diff --git a/data/room/06.room b/data/room/06.room
index 4e17578..d087291 100644
--- a/data/room/06.room
+++ b/data/room/06.room
@@ -1,5 +1,5 @@
name=the test room
-bgColor=blue
+bgColor=black
border=blue
tileset=standard.png
roomUp=0
diff --git a/data/room/06.tmx b/data/room/06.tmx
index 923d1ca..a163514 100644
--- a/data/room/06.tmx
+++ b/data/room/06.tmx
@@ -3,7 +3,7 @@
-26,26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
+26,26,0,26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
26,0,0,0,0,0,86,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
@@ -13,12 +13,12 @@
26,0,0,0,0,0,0,0,0,0,0,0,0,162,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
26,0,0,0,0,0,0,0,0,0,0,0,162,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
26,0,0,0,0,0,0,0,0,161,212,212,212,212,212,212,212,0,212,212,181,0,0,0,0,0,0,0,0,0,0,26,
-26,0,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,0,181,0,0,0,0,0,0,0,0,0,26,
-26,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,269,0,0,0,0,181,0,0,0,0,0,0,0,0,26,
+26,0,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,0,181,0,0,0,0,0,0,0,0,0,0,
+0,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,269,0,0,0,0,181,0,0,0,0,0,0,0,0,26,
26,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,269,0,0,0,0,0,181,0,0,0,0,0,0,0,0,
-26,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,289,0,0,0,0,0,0,181,0,0,0,0,0,0,0,
-26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
-26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26
+0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,289,0,0,0,0,0,0,181,0,0,0,0,0,0,0,
+26,0,26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
+26,0,26,0,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26
diff --git a/source/game.cpp b/source/game.cpp
index a2ebed0..7bf6067 100644
--- a/source/game.cpp
+++ b/source/game.cpp
@@ -17,6 +17,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
this->screen = screen;
this->input = input;
this->debug = debug;
+ debug->setEnabled(true);
// Crea los objetos
scoreboard = new ScoreBoard(renderer, asset, &playerLives, &itemsPicked, &clock);
@@ -33,7 +34,6 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
playerLives = 9;
itemsPicked = 0;
- debug->setEnabled(true);
player->setInvincible(debug->getEnabled());
musicEnabled = !debug->getEnabled();
@@ -211,7 +211,7 @@ void Game::renderDebugInfo()
SDL_RenderFillRect(renderer, &rect);
// Pinta la rejilla
- SDL_SetRenderDrawColor(renderer, 255, 255, 255, 64);
+ /*SDL_SetRenderDrawColor(renderer, 255, 255, 255, 48);
for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8)
{ // Lineas horizontales
SDL_RenderDrawLine(renderer, 0, i, PLAY_AREA_RIGHT, i);
@@ -219,7 +219,7 @@ void Game::renderDebugInfo()
for (int i = 0; i < PLAY_AREA_RIGHT; i += 8)
{ // Lineas verticales
SDL_RenderDrawLine(renderer, i, 0, i, PLAY_AREA_BOTTOM - 1);
- }
+ }*/
// Pinta mascaras de sprite
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
diff --git a/source/room.cpp b/source/room.cpp
index 9f46c30..27590c5 100644
--- a/source/room.cpp
+++ b/source/room.cpp
@@ -437,38 +437,51 @@ void Room::fillMapTexture()
{
clip.x = ((tilemap[(y * 32) + x] - 1) % 20) * 8;
clip.y = ((tilemap[(y * 32) + x] - 1) / 20) * 8;
- texture->render(renderer, x * 8, y * 8, &clip);
+ // texture->render(renderer, x * 8, y * 8, &clip);
+ if (debug->getEnabled())
+ {
+ if (clip.x != -8)
+ {
+ clip.x = x * 8;
+ clip.y = y * 8;
+ SDL_SetRenderDrawColor(renderer, 32, 32, 32, 0xFF);
+ SDL_RenderFillRect(renderer, &clip);
+ }
+ }
}
// ****
if (debug->getEnabled())
{
- SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
for (auto l : bottomSurfaces)
{
+ SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
SDL_RenderDrawLine(renderer, l.x1, l.y, l.x2, l.y);
}
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
for (auto l : topSurfaces)
{
+ SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
SDL_RenderDrawLine(renderer, l.x1, l.y, l.x2, l.y);
}
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
for (auto l : leftSurfaces)
{
+ SDL_SetRenderDrawColor(renderer, (rand() % 128) + 80, (rand() % 128) + 80, (rand() % 128) + 80, 0xFF);
SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2);
}
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
for (auto l : rightSurfaces)
{
+ SDL_SetRenderDrawColor(renderer, (rand() % 128)+80, (rand() % 128)+80, (rand() % 128)+80, 0xFF);
SDL_RenderDrawLine(renderer, l.x, l.y1, l.x, l.y2);
}
}
// ****
-
+
SDL_SetRenderTarget(renderer, nullptr);
}
@@ -703,8 +716,8 @@ void Room::setBottomSurfaces()
{
std::vector tile;
- // Busca todos los tiles de tipo wall (excepto los de la última fila) que debajo
- // tienen un tile de tipo vacio
+ // Busca todos los tiles de tipo muro que no tengan debajo otro muro
+ // Hay que recorrer la habitación por filas (excepto los de la última fila)
for (int i = 0; i < tilemap.size() - mapWidth; i++)
{
if (getTile(i) == t_wall && getTile(i + mapWidth) != t_wall)
@@ -730,10 +743,6 @@ void Room::setBottomSurfaces()
while (tile[i] + 1 == tile[i + 1])
{
i++;
- if (i % mapWidth == mapWidth - 1)
- {
- break;
- }
}
line.x2 = ((tile[i] % mapWidth) * tileSize) + tileSize - 1;
bottomSurfaces.push_back(line);
@@ -746,8 +755,8 @@ void Room::setTopSurfaces()
{
std::vector tile;
- // Busca todos los tiles de tipo wall (excepto los de la primera fila) que encima
- // tienen un tile de tipo vacio
+ // Busca todos los tiles de tipo muro o pasable que no tengan encima un muro
+ // Hay que recorrer la habitación por filas (excepto los de la primera fila)
for (int i = mapWidth; i < tilemap.size(); i++)
{
if ((getTile(i) == t_wall || getTile(i) == t_passable) && getTile(i - mapWidth) != t_wall)
@@ -772,10 +781,6 @@ void Room::setTopSurfaces()
while (tile[i] + 1 == tile[i + 1])
{
i++;
- if (i % mapWidth == mapWidth - 1)
- {
- break;
- }
}
line.x2 = ((tile[i] % mapWidth) * tileSize) + tileSize - 1;
topSurfaces.push_back(line);
@@ -788,20 +793,23 @@ void Room::setLeftSurfaces()
{
std::vector tile;
- // Busca todos los tiles de tipo wall (excepto los de la primera columna) que a su izquierda
- // tienen un tile de tipo vacio
- for (int i = 0; i < tilemap.size(); i++)
+ // Busca todos los tiles de tipo muro que no tienen a su izquierda un tile de tipo muro
+ // Hay que recorrer la habitación por columnas (excepto los de la primera columna)
+ for (int i = 1; i < mapWidth; ++i)
{
- if (i % mapWidth != 0)
+ for (int j = 0; j < mapHeight; ++j)
{
- if (getTile(i) == t_wall && getTile(i - 1) != t_wall)
+ const int pos = (j * mapWidth + i);
+ if (getTile(pos) == t_wall && getTile(pos - 1) != t_wall)
{
- tile.push_back(i);
+ tile.push_back(pos);
}
}
}
- // Recorre el vector de tiles buscando tiles consecutivos para localizar las superficies
+ // Recorre el vector de tiles buscando tiles consecutivos
+ // (Los tiles de la misma columna, la diferencia entre ellos es de mapWidth)
+ // para localizar las superficies
int i = 0;
while (i < tile.size())
{
@@ -823,20 +831,23 @@ void Room::setRightSurfaces()
{
std::vector tile;
- // Busca todos los tiles de tipo wall (excepto los de la ultima columna) que a su derecha
- // tienen un tile de tipo vacio
- for (int i = 0; i < tilemap.size(); i++)
+ // Busca todos los tiles de tipo muro que no tienen a su derecha un tile de tipo muro
+ // Hay que recorrer la habitación por columnas (excepto los de la última columna)
+ for (int i = 0; i < mapWidth - 1; ++i)
{
- if (i % mapWidth != mapWidth - 1)
+ for (int j = 0; j < mapHeight; ++j)
{
- if (getTile(i) == t_wall && getTile(i + 1) != t_wall)
+ const int pos = (j * mapWidth + i);
+ if (getTile(pos) == t_wall && getTile(pos + 1) != t_wall)
{
- tile.push_back(i);
+ tile.push_back(pos);
}
}
}
- // Recorre el vector de tiles buscando tiles consecutivos para localizar las superficies
+ // Recorre el vector de tiles buscando tiles consecutivos
+ // (Los tiles de la misma columna, la diferencia entre ellos es de mapWidth)
+ // para localizar las superficies
int i = 0;
while (i < tile.size())
{