Renombrado de variables

This commit is contained in:
2022-08-29 18:16:14 +02:00
parent 822386c269
commit 9a20d5fc1b
11 changed files with 267 additions and 275 deletions

View File

@@ -4,102 +4,96 @@
Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
{
// Inicia variables
mCurrentRoom = "01.room";
mSpawnPoint = {2 * BLOCK, 12 * BLOCK, 0, 0, 0, STATUS_STANDING, SDL_FLIP_NONE};
mDebug = false;
currentRoom = "01.room";
spawnPoint = {2 * BLOCK, 12 * BLOCK, 0, 0, 0, STATUS_STANDING, SDL_FLIP_NONE};
debug = false;
// Copia los punteros
mRenderer = renderer;
mAsset = asset;
mLang = lang;
mInput = input;
this->renderer = renderer;
this->asset = asset;
this->input = input;
// Crea los objetos
mScreen = new Screen(window, renderer);
mItemTracker = new Item_tracker();
mRoom = new Room(mAsset->get(mCurrentRoom), mRenderer, mAsset, mItemTracker);
mPlayer = new Player(mSpawnPoint, mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
mEventHandler = new SDL_Event();
mText = new Text(mAsset->get("smb2.png"), mAsset->get("smb2.txt"), renderer);
mFade = new Fade(renderer);
screen = new Screen(window, renderer);
itemTracker = new ItemTracker();
room = new Room(asset->get(currentRoom), renderer, asset, itemTracker);
player = new Player(spawnPoint, asset->get("player01.png"), renderer, asset, input, room);
eventHandler = new SDL_Event();
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
// Inicializa variables
mTicks = 0;
mTicksSpeed = 15;
ticks = 0;
ticksSpeed = 15;
mSection.name = SECTION_PROG_GAME;
mSection.subsection = SECTION_GAME_PLAY;
section.name = SECTION_PROG_GAME;
section.subsection = SECTION_GAME_PLAY;
}
Game::~Game()
{
// Borra las referencias a los punteros
mRenderer = nullptr;
mAsset = nullptr;
mLang = nullptr;
mInput = nullptr;
renderer = nullptr;
asset = nullptr;
input = nullptr;
// Libera la memoria de los objetos
delete mScreen;
mScreen = nullptr;
delete screen;
screen = nullptr;
delete mItemTracker;
mItemTracker = nullptr;
delete itemTracker;
itemTracker = nullptr;
delete mRoom;
mRoom = nullptr;
delete room;
room = nullptr;
delete mPlayer;
mPlayer = nullptr;
delete player;
player = nullptr;
delete mEventHandler;
mEventHandler = nullptr;
delete eventHandler;
eventHandler = nullptr;
delete mText;
mText = nullptr;
delete mFade;
mFade = nullptr;
delete text;
text = nullptr;
}
// Bucle para el juego
section_t Game::run()
{
while (mSection.name == SECTION_PROG_GAME)
while (section.name == SECTION_PROG_GAME)
{
// Sección juego jugando
if (mSection.subsection == SECTION_GAME_PLAY)
if (section.subsection == SECTION_GAME_PLAY)
{
update();
draw();
}
}
return mSection;
return section;
}
// Actualiza el juego, las variables, comprueba la entrada, etc.
void Game::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - mTicks > mTicksSpeed)
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
mTicks = SDL_GetTicks();
ticks = SDL_GetTicks();
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(mEventHandler) != 0)
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (mEventHandler->type == SDL_QUIT)
if (eventHandler->type == SDL_QUIT)
{
mSection.name = SECTION_PROG_QUIT;
section.name = SECTION_PROG_QUIT;
break;
}
}
mRoom->update();
mPlayer->update();
room->update();
player->update();
checkPlayerAndWalls(); // Debe ir detras del player update, por si se ha metido en algun muro
checkPlayerOnBorder();
checkPlayerOnFloor();
@@ -113,44 +107,44 @@ void Game::update()
void Game::draw()
{
// Prepara para dibujar el frame
mScreen->start();
mScreen->clean(mRoom->getBGColor());
screen->start();
screen->clean(room->getBGColor());
mRoom->drawMap();
mRoom->drawEnemies();
mRoom->drawItems();
mPlayer->draw();
room->drawMap();
room->drawEnemies();
room->drawItems();
player->draw();
// Texto en el centro de la pantalla
SDL_Rect rect = {0, 16 * 8, PLAY_AREA_RIGHT, 8};
color_t color = stringToColor("light_black");
SDL_SetRenderDrawColor(mRenderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(mRenderer, &rect);
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
mText->writeCentered(GAMECANVAS_CENTER_X, 16 * 8, mRoom->getName());
text->writeCentered(GAMECANVAS_CENTER_X, 16 * 8, room->getName());
// Debug info
if (mDebug)
if (debug)
{
std::string text;
text = "status: " + std::to_string(mPlayer->status);
mText->write(0, 17 * 8, text);
text = "status: " + std::to_string(player->status);
this->text->write(0, 17 * 8, text);
text = "foot: " + std::to_string((int)mPlayer->getLeftFoot().y);
mText->write(0, 18 * 8, text);
text = "foot: " + std::to_string((int)player->getLeftFoot().y);
this->text->write(0, 18 * 8, text);
const int a = (mPlayer->lastPosition.y + 16) / 8;
const int b = mPlayer->getLeftFoot().y / 8;
const int a = (player->lastPosition.y + 16) / 8;
const int b = player->getLeftFoot().y / 8;
text = "tile: " + std::to_string(a) + " - " + std::to_string(b);
mText->write(0, 19 * 8, text);
this->text->write(0, 19 * 8, text);
const bool collision = checkPlayerAndEnemies();
text = "collision: " + std::to_string(collision);
mText->write(0, 20 * 8, text);
this->text->write(0, 20 * 8, text);
}
// Actualiza la pantalla
mScreen->blit();
screen->blit();
}
// Comprueba la entrada
@@ -158,21 +152,21 @@ void Game::draw()
void Game::checkInput()
{
/*
if (mInput->checkInput(INPUT_UP, REPEAT_FALSE))
changeRoom(mRoom->getRoomUp());
if (input->checkInput(INPUT_UP, REPEAT_FALSE))
changeRoom(room->getRoomUp());
if (mInput->checkInput(INPUT_DOWN, REPEAT_FALSE))
changeRoom(mRoom->getRoomDown());
if (input->checkInput(INPUT_DOWN, REPEAT_FALSE))
changeRoom(room->getRoomDown());
if (mInput->checkInput(INPUT_LEFT, REPEAT_FALSE))
changeRoom(mRoom->getRoomLeft());
if (input->checkInput(INPUT_LEFT, REPEAT_FALSE))
changeRoom(room->getRoomLeft());
if (mInput->checkInput(INPUT_RIGHT, REPEAT_FALSE))
changeRoom(mRoom->getRoomRight());
if (input->checkInput(INPUT_RIGHT, REPEAT_FALSE))
changeRoom(room->getRoomRight());
*/
if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
mDebug = !mDebug;
if (input->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
debug = !debug;
}
// Cambia de habitación
@@ -183,14 +177,14 @@ bool Game::changeRoom(std::string file)
// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
if (file != "0")
// Verifica que exista el fichero que se va a cargar
if (mAsset->get(file) != "")
if (asset->get(file) != "")
{
// Elimina la habitación actual
delete mRoom;
mRoom = nullptr;
delete room;
room = nullptr;
// Crea un objeto habitación nuevo a partir del fichero
mRoom = new Room(mAsset->get(file), mRenderer, mAsset, mItemTracker);
room = new Room(asset->get(file), renderer, asset, itemTracker);
success = true;
}
@@ -201,14 +195,14 @@ bool Game::changeRoom(std::string file)
// Comprueba si el jugador esta en el borde de la pantalla
void Game::checkPlayerOnBorder()
{
if (mPlayer->getOnBorder())
if (player->getOnBorder())
{
const std::string room_name = mRoom->getRoom(mPlayer->getBorder());
const std::string room_name = room->getRoom(player->getBorder());
if (changeRoom(room_name))
{
mPlayer->switchBorders();
mCurrentRoom = room_name;
mSpawnPoint = mPlayer->getSpawnParams();
player->switchBorders();
currentRoom = room_name;
spawnPoint = player->getSpawnParams();
}
}
}
@@ -228,37 +222,37 @@ void Game::checkPlayerOnFloor()
// *** PARECE RESUELTO
const int a = (mPlayer->lastPosition.y + 16) / 8;
const int b = mPlayer->getLeftFoot().y / 8;
const int a = (player->lastPosition.y + 16) / 8;
const int b = player->getLeftFoot().y / 8;
const bool tile_change = a != b;
const bool is_not_going_up = mPlayer->getVelY() >= 0;
const bool is_tile_aligned = mPlayer->getLeftFoot().y % 8 == 0;
const bool is_not_going_up = player->getVelY() >= 0;
const bool is_tile_aligned = player->getLeftFoot().y % 8 == 0;
if (((is_not_going_up) && (is_tile_aligned)) || ((is_not_going_up) && (tile_change)))
{
bool test = false;
test |= (mRoom->getTile(mPlayer->getLeftFoot()) == TILE_SOLID);
test |= (mRoom->getTile(mPlayer->getRightFoot()) == TILE_SOLID);
test |= (mRoom->getTile(mPlayer->getLeftFoot()) == TILE_TRAVESSABLE);
test |= (mRoom->getTile(mPlayer->getRightFoot()) == TILE_TRAVESSABLE);
test |= (room->getTile(player->getLeftFoot()) == TILE_SOLID);
test |= (room->getTile(player->getRightFoot()) == TILE_SOLID);
test |= (room->getTile(player->getLeftFoot()) == TILE_TRAVESSABLE);
test |= (room->getTile(player->getRightFoot()) == TILE_TRAVESSABLE);
// Tiene uno de los pies sobre una superficie
if (test)
{
mPlayer->setStatus(STATUS_STANDING);
player->setStatus(STATUS_STANDING);
// Si ha habido un cambio de tile, hay que recolocarlo
if (tile_change)
{
int offset = (int)mPlayer->sprite->getPosY() % 8;
mPlayer->sprite->setPosY((int)mPlayer->sprite->getPosY() - offset);
int offset = (int)player->sprite->getPosY() % 8;
player->sprite->setPosY((int)player->sprite->getPosY() - offset);
}
}
// Tiene ambos pies sobre el vacío
else if (mPlayer->getStatus() != STATUS_JUMPING)
else if (player->getStatus() != STATUS_JUMPING)
{
mPlayer->setStatus(STATUS_FALLING);
player->setStatus(STATUS_FALLING);
}
}
}
@@ -267,7 +261,7 @@ void Game::checkPlayerOnFloor()
void Game::checkPlayerAndWalls()
{
// Obtiene los ocho puntos de colisión del jugador
const SDL_Rect rect = mPlayer->getRect();
const SDL_Rect rect = player->getRect();
const SDL_Point p1 = {rect.x, rect.y};
const SDL_Point p2 = {rect.x + 7, rect.y};
const SDL_Point p3 = {rect.x + 7, rect.y + 7};
@@ -279,32 +273,32 @@ void Game::checkPlayerAndWalls()
// Comprueba si ha colisionado con un muro
bool wall = false;
wall |= (mRoom->getTile(p1) == TILE_SOLID);
wall |= (mRoom->getTile(p2) == TILE_SOLID);
wall |= (mRoom->getTile(p3) == TILE_SOLID);
wall |= (mRoom->getTile(p4) == TILE_SOLID);
wall |= (mRoom->getTile(p5) == TILE_SOLID);
wall |= (mRoom->getTile(p6) == TILE_SOLID);
wall |= (mRoom->getTile(p7) == TILE_SOLID);
wall |= (mRoom->getTile(p8) == TILE_SOLID);
wall |= (room->getTile(p1) == TILE_SOLID);
wall |= (room->getTile(p2) == TILE_SOLID);
wall |= (room->getTile(p3) == TILE_SOLID);
wall |= (room->getTile(p4) == TILE_SOLID);
wall |= (room->getTile(p5) == TILE_SOLID);
wall |= (room->getTile(p6) == TILE_SOLID);
wall |= (room->getTile(p7) == TILE_SOLID);
wall |= (room->getTile(p8) == TILE_SOLID);
if (wall)
{
// Si hay colisión, deshace el movimiento y lo pone en modo caída
mPlayer->undoLastMove();
mPlayer->setStatus(STATUS_FALLING);
player->undoLastMove();
player->setStatus(STATUS_FALLING);
}
// Comprueba si ha colisionado con un tile de los que matan al jugador
bool death = false;
death |= (mRoom->getTile(p1) == TILE_KILL);
death |= (mRoom->getTile(p2) == TILE_KILL);
death |= (mRoom->getTile(p3) == TILE_KILL);
death |= (mRoom->getTile(p4) == TILE_KILL);
death |= (mRoom->getTile(p5) == TILE_KILL);
death |= (mRoom->getTile(p6) == TILE_KILL);
death |= (mRoom->getTile(p7) == TILE_KILL);
death |= (mRoom->getTile(p8) == TILE_KILL);
death |= (room->getTile(p1) == TILE_KILL);
death |= (room->getTile(p2) == TILE_KILL);
death |= (room->getTile(p3) == TILE_KILL);
death |= (room->getTile(p4) == TILE_KILL);
death |= (room->getTile(p5) == TILE_KILL);
death |= (room->getTile(p6) == TILE_KILL);
death |= (room->getTile(p7) == TILE_KILL);
death |= (room->getTile(p8) == TILE_KILL);
if (death)
{
@@ -315,7 +309,7 @@ void Game::checkPlayerAndWalls()
// Comprueba las colisiones del jugador con los enemigos
bool Game::checkPlayerAndEnemies()
{
const bool death = mRoom->enemyCollision(mPlayer->getCollider());
const bool death = room->enemyCollision(player->getCollider());
if (death)
{
killPlayer();
@@ -326,17 +320,17 @@ bool Game::checkPlayerAndEnemies()
// Comprueba las colisiones del jugador con los objetos
void Game::checkPlayerAndItems()
{
mRoom->itemCollision(mPlayer->getCollider());
room->itemCollision(player->getCollider());
}
// Mata al jugador
void Game::killPlayer()
{
// Destruye la habitacion y el jugador
delete mRoom;
delete mPlayer;
delete room;
delete player;
// Crea la nueva habitación y el nuevo jugador
mRoom = new Room(mAsset->get(mCurrentRoom), mRenderer, mAsset, mItemTracker);
mPlayer = new Player(mSpawnPoint, mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
room = new Room(asset->get(currentRoom), renderer, asset, itemTracker);
player = new Player(spawnPoint, asset->get("player01.png"), renderer, asset, input, room);
}