Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
@@ -8,4 +8,5 @@ thumbs.db
|
|||||||
*.dmg
|
*.dmg
|
||||||
*.tar.gz
|
*.tar.gz
|
||||||
*.zip
|
*.zip
|
||||||
*.app
|
*.app
|
||||||
|
*_debug
|
||||||
39
Makefile
39
Makefile
@@ -4,11 +4,17 @@ appName = JailDoctor's Dilemma
|
|||||||
releaseFolder = jdd_release
|
releaseFolder = jdd_release
|
||||||
version = v1.0
|
version = v1.0
|
||||||
|
|
||||||
|
# Release names
|
||||||
|
windowsRelease = $(executable)-$(version)-win32-x64.zip
|
||||||
|
macosIntelRelease = $(executable)-$(version)-macos-intel.dmg
|
||||||
|
macosAppleSiliconRelease = $(executable)-$(version)-macos-apple-silicon.dmg
|
||||||
|
linuxRelease = $(executable)-$(version)-linux.tar.gz
|
||||||
|
|
||||||
windows:
|
windows:
|
||||||
@echo off
|
@echo off
|
||||||
powershell if (Test-Path data\config) {Remove-Item data\config -Recurse -Force}
|
powershell if (Test-Path data\config) {Remove-Item data\config -Recurse -Force}
|
||||||
powershell if (-not (Test-Path data\config)) {New-Item data\config -ItemType Directory}
|
powershell if (-not (Test-Path data\config)) {New-Item data\config -ItemType Directory}
|
||||||
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o $(executable).exe
|
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o $(executable).exe
|
||||||
strip -s -R .comment -R .gnu.version $(executable).exe --strip-unneeded
|
strip -s -R .comment -R .gnu.version $(executable).exe --strip-unneeded
|
||||||
|
|
||||||
windows_release:
|
windows_release:
|
||||||
@@ -33,12 +39,12 @@ windows_release:
|
|||||||
powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force}
|
powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force}
|
||||||
|
|
||||||
# Build
|
# Build
|
||||||
g++ $(source) -D RELEASE -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
|
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
|
||||||
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
|
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
|
||||||
|
|
||||||
# Create ZIP
|
# Create ZIP
|
||||||
powershell if (Test-Path $(executable)_win_$(version).zip) {Remove-Item $(executable)-$(version)-win32-x64.zip}
|
powershell if (Test-Path $(executable)_win_$(version).zip) {Remove-Item $(windowsRelease)}
|
||||||
powershell Compress-Archive -Path "$(releaseFolder)"/* -DestinationPath $(executable)-$(version)-win32-x64.zip
|
powershell Compress-Archive -Path "$(releaseFolder)"/* -DestinationPath $(windowsRelease)
|
||||||
|
|
||||||
# Remove folder
|
# Remove folder
|
||||||
powershell if (Test-Path $(releaseFolder)) {Remove-Item $(releaseFolder) -Recurse -Force}
|
powershell if (Test-Path $(releaseFolder)) {Remove-Item $(releaseFolder) -Recurse -Force}
|
||||||
@@ -46,7 +52,7 @@ windows_release:
|
|||||||
macos:
|
macos:
|
||||||
rm -rdf data/config
|
rm -rdf data/config
|
||||||
mkdir -p data/config
|
mkdir -p data/config
|
||||||
clang++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o $(executable)_macos
|
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o $(executable)_macos
|
||||||
|
|
||||||
macos_release:
|
macos_release:
|
||||||
# Remove data
|
# Remove data
|
||||||
@@ -74,22 +80,22 @@ macos_release:
|
|||||||
cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents"
|
cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents"
|
||||||
|
|
||||||
# Build INTEL
|
# Build INTEL
|
||||||
clang++ $(source) -D RELEASE -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
|
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
|
||||||
|
|
||||||
# Build INTEL DMG
|
# Build INTEL DMG
|
||||||
rm -f "$(executable)_macos_intel_$(version).dmg"
|
rm -f "$(macosIntelRelease)"
|
||||||
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
|
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
|
||||||
hdiutil convert tmp.dmg -format UDZO -o "$(executable)-$(version)-macos-intel.dmg"
|
hdiutil convert tmp.dmg -format UDZO -o "$(macosIntelRelease)"
|
||||||
rm tmp.dmg
|
rm -f tmp.dmg
|
||||||
|
|
||||||
# Build APPLE SILICON
|
# Build APPLE SILICON
|
||||||
clang++ $(source) -D RELEASE -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
|
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
|
||||||
|
|
||||||
# Build APPLE SILICON DMG
|
# Build APPLE SILICON DMG
|
||||||
rm -f "$(executable)_macos_apple_silicon_$(version).dmg"
|
rm -f "$(macosAppleSiliconRelease)"
|
||||||
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
|
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
|
||||||
hdiutil convert tmp.dmg -format UDZO -o "$(executable)-$(version)-macos-apple-silicon.dmg"
|
hdiutil convert tmp.dmg -format UDZO -o "$(macosAppleSiliconRelease)"
|
||||||
rm tmp.dmg
|
rm -f tmp.dmg
|
||||||
|
|
||||||
# Remove data
|
# Remove data
|
||||||
rm -rdf Frameworks
|
rm -rdf Frameworks
|
||||||
@@ -98,7 +104,7 @@ macos_release:
|
|||||||
linux:
|
linux:
|
||||||
rm -rdf data/config
|
rm -rdf data/config
|
||||||
mkdir -p data/config
|
mkdir -p data/config
|
||||||
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(executable)_linux
|
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(executable)_linux
|
||||||
strip -s -R .comment -R .gnu.version $(executable)_linux --strip-unneeded
|
strip -s -R .comment -R .gnu.version $(executable)_linux --strip-unneeded
|
||||||
|
|
||||||
linux_release:
|
linux_release:
|
||||||
@@ -120,11 +126,12 @@ linux_release:
|
|||||||
rm -f "$(releaseFolder)/data/room/standard.tsx"
|
rm -f "$(releaseFolder)/data/room/standard.tsx"
|
||||||
|
|
||||||
# Build
|
# Build
|
||||||
g++ $(source) -D RELEASE -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(releaseFolder)/$(executable)
|
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(releaseFolder)/$(executable)
|
||||||
strip -s -R .comment -R .gnu.version $(releaseFolder)/$(executable) --strip-unneeded
|
strip -s -R .comment -R .gnu.version $(releaseFolder)/$(executable) --strip-unneeded
|
||||||
|
|
||||||
# Pack files
|
# Pack files
|
||||||
cd $(releaseFolder) && tar -czvf ../$(executable)-$(version)-linux.tar.gz *
|
rm -f $(linuxRelease)
|
||||||
|
cd $(releaseFolder) && tar -czvf ../$(linuxRelease) *
|
||||||
|
|
||||||
# Remove data
|
# Remove data
|
||||||
rm -rdf $(releaseFolder)
|
rm -rdf $(releaseFolder)
|
||||||
@@ -30,8 +30,8 @@ El juego permite tanto el uso del teclado como de un mando de control. Las tecla
|
|||||||

|

|
||||||
|
|
||||||
## Agradecimientos
|
## Agradecimientos
|
||||||
Agradecimientos como siempre a todos los Jailers por motivarme a hacer el juego y ayudarme en los momentos de duda a la hora de escribir el código. Y como siempre, en especial a JailDoc por su unidad de Jail_Audio y cualquier otro código que haya necesitado para terminar el programa.
|
Agradecimientos como siempre a todos los Jailers por motivarme a hacer el juego y ayudarme en los momentos de duda a la hora de escribir el código. Y, como siempre, en especial a JailDoc por su unidad de Jail_Audio y cualquier otro código/ayuda/enseñanzas que haya necesitado para terminar el programa.
|
||||||
|
|
||||||
Si no me he descontado, este es el cuarto juego juego que consigo crear.
|
Si no me he descontado, este es el cuarto juego que consigo crear.
|
||||||
|
|
||||||
*13 de noviembre de 2022, JailDesigner*
|
*13 de noviembre de 2022, JailDesigner*
|
||||||
@@ -5,5 +5,5 @@ frameHeight=16
|
|||||||
name=default
|
name=default
|
||||||
speed=6
|
speed=6
|
||||||
loop=0
|
loop=0
|
||||||
frames=0,1,2,3,4,5,6,7,8
|
frames=0,1,2,3,4,5
|
||||||
[/animation]
|
[/animation]
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 592 B After Width: | Height: | Size: 630 B |
@@ -4,12 +4,12 @@
|
|||||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
||||||
<data encoding="csv">
|
<data encoding="csv">
|
||||||
16,16,16,16,16,0,16,16,16,16,349,349,349,349,349,349,349,349,349,349,302,0,0,302,302,16,16,16,16,16,16,16,
|
16,16,16,16,16,0,16,16,16,16,349,349,349,349,349,349,349,349,349,349,302,0,0,302,302,16,16,16,16,16,16,16,
|
||||||
16,16,0,0,0,0,0,349,16,349,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,16,
|
16,16,302,0,0,0,0,349,16,349,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,302,16,16,
|
||||||
16,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,
|
16,302,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,302,16,
|
||||||
16,0,0,0,0,349,0,0,16,0,0,0,0,0,0,0,0,0,0,0,423,423,423,423,423,0,0,0,0,0,0,16,
|
16,0,0,0,0,349,0,0,16,0,0,0,0,0,0,0,0,0,0,0,423,423,423,423,423,0,0,0,0,0,0,16,
|
||||||
16,0,0,0,16,16,16,16,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,
|
16,0,0,0,16,16,16,16,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,
|
||||||
16,0,0,0,0,0,0,16,16,16,16,0,0,0,423,0,0,0,423,547,0,0,0,0,0,0,0,0,0,0,0,16,
|
16,0,0,0,0,0,302,16,16,16,16,0,0,0,423,0,0,0,423,547,0,0,0,0,0,0,0,0,0,0,0,16,
|
||||||
16,0,0,0,0,0,0,0,16,16,0,0,0,0,0,0,0,0,0,0,547,0,0,0,0,424,422,424,422,0,0,16,
|
16,0,0,0,0,0,0,302,16,16,0,0,0,0,0,0,0,0,0,0,547,0,0,0,0,424,422,424,422,0,0,16,
|
||||||
16,0,0,424,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,422,0,0,0,0,0,0,0,0,0,16,
|
16,0,0,424,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,422,0,0,0,0,0,0,0,0,0,16,
|
||||||
16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,422,0,0,0,0,422,0,0,0,0,0,0,0,422,16,
|
16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,422,0,0,0,0,422,0,0,0,0,0,0,0,422,16,
|
||||||
16,422,547,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,
|
16,422,547,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ itemColor1=yellow
|
|||||||
itemColor2=cyan
|
itemColor2=cyan
|
||||||
|
|
||||||
[enemy]
|
[enemy]
|
||||||
|
# Batman tocando la campana
|
||||||
tileSetFile=batman_bell.png
|
tileSetFile=batman_bell.png
|
||||||
animation=batman_bell.ani
|
animation=batman_bell.ani
|
||||||
width=16
|
width=16
|
||||||
@@ -27,6 +28,7 @@ color=cyan
|
|||||||
[/enemy]
|
[/enemy]
|
||||||
|
|
||||||
[enemy]
|
[enemy]
|
||||||
|
# Campana de Batman
|
||||||
tileSetFile=bell.png
|
tileSetFile=bell.png
|
||||||
animation=bell.ani
|
animation=bell.ani
|
||||||
width=16
|
width=16
|
||||||
@@ -68,7 +70,7 @@ height=16
|
|||||||
x=6
|
x=6
|
||||||
y=4
|
y=4
|
||||||
vx=0
|
vx=0
|
||||||
vy=0.5
|
vy=0.4
|
||||||
x1=6
|
x1=6
|
||||||
y1=4
|
y1=4
|
||||||
x2=6
|
x2=6
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ Director::Director(int argc, char *argv[])
|
|||||||
section.name = SECTION_PROG_LOGO;
|
section.name = SECTION_PROG_LOGO;
|
||||||
section.subsection = SUBSECTION_LOGO_TO_INTRO;
|
section.subsection = SUBSECTION_LOGO_TO_INTRO;
|
||||||
|
|
||||||
#ifndef RELEASE
|
#ifdef DEBUG
|
||||||
section.name = SECTION_PROG_GAME;
|
section.name = SECTION_PROG_GAME;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
@@ -20,8 +20,8 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
|
|||||||
this->debug = debug;
|
this->debug = debug;
|
||||||
this->options = options;
|
this->options = options;
|
||||||
|
|
||||||
#ifndef RELEASE
|
#ifdef DEBUG
|
||||||
currentRoom = "33.room";
|
currentRoom = "14.room";
|
||||||
const int x1 = 1;
|
const int x1 = 1;
|
||||||
const int y1 = 13;
|
const int y1 = 13;
|
||||||
spawnPoint = {x1 * 8, y1 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
|
spawnPoint = {x1 * 8, y1 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
|
||||||
@@ -96,7 +96,7 @@ void Game::checkEventHandler()
|
|||||||
case SDL_SCANCODE_ESCAPE:
|
case SDL_SCANCODE_ESCAPE:
|
||||||
section.name = SECTION_PROG_TITLE;
|
section.name = SECTION_PROG_TITLE;
|
||||||
break;
|
break;
|
||||||
#ifndef RELEASE
|
#ifdef DEBUG
|
||||||
case SDL_SCANCODE_G:
|
case SDL_SCANCODE_G:
|
||||||
debug->switchEnabled();
|
debug->switchEnabled();
|
||||||
options->cheat.invincible = debug->getEnabled();
|
options->cheat.invincible = debug->getEnabled();
|
||||||
|
|||||||
@@ -196,10 +196,18 @@ void Player::checkInput()
|
|||||||
|
|
||||||
if (input->checkInput(INPUT_UP, REPEAT_TRUE))
|
if (input->checkInput(INPUT_UP, REPEAT_TRUE))
|
||||||
{
|
{
|
||||||
setState(s_jumping);
|
// Solo puede saltar si ademas de estar (state == s_standing)
|
||||||
vy = -maxVY;
|
// Esta sobre el suelo, rampa o suelo que se mueve
|
||||||
jumpIni = y;
|
// Esto es para evitar el salto desde el vacio al cambiar de pantalla verticalmente
|
||||||
jumpCounter = 0;
|
// Ya que se coloca el estado s_standing al cambiar de pantalla
|
||||||
|
|
||||||
|
if (isOnFloor() || isOnAutoSurface())
|
||||||
|
{
|
||||||
|
setState(s_jumping);
|
||||||
|
vy = -maxVY;
|
||||||
|
jumpIni = y;
|
||||||
|
jumpCounter = 0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -265,10 +273,19 @@ void Player::checkState()
|
|||||||
vy = 0.0f;
|
vy = 0.0f;
|
||||||
jumpCounter = 0;
|
jumpCounter = 0;
|
||||||
fallCounter = 0;
|
fallCounter = 0;
|
||||||
|
if (!isOnFloor() && !isOnAutoSurface())
|
||||||
|
{
|
||||||
|
setState(s_falling);
|
||||||
|
vx = 0.0f;
|
||||||
|
vy = maxVY;
|
||||||
|
fallCounter++;
|
||||||
|
playFallSound();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
else if (state == s_jumping)
|
else if (state == s_jumping)
|
||||||
{
|
{
|
||||||
|
fallCounter = 0;
|
||||||
jumpCounter++;
|
jumpCounter++;
|
||||||
playJumpSound();
|
playJumpSound();
|
||||||
}
|
}
|
||||||
@@ -281,7 +298,6 @@ void Player::switchBorders()
|
|||||||
{
|
{
|
||||||
y = PLAY_AREA_BOTTOM - h - 0 - BLOCK;
|
y = PLAY_AREA_BOTTOM - h - 0 - BLOCK;
|
||||||
setState(s_standing);
|
setState(s_standing);
|
||||||
// jumpIni += 128;
|
|
||||||
}
|
}
|
||||||
else if (border == BORDER_BOTTOM)
|
else if (border == BORDER_BOTTOM)
|
||||||
{
|
{
|
||||||
|
|||||||
91
todo.txt
91
todo.txt
@@ -1,91 +0,0 @@
|
|||||||
## TAREAS
|
|
||||||
x (A) Hacer que deje de poder moverse tras el salto al alcanzar la misma posicion en altura que tenia cuando saltó {cm:2022-08-29}
|
|
||||||
x (A) Arreglar que no atraviese tiles atravaseables al caer muy rapido {cm:2022-08-29}
|
|
||||||
x (A) Leer los mapas directamente del archivo tmx {cm:2022-08-29}
|
|
||||||
x (A) Crear la clase item {cm:2022-08-29}
|
|
||||||
x (A) Colisiones con los enemigos {cm:2022-08-29}
|
|
||||||
x (A) Decidir un diseño para qué sucede en caso de morir: Recordar el punto por donde se entró al mapa y la velocidad en el eje X/Y que llevaba el personaje, crear puntos de reaparicion en las habitaciones, etc {cm:2022-08-29}
|
|
||||||
x En el Jet Set Willy el juego recuerda la posicion y el momento. En las Tres Luces de Glaurung solo la posición. Se va a optar por seguir el diseño del Jet Set Willy {cm:2022-08-29}
|
|
||||||
x (A) Crear tiles que maten {cm:2022-08-29}
|
|
||||||
x (A) Modificar el salto para que coincida con el del JSW, no ha de colisionar lateralmente
|
|
||||||
x (A) Crear tiles que arrastren, tipo cinta transportadora
|
|
||||||
x (A) Tiles animados
|
|
||||||
x (A) Tile que maten (o enemigos?)
|
|
||||||
x (A) Cuando mueres, pantalla negra entre vida y vida
|
|
||||||
x (A) Morir al caer de alto
|
|
||||||
x (A) Crear ascensores (NO SE VA A HACER POR DISEÑO)
|
|
||||||
x (A) Crear rampas
|
|
||||||
x (A) Enemigos de diferente tamaño {cm:2022-08-30}
|
|
||||||
x (A) Color de los items al estilo jet set willy de amstrad, que brillan con dos colores
|
|
||||||
x (A) Temporizador de inicio de los items, para poder hacer que brillen a distinto ritmo. Esto es incompatible con lo anterior {cm:2022-08-30}
|
|
||||||
x (A) Crear efecto de fade estilo spectrum, cambiando el color de las cosas a rojo, morado, azul, negro
|
|
||||||
x (A) Hacer que los enemigos tengan flip
|
|
||||||
x (A) Cabiar los colores del texto del marcador segun la habitación
|
|
||||||
x (A) Poner la info de debug con la tipografia adecuada {cm:2022-08-30}
|
|
||||||
x (A) El modo debug debe pintar la rejilla {cm:2022-08-30}
|
|
||||||
x (A) Tecla F para pasar a pantalla completa {cm:2022-08-30}
|
|
||||||
x (A) Tecla + y - para cambiar tamaño de ventana. O control F1 a F4 {cm:2022-08-30}
|
|
||||||
x (A) Poner en el marcador el indicador de si esta sonando la música
|
|
||||||
x (A) Poner en el marcador el numero de habitaciones visitadas
|
|
||||||
x (A) Los textos del marcador de colores
|
|
||||||
x (A) Añadir a cada habitación el color del borde
|
|
||||||
x (A) Añadir a cada habitación el color del nombre de la habitación
|
|
||||||
x (A) Crear el logo al estilo del logo de ERBE o TOPO, con lineas que lo formen
|
|
||||||
x (A) El titulo del juego hacerlo parecido al del Jet Set Willy in Paris
|
|
||||||
x - Ha de generarse como las cargas de pantalla de spectrum
|
|
||||||
x - Luego se colorea
|
|
||||||
x - Finalmente, cada elemento cambia de color como si fueran luces de neon
|
|
||||||
x (A) En el titulo del juego, por la parte inferior ha de aparecer una marquesina con texto, al estilo demoscene
|
|
||||||
x (A) La pantalla de titulo no tiene menu, solo un PRESS ENTER TO PLAY
|
|
||||||
x (A) Añadir color y efectos a los creditos
|
|
||||||
x (A) Crear la tipografia de corazon
|
|
||||||
x (A) Los Creditos se han de ir escribiendo letra a letra
|
|
||||||
x (A) Arreglar la pantalla de carga para que cargue bit a bit
|
|
||||||
x (A) La musica del titulo ha de seguir sonando en los creditos y el ¿logo?
|
|
||||||
x (A) Ha de haber un modo demo en el que se muestran las habitaciones predefinidas
|
|
||||||
(A) Menu de pausa/salir
|
|
||||||
x (A) Poner el mapa/jugador en pausa
|
|
||||||
x (A) El color del borde se pierde al morir por la pantalla negra
|
|
||||||
x (B) El fichero ani ha de calcular cuantos frames hay a partir del tamaño y ver que no hay ningun indice incorrecto
|
|
||||||
x (B) Así como no necesitar lo de frames per row
|
|
||||||
(B) Le ha de pasar el w y h al sprite
|
|
||||||
(B) Lo enemigos han de coger el ancho y alto del fichero ani (y si no hay?)
|
|
||||||
(B) Si no se passa parametro, el fichero ani se deduce del png (y si no hay?)
|
|
||||||
x (C) Que no cree la ventana y luego añada el borde
|
|
||||||
x (A) Las vidas del marcador no estan animadas. No cambian de frame
|
|
||||||
(A) Mejorar las cintas. no permitir saltar hacia atras
|
|
||||||
x (A) Cambio de paleta en caliente
|
|
||||||
x (A) Precargar todos los recursos del juego
|
|
||||||
x (A) Deshabilitar el input hasta que se suelten todas las teclas
|
|
||||||
|
|
||||||
|
|
||||||
## TEMAS
|
|
||||||
x marounders
|
|
||||||
x paku simbel
|
|
||||||
x jail battle
|
|
||||||
arounders race
|
|
||||||
aee gba
|
|
||||||
x matatunos
|
|
||||||
x sigmasua
|
|
||||||
calculin doom
|
|
||||||
leaper reaper
|
|
||||||
x mini ascii
|
|
||||||
mappy
|
|
||||||
x paco
|
|
||||||
x chirping
|
|
||||||
x abad y batman
|
|
||||||
x jail
|
|
||||||
counter strike
|
|
||||||
starcraft
|
|
||||||
diablo
|
|
||||||
jailparty
|
|
||||||
maniac mansion
|
|
||||||
molotov
|
|
||||||
tutorials
|
|
||||||
gavina
|
|
||||||
puzzle restorer
|
|
||||||
x qvoid
|
|
||||||
brick roll
|
|
||||||
dante's fall
|
|
||||||
x repairing computers
|
|
||||||
va en moto a la feina, ploent
|
|
||||||
Reference in New Issue
Block a user