Files
jail_engine/main.cpp

350 lines
9.2 KiB
C++

/*
Ejemplo de uso de las unidades incluídas en jail_engine
Código fuente creado por JailDesigner
*/
#include <SDL2/SDL.h>
#include <iostream>
#include "units/jail_audio.h"
#include "units/text.h"
#include "units/utils.h"
#include "units/asset.h"
#include "units/movingsprite.h"
#include "units/texture.h"
#include "units/screen.h"
#include "units/input.h"
SDL_Event *event;
SDL_Window *window;
SDL_Renderer *renderer;
Uint32 ticks = 0;
Uint32 ticksSpeed = 15;
int counter = 0;
int gradColorMin = 64; // Minimo color más alto del degradado
int gradColorMax = 192; // Minimo color más alto del degradado
int gradCurrentColor = 192; // Color actual más alto del degradado
int gradBreathDirection = 0; // Indica si gradCurrentColor crece o decrece
int main(int argc, char *argv[])
{
// Inicializa las opciones
struct options_t *options = new options_t;
initOptions(options);
options->screen.nativeWidth = 320;
options->screen.nativeHeight = 240;
options->screen.nativeZoom = 2;
options->screen.windowZoom = 1;
options->console = true;
// Inicializa la lista de recursos
Asset *asset = new Asset(argv[0]);
asset->add("/data/music.ogg", t_music);
asset->add("/data/sound.wav", t_sound);
asset->add("/data/smb2.txt", t_font);
asset->add("/data/smb2.png", t_bitmap);
asset->add("/data/debug.txt", t_font);
asset->add("/data/debug.png", t_bitmap);
asset->add("/data/z80.png", t_bitmap);
asset->add("/data/notify.png", t_bitmap);
asset->add("/data/notify.wav", t_sound);
asset->add("/data/gamecontrollerdb.txt", t_data);
asset->setVerbose(options->console);
if (!asset->check())
{
exit(EXIT_FAILURE);
}
// Inicializa SDL y la ventana
SDL_Init(SDL_INIT_EVERYTHING);
window = SDL_CreateWindow("jail_engine_demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, options->screen.nativeWidth * options->screen.nativeZoom * options->screen.windowZoom, options->screen.nativeHeight * options->screen.nativeZoom * options->screen.windowZoom, SDL_WINDOW_SHOWN);
// window = SDL_CreateWindow("jail_engine_demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 320, 240, SDL_WINDOW_SHOWN);
if (window != nullptr)
{
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer != nullptr)
{
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
}
else
{
exit(EXIT_FAILURE);
}
}
else
{
exit(EXIT_FAILURE);
}
event = new SDL_Event();
// Inicializa jail_audio
JA_Init(48000, AUDIO_S16, 2);
JA_Music_t *music;
JA_Sound_t *sound;
music = JA_LoadMusic(asset->get("music.ogg").c_str());
sound = JA_LoadSound(asset->get("sound.wav").c_str());
// Inicializa el objeto screen
Screen *screen = new Screen(window, renderer, options);
screen->addNotifier(asset->get("notify.png"), asset->get("smb2.png"), asset->get("smb2.txt"), asset->get("notify.wav"));
// Inicializa el objeto input
Input *input = new Input(asset->get("gamecontrollerdb.txt"));
input->setVerbose(options->console);
input->discoverGameController();
//input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
//input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
//input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
//input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
//input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
//input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
//input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
//input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
string controllerName = "";
int numControllers = input->getNumControllers();
if (numControllers > 0)
{
// Obtiene el nombre del primer mando conectado
controllerName = input->getControllerName(0);
}
// Inicializa el texto
Text *text = new Text(asset->get("smb2.txt"), asset->get("smb2.png"), renderer);
Text *debugText = new Text(asset->get("debug.txt"), asset->get("debug.png"), renderer);
// Inicializa el sprite
Texture *texture = new Texture(renderer, asset->get("z80.png"));
MovingSprite *sprite = new MovingSprite();
sprite->setRenderer(renderer);
sprite->setTexture(texture);
sprite->setPosX(140);
sprite->setPosY(100);
sprite->setWidth(16);
sprite->setHeight(32);
sprite->setSpriteClip({0, 0, 16, 32});
sprite->setVelX(1);
sprite->setVelY(2);
// Bucle principal
// JA_PlayMusic(music, true);
bool should_exit = false;
while (!should_exit)
{
// Comprueba el teclado y los eventos
while (SDL_PollEvent(event))
{
if (event->type == SDL_QUIT)
{
should_exit = true;
break;
}
if (event->type == SDL_KEYDOWN)
{
switch (event->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
should_exit = true;
break;
case SDL_SCANCODE_1:
screen->decWindowSize();
break;
case SDL_SCANCODE_2:
screen->incWindowSize();
break;
case SDL_SCANCODE_N:
screen->showNotification("Ejemplo de notificacion", "con 2 lineas de texto", 0);
break;
default:
break;
}
}
}
string inputPressed = "";
if (input->checkInput(INPUT_LEFT))
{
inputPressed = "LEFT";
}
if (input->checkInput(INPUT_RIGHT))
{
inputPressed = "RIGHT";
}
if (input->checkInput(INPUT_UP))
{
inputPressed = "UP";
}
if (input->checkInput(INPUT_DOWN))
{
inputPressed = "DOWN";
}
// Actualiza la lógica del programa
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza la variable
ticks = SDL_GetTicks();
// Incrementa el contador
counter++;
// Actualiza el objeto screen
screen->update();
// Actualiza el sprite
if (sprite->getPosX() + sprite->getWidth() > options->screen.nativeWidth or sprite->getPosX() < 0)
{
sprite->undoMoveX();
int spr_direction = 1;
int spr_force = 1;
if (sprite->getVelX() > 0)
{
spr_direction = -1;
}
if (SDL_GetTicks() % 2 == 0)
{
spr_force = 2;
}
sprite->setVelX(spr_force * spr_direction);
JA_PlaySound(sound);
}
if (sprite->getPosY() + sprite->getHeight() > options->screen.nativeHeight or sprite->getPosY() < 0)
{
sprite->undoMoveY();
int spr_direction = 1;
int spr_force = 1;
if (sprite->getVelY() > 0)
{
spr_direction = -1;
}
if (SDL_GetTicks() % 2 == 0)
{
spr_force = 2;
}
sprite->setVelY(spr_force * spr_direction);
JA_PlaySound(sound);
}
sprite->update();
// Actualiza el degradado
if (counter % 1 == 0)
{
gradBreathDirection == 0 ? gradCurrentColor-- : gradCurrentColor++;
if (gradCurrentColor == gradColorMin)
{
gradBreathDirection = 1;
}
if (gradCurrentColor == gradColorMax)
{
gradBreathDirection = 0;
}
}
}
// Dibuja en pantalla
screen->start();
screen->clean();
// Dibuja un degradado de fondo
const int gradFirstLine = options->screen.nativeHeight / 3;
const int gradLastLine = options->screen.nativeHeight;
const int gradNumLines = gradLastLine - gradFirstLine;
const int gradColorFrom = 0;
for (int i = gradFirstLine; i < gradLastLine; ++i)
{
float step = ((float)(i - gradFirstLine) / gradNumLines);
int color = gradColorFrom + ((gradCurrentColor - gradColorFrom) * step);
SDL_SetRenderDrawColor(renderer, color, 0x00, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 0, i, options->screen.nativeWidth, i);
}
for (int i = gradLastLine; i > gradFirstLine; --i)
{
float step = ((float)(i - gradFirstLine) / gradNumLines);
int alpha = 0 + ((255 - 0) * step);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, alpha);
SDL_RenderDrawLine(renderer, 0, gradLastLine - i, options->screen.nativeWidth, gradLastLine - i);
}
// Dibuja el sprite
sprite->render();
// Escribe el texto
text->setZoom(2);
text->writeDX(TXT_CENTER | TXT_SHADOW, options->screen.nativeWidth / 2, text->getCharacterSize(), "Jail Engine DEMO", 1, {255, 255, 255}, 1, {48, 48, 48});
text->disableZoom();
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, options->screen.nativeWidth / 2, text->getCharacterSize() * 7, "Pulsa 'N' para mostrar", 1, {240, 240, 240}, 1, {0, 0, 192});
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, options->screen.nativeWidth / 2, text->getCharacterSize() * 8, "una notificacion", 1, {240, 240, 240}, 1, {0, 0, 192});
debugText->writeCentered(options->screen.nativeWidth / 2, options->screen.nativeHeight / 2, controllerName);
debugText->writeCentered(options->screen.nativeWidth / 2, (options->screen.nativeHeight / 2) + (debugText->getCharacterSize()*2), inputPressed);
// Vuelca el buffer en pantalla
screen->blit();
}
// Finaliza el sprite
if (sprite != nullptr)
{
delete sprite;
}
if (texture != nullptr)
{
delete texture;
}
// Finaliza el texto
if (text != nullptr)
{
delete text;
}
if (debugText != nullptr)
{
delete debugText;
}
// Finaliza el objeto input
if (input != nullptr)
{
delete input;
}
// Finaliza el objeto screen
if (screen != nullptr)
{
delete screen;
}
// Finaliza jail_audio
JA_DeleteSound(sound);
JA_DeleteMusic(music);
// Finaliza el objeto con la lista de recuros
if (asset != nullptr)
{
delete asset;
}
// Finaliza las opciones
if (options != nullptr)
{
delete options;
}
// Finaliza SDL y la ventana
if (event != nullptr)
{
delete event;
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}