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13 Commits

25 changed files with 467 additions and 138 deletions

1
.gitignore vendored
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@@ -16,3 +16,4 @@ thumbs.db
coffee_crisis*
debug.txt
cppcheck-result*
desktop.ini

100
Makefile
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@@ -10,26 +10,28 @@ TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
APP_NAME := Coffee Crisis Arcade Edition
RELEASE_FOLDER := ccae_release
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
VERSION := v0.01
RESOURCE_FILE := release/coffee.res
VERSION := 2024-12-31
# Nombres para los ficheros de lanzamiento
WINDOWS_RELEASE := $(TARGET_FILE)-$(VERSION)-win32-x64.zip
WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg
MACOS_APPLE_SILICON_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz
RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz
# Includes
INCLUDES := -I$(DIR_SOURCES)
# Variables según el sistema operativo
ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\,$1)
FixPath = $(subst /,\\,$1)
SOURCES := source/*.cpp
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
RM := del /Q
MKDIR := mkdir
else
FixPath = $1
SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
@@ -37,8 +39,9 @@ else
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
RMFILE := rm -f
RMDIR := rm -rdf
MKDIR := mkdir -p
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Linux)
LDFLAGS += -lGL
@@ -50,10 +53,11 @@ else
endif
endif
# Rules
# Reglas para compilación
windows:
@echo off
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe"
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(SOURCES) $(RESOURCE_FILE) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(TARGET_FILE).exe" --strip-unneeded
windows_rec:
@@ -80,12 +84,13 @@ windows_release:
powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe"
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_FILE).exe" --strip-unneeded
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(SOURCES) $(RESOURCE_FILE) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
powershell if (Test-Path $(WINDOWS_RELEASE)) {Remove-Item $(WINDOWS_RELEASE)}
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath $(WINDOWS_RELEASE)
powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
# Elimina la carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
@@ -98,17 +103,17 @@ macos_debug:
macos_release:
# Elimina datos de compilaciones anteriores
rm -rdf "$(RELEASE_FOLDER)"
rm -rdf Frameworks
rm -f tmp.dmg
rm -f "$(MACOS_INTEL_RELEASE)"
rm -f "$(MACOS_APPLE_SILICON_RELEASE)"
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) Frameworks
$(RMFILE) tmp.dmg
$(RMFILE) "$(MACOS_INTEL_RELEASE)"
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
mkdir -p Frameworks
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
$(MKDIR) Frameworks
# Copia carpetas y ficheros
cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@@ -123,24 +128,24 @@ macos_release:
ln -s /Applications "$(RELEASE_FOLDER)"/Applications
# Compila la versión para procesadores Intel
$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_FILE)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
# Empaqueta el .dmg de la versión Intel
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
rm -f tmp.dmg
$(RMFILE) tmp.dmg
# Compila la versión para procesadores Apple Silicon
$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_FILE)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
$(CXX) $(SOURCES) -D MACOS_BUNDLE -D SDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Empaqueta el .dmg de la versión Apple Silicon
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
rm -f tmp.dmg
$(RMFILE) tmp.dmg
# Elimina las carpetas temporales
$(RM) Frameworks
$(RM) "$(RELEASE_FOLDER)"
$(RMDIR) Frameworks
$(RMDIR) "$(RELEASE_FOLDER)"
linux:
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
@@ -151,10 +156,10 @@ linux_debug:
linux_release:
# Elimina carpetas previas
$(RM) "$(RELEASE_FOLDER)"
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la carpeta temporal para realizar el lanzamiento
mkdir -p "$(RELEASE_FOLDER)"
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
@@ -166,11 +171,11 @@ linux_release:
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
$(RM) "$(LINUX_RELEASE)"
cd "$(RELEASE_FOLDER)" && tar -czvf "../$(LINUX_RELEASE)" *
$(RMFILE) "$(LINUX_RELEASE)"
cd "$(RELEASE_FOLDER)" && tar -czvf "$(LINUX_RELEASE)" *
# Elimina la carpeta temporal
$(RM) "$(RELEASE_FOLDER)"
$(RMDIR) "$(RELEASE_FOLDER)"
raspi:
$(CXX) $(SOURCES) -D ARCADE -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
@@ -179,12 +184,35 @@ raspi:
raspi_debug:
$(CXX) $(SOURCES) -D ARCADE -D VERBOSE -D DEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
anbernic:
raspi_release:
# Elimina carpetas previas
$(RM) "$(RELEASE_FOLDER)"_anbernic
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la carpeta temporal para realizar el lanzamiento
mkdir -p "$(RELEASE_FOLDER)"_anbernic
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Complia
$(CXX) $(SOURCES) -D ARCADE -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
$(RMFILE) "$(LINUX_RELEASE)"
cd "$(RELEASE_FOLDER)" && tar -czvf "$(RASPI_RELEASE)" *
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
anbernic:
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
# Crea la carpeta temporal para realizar el lanzamiento
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"_anbernic

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@@ -14,7 +14,7 @@ fade.num_squares_height 120
fade.random_squares_delay 1
fade.random_squares_mult 500
fade.post_duration 80
fade.venetian_size 16
fade.venetian_size 12
## SCOREBOARD
scoreboard.x 0

9
data/gfx/tabe/tabe.ani Normal file
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@@ -0,0 +1,9 @@
frame_width=32
frame_height=32
[animation]
name=default
speed=2
loop=0
frames=0,1
[/animation]

BIN
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2
release/coffee.rc Normal file
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@@ -0,0 +1,2 @@
// coffee.rc
IDI_ICON1 ICON "icon.ico"

BIN
release/coffee.res Normal file

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BIN
release/icon.ico Normal file

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@@ -409,6 +409,8 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/sound/voice_coffee.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/tabe.wav", AssetType::SOUND);
// Shaders
Asset::get()->add(prefix + "/data/shaders/crtpi_256.glsl", AssetType::DATA);
@@ -451,6 +453,11 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/gfx/bullet/bullet.png", AssetType::BITMAP);
}
{ // Tabe
Asset::get()->add(prefix + "/data/gfx/tabe/tabe.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/tabe/tabe.ani", AssetType::ANIMATION);
}
{ // Juego
Asset::get()->add(prefix + "/data/gfx/game/game_buildings.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game/game_clouds1.png", AssetType::BITMAP);

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@@ -32,6 +32,7 @@
#include "section.h" // Para Name, name, Options, options
#include "smart_sprite.h" // Para SmartSprite
#include "stage.h" // Para number, get, Stage, power, total_p...
#include "tabe.h" // Para Tabe
#include "text.h" // Para Text
#include "texture.h" // Para Texture
struct JA_Sound_t; // lines 37-37
@@ -46,7 +47,8 @@ Game::Game(int player_id, int current_stage, bool demo)
canvas_(SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.play_area.rect.w, param.game.play_area.rect.h)),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>()),
balloon_manager_(std::make_unique<BalloonManager>())
balloon_manager_(std::make_unique<BalloonManager>()),
tabe_(std::make_unique<Tabe>())
{
// Pasa variables
demo_.enabled = demo;
@@ -66,7 +68,7 @@ Game::Game(int player_id, int current_stage, bool demo)
fade_in_->setColor(fade_color.r, fade_color.g, fade_color.b);
fade_in_->setPost(0);
fade_in_->setType(FadeType::VENETIAN);
fade_in_->setType(FadeType::RANDOM_SQUARE);
fade_in_->setMode(FadeMode::IN);
fade_in_->activate();
@@ -98,17 +100,21 @@ Game::Game(int player_id, int current_stage, bool demo)
Game::~Game()
{
// Guarda las puntuaciones en un fichero
if (!demo_.enabled)
{
auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
manager->saveToFile(asset_->get("score.bin"));
}
else
// MODO DEMO
if (demo_.enabled)
{
// Habilita los sonidos
JA_EnableSound(true);
}
// MODO JUEGO
else
{
// Guarda las puntuaciones en un fichero
auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
manager->saveToFile(asset_->get("score.bin"));
section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
}
#ifdef RECORDING
saveDemoFile(Asset::get()->get("demo1.bin"), demo_.data.at(0));
#endif
@@ -266,7 +272,7 @@ void Game::updateStage()
std::vector<Path> paths = {paths_.at(2), paths_.at(3)};
if (Stage::number == 9)
{
createMessage(paths, Resource::get()->getTexture("last_stage"));
createMessage(paths, Resource::get()->getTexture("game_text_last_stage"));
}
else
{
@@ -293,7 +299,8 @@ void Game::updateFadeInState()
{
balloon_manager_->createTwoBigBalloons();
evaluateAndSetMenace();
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("get_ready"));
createMessage({paths_.at(0), paths_.at(1)}, Resource::get()->getTexture("game_text_get_ready"));
JA_PlaySound(Resource::get()->getSound("voice_get_ready.wav"));
}
}
}
@@ -308,8 +315,8 @@ void Game::updateGameOverState()
{
if (game_over_counter_ == GAME_OVER_COUNTER_)
{
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_over"));
stopMusic();
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_game_over"));
JA_FadeOutMusic(1000);
balloon_manager_->setSounds(true);
}
@@ -356,8 +363,8 @@ void Game::updateCompletedState()
// Muestra el mensaje de felicitación y da los puntos a los jugadores
if (game_completed_counter_ == 200)
{
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("congratulations"));
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("1000000_points"));
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("game_text_congratulations"));
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("game_text_1000000_points"));
for (auto &player : players_)
if (player->isPlaying())
@@ -845,7 +852,6 @@ void Game::killPlayer(std::shared_ptr<Player> &player)
screen_->shake();
JA_PlaySound(Resource::get()->getSound("voice_no.wav"));
player->setPlayingState(PlayerState::DYING);
// allPlayersAreNotPlaying() ? stopMusic() : resumeMusic();
}
}
@@ -936,11 +942,10 @@ void Game::fillCanvas()
renderItems();
renderSmartSprites();
balloon_manager_->render();
tabe_->render();
renderBullets();
renderPathSprites();
renderPlayers();
// dbg_print(0, 40, std::to_string(menace_current_).c_str(), 255, 0, 0);
// dbg_print(0, 50, std::to_string(menace_threshold_).c_str(), 255, 0, 0);
// Deja el renderizador apuntando donde estaba
SDL_SetRenderTarget(renderer_, temp);
@@ -986,7 +991,10 @@ void Game::disableTimeStopItem()
void Game::checkMusicStatus()
{
// Si se ha completado el juego o los jugadores han terminado, detiene la música
state_ == GameState::FADE_IN || state_ == GameState::COMPLETED || allPlayersAreGameOver() ? stopMusic() : playMusic();
if (state_ != GameState::COMPLETED && !allPlayersAreGameOver())
{
playMusic();
}
}
// Bucle para el juego
@@ -1011,7 +1019,7 @@ void Game::initPaths()
{
// Recorrido para el texto de "Get Ready!" (0,1)
{
const auto &texture = Resource::get()->getTexture("get_ready");
const auto &texture = Resource::get()->getTexture("game_text_get_ready");
const auto w = texture->getWidth();
const int x0 = -w;
const int x1 = param.game.play_area.center_x - w / 2;
@@ -1023,7 +1031,7 @@ void Game::initPaths()
// Recorrido para el texto de "Last Stage!" o de "X stages left" o "Game Over" (2,3)
{
const auto &texture = Resource::get()->getTexture("last_stage");
const auto &texture = Resource::get()->getTexture("game_text_last_stage");
const auto h = texture->getHeight();
const int y0 = param.game.play_area.rect.h - h;
const int y1 = param.game.play_area.center_y - h / 2;
@@ -1035,7 +1043,7 @@ void Game::initPaths()
// Recorrido para el texto de "Congratulations!!" (3,4)
{
const auto &texture = Resource::get()->getTexture("congratulations");
const auto &texture = Resource::get()->getTexture("game_text_congratulations");
const auto w = texture->getWidth();
const auto h = texture->getHeight();
const int x0 = -w;
@@ -1048,7 +1056,7 @@ void Game::initPaths()
// Recorrido para el texto de "1.000.000 points!" (5,6)
{
const auto &texture = Resource::get()->getTexture("1000000_points");
const auto &texture = Resource::get()->getTexture("game_text_1000000_points");
const auto w = texture->getWidth();
const auto h = texture->getHeight();
const int x0 = param.game.play_area.rect.w;
@@ -1186,8 +1194,7 @@ void Game::checkEvents()
}
case SDLK_6: // Crea un mensaje
{
createMessage({paths_.at(4), paths_.at(5)}, Resource::get()->getTexture("congratulations"));
createMessage({paths_.at(6), paths_.at(7)}, Resource::get()->getTexture("1000000_points"));
createMessage({paths_.at(2), paths_.at(3)}, Resource::get()->getTexture("game_text_congratulations"));
break;
}
case SDLK_7: // Flash
@@ -1198,6 +1205,12 @@ void Game::checkEvents()
case SDLK_8:
{
players_.at(0)->setPlayingState(PlayerState::LEAVING_SCREEN);
break;
}
case SDLK_9:
{
tabe_->enable();
break;
}
default:
break;
@@ -1365,6 +1378,7 @@ void Game::handleDemoMode()
if (input_->checkAnyButtonPressed())
{
section::name = section::Name::TITLE; // Salir del modo demo y regresar al menú principal.
section::attract_mode = section::AttractMode::TITLE_TO_DEMO; // El juego volverá a mostrar la demo
return;
}
++index;
@@ -1795,6 +1809,7 @@ void Game::updateGame()
updateScoreboard();
updateBackground();
balloon_manager_->update();
tabe_->update();
moveBullets();
updateItems();
updateStage();

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@@ -12,6 +12,7 @@
class Asset; // lines 13-13
class Background; // lines 14-14
class BalloonManager;
class Tabe;
class Bullet; // lines 15-15
class Fade; // lines 16-16
class Input; // lines 17-17
@@ -144,6 +145,7 @@ private:
std::unique_ptr<Fade> fade_in_; // Objeto para renderizar fades
std::unique_ptr<Fade> fade_out_; // Objeto para renderizar fades
std::unique_ptr<BalloonManager> balloon_manager_; // Objeto para gestionar los globos
std::unique_ptr<Tabe> tabe_; // Objeto para gestionar el Tabe Volaor
std::vector<Path> paths_; // Vector con los recorridos precalculados almacenados
// Variables

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@@ -205,9 +205,10 @@ void HiScoreTable::checkInput()
// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
if (Input::get()->checkAnyButtonPressed())
{
JA_StopMusic();
//JA_StopMusic();
section::name = section::Name::TITLE;
section::options = section::Options::TITLE_1;
section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
return;
}

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@@ -310,9 +310,10 @@ void Instructions::checkInput()
// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
if (Input::get()->checkAnyButtonPressed())
{
JA_StopMusic();
//JA_StopMusic();
section::name = section::Name::TITLE;
section::options = section::Options::TITLE_1;
section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
return;
}

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@@ -416,7 +416,6 @@ void Intro::render()
void Intro::run()
{
JA_PlayMusic(Resource::get()->getMusic("intro.ogg"), 0);
while (section::name == section::Name::INTRO)
{
checkInput();

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@@ -4,7 +4,7 @@
#include <SDL2/SDL.h>
#include <stdio.h>
#define JA_MAX_SIMULTANEOUS_CHANNELS 5
#define JA_MAX_SIMULTANEOUS_CHANNELS 20
struct JA_Sound_t {
Uint32 length {0};
@@ -20,6 +20,7 @@ struct JA_Channel_t {
struct JA_Music_t {
int samples {0};
Uint32 length {0};
int pos {0};
int times {0};
short* output {NULL};
@@ -60,13 +61,13 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
volume = JA_musicVolume * (1.0 - percent);
}
}
const int size = SDL_min(len, (current_music->samples-current_music->pos)*2);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, volume);
current_music->pos += size/2;
const int size = SDL_min(len, current_music->length - current_music->pos);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output)+current_music->pos, AUDIO_S16, size, volume);
current_music->pos += size;
if (size < len) {
if (current_music->times != 0) {
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, volume);
current_music->pos = (len-size)/2;
current_music->pos = len-size;
if (current_music->times > 0) current_music->times--;
} else {
current_music->pos = 0;
@@ -136,12 +137,14 @@ JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
SDL_Log("Music length: %f\n", float(music->samples)/float(JA_freq));
if (cvt.needed) {
cvt.len = music->samples * chan * 2;
music->length = cvt.len;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, music->output, cvt.len);
SDL_ConvertAudio(&cvt);
free(music->output);
music->output = (short*)cvt.buf;
}
music->length = music->samples * chan * 2;
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
@@ -316,6 +319,19 @@ int JA_PlaySound(JA_Sound_t *sound, const int loop)
return channel;
}
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop)
{
if (!JA_soundEnabled) return -1;
if (channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].state = JA_CHANNEL_PLAYING;
return channel;
}
void JA_DeleteSound(JA_Sound_t *sound)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {

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@@ -28,6 +28,7 @@ JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0);
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop = 0);
void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);

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@@ -234,7 +234,7 @@ void Logo::render()
void Logo::run()
{
// Detiene la música
JA_StopMusic();
JA_FadeOutMusic(300);
while (section::name == section::Name::LOGO)
{

View File

@@ -290,7 +290,7 @@ void Resource::createTextures()
NameAndText("game_text_powerup", lang::getText(117)),
NameAndText("game_text_one_hit", lang::getText(118)),
NameAndText("game_text_stop", lang::getText(119)),
NameAndText("1000000_points", lang::getText(76))};
NameAndText("game_text_1000000_points", lang::getText(76))};
auto text = getText("04b_25");
for (const auto &s : strings)
@@ -301,10 +301,10 @@ void Resource::createTextures()
// Tamaño doble
std::vector<NameAndText> strings2X = {
NameAndText("get_ready", lang::getText(75)),
NameAndText("last_stage", lang::getText(79)),
NameAndText("congratulations", lang::getText(50)),
NameAndText("game_over", "Game Over")};
NameAndText("game_text_get_ready", lang::getText(75)),
NameAndText("game_text_last_stage", lang::getText(79)),
NameAndText("game_text_congratulations", lang::getText(50)),
NameAndText("game_text_game_over", "Game Over")};
auto text2 = getText("04b_25_2x");
for (const auto &s : strings2X)

145
source/tabe.cpp Normal file
View File

@@ -0,0 +1,145 @@
#include "tabe.h"
#include "resource.h"
#include "param.h"
#include "jail_audio.h"
#include <algorithm>
// Constructor
Tabe::Tabe()
: sprite_(std::make_unique<AnimatedSprite>(Resource::get()->getTexture("tabe.png"), Resource::get()->getAnimation("tabe.ani"))) {}
// Actualiza la lógica
void Tabe::update()
{
if (enabled_)
{
sprite_->update();
move();
}
}
// Dibuja el objeto
void Tabe::render()
{
if (enabled_)
{
sprite_->render();
}
}
// Mueve el objeto
void Tabe::move()
{
const int x = static_cast<int>(x_);
speed_ += accel_;
x_ += speed_;
fly_distance_ -= std::abs(x - static_cast<int>(x_));
// Comprueba si sale por los bordes
const float min_x = param.game.game_area.rect.x - WIDTH_;
const float max_x = param.game.game_area.rect.x + param.game.game_area.rect.w;
switch (destiny_)
{
case TabeDirection::TO_THE_LEFT:
{
if (x_ < min_x)
{
enabled_ = false;
}
if (x_ > param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH_ && direction_ == TabeDirection::TO_THE_RIGHT)
{
setRandomFlyPath(TabeDirection::TO_THE_LEFT, 80);
x_ = param.game.game_area.rect.x + param.game.game_area.rect.w - WIDTH_;
}
break;
}
case TabeDirection::TO_THE_RIGHT:
{
if (x_ > max_x)
{
enabled_ = false;
}
if (x_ < param.game.game_area.rect.x && direction_ == TabeDirection::TO_THE_LEFT)
{
setRandomFlyPath(TabeDirection::TO_THE_RIGHT, 80);
x_ = param.game.game_area.rect.x;
}
break;
}
default:
break;
}
if (fly_distance_ <= 0)
{
if (waiting_counter_ > 0)
{
accel_ = speed_ = 0.0f;
--waiting_counter_;
}
else
{
constexpr int CHOICES = 4;
const TabeDirection left[CHOICES] = {TabeDirection::TO_THE_LEFT, TabeDirection::TO_THE_LEFT, TabeDirection::TO_THE_LEFT, TabeDirection::TO_THE_RIGHT};
const TabeDirection right[CHOICES] = {TabeDirection::TO_THE_LEFT, TabeDirection::TO_THE_RIGHT, TabeDirection::TO_THE_RIGHT, TabeDirection::TO_THE_RIGHT};
const TabeDirection direction = destiny_ == TabeDirection::TO_THE_LEFT ? left[rand() % CHOICES] : right[rand() % CHOICES];
setRandomFlyPath(direction, 20 + rand() % 40);
}
}
shiftSprite();
}
// Habilita el objeto
void Tabe::enable()
{
if (!enabled_)
{
enabled_ = true;
y_ = 20.0f;
// Establece una dirección aleatoria
destiny_ = direction_ = rand() % 2 == 0 ? TabeDirection::TO_THE_LEFT : TabeDirection::TO_THE_RIGHT;
// Establece la posición inicial
x_ = (direction_ == TabeDirection::TO_THE_LEFT) ? param.game.game_area.rect.x + param.game.game_area.rect.w : param.game.game_area.rect.x - WIDTH_;
// Crea una ruta de vuelo
setRandomFlyPath(direction_, 60);
shiftSprite();
}
}
// Establece un vuelo aleatorio
void Tabe::setRandomFlyPath(TabeDirection direction, int lenght)
{
direction_ = direction;
fly_distance_ = lenght;
waiting_counter_ = 5 + rand() % 15;
JA_PlaySound(Resource::get()->getSound("tabe.wav"));
constexpr float SPEED = 2.0f;
switch (direction)
{
case TabeDirection::TO_THE_LEFT:
{
speed_ = -1.0f * SPEED;
accel_ = -1.0f * (1 + rand() % 10) / 30.0f;
sprite_->setFlip(SDL_FLIP_NONE);
break;
}
case TabeDirection::TO_THE_RIGHT:
{
speed_ = SPEED;
accel_ = (1 + rand() % 10) / 30.0f;
sprite_->setFlip(SDL_FLIP_HORIZONTAL);
break;
}
default:
break;
}
}

58
source/tabe.h Normal file
View File

@@ -0,0 +1,58 @@
#pragma once
#include "animated_sprite.h"
#include <memory>
enum class TabeDirection : int
{
TO_THE_LEFT = 0,
TO_THE_RIGHT = 1,
};
// Clase Tabe
class Tabe
{
private:
// Constantes
static constexpr int WIDTH_ = 32;
static constexpr int HEIGHT_ = 32;
// Punteros
std::unique_ptr<AnimatedSprite> sprite_; // Sprite con los graficos y animaciones
// Variables
float x_ = 0; // Posición del objeto
float y_ = 0; // Posición del objeto
float speed_ = 0.0f; // Velocidad de movimiento del objeto
float accel_ = 0.0f; // Aceleración del objeto
int fly_distance_ = 0; // Distancia de vuelo
int waiting_counter_ = 0; // Tiempo que pasa quieto el objeto
bool enabled_ = false; // Indica si el objeto está activo
TabeDirection direction_; // Dirección del objeto
TabeDirection destiny_; // Destino del objeto
// Mueve el objeto
void move();
// Actualiza la posición del sprite
void shiftSprite() { sprite_->setPos(x_, y_); }
// Establece un vuelo aleatorio
void setRandomFlyPath(TabeDirection direction, int lenght);
public:
// Constructor
Tabe();
// Destructor
~Tabe() = default;
// Actualiza la lógica
void update();
// Dibuja el objeto
void render();
// Habilita el objeto
void enable();
};

View File

@@ -161,12 +161,14 @@ std::shared_ptr<Texture> Text::writeToTexture(const std::string &text, int zoom,
auto texture = std::make_shared<Texture>(renderer);
auto width = lenght(text, kerning) * zoom;
auto height = box_height_ * zoom;
auto temp = SDL_GetRenderTarget(renderer);
texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
texture->setBlendMode(SDL_BLENDMODE_BLEND);
texture->setAsRenderTarget(renderer);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
zoom == 1 ? write(0, 0, text, kerning) : write2X(0, 0, text, kerning);
SDL_SetRenderTarget(renderer, temp);
return texture;
}

View File

@@ -33,7 +33,8 @@ Title::Title()
game_logo_(std::make_unique<GameLogo>(param.game.game_area.center_x, param.title.title_c_c_position)),
mini_logo_sprite_(std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"))),
define_buttons_(std::make_unique<DefineButtons>()),
num_controllers_(Input::get()->getNumControllers())
num_controllers_(Input::get()->getNumControllers()),
state_(TitleState::LOGO_ANIMATING)
{
// Configura objetos
game_logo_->enable();
@@ -73,9 +74,8 @@ void Title::update()
// Actualiza las variables de globalInputs
globalInputs::update();
// Comprueba el fundido y si se ha acabado
// Comprueba el fundido
fade_->update();
// JA_SetMusicVolume(100 - fade_->getValue());
if (fade_->hasEnded())
{
if (post_fade_ == -1)
@@ -90,30 +90,28 @@ void Title::update()
}
}
// Sección 1 - Titulo animandose
if (section::options == section::Options::TITLE_1)
// Establece la lógica según el estado
switch (state_)
{
case TitleState::LOGO_ANIMATING:
{
game_logo_->update();
if (game_logo_->hasFinished())
{
section::options = section::Options::TITLE_2;
state_ = TitleState::LOGO_FINISHED;
}
break;
}
// Sección 2 - La pantalla con el titulo, el fondo animado y la música
else if (section::options == section::Options::TITLE_2)
case TitleState::LOGO_FINISHED:
{
// El contador solo sube si no estamos definiendo botones
counter_ = define_buttons_->isEnabled() ? 0 : counter_ + 1;
// Reproduce la música
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
{
if (!fade_->isEnabled())
{
JA_PlayMusic(Resource::get()->getMusic("title.ogg"));
}
}
// Actualiza el logo con el título del juego
game_logo_->update();
@@ -126,6 +124,27 @@ void Title::update()
fade_->activate();
post_fade_ = -1;
}
break;
}
case TitleState::START_HAS_BEEN_PRESSED:
{
// Actualiza el logo con el título del juego
game_logo_->update();
// Actualiza el mosaico de fondo
tiled_bg_->update();
if (counter_ == 100)
{
fade_->activate();
}
++counter_;
break;
}
default:
break;
}
}
}
@@ -145,16 +164,10 @@ void Title::render()
// Dibuja el logo con el título del juego
game_logo_->render();
if (section::options == section::Options::TITLE_2)
{
constexpr Color shadow = Color(0x14, 0x87, 0xc4);
// 'PRESS TO PLAY'
if (counter_ % 50 > 14 && !define_buttons_->isEnabled())
if (state_ != TitleState::LOGO_ANIMATING)
{
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText(23), 1, no_color, 1, shadow);
}
// Mini logo
const int pos1 = (param.game.height / 5 * 4) + BLOCK;
const int pos2 = pos1 + mini_logo_sprite_->getHeight() + 3;
@@ -165,6 +178,24 @@ void Title::render()
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, pos2, TEXT_COPYRIGHT, 1, no_color, 1, shadow);
}
if (state_ == TitleState::LOGO_FINISHED)
{
// 'PRESS TO PLAY'
if (counter_ % 50 > 14 && !define_buttons_->isEnabled())
{
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText(23), 1, no_color, 1, shadow);
}
}
if (state_ == TitleState::START_HAS_BEEN_PRESSED)
{
// 'PRESS TO PLAY'
if (counter_ % 10 > 4 && !define_buttons_->isEnabled())
{
text_->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, param.title.press_start_position, lang::getText(23), 1, no_color, 1, shadow);
}
}
// Define Buttons
define_buttons_->render();
@@ -246,26 +277,28 @@ void Title::checkEvents()
// Comprueba las entradas
void Title::checkInput()
{
// Comprueba los controladores solo si no se estan definiendo los botones
// Comprueba las entradas solo si no se estan definiendo los botones
if (!define_buttons_->isEnabled())
{
// Comprueba los métodos de control
// Comprueba todos los métodos de control
for (const auto &controller : options.controllers)
{
// START
if (Input::get()->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index) &&
!Input::get()->checkInput(InputType::SERVICE, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
if (section::options == section::Options::TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
if (state_ == TitleState::LOGO_FINISHED || ALLOW_TITLE_ANIMATION_SKIP)
{
fade_->activate();
JA_FadeOutMusic(1500);
JA_PlaySound(Resource::get()->getSound("game_start.wav"));
JA_FadeOutMusic(1500);
post_fade_ = controller.player_id;
state_ = TitleState::START_HAS_BEEN_PRESSED;
counter_ = 0;
return;
}
}
// Comprueba si se va a intercambiar la asignación de mandos a jugadores
// SWAP_CONTROLLERS
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
Input::get()->checkInput(InputType::SWAP_CONTROLLERS, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
@@ -273,7 +306,7 @@ void Title::checkInput()
return;
}
// Comprueba si algun mando quiere ser configurado
// CONFIG
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
Input::get()->checkInput(InputType::CONFIG, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
@@ -352,7 +385,6 @@ void Title::showControllers()
}
}
// std::string spaces(lang::getText(100).length() + 3, ' ');
// std::string kb_text = spaces + lang::getText(69);
// Muestra la notificación
Notifier::get()->showText({text.at(0), text.at(1)});
}

View File

@@ -27,9 +27,10 @@ constexpr bool ALLOW_TITLE_ANIMATION_SKIP = false;
- Dibujar el tileado de fondo
- Redifinir los botones de los mandos de juego
Esta clase tiene dos estados:
Esta clase tiene tres estados:
- El titulo está animandose, con el fondo estático
- El titulo ya está en su sitio y el fondo se está animando
- Se ha pulsado el botón de start
Por razones de diseño, no se permite saltarse la animación del titulo, aunque es
configurable mediante un define
@@ -39,6 +40,14 @@ constexpr bool ALLOW_TITLE_ANIMATION_SKIP = false;
class Title
{
private:
// Enumeraciones
enum class TitleState
{
LOGO_ANIMATING,
LOGO_FINISHED,
START_HAS_BEEN_PRESSED,
};
// Objetos y punteros
std::shared_ptr<Text> text_; // Objeto de texto para poder escribir textos en pantalla
std::unique_ptr<Fade> fade_; // Objeto para realizar fundidos en pantalla
@@ -53,6 +62,7 @@ private:
section::Name next_section_; // Indica cual es la siguiente sección a cargar cuando termine el contador del titulo
int post_fade_ = 0; // Opción a realizar cuando termina el fundido
int num_controllers_; // Número de mandos conectados
TitleState state_; // Estado en el que se encuentra la sección
// Actualiza las variables del objeto
void update();