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9 Commits
e61daeb92e
...
2024-12-31
| Author | SHA1 | Date | |
|---|---|---|---|
| 40dfc32e84 | |||
| 4cd1d91560 | |||
| e43badd703 | |||
| 71dcf9cf87 | |||
| 3a8521a1da | |||
| 74d9c9a2b9 | |||
| 9532caace8 | |||
| 0bbd14067a | |||
| cfaa143c44 |
156
Makefile
156
Makefile
@@ -1,59 +1,63 @@
|
||||
# Directorios
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DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
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DIR_SOURCES:= $(addsuffix /, $(DIR_ROOT)source)
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DIR_BIN := $(addsuffix /, $(DIR_ROOT))
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DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
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DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
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DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
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DIR_BIN := $(addsuffix /, $(DIR_ROOT))
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DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
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# Variables
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TARGET_NAME := coffee_crisis_arcade_edition
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TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
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APP_NAME := Coffee Crisis Arcade Edition
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RELEASE_FOLDER:= ccae_release
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RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
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VERSION := v0.01
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TARGET_NAME := coffee_crisis_arcade_edition
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TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
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APP_NAME := Coffee Crisis Arcade Edition
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RELEASE_FOLDER := ccae_release
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RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
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RESOURCE_FILE := release/coffee.res
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VERSION := 2024-12-31
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# Nombres para los ficheros de lanzamiento
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WINDOWS_RELEASE := $(TARGET_FILE)-$(VERSION)-win32-x64.zip
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MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg
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MACOS_APPLE_SILICON_RELEASE:= $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg
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LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz
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WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
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MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg
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MACOS_APPLE_SILICON_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg
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LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz
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RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz
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# Includes
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INCLUDES:= -I$(DIR_SOURCES)
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INCLUDES := -I$(DIR_SOURCES)
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# Variables según el sistema operativo
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ifeq ($(OS),Windows_NT)
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FixPath = $(subst /,\,$1)
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SOURCES := source/*.cpp
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CXXFLAGS:= -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
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CXXFLAGS_DEBUG:= -std=c++20 -Wall -g
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LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32
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RM = del /Q
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MKD:= mkdir
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FixPath = $(subst /,\\,$1)
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SOURCES := source/*.cpp
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CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
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CXXFLAGS_DEBUG := -std=c++20 -Wall -g
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LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32
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RM := del /Q
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MKDIR := mkdir
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else
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FixPath = $1
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SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
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SOURCES := source/*.cpp
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CXXFLAGS:= -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
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CXXFLAGS_DEBUG:= -std=c++20 -Wall -g
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LDFLAGS := -lSDL2
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RM = rm -f
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MKD:= mkdir -p
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UNAME_S := $(shell uname -s)
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FixPath = $1
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SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
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SOURCES := source/*.cpp
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CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
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CXXFLAGS_DEBUG := -std=c++20 -Wall -g
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LDFLAGS := -lSDL2
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RMFILE := rm -f
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RMDIR := rm -rdf
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MKDIR := mkdir -p
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UNAME_S := $(shell uname -s)
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ifeq ($(UNAME_S),Linux)
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LDFLAGS += -lGL
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LDFLAGS += -lGL
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endif
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ifeq ($(UNAME_S),Darwin)
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CXXFLAGS += -Wno-deprecated
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CXXFLAGS_DEBUG += -Wno-deprecated
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LDFLAGS += -framework OpenGL
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CXXFLAGS += -Wno-deprecated
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CXXFLAGS_DEBUG += -Wno-deprecated
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LDFLAGS += -framework OpenGL
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endif
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endif
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# Rules
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# Reglas para compilación
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windows:
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@echo off
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$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe"
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windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
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$(CXX) $(SOURCES) $(RESOURCE_FILE) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe"
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strip -s -R .comment -R .gnu.version "$(TARGET_FILE).exe" --strip-unneeded
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windows_rec:
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@@ -80,12 +84,13 @@ windows_release:
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powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
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# Compila
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$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe"
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strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_FILE).exe" --strip-unneeded
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windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
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$(CXX) $(SOURCES) $(RESOURCE_FILE) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe"
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strip -s -R .comment -R .gnu.version "$(RELEASE_FILE).exe" --strip-unneeded
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# Crea el fichero .zip
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powershell if (Test-Path $(WINDOWS_RELEASE)) {Remove-Item $(WINDOWS_RELEASE)}
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powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath $(WINDOWS_RELEASE)
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powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
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powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
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# Elimina la carpeta temporal 'RELEASE_FOLDER'
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powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
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@@ -98,17 +103,17 @@ macos_debug:
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macos_release:
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# Elimina datos de compilaciones anteriores
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rm -rdf "$(RELEASE_FOLDER)"
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rm -rdf Frameworks
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rm -f tmp.dmg
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rm -f "$(MACOS_INTEL_RELEASE)"
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rm -f "$(MACOS_APPLE_SILICON_RELEASE)"
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$(RMDIR) "$(RELEASE_FOLDER)"
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$(RMDIR) Frameworks
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$(RMFILE) tmp.dmg
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$(RMFILE) "$(MACOS_INTEL_RELEASE)"
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$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
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# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
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mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
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mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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mkdir -p Frameworks
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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$(MKDIR) Frameworks
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# Copia carpetas y ficheros
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cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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@@ -123,24 +128,24 @@ macos_release:
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ln -s /Applications "$(RELEASE_FOLDER)"/Applications
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# Compila la versión para procesadores Intel
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$(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
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$(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
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# Empaqueta el .dmg de la versión Intel
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hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
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hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
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rm -f tmp.dmg
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$(RMFILE) tmp.dmg
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|
||||
# Compila la versión para procesadores Apple Silicon
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||||
$(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
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$(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
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# Empaqueta el .dmg de la versión Apple Silicon
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hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
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hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
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rm -f tmp.dmg
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$(RMFILE) tmp.dmg
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# Elimina las carpetas temporales
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$(RM) Frameworks
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$(RM) "$(RELEASE_FOLDER)"
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$(RMDIR) Frameworks
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$(RMDIR) "$(RELEASE_FOLDER)"
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|
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linux:
|
||||
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
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||||
@@ -151,10 +156,10 @@ linux_debug:
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linux_release:
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# Elimina carpetas previas
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$(RM) "$(RELEASE_FOLDER)"
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$(RMDIR) "$(RELEASE_FOLDER)"
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|
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# Crea la carpeta temporal para realizar el lanzamiento
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mkdir -p "$(RELEASE_FOLDER)"
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$(MKDIR) "$(RELEASE_FOLDER)"
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# Copia ficheros
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cp -R data "$(RELEASE_FOLDER)"
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@@ -166,11 +171,11 @@ linux_release:
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strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
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|
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# Empaqueta ficheros
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$(RM) "$(LINUX_RELEASE)"
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cd "$(RELEASE_FOLDER)" && tar -czvf "../$(LINUX_RELEASE)" *
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$(RMFILE) "$(LINUX_RELEASE)"
|
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cd "$(RELEASE_FOLDER)" && tar -czvf "$(LINUX_RELEASE)" *
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|
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# Elimina la carpeta temporal
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$(RM) "$(RELEASE_FOLDER)"
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$(RMDIR) "$(RELEASE_FOLDER)"
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raspi:
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$(CXX) $(SOURCES) -D ARCADE -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
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@@ -179,12 +184,35 @@ raspi:
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raspi_debug:
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$(CXX) $(SOURCES) -D ARCADE -D VERBOSE -D DEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
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anbernic:
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raspi_release:
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# Elimina carpetas previas
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$(RM) "$(RELEASE_FOLDER)"_anbernic
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$(RMDIR) "$(RELEASE_FOLDER)"
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|
||||
# Crea la carpeta temporal para realizar el lanzamiento
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mkdir -p "$(RELEASE_FOLDER)"_anbernic
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$(MKDIR) "$(RELEASE_FOLDER)"
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|
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# Copia ficheros
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cp -R data "$(RELEASE_FOLDER)"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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|
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# Complia
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$(CXX) $(SOURCES) -D ARCADE -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
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strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
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|
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# Empaqueta ficheros
|
||||
$(RMFILE) "$(LINUX_RELEASE)"
|
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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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|
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2
release/coffee.rc
Normal file
2
release/coffee.rc
Normal file
@@ -0,0 +1,2 @@
|
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// coffee.rc
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IDI_ICON1 ICON "icon.ico"
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BIN
release/coffee.res
Normal file
BIN
release/coffee.res
Normal file
Binary file not shown.
BIN
release/icon.ico
Normal file
BIN
release/icon.ico
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 38 KiB |
@@ -54,7 +54,7 @@ Director::Director(int argc, const char *argv[])
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section::name = section::Name::GAME;
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section::options = section::Options::GAME_PLAY_1P;
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#elif DEBUG
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section::name = section::Name::GAME;
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section::name = section::Name::LOGO;
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#else // NORMAL GAME
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section::name = section::Name::LOGO;
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
|
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|
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@@ -68,11 +68,9 @@ Game::Game(int player_id, int current_stage, bool demo)
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|
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fade_in_->setColor(fade_color.r, fade_color.g, fade_color.b);
|
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fade_in_->setPost(0);
|
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fade_in_->setType(FadeType::VENETIAN);
|
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fade_in_->setType(FadeType::RANDOM_SQUARE);
|
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fade_in_->setMode(FadeMode::IN);
|
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fade_in_->activate();
|
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// JA_PlaySound(Resource::get()->getSound("fade_in.wav"));
|
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// playMusic();
|
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|
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fade_out_->setColor(fade_color.r, fade_color.g, fade_color.b);
|
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fade_out_->setPost(param.fade.post_duration);
|
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@@ -943,15 +941,12 @@ void Game::fillCanvas()
|
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background_->render();
|
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renderItems();
|
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renderSmartSprites();
|
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tabe_->render();
|
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balloon_manager_->render();
|
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tabe_->render();
|
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renderBullets();
|
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renderPathSprites();
|
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renderPlayers();
|
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|
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auto sprite = std::make_unique<Sprite>(Resource::get()->getTexture("game_text_game_over"));
|
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sprite->render();
|
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|
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// Deja el renderizador apuntando donde estaba
|
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SDL_SetRenderTarget(renderer_, temp);
|
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}
|
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|
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@@ -416,7 +416,6 @@ void Intro::render()
|
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void Intro::run()
|
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{
|
||||
JA_PlayMusic(Resource::get()->getMusic("intro.ogg"), 0);
|
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|
||||
while (section::name == section::Name::INTRO)
|
||||
{
|
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checkInput();
|
||||
|
||||
@@ -20,6 +20,7 @@ struct JA_Channel_t {
|
||||
|
||||
struct JA_Music_t {
|
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int samples {0};
|
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Uint32 length {0};
|
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int pos {0};
|
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int times {0};
|
||||
short* output {NULL};
|
||||
@@ -60,13 +61,13 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
|
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volume = JA_musicVolume * (1.0 - percent);
|
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}
|
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}
|
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const int size = SDL_min(len, (current_music->samples-current_music->pos)*2);
|
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SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, volume);
|
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current_music->pos += size/2;
|
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const int size = SDL_min(len, current_music->length - current_music->pos);
|
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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++) {
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -234,7 +234,7 @@ void Logo::render()
|
||||
void Logo::run()
|
||||
{
|
||||
// Detiene la música
|
||||
JA_FadeOutMusic(500);
|
||||
JA_FadeOutMusic(300);
|
||||
|
||||
while (section::name == section::Name::LOGO)
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
103
source/title.cpp
103
source/title.cpp
@@ -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)
|
||||
@@ -90,18 +90,19 @@ 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;
|
||||
@@ -109,10 +110,7 @@ void Title::update()
|
||||
// Reproduce la música
|
||||
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
|
||||
{
|
||||
if (!fade_->isEnabled())
|
||||
{
|
||||
JA_PlayMusic(Resource::get()->getMusic("title.ogg"));
|
||||
}
|
||||
JA_PlayMusic(Resource::get()->getMusic("title.ogg"));
|
||||
}
|
||||
|
||||
// Actualiza el logo con el título del juego
|
||||
@@ -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);
|
||||
|
||||
if (state_ != TitleState::LOGO_ANIMATING)
|
||||
{
|
||||
constexpr Color shadow = Color(0x14, 0x87, 0xc4);
|
||||
|
||||
// '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);
|
||||
}
|
||||
|
||||
// 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();
|
||||
|
||||
@@ -246,29 +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)
|
||||
{
|
||||
if (!fade_->isEnabled())
|
||||
{
|
||||
JA_PlaySound(Resource::get()->getSound("game_start.wav"));
|
||||
JA_FadeOutMusic(1500);
|
||||
fade_->activate();
|
||||
post_fade_ = controller.player_id;
|
||||
return;
|
||||
}
|
||||
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))
|
||||
{
|
||||
@@ -276,7 +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))
|
||||
{
|
||||
@@ -355,7 +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)});
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
|
||||
Reference in New Issue
Block a user