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