redistribuida la carpeta source
This commit is contained in:
55
source/core/system/debug.cpp
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55
source/core/system/debug.cpp
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#include "core/system/debug.hpp"
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#include <algorithm> // Para max
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#include <memory> // Para __shared_ptr_access, shared_ptr
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#include "core/resources/resource.hpp" // Para Resource
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#include "core/rendering/text.hpp" // Para Text
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#include "utils/utils.hpp" // Para Color
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// [SINGLETON]
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Debug* Debug::debug_ = nullptr;
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// [SINGLETON] Crearemos el objeto con esta función estática
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void Debug::init() {
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Debug::debug_ = new Debug();
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}
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// [SINGLETON] Destruiremos el objeto con esta función estática
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void Debug::destroy() {
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delete Debug::debug_;
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}
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// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
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Debug* Debug::get() {
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return Debug::debug_;
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}
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// Dibuja en pantalla
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void Debug::render() {
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auto text = Resource::get()->getText("debug");
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int y = y_;
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int w = 0;
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for (const auto& s : slot_) {
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text->write(x_, y, s);
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w = (std::max(w, (int)s.length()));
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y += text->getCharacterSize() + 1;
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if (y > 192 - text->getCharacterSize()) {
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y = y_;
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x_ += w * text->getCharacterSize() + 2;
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}
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}
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y = 0;
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for (const auto& l : log_) {
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text->writeColored(x_ + 10, y, l, static_cast<Uint8>(PaletteColor::WHITE));
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y += text->getCharacterSize() + 1;
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}
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}
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// Establece la posición donde se colocará la información de debug
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void Debug::setPos(SDL_FPoint p) {
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x_ = p.x;
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y_ = p.y;
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}
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53
source/core/system/debug.hpp
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53
source/core/system/debug.hpp
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#pragma once
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#include <SDL3/SDL.h>
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#include <string> // Para string
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#include <vector> // Para vector
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// Clase Debug
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class Debug {
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private:
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// [SINGLETON] Objeto privado
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static Debug* debug_;
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// Variables
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std::vector<std::string> slot_; // Vector con los textos a escribir
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std::vector<std::string> log_; // Vector con los textos a escribir
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int x_ = 0; // Posicion donde escribir el texto de debug
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int y_ = 0; // Posición donde escribir el texto de debug
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bool enabled_ = false; // Indica si esta activo el modo debug
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// Constructor
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Debug() = default;
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// Destructor
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~Debug() = default;
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public:
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// [SINGLETON] Crearemos el objeto con esta función estática
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static void init();
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// [SINGLETON] Destruiremos el objeto con esta función estática
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static void destroy();
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// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
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static Debug* get();
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// Dibuja en pantalla
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void render();
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// Establece la posición donde se colocará la información de debug
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void setPos(SDL_FPoint p);
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// Getters
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bool getEnabled() { return enabled_; }
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// Setters
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void add(std::string text) { slot_.push_back(text); }
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void clear() { slot_.clear(); }
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void addToLog(std::string text) { log_.push_back(text); }
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void clearLog() { log_.clear(); }
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void setEnabled(bool value) { enabled_ = value; }
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void toggleEnabled() { enabled_ = !enabled_; }
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};
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589
source/core/system/director.cpp
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589
source/core/system/director.cpp
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#include "core/system/director.hpp"
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#include <SDL3/SDL.h>
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#include <errno.h> // Para errno, EEXIST, EACCES, ENAMETOO...
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#include <stdio.h> // Para printf, perror
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#include <sys/stat.h> // Para mkdir, stat, S_IRWXU
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#include <unistd.h> // Para getuid
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#include <cstdlib> // Para exit, EXIT_FAILURE, srand
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#include <iostream> // Para basic_ostream, operator<<, cout
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#include <memory> // Para make_unique, unique_ptr
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#include <string> // Para operator+, allocator, char_traits
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#include "core/resources/asset.hpp" // Para Asset, AssetType
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#include "game/gameplay/cheevos.hpp" // Para Cheevos
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#include "core/system/debug.hpp" // Para Debug
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#include "utils/defines.hpp" // Para WINDOW_CAPTION
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#include "external/jail_audio.h" // Para JA_SetMusicVolume, JA_SetSoundV...
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#include "core/input/input.hpp" // Para Input, InputAction
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#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo
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#include "core/resources/resource.hpp" // Para Resource
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#include "core/rendering/screen.hpp" // Para Screen
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#include "game/scenes/credits.hpp" // Para Credits
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#include "game/scenes/ending.hpp" // Para Ending
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#include "game/scenes/ending2.hpp" // Para Ending2
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#include "game/scenes/game.hpp" // Para Game, GameMode
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#include "game/scenes/game_over.hpp" // Para GameOver
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#include "game/scenes/loading_screen.hpp" // Para LoadingScreen
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#include "game/scenes/logo.hpp" // Para Logo
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#include "game/scenes/title.hpp" // Para Title
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#include "game/ui/notifier.hpp" // Para Notifier
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#ifndef _WIN32
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#include <pwd.h>
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#endif
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// Constructor
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Director::Director(int argc, const char* argv[]) {
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std::cout << "Game start" << std::endl;
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// Crea e inicializa las opciones del programa
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initOptions();
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// Comprueba los parametros del programa
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executable_path_ = checkProgramArguments(argc, argv);
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// Crea el objeto que controla los ficheros de recursos
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Asset::init(executable_path_);
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// Crea la carpeta del sistema donde guardar datos
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createSystemFolder("jailgames");
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createSystemFolder("jailgames/jaildoctors_dilemma");
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// Si falta algún fichero no inicia el programa
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if (!setFileList()) {
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exit(EXIT_FAILURE);
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}
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// Carga las opciones desde un fichero
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loadOptionsFromFile(Asset::get()->get("config.txt"));
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// Inicializa JailAudio
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initJailAudio();
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// Crea los objetos
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Screen::init();
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SDL_HideCursor();
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Resource::init();
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Notifier::init("", "8bithud");
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Screen::get()->setNotificationsEnabled(true);
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Input::init(Asset::get()->get("gamecontrollerdb.txt"));
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initInput();
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Debug::init();
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Cheevos::init(Asset::get()->get("cheevos.bin"));
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}
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Director::~Director() {
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// Guarda las opciones a un fichero
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saveOptionsToFile(Asset::get()->get("config.txt"));
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// Destruye los singletones
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Cheevos::destroy();
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Debug::destroy();
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Input::destroy();
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Notifier::destroy();
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Resource::destroy();
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Screen::destroy();
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Asset::destroy();
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SDL_Quit();
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std::cout << "\nBye!" << std::endl;
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}
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// Comprueba los parametros del programa
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std::string Director::checkProgramArguments(int argc, const char* argv[]) {
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// Iterar sobre los argumentos del programa
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for (int i = 1; i < argc; ++i) {
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std::string argument(argv[i]);
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if (argument == "--console") {
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options.console = true;
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} else if (argument == "--infiniteLives") {
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options.cheats.infinite_lives = Cheat::CheatState::ENABLED;
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} else if (argument == "--invincible") {
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options.cheats.invincible = Cheat::CheatState::ENABLED;
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} else if (argument == "--jailEnabled") {
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options.cheats.jail_is_open = Cheat::CheatState::ENABLED;
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} else if (argument == "--altSkin") {
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options.cheats.alternate_skin = Cheat::CheatState::ENABLED;
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}
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}
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return argv[0];
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}
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// Crea la carpeta del sistema donde guardar datos
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void Director::createSystemFolder(const std::string& folder) {
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#ifdef _WIN32
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system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
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#elif __APPLE__
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struct passwd* pw = getpwuid(getuid());
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const char* homedir = pw->pw_dir;
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system_folder_ = std::string(homedir) + "/Library/Application Support" + "/" + folder;
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#elif __linux__
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struct passwd* pw = getpwuid(getuid());
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const char* homedir = pw->pw_dir;
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system_folder_ = std::string(homedir) + "/.config/" + folder;
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{
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// Intenta crear ".config", per si no existeix
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std::string config_base_folder = std::string(homedir) + "/.config";
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int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
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if (ret == -1 && errno != EEXIST) {
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printf("ERROR CREATING CONFIG BASE FOLDER.");
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exit(EXIT_FAILURE);
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}
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}
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#endif
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struct stat st = {0};
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if (stat(system_folder_.c_str(), &st) == -1) {
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errno = 0;
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#ifdef _WIN32
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int ret = mkdir(system_folder_.c_str());
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#else
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int ret = mkdir(system_folder_.c_str(), S_IRWXU);
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#endif
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if (ret == -1) {
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switch (errno) {
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case EACCES:
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printf("the parent directory does not allow write");
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exit(EXIT_FAILURE);
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case EEXIST:
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printf("pathname already exists");
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exit(EXIT_FAILURE);
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case ENAMETOOLONG:
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printf("pathname is too long");
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exit(EXIT_FAILURE);
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default:
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perror("mkdir");
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exit(EXIT_FAILURE);
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}
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}
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}
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}
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// Inicia las variables necesarias para arrancar el programa
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void Director::initInput() {
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// Busca si hay un mando conectado
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Input::get()->discoverGameControllers();
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// Teclado - Movimiento
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if (options.keys == ControlScheme::CURSOR) {
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_UP);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_DOWN);
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} else if (options.keys == ControlScheme::OPQA) {
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_Q);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_O);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_P);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_Q);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_A);
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} else if (options.keys == ControlScheme::WASD) {
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_W);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_A);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_D);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_W);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_S);
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}
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// Teclado - Otros
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Input::get()->bindKey(InputAction::ACCEPT, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(InputAction::CANCEL, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(InputAction::PAUSE, SDL_SCANCODE_H);
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Input::get()->bindKey(InputAction::EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(InputAction::WINDOW_DEC_ZOOM, SDL_SCANCODE_F1);
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Input::get()->bindKey(InputAction::WINDOW_INC_ZOOM, SDL_SCANCODE_F2);
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Input::get()->bindKey(InputAction::TOGGLE_VIDEOMODE, SDL_SCANCODE_F3);
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Input::get()->bindKey(InputAction::TOGGLE_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(InputAction::NEXT_PALETTE, SDL_SCANCODE_F5);
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Input::get()->bindKey(InputAction::PREVIOUS_PALETTE, SDL_SCANCODE_F6);
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Input::get()->bindKey(InputAction::TOGGLE_INTEGER_SCALE, SDL_SCANCODE_F7);
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Input::get()->bindKey(InputAction::SHOW_DEBUG_INFO, SDL_SCANCODE_F12);
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Input::get()->bindKey(InputAction::TOGGLE_MUSIC, SDL_SCANCODE_M);
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Input::get()->bindKey(InputAction::TOGGLE_BORDER, SDL_SCANCODE_B);
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// MANDO
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const int NUM_GAMEPADS = Input::get()->getNumControllers();
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for (int i = 0; i < NUM_GAMEPADS; ++i) {
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// Movimiento
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Input::get()->bindGameControllerButton(i, InputAction::JUMP, SDL_GAMEPAD_BUTTON_SOUTH);
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Input::get()->bindGameControllerButton(i, InputAction::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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// Otros
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Input::get()->bindGameControllerButton(i, InputAction::ACCEPT, SDL_GAMEPAD_BUTTON_SOUTH);
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Input::get()->bindGameControllerButton(i, InputAction::CANCEL, SDL_GAMEPAD_BUTTON_EAST);
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#ifdef GAME_CONSOLE
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Input::get()->bindGameControllerButton(i, InputAction::input_pause, SDL_GAMEPAD_BUTTON_BACK);
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Input::get()->bindGameControllerButton(i, InputAction::input_exit, SDL_GAMEPAD_BUTTON_START);
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#else
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Input::get()->bindGameControllerButton(i, InputAction::PAUSE, SDL_GAMEPAD_BUTTON_START);
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Input::get()->bindGameControllerButton(i, InputAction::EXIT, SDL_GAMEPAD_BUTTON_BACK);
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#endif
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Input::get()->bindGameControllerButton(i, InputAction::NEXT_PALETTE, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
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Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_MUSIC, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_BORDER, SDL_GAMEPAD_BUTTON_NORTH);
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}
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}
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// Inicializa JailAudio
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void Director::initJailAudio() {
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if (!SDL_Init(SDL_INIT_AUDIO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
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} else {
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JA_Init(48000, SDL_AUDIO_S16LE, 2);
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if (options.audio.enabled) {
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JA_SetMusicVolume(options.audio.music.volume);
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JA_SetSoundVolume(options.audio.sound.volume);
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} else {
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JA_SetMusicVolume(0);
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JA_SetSoundVolume(0);
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}
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}
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}
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// Crea el indice de ficheros
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bool Director::setFileList() {
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#ifdef MACOS_BUNDLE
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const std::string prefix = "/../Resources";
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#else
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const std::string prefix = "";
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#endif
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// Texto
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Asset::get()->add(prefix + "/data/font/smb2.gif", AssetType::BITMAP);
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Asset::get()->add(prefix + "/data/font/smb2.txt", AssetType::FONT);
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||||
Asset::get()->add(prefix + "/data/font/debug.gif", AssetType::BITMAP);
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Asset::get()->add(prefix + "/data/font/debug.txt", AssetType::FONT);
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Asset::get()->add(prefix + "/data/font/gauntlet.gif", AssetType::BITMAP);
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Asset::get()->add(prefix + "/data/font/gauntlet.txt", AssetType::FONT);
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Asset::get()->add(prefix + "/data/font/subatomic.gif", AssetType::BITMAP);
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Asset::get()->add(prefix + "/data/font/subatomic.txt", AssetType::FONT);
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Asset::get()->add(prefix + "/data/font/8bithud.gif", AssetType::BITMAP);
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Asset::get()->add(prefix + "/data/font/8bithud.txt", AssetType::FONT);
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||||
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// Paletas
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Asset::get()->add(prefix + "/data/palette/zx-spectrum.pal", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/palette/zx-spectrum-adjusted.pal", AssetType::PALETTE);
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||||
Asset::get()->add(prefix + "/data/palette/zxarne-5-2.pal", AssetType::PALETTE);
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Asset::get()->add(prefix + "/data/palette/black-and-white.pal", AssetType::PALETTE);
|
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Asset::get()->add(prefix + "/data/palette/green-phosphor.pal", AssetType::PALETTE);
|
||||
Asset::get()->add(prefix + "/data/palette/orange-screen.pal", AssetType::PALETTE);
|
||||
Asset::get()->add(prefix + "/data/palette/ruzx-spectrum.pal", AssetType::PALETTE);
|
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Asset::get()->add(prefix + "/data/palette/ruzx-spectrum-revision-2.pal", AssetType::PALETTE);
|
||||
Asset::get()->add(prefix + "/data/palette/pico-8.pal", AssetType::PALETTE);
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||||
Asset::get()->add(prefix + "/data/palette/sweetie-16.pal", AssetType::PALETTE);
|
||||
Asset::get()->add(prefix + "/data/palette/island-joy-16.pal", AssetType::PALETTE);
|
||||
Asset::get()->add(prefix + "/data/palette/lost-century.pal", AssetType::PALETTE);
|
||||
Asset::get()->add(prefix + "/data/palette/na16.pal", AssetType::PALETTE);
|
||||
Asset::get()->add(prefix + "/data/palette/steam-lords.pal", AssetType::PALETTE);
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||||
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||||
// Shaders
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||||
Asset::get()->add(prefix + "/data/shaders/crtpi_vertex.glsl", AssetType::DATA);
|
||||
Asset::get()->add(prefix + "/data/shaders/crtpi_fragment.glsl", AssetType::DATA);
|
||||
Asset::get()->add(prefix + "/data/shaders/crtpi_vertex_es.glsl", AssetType::DATA);
|
||||
Asset::get()->add(prefix + "/data/shaders/crtpi_fragment_es.glsl", AssetType::DATA);
|
||||
|
||||
// Datos
|
||||
Asset::get()->add(prefix + "/data/input/gamecontrollerdb.txt", AssetType::DATA);
|
||||
|
||||
// Ficheros de sistema
|
||||
Asset::get()->add(system_folder_ + "/config.txt", AssetType::DATA, false, true);
|
||||
Asset::get()->add(system_folder_ + "/stats_buffer.csv", AssetType::DATA, false, true);
|
||||
Asset::get()->add(system_folder_ + "/stats.csv", AssetType::DATA, false, true);
|
||||
Asset::get()->add(system_folder_ + "/cheevos.bin", AssetType::DATA, false, true);
|
||||
|
||||
// Tilemaps y Rooms
|
||||
for (int i = 1; i <= 60; ++i) {
|
||||
std::string index = (i < 10 ? "0" : "") + std::to_string(i);
|
||||
Asset::get()->add(prefix + "/data/room/" + index + ".tmx", AssetType::TILEMAP);
|
||||
Asset::get()->add(prefix + "/data/room/" + index + ".room", AssetType::ROOM);
|
||||
}
|
||||
|
||||
// Tilesets
|
||||
Asset::get()->add(prefix + "/data/tilesets/standard.gif", AssetType::BITMAP);
|
||||
|
||||
// Enemigos
|
||||
Asset::get()->add(prefix + "/data/enemies/abad_bell.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/abad_bell.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/abad.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/abad.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/amstrad_cs.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/amstrad_cs.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/flying_arounder.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/flying_arounder.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/stopped_arounder.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/stopped_arounder.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/walking_arounder.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/walking_arounder.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/arounders_door.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/arounders_door.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/arounders_machine.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/arounders_machine.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/bat.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/bat.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/batman_bell.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/batman_bell.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/batman_fire.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/batman_fire.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/batman.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/batman.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/bell.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/bell.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/bin.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/bin.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/bird.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/bird.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/breakout.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/breakout.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/bry.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/bry.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/chip.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/chip.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/code.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/code.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/congo.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/congo.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/crosshair.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/crosshair.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/demon.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/demon.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/dimallas.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/dimallas.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/floppy.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/floppy.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/dong.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/dong.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/guitar.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/guitar.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/heavy.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/heavy.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailer_#1.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailer_#1.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailer_#2.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailer_#2.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailer_#3.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailer_#3.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailbattle_alien.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailbattle_alien.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailbattle_human.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/jailbattle_human.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/jeannine.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/jeannine.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/lamp.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/lamp.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/lord_abad.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/lord_abad.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/matatunos.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/matatunos.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/mummy.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/mummy.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/paco.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/paco.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/elsa.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/elsa.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/qvoid.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/qvoid.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/robot.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/robot.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/sam.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/sam.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/shock.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/shock.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/sigmasua.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/sigmasua.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/spark.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/spark.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/special/aerojailer.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/special/aerojailer.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/special/arounder.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/special/arounder.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/special/pepe_rosita_job.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/special/pepe_rosita_job.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/special/shooting_star.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/special/shooting_star.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/spider.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/spider.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/tree_thing.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/tree_thing.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/tuno.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/tuno.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/tv_panel.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/tv_panel.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/tv.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/tv.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/upv_student.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/upv_student.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/wave.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/wave.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/enemies/z80.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/enemies/z80.gif", AssetType::BITMAP);
|
||||
|
||||
// Jugador
|
||||
Asset::get()->add(prefix + "/data/player/player.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/player/player.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/player/player2.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/player/player2.ani", AssetType::ANIMATION);
|
||||
Asset::get()->add(prefix + "/data/player/player_game_over.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/player/player_game_over.ani", AssetType::ANIMATION);
|
||||
|
||||
// Items
|
||||
Asset::get()->add(prefix + "/data/items/items.gif", AssetType::BITMAP);
|
||||
|
||||
// Musicas
|
||||
Asset::get()->add(prefix + "/data/music/title.ogg", AssetType::MUSIC);
|
||||
Asset::get()->add(prefix + "/data/music/game.ogg", AssetType::MUSIC);
|
||||
Asset::get()->add(prefix + "/data/music/loading_sound1.ogg", AssetType::MUSIC);
|
||||
Asset::get()->add(prefix + "/data/music/loading_sound2.ogg", AssetType::MUSIC);
|
||||
Asset::get()->add(prefix + "/data/music/loading_sound3.ogg", AssetType::MUSIC);
|
||||
Asset::get()->add(prefix + "/data/music/ending1.ogg", AssetType::MUSIC);
|
||||
Asset::get()->add(prefix + "/data/music/ending2.ogg", AssetType::MUSIC);
|
||||
Asset::get()->add(prefix + "/data/music/game_over.ogg", AssetType::MUSIC);
|
||||
|
||||
// Efectos de sonido
|
||||
Asset::get()->add(prefix + "/data/sound/item.wav", AssetType::SOUND);
|
||||
Asset::get()->add(prefix + "/data/sound/death.wav", AssetType::SOUND);
|
||||
Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
|
||||
|
||||
// Efectos de sonido para el salto
|
||||
for (int i = 1; i <= 24; ++i) {
|
||||
std::string jump_index = std::to_string(i);
|
||||
Asset::get()->add(prefix + "/data/sound/jump" + jump_index + ".wav", AssetType::SOUND);
|
||||
}
|
||||
|
||||
// Logo
|
||||
Asset::get()->add(prefix + "/data/logo/jailgames.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/logo/since_1998.gif", AssetType::BITMAP);
|
||||
|
||||
// Loading
|
||||
Asset::get()->add(prefix + "/data/loading/loading_screen_bn.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/loading/loading_screen_color.gif", AssetType::BITMAP);
|
||||
|
||||
// Title
|
||||
Asset::get()->add(prefix + "/data/title/title_logo.gif", AssetType::BITMAP);
|
||||
|
||||
// Ending
|
||||
Asset::get()->add(prefix + "/data/ending/ending1.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/ending/ending2.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/ending/ending3.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/ending/ending4.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/ending/ending5.gif", AssetType::BITMAP);
|
||||
|
||||
// Credits
|
||||
Asset::get()->add(prefix + "/data/credits/shine.gif", AssetType::BITMAP);
|
||||
Asset::get()->add(prefix + "/data/credits/shine.ani", AssetType::ANIMATION);
|
||||
|
||||
return Asset::get()->check();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego con el logo
|
||||
void Director::runLogo() {
|
||||
auto logo = std::make_unique<Logo>();
|
||||
logo->run();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego de la pantalla de carga
|
||||
void Director::runLoadingScreen() {
|
||||
auto loadingScreen = std::make_unique<LoadingScreen>();
|
||||
loadingScreen->run();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego con el titulo y los menus
|
||||
void Director::runTitle() {
|
||||
auto title = std::make_unique<Title>();
|
||||
title->run();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de los creditos del juego
|
||||
void Director::runCredits() {
|
||||
auto credits = std::make_unique<Credits>();
|
||||
credits->run();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de la demo, donde se ven pantallas del juego
|
||||
void Director::runDemo() {
|
||||
auto game = std::make_unique<Game>(GameMode::DEMO);
|
||||
game->run();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion del final del juego
|
||||
void Director::runEnding() {
|
||||
auto ending = std::make_unique<Ending>();
|
||||
ending->run();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion del final del juego
|
||||
void Director::runEnding2() {
|
||||
auto ending2 = std::make_unique<Ending2>();
|
||||
ending2->run();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion del final de la partida
|
||||
void Director::runGameOver() {
|
||||
auto gameOver = std::make_unique<GameOver>();
|
||||
gameOver->run();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego donde se juega
|
||||
void Director::runGame() {
|
||||
JA_StopMusic();
|
||||
auto game = std::make_unique<Game>(GameMode::GAME);
|
||||
game->run();
|
||||
}
|
||||
|
||||
int Director::run() {
|
||||
// Bucle principal
|
||||
while (options.section.section != Section::QUIT) {
|
||||
switch (options.section.section) {
|
||||
case Section::LOGO:
|
||||
runLogo();
|
||||
break;
|
||||
|
||||
case Section::LOADING_SCREEN:
|
||||
runLoadingScreen();
|
||||
break;
|
||||
|
||||
case Section::TITLE:
|
||||
runTitle();
|
||||
break;
|
||||
|
||||
case Section::CREDITS:
|
||||
runCredits();
|
||||
break;
|
||||
|
||||
case Section::DEMO:
|
||||
runDemo();
|
||||
break;
|
||||
|
||||
case Section::GAME:
|
||||
runGame();
|
||||
break;
|
||||
|
||||
case Section::GAME_OVER:
|
||||
runGameOver();
|
||||
break;
|
||||
|
||||
case Section::ENDING:
|
||||
runEnding();
|
||||
break;
|
||||
|
||||
case Section::ENDING2:
|
||||
runEnding2();
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
64
source/core/system/director.hpp
Normal file
64
source/core/system/director.hpp
Normal file
@@ -0,0 +1,64 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include <string> // Para string
|
||||
|
||||
class Director {
|
||||
private:
|
||||
// Variables
|
||||
std::string executable_path_; // Path del ejecutable
|
||||
std::string system_folder_; // Carpeta del sistema donde guardar datos
|
||||
|
||||
// Comprueba los parametros del programa
|
||||
std::string checkProgramArguments(int argc, const char* argv[]);
|
||||
|
||||
// Crea la carpeta del sistema donde guardar datos
|
||||
void createSystemFolder(const std::string& folder);
|
||||
|
||||
// Inicializa jail_audio
|
||||
void initJailAudio();
|
||||
|
||||
// Inicializa el objeto Input
|
||||
void initInput();
|
||||
|
||||
// Crea el indice de ficheros
|
||||
bool setFileList();
|
||||
|
||||
// Ejecuta la seccion de juego con el logo
|
||||
void runLogo();
|
||||
|
||||
// Ejecuta la seccion de juego de la pantalla de carga
|
||||
void runLoadingScreen();
|
||||
|
||||
// Ejecuta la seccion de juego con el titulo y los menus
|
||||
void runTitle();
|
||||
|
||||
// Ejecuta la seccion de los creditos del juego
|
||||
void runCredits();
|
||||
|
||||
// Ejecuta la seccion de la demo, donde se ven pantallas del juego
|
||||
void runDemo();
|
||||
|
||||
// Ejecuta la seccion del final del juego
|
||||
void runEnding();
|
||||
|
||||
// Ejecuta la seccion del final del juego
|
||||
void runEnding2();
|
||||
|
||||
// Ejecuta la seccion del final de la partida
|
||||
void runGameOver();
|
||||
|
||||
// Ejecuta la seccion de juego donde se juega
|
||||
void runGame();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Director(int argc, const char* argv[]);
|
||||
|
||||
// Destructor
|
||||
~Director();
|
||||
|
||||
// Bucle principal
|
||||
int run();
|
||||
};
|
||||
Reference in New Issue
Block a user