool Texture::loadFromFile(std::string path)
SDL_Texture *newTexture = nullptr;
// Carga la imagen desde una ruta específica
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
auto loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom(static_cast<void *>(data), width, height, depth, pitch, pixel_format);
if (loadedSurface == nullptr)
{
#ifdef VERBOSE
std::cout << "Unable to load image " << path.c_str() << std::endl;
std::cout << "Unable to load image " << path << std::endl;
#endif
}
else
@@ -110,7 +110,7 @@ bool Texture::loadFromFile(std::string path)
if (newTexture == nullptr)
{
#ifdef VERBOSE
std::cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
std::cout << "Unable to create texture from " << path << "! SDL Error: " << SDL_GetError() << std::endl;
#endif
}
else
@@ -137,9 +137,9 @@ bool Texture::createBlank(int width, int height, SDL_PixelFormatEnum format, SDL
texture_ = SDL_CreateTexture(renderer_, format, access, width, height);
if (!texture_)
{
#ifdef VERBOSE
#ifdef VERBOSE
std::cout << "Unable to create blank texture! SDL Error: " << SDL_GetError() << std::endl;
#endif
#endif
}
else
{
@@ -239,14 +239,14 @@ SDL_Texture *Texture::getSDLTexture()
}
// Crea una nueva surface
Surface Texture::newSurface(int w, int h)
/*Surface Texture::newSurface(int w, int h)
{
Surface surf = (Surface)malloc(sizeof(surface_s));
Surface surf = static_cast<Surface>(malloc(sizeof(surface_s)));
surf->w = w;
surf->h = h;
surf->data = (Uint8 *)malloc(w * h);
surf->data = static_cast<Uint8 *>(malloc(w * h));
return surf;
}
}*/
// Elimina una surface
void Texture::deleteSurface(Surface surface)
@@ -265,29 +265,29 @@ void Texture::deleteSurface(Surface surface)
}
// Crea una surface desde un fichero .gif
Surface Texture::loadSurface(const char *file_name)
Surface Texture::loadSurface(const std::string &file_name)
{
FILE *f = fopen(file_name, "rb");
FILE *f = fopen(file_name.c_str(), "rb");
if (!f)
{
return NULL;
return nullptr;
}
fseek(f, 0, SEEK_END);
long size = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8 *)malloc(size);
Uint8 *buffer = static_cast<Uint8 *>(malloc(size));
fread(buffer, size, 1, f);
fclose(f);
Uint16 w, h;
Uint8 *pixels = LoadGif(buffer, &w, &h);
if (pixels == NULL)
if (pixels == nullptr)
{
return NULL;
return nullptr;
}
Surface surface = (Surface)malloc(sizeof(surface_s));
Surface surface = static_cast<Surface>(malloc(sizeof(surface_s)));
surface->w = w;
surface->h = h;
surface->data = pixels;
@@ -312,7 +312,7 @@ void Texture::flipSurface()
// Vuelca los datos
Uint32 *pixels;
int pitch;
SDL_LockTexture(texture_, nullptr, (void **)&pixels, &pitch);
SDL_LockTexture(texture_, nullptr, reinterpret_cast<void **>(&pixels), &pitch);
for (int i = 0; i < width_ * height_; ++i)
{
pixels[i] = palettes_[paletteIndex_][surface_->data[i]];
@@ -327,11 +327,11 @@ void Texture::setPaletteColor(int palette, int index, Uint32 color)
}
// Carga una paleta desde un fichero
std::vector<Uint32> Texture::loadPal(const char *file_name)
std::vector<Uint32> Texture::loadPal(const std::string &file_name)
{
std::vector<Uint32> palette;
FILE *f = fopen(file_name, "rb");
FILE *f = fopen(file_name.c_str(), "rb");
if (!f)
{
return palette;
@@ -340,12 +340,12 @@ std::vector<Uint32> Texture::loadPal(const char *file_name)
fseek(f, 0, SEEK_END);
long size = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8 *)malloc(size);
Uint8 *buffer = static_cast<Uint8 *>(malloc(size));
fread(buffer, size, 1, f);
fclose(f);
Uint32 *pal = LoadPalette(buffer);
if (pal == nullptr)
const auto *pal = LoadPalette(buffer);
if (!pal)
{
return palette;
}
@@ -361,9 +361,9 @@ std::vector<Uint32> Texture::loadPal(const char *file_name)
}
// Añade una paleta a la lista
void Texture::addPalette(std::string path)
void Texture::addPalette(const std::string &path)
{
palettes_.push_back(loadPal(path.c_str()));
palettes_.push_back(loadPal(path));
setPaletteColor((int)palettes_.size() - 1, 0, 0x00000000);
}

View File

@@ -33,29 +33,29 @@ private:
int paletteIndex_; // Indice de la paleta en uso
// Crea una nueva surface
Surface newSurface(int w, int h);
//Surface newSurface(int w, int h);
// Elimina una surface
void deleteSurface(Surface surface);
// Crea una surface desde un fichero .gif
Surface loadSurface(const char *file_name);
Surface loadSurface(const std::string &file_name);
// Vuelca la surface en la textura
void flipSurface();
// Carga una paleta desde un fichero
std::vector<Uint32> loadPal(const char *file_name);
std::vector<Uint32> loadPal(const std::string &file_name);
public:
// Constructor
explicit Texture(SDL_Renderer *renderer, std::string path = "");
explicit Texture(SDL_Renderer *renderer, const std::string &path = std::string());
// Destructor
~Texture();
// Carga una imagen desde un fichero
bool loadFromFile(std::string path);
bool loadFromFile(const std::string &path);
// Crea una textura en blanco
bool createBlank(int width, int height, SDL_PixelFormatEnum format = SDL_PIXELFORMAT_RGBA8888, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
@@ -91,7 +91,7 @@ public:
SDL_Texture *getSDLTexture();
// Añade una paleta a la lista
void addPalette(std::string path);
void addPalette(const std::string &path);
// Establece un color de la paleta
void setPaletteColor(int palette, int index, Uint32 color);

View File

@@ -1,10 +1,11 @@
#include "tiled_bg.h"
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_stdinc.h> // for SDL_sinf
#include <stdlib.h> // for rand
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_stdinc.h> // for SDL_sinf
#include <stdlib.h> // for rand
#include <memory> // for unique_ptr, make_shared, make_unique
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
// Constructor
Tiledbg::Tiledbg(std::string texture_path, SDL_Rect pos, int mode)

View File

@@ -1,20 +1,24 @@
#include "title.h"
#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <string> // for allocator, basic_string, char_traits
#include <vector> // for vector
#include "asset.h" // for Asset
#include "global_inputs.h" // for globalInputs::check
#include "input.h" // for Input, inputs_e, INPUT_DO_NOT_ALLOW_RE...
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state, JA_P...
#include "lang.h" // for getText
#include "options.h" // for options
#include "param.h" // for param
#include "screen.h" // for Screen
#include "section.h" // for SectionOptions, options, SectionName, name
struct JA_Music_t;
#include <SDL2/SDL_events.h> // for SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <SDL2/SDL_keycode.h> // for SDLK_1, SDLK_2, SDLK_3
#include <SDL2/SDL_rect.h> // for SDL_Rect
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <string> // for char_traits, operator+, to_string, bas...
#include <utility> // for move
#include <vector> // for vector
#include "asset.h" // for Asset
#include "global_inputs.h" // for check
#include "input.h" // for Input, InputType, INPUT_DO_NOT_ALLOW_R...
#include "jail_audio.h" // for JA_GetMusicState, JA_Music_state, JA_P...
#include "lang.h" // for getText
#include "options.h" // for options
#include "param.h" // for param
#include "screen.h" // for Screen
#include "section.h" // for Options, options, Name, name
#include "texture.h" // for Texture
#include "utils.h" // for Param, OptionsController, Color, Param...
struct JA_Music_t; // lines 17-17
// Constructor
Title::Title(JA_Music_t *music)
@@ -315,9 +319,9 @@ void Title::resetCounter()
// Intercambia la asignación de mandos a los jugadores
void Title::swapControllers()
{
const int num_controllers_ = input_->getNumControllers();
const auto num_controllers = input_->getNumControllers();
if (num_controllers_ == 0)
if (num_controllers == 0)
{
return;
}
@@ -330,7 +334,7 @@ void Title::swapControllers()
int playerControllerIndex[MAX_CONTROLLERS];
for (int i = 0; i < MAX_CONTROLLERS; ++i)
{
text[i] = "";
text[i].clear();
playerControllerIndex[i] = -1;
}

View File

@@ -1,24 +1,18 @@
#pragma once
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory>
#include "define_buttons.h"
#include "fade.h"
#include "game_logo.h"
#include "text.h"
#include "tiled_bg.h"
#include "utils.h" // for Section
#include "sprite.h"
#include "texture.h"
#include "section.h"
class Asset;
class Input;
class Screen;
class Sprite;
class Texture;
struct JA_Music_t;
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <memory> // for unique_ptr, shared_ptr
#include "define_buttons.h" // for DefineButtons
#include "fade.h" // for Fade
#include "game_logo.h" // for GameLogo
#include "sprite.h" // for Sprite
#include "text.h" // for Text
#include "tiled_bg.h" // for Tiledbg
class Input; // lines 17-17
class Screen; // lines 18-18
class Texture; // lines 20-20
namespace section { enum class Name; }
struct JA_Music_t; // lines 21-21
// Textos
constexpr const char TEXT_COPYRIGHT[] = "@2020,2024 JailDesigner";

View File

@@ -1,11 +1,10 @@
#include "utils.h"
#include <stdlib.h> // for free, malloc
#include <algorithm> // for max, min
#include <cctype> // for isspace
#include <iterator> // for distance
#include <cmath>
struct JA_Music_t; // lines 3-3
struct JA_Sound_t; // lines 4-4
#include <algorithm> // for min, clamp, find_if_not, transform
#include <cctype> // for tolower, isspace
#include <cmath> // for cos, pow, M_PI
#include <compare> // for operator<
struct JA_Music_t; // lines 7-7
struct JA_Sound_t; // lines 8-8
// Colores
const Color bg_color = {0x27, 0x27, 0x36};
@@ -29,210 +28,112 @@ double distanceSquared(int x1, int y1, int x2, int y2)
}
// Detector de colisiones entre dos circulos
bool checkCollision(Circle &a, Circle &b)
bool checkCollision(const Circle &a, const Circle &b)
{
// Calcula el radio total al cuadrado
int total_radius_squared = a.r + b.r;
total_radius_squared = total_radius_squared * total_radius_squared;
int total_radius_squared = (a.r + b.r) * (a.r + b.r);
// Si la distancia entre el centro de los circulos es inferior a la suma de sus radios
if (distanceSquared(a.x, a.y, b.x, b.y) < (total_radius_squared))
{
// Los circulos han colisionado
return true;
}
// En caso contrario
return false;
// Comprueba si la distancia entre los centros de los círculos es inferior a la suma de sus radios
return distanceSquared(a.x, a.y, b.x, b.y) < total_radius_squared;
}
// Detector de colisiones entre un circulo y un rectangulo
bool checkCollision(Circle &a, SDL_Rect &b)
bool checkCollision(const Circle &a, const SDL_Rect &b)
{
// Closest point on collision box
int cX, cY;
// Encuentra el punto más cercano en el rectángulo
int cX = std::clamp(a.x, b.x, b.x + b.w);
int cY = std::clamp(a.y, b.y, b.y + b.h);
// Find closest x offset
if (a.x < b.x)
{
cX = b.x;
}
else if (a.x > b.x + b.w)
{
cX = b.x + b.w;
}
else
{
cX = a.x;
}
// Find closest y offset
if (a.y < b.y)
{
cY = b.y;
}
else if (a.y > b.y + b.h)
{
cY = b.y + b.h;
}
else
{
cY = a.y;
}
// If the closest point is inside the Circle
if (distanceSquared(a.x, a.y, cX, cY) < a.r * a.r)
{
// This box and the Circle have collided
return true;
}
// If the shapes have not collided
return false;
// Si el punto más cercano está dentro del círculo
return distanceSquared(a.x, a.y, cX, cY) < a.r * a.r;
}
// Detector de colisiones entre dos rectangulos
bool checkCollision(SDL_Rect &a, SDL_Rect &b)
bool checkCollision(const SDL_Rect &a, const SDL_Rect &b)
{
// Calcula las caras del rectangulo a
const int leftA = a.x;
const int rightA = a.x + a.w;
const int topA = a.y;
const int bottomA = a.y + a.h;
const int leftA = a.x, rightA = a.x + a.w, topA = a.y, bottomA = a.y + a.h;
const int leftB = b.x, rightB = b.x + b.w, topB = b.y, bottomB = b.y + b.h;
// Calcula las caras del rectangulo b
const int leftB = b.x;
const int rightB = b.x + b.w;
const int topB = b.y;
const int bottomB = b.y + b.h;
// Si cualquiera de las caras de a está fuera de b
if (bottomA <= topB)
{
return false;
}
if (topA >= bottomB)
{
return false;
}
if (rightA <= leftB)
{
return false;
}
if (leftA >= rightB)
{
return false;
}
// Si ninguna de las caras está fuera de b
return true;
}
// Detector de colisiones entre un punto y un rectangulo
bool checkCollision(SDL_Point &p, SDL_Rect &r)
bool checkCollision(const SDL_Point &p, const SDL_Rect &r)
{
// Comprueba si el punto está a la izquierda del rectangulo
if (p.x < r.x)
{
if (p.x < r.x || p.x > r.x + r.w)
return false;
}
// Comprueba si el punto está a la derecha del rectangulo
if (p.x > r.x + r.w)
{
if (p.y < r.y || p.y > r.y + r.h)
return false;
}
// Comprueba si el punto está por encima del rectangulo
if (p.y < r.y)
{
return false;
}
// Comprueba si el punto está por debajo del rectangulo
if (p.y > r.y + r.h)
{
return false;
}
// Si no está fuera, es que está dentro
return true;
}
// Convierte una cadena en un valor booleano
bool stringToBool(std::string str)
bool stringToBool(const std::string &str)
{
return str == "true" ? true : false;
return str == "true";
}
// Convierte un valor booleano en una cadena
std::string boolToString(bool value)
{
return value == true ? "true" : "false";
return value ? "true" : "false";
}
// Convierte un valor booleano en una cadena "on" o "off"
std::string boolToOnOff(bool value)
{
return value == true ? "on" : "off";
return value ? "on" : "off";
}
// Convierte una cadena a minusculas
std::string toLower(std::string str)
std::string toLower(const std::string &str)
{
const char *original = str.c_str();
char *lower = (char *)malloc(str.size() + 1);
for (int i = 0; i < (int)str.size(); ++i)
{
char c = original[i];
lower[i] = (c >= 65 && c <= 90) ? c + 32 : c;
}
lower[str.size()] = 0;
std::string nova(lower);
free(lower);
return nova;
std::string result = str;
std::transform(result.begin(), result.end(), result.begin(),
[](unsigned char c)
{ return std::tolower(c); });
return result;
}
// Obtiene el fichero de sonido a partir de un nombre
JA_Sound_t *getSound(std::vector<SoundFile> sounds, std::string name)
JA_Sound_t *getSound(const std::vector<SoundFile> &sounds, const std::string &name)
{
for (auto s : sounds)
for (const auto &s : sounds)
{
if (s.name == name)
{
return s.file;
}
}
return nullptr;
}
// Obtiene el fichero de música a partir de un nombre
JA_Music_t *getMusic(std::vector<MusicFile> music, std::string name)
JA_Music_t *getMusic(const std::vector<MusicFile> &music, const std::string &name)
{
for (auto m : music)
for (const auto &m : music)
{
if (m.name == name)
{
return m.file;
}
}
return nullptr;
}
// Ordena las entradas de la tabla de records
HiScoreEntry sortHiScoreTable(HiScoreEntry entry1, HiScoreEntry entry2)
HiScoreEntry sortHiScoreTable(const HiScoreEntry &entry1, const HiScoreEntry &entry2)
{
if (entry1.score > entry2.score)
{
return entry1;
}
return entry2;
return (entry1.score > entry2.score) ? entry1 : entry2;
}
// Dibuja un circulo
@@ -275,41 +176,31 @@ void DrawCircle(SDL_Renderer *renderer, int32_t centerX, int32_t centerY, int32_
}
// Aclara el color
Color lightenColor(Color color, int amount)
Color lightenColor(const Color &color, int amount)
{
Color newColor;
newColor.r = std::min(255, (int)color.r + amount);
newColor.g = std::min(255, (int)color.g + amount);
newColor.b = std::min(255, (int)color.b + amount);
newColor.r = std::min(255, color.r + amount);
newColor.g = std::min(255, color.g + amount);
newColor.b = std::min(255, color.b + amount);
return newColor;
}
// Oscurece el color
Color DarkenColor(Color color, int amount)
Color DarkenColor(const Color &color, int amount)
{
Color newColor;
newColor.r = std::max(0, (int)color.r - amount);
newColor.g = std::max(0, (int)color.g - amount);
newColor.b = std::max(0, (int)color.b - amount);
newColor.r = std::min(255, color.r - +amount);
newColor.g = std::min(255, color.g - +amount);
newColor.b = std::min(255, color.b - +amount);
return newColor;
}
// Quita los espacioes en un string
std::string trim(const std::string &str)
{
auto start = str.begin();
while (start != str.end() && std::isspace(*start))
{
start++;
}
auto end = str.end();
do
{
end--;
} while (std::distance(start, end) > 0 && std::isspace(*end));
return std::string(start, end + 1);
auto start = std::find_if_not(str.begin(), str.end(), ::isspace);
auto end = std::find_if_not(str.rbegin(), str.rend(), ::isspace).base();
return (start < end ? std::string(start, end) : std::string());
}
// Función de suavizado

View File

@@ -3,16 +3,19 @@
#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton
#include <SDL2/SDL_rect.h> // for SDL_Rect, SDL_Point
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint8, Uint32
#include <SDL2/SDL_stdinc.h> // for Uint8
#include <stdint.h> // for int32_t
#include <string> // for string, basic_string
#include <string> // for string
#include <vector> // for vector
#include "input.h" // for inputs_e
#include "lang.h"
struct JA_Music_t;
struct JA_Sound_t;
enum class ScreenFilter;
enum class ScreenVideoMode;
enum class InputType : int;
enum class ScreenFilter; // lines 14-14
enum class ScreenVideoMode; // lines 15-15
namespace lang
{
enum class Code : int;
}
struct JA_Music_t; // lines 12-12
struct JA_Sound_t; // lines 13-13
// Dificultad del juego
enum class GameDifficulty
@@ -23,7 +26,7 @@ enum class GameDifficulty
};
// Tamaño de bloque
#define BLOCK 8
constexpr int BLOCK = 8;
// Estructura para definir un circulo
struct Circle
@@ -35,6 +38,7 @@ struct Circle
struct Color
{
Uint8 r, g, b;
constexpr Color(int red = 255, int green = 255, int blue = 255) : r(red), g(green), b(blue) {}
};
// Posiciones de las notificaciones
@@ -47,13 +51,6 @@ enum class NotifyPosition
RIGHT,
};
// Estructura para saber la seccion y subseccion del programa
/*struct Section
{
section::Name name;
section::Options options;
};*/
// Estructura para las entradas de la tabla de recirds
struct HiScoreEntry
{
@@ -114,7 +111,7 @@ struct OptionsAudio
struct OptionsGame
{
GameDifficulty difficulty; // Dificultad del juego
lang::Code language; // Idioma usado en el juego
lang::Code language; // Idioma usado en el juego
bool autofire; // Indica si el jugador ha de pulsar repetidamente para disparar o basta con mantener pulsado
std::vector<HiScoreEntry> hi_score_table; // Tabla con las mejores puntuaciones
};
@@ -235,19 +232,19 @@ struct MusicFile
double distanceSquared(int x1, int y1, int x2, int y2);
// Detector de colisiones entre dos circulos
bool checkCollision(Circle &a, Circle &b);
bool checkCollision(const Circle &a, const Circle &b);
// Detector de colisiones entre un circulo y un rectangulo
bool checkCollision(Circle &a, SDL_Rect &b);
bool checkCollision(const Circle &a, const SDL_Rect &b);
// Detector de colisiones entre un dos rectangulos
bool checkCollision(SDL_Rect &a, SDL_Rect &b);
bool checkCollision(const SDL_Rect &a, const SDL_Rect &b);
// Detector de colisiones entre un punto y un rectangulo
bool checkCollision(SDL_Point &p, SDL_Rect &r);
bool checkCollision(const SDL_Point &p, const SDL_Rect &r);
// Convierte una cadena en un valor booleano
bool stringToBool(std::string str);
bool stringToBool(const std::string &str);
// Convierte un valor booleano en una cadena
std::string boolToString(bool value);
@@ -256,25 +253,25 @@ std::string boolToString(bool value);
std::string boolToOnOff(bool value);
// Convierte una cadena a minusculas
std::string toLower(std::string str);
std::string toLower(const std::string &str);
// Obtiene el fichero de sonido a partir de un nombre
JA_Sound_t *getSound(std::vector<SoundFile> sounds, std::string name);
JA_Sound_t *getSound(const std::vector<SoundFile> &sounds, const std::string &name);
// Obtiene el fichero de música a partir de un nombre
JA_Music_t *getMusic(std::vector<MusicFile> music, std::string name);
JA_Music_t *getMusic(const std::vector<MusicFile> &music, const std::string &name);
// Ordena las entradas de la tabla de records
HiScoreEntry sortHiScoreTable(HiScoreEntry entry1, HiScoreEntry entry2);
HiScoreEntry sortHiScoreTable(const HiScoreEntry &entry1, const HiScoreEntry &entry2);
// Dibuja un circulo
void DrawCircle(SDL_Renderer *renderer, int32_t centerX, int32_t centerY, int32_t radius);
// Aclara el color
Color lightenColor(Color color, int amount);
Color lightenColor(const Color &color, int amount);
// Oscurece el color
Color DarkenColor(Color color, int amount);
Color DarkenColor(const Color &color, int amount);
// Quita los espacioes en un string
std::string trim(const std::string &str);

View File

@@ -1,23 +1,21 @@
#include "writer.h"
#include "text.h" // for Text
// Constructor
Writer::Writer(std::shared_ptr<Text> text)
: text_(text)
{
// Inicializa variables
pos_x_ = 0;
pos_y_ = 0;
kerning_ = 0;
caption_ = "";
speed_ = 0;
writing_counter_ = 0;
index_ = 0;
lenght_ = 0;
completed_ = false;
enabled_ = false;
enabled_counter_ = 0;
finished_ = false;
}
: text_(text),
pos_x_(0),
pos_y_(0),
kerning_(0),
caption_(std::string()),
speed_(0),
writing_counter_(0),
index_(0),
lenght_(0),
completed_(false),
enabled_(false),
enabled_counter_(0),
finished_(false) {}
// Actualiza el objeto
void Writer::update()
@@ -45,7 +43,11 @@ void Writer::update()
else
{
// Completado
enabled_counter_ > 0 ? enabled_counter_-- : finished_ = true;
finished_ = enabled_counter_ <= 0;
if (!finished_)
{
enabled_counter_--;
}
}
}
}
@@ -78,7 +80,7 @@ void Writer::setKerning(int value)
}
// Establece el valor de la variable
void Writer::setCaption(std::string text)
void Writer::setCaption(const std::string &text)
{
caption_ = text;
lenght_ = text.length();

View File

@@ -1,10 +1,10 @@
#pragma once
#include <string> // for string, basic_string
#include <memory>
#include "text.h"
#include <memory> // for shared_ptr
#include <string> // for string
class Text;
// Clase Writer. Pinta texto en pantalla letra a letra a partir de una cadena y un bitmap
// Clase Writer. Pinta texto en pantalla letra a letra a partir de una cadena y un objeto Text
class Writer
{
private:
@@ -48,7 +48,7 @@ public:
void setKerning(int value);
// Establece el valor de la variable
void setCaption(std::string text);
void setCaption(const std::string &text);
// Establece el valor de la variable
void setSpeed(int value);