This commit is contained in:
2022-12-01 21:05:37 +01:00
42 changed files with 206 additions and 103 deletions

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@@ -3,7 +3,7 @@ frameHeight=16
[animation]
name=default
speed=8
speed=4
loop=0
frames=0,1,2,3
frames=0,1,2,3,4,5,6,7
[/animation]

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@@ -1,6 +1,6 @@
name=ROAD TO THE JAIL
bgColor=black
border=cyan
border=blue
tileMapFile=02.tmx
tileSetFile=standard.png
roomUp=0

View File

@@ -3,22 +3,22 @@
<tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16">
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</layer>
</map>

View File

@@ -11,8 +11,8 @@ itemColor1=bright_green
itemColor2=green
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=15

View File

@@ -10,7 +10,7 @@
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View File

@@ -11,8 +11,8 @@ itemColor1=red
itemColor2=magenta
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=9
@@ -27,8 +27,8 @@ color=green
[/enemy]
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=1

View File

@@ -11,8 +11,8 @@ itemColor1=yellow
itemColor2=red
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=5
@@ -27,8 +27,8 @@ color=green
[/enemy]
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=12

View File

@@ -3,16 +3,16 @@
<tileset firstgid="1" source="standard.tsx"/>
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@@ -4,15 +4,15 @@
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View File

@@ -9,8 +9,8 @@ roomLeft=26.room
roomRight=0
#[enemy]
#tileSetFile=diskette.png
#animation=diskette.ani
#tileSetFile=floppy.png
#animation=floppy.ani
#width=16
#height=16
#x=2

View File

@@ -3,17 +3,17 @@
<tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16">
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View File

@@ -11,8 +11,8 @@ itemColor1=green
itemColor2=red
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=20

View File

@@ -1,4 +1,4 @@
name=STATIC
name=BE CAREFUL WITH THE FUSE
bgColor=black
border=bright_cyan
tileMapFile=36.tmx

View File

@@ -1,6 +1,6 @@
name=P.A.C.O. ON THE GO
bgColor=black
border=black
border=blue
tileMapFile=42.tmx
tileSetFile=standard.png
roomUp=0
@@ -23,7 +23,7 @@ x1=10
y1=2
x2=10
y2=11
color=green
color=magenta
[/enemy]
[enemy]

View File

@@ -11,8 +11,8 @@
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View File

@@ -9,8 +9,8 @@ roomLeft=0
roomRight=49.room
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=7
@@ -25,8 +25,8 @@ color=magenta
[/enemy]
[enemy]
tileSetFile=diskette.png
animation=diskette.ani
tileSetFile=floppy.png
animation=floppy.ani
width=16
height=16
x=20

View File

@@ -4,7 +4,7 @@
<layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv">
42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,42,
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,
42,42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,42,
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

View File

@@ -1,4 +1,4 @@
name=P.A.C.O WORKSHOP
name=P.A.C.O. WORKSHOP
bgColor=black
border=yellow
tileMapFile=53.tmx

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@@ -1,3 +1,4 @@
#ifndef JA_USESDLMIXER
#include "jail_audio.h"
#include "stb_vorbis.c"
#include <SDL2/SDL.h>
@@ -11,7 +12,7 @@ struct JA_Sound_t {
};
struct JA_Channel_t {
JA_Sound sound;
JA_Sound_t *sound;
int pos {0};
int times {0};
JA_Channel_state state { JA_CHANNEL_FREE };
@@ -25,7 +26,7 @@ struct JA_Music_t {
JA_Music_state state {JA_MUSIC_INVALID};
};
JA_Music current_music{NULL};
JA_Music_t *current_music{NULL};
JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
int JA_freq {48000};
@@ -86,7 +87,7 @@ void JA_Quit() {
sdlAudioDevice = 0;
}
JA_Music JA_LoadMusic(const char* filename) {
JA_Music_t *JA_LoadMusic(const char* filename) {
int chan, samplerate;
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
@@ -98,7 +99,7 @@ JA_Music JA_LoadMusic(const char* filename) {
if (fread(buffer, fsize, 1, f)!=1) return NULL;
fclose(f);
JA_Music music = new JA_Music_t();
JA_Music_t *music = new JA_Music_t();
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
free(buffer);
@@ -121,7 +122,7 @@ JA_Music JA_LoadMusic(const char* filename) {
return music;
}
void JA_PlayMusic(JA_Music music, const int loop) {
void JA_PlayMusic(JA_Music_t *music, const int loop) {
if (current_music != NULL) {
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
@@ -153,21 +154,21 @@ JA_Music_state JA_GetMusicState() {
return current_music->state;
}
void JA_DeleteMusic(JA_Music music) {
void JA_DeleteMusic(JA_Music_t *music) {
if (current_music == music) current_music = NULL;
free(music->output);
delete music;
}
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound sound = new JA_Sound_t();
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t *sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
return sound;
}
JA_Sound JA_LoadSound(const char* filename) {
JA_Sound sound = new JA_Sound_t();
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length);
@@ -184,7 +185,7 @@ JA_Sound JA_LoadSound(const char* filename) {
return sound;
}
int JA_PlaySound(JA_Sound sound, const int loop) {
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
@@ -196,7 +197,7 @@ int JA_PlaySound(JA_Sound sound, const int loop) {
return channel;
}
void JA_DeleteSound(JA_Sound sound) {
void JA_DeleteSound(JA_Sound_t *sound) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
@@ -246,4 +247,5 @@ JA_Channel_state JA_GetChannelState(const int channel) {
int JA_SetVolume(int volume) {
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_volume;
}
}
#endif

View File

@@ -4,27 +4,27 @@
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED };
typedef struct JA_Sound_t *JA_Sound;
typedef struct JA_Music_t *JA_Music;
struct JA_Sound_t;
struct JA_Music_t;
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
void JA_Quit();
JA_Music JA_LoadMusic(const char* filename);
void JA_PlayMusic(JA_Music music, const int loop = -1);
JA_Music_t *JA_LoadMusic(const char* filename);
void JA_PlayMusic(JA_Music_t *music, const int loop = -1);
void JA_PauseMusic();
void JA_ResumeMusic();
void JA_StopMusic();
JA_Music_state JA_GetMusicState();
void JA_DeleteMusic(JA_Music music);
void JA_DeleteMusic(JA_Music_t *music);
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound sound, const int loop = 0);
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound_t *JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0);
void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);
JA_Channel_state JA_GetChannelState(const int channel);
void JA_DeleteSound(JA_Sound sound);
void JA_DeleteSound(JA_Sound_t *sound);
int JA_SetVolume(int volume);

View File

@@ -0,0 +1,101 @@
#ifdef JA_USESDLMIXER
#include "jail_audio.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include <stdio.h>
struct JA_Sound_t {}; // Dummy structs
struct JA_Music_t {};
int JA_freq {48000};
SDL_AudioFormat JA_format {AUDIO_S16};
Uint8 JA_channels {2};
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
JA_freq = freq;
JA_format = format;
JA_channels = channels;
Mix_OpenAudio(JA_freq, JA_format, JA_channels, 1024);
}
void JA_Quit() {
Mix_CloseAudio();
}
JA_Music_t *JA_LoadMusic(const char* filename) {
return (JA_Music_t*)Mix_LoadMUS(filename);
}
void JA_PlayMusic(JA_Music_t *music, const int loop) {
Mix_PlayMusic((Mix_Music*)music, loop);
}
void JA_PauseMusic() {
Mix_PauseMusic();
}
void JA_ResumeMusic() {
Mix_ResumeMusic();
}
void JA_StopMusic() {
Mix_HaltMusic();
}
JA_Music_state JA_GetMusicState() {
if (Mix_PausedMusic()) {
return JA_MUSIC_PAUSED;
} else if (Mix_PlayingMusic()) {
return JA_MUSIC_PLAYING;
} else {
return JA_MUSIC_STOPPED;
}
}
void JA_DeleteMusic(JA_Music_t *music) {
Mix_FreeMusic((Mix_Music*)music);
}
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
return NULL;
}
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *sound = (JA_Sound_t*)Mix_LoadWAV(filename);
return sound;
}
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
return Mix_PlayChannel(-1, (Mix_Chunk*)sound, loop);
}
void JA_DeleteSound(JA_Sound_t *sound) {
Mix_FreeChunk((Mix_Chunk*)sound);
}
void JA_PauseChannel(const int channel) {
Mix_Pause(channel);
}
void JA_ResumeChannel(const int channel) {
Mix_Resume(channel);
}
void JA_StopChannel(const int channel) {
Mix_HaltChannel(channel);
}
JA_Channel_state JA_GetChannelState(const int channel) {
if (Mix_Paused(channel)) {
return JA_CHANNEL_PAUSED;
} else if (Mix_Playing(channel)) {
return JA_CHANNEL_PLAYING;
} else {
return JA_CHANNEL_FREE;
}
}
int JA_SetVolume(int volume) {
return Mix_Volume(-1, volume);
}
#endif

View File

@@ -91,9 +91,9 @@ private:
bool isCenteredOnY; // Variable para saber si el menu debe estar centrado respecto a un punto en el eje Y
bool areElementsCenteredOnX; // Variable para saber si los elementos van centrados en el eje X
int widestItem; // Anchura del elemento más ancho
JA_Sound soundAccept; // Sonido al aceptar o elegir una opción del menu
JA_Sound soundCancel; // Sonido al cancelar el menu
JA_Sound soundMove; // Sonido al mover el selector
JA_Sound_t* soundAccept; // Sonido al aceptar o elegir una opción del menu
JA_Sound_t* soundCancel; // Sonido al cancelar el menu
JA_Sound_t* soundMove; // Sonido al mover el selector
color_t colorGreyed; // Color para los elementos agrisados
rectangle_t rectBG; // Rectangulo de fondo del menu
std::vector<item_t> item; // Estructura para cada elemento del menu

View File

@@ -57,7 +57,7 @@ private:
color_t bgColor; // Color de fondo de las notificaciones
int waitTime; // Tiempo que se ve la notificación
std::vector<notification_t> notifications; // La lista de notificaciones activas
JA_Sound sound; // Sonido a reproducir cuando suena la notificación
JA_Sound_t* sound; // Sonido a reproducir cuando suena la notificación
// Elimina las notificaciones finalizadas
void clearFinishedNotifications();

View File

@@ -585,7 +585,7 @@ void Director::loadResources(section_t section)
textureList.push_back("demon.png");
textureList.push_back("heavy.png");
textureList.push_back("dimallas.png");
textureList.push_back("diskette.png");
textureList.push_back("floppy.png");
textureList.push_back("dong.png");
textureList.push_back("guitar.png");
textureList.push_back("jailbattle_alien.png");
@@ -648,7 +648,7 @@ void Director::loadResources(section_t section)
animationList.push_back("demon.ani");
animationList.push_back("heavy.ani");
animationList.push_back("dimallas.ani");
animationList.push_back("diskette.ani");
animationList.push_back("floppy.ani");
animationList.push_back("dong.ani");
animationList.push_back("guitar.ani");
animationList.push_back("jailbattle_alien.ani");
@@ -759,7 +759,7 @@ void Director::loadResources(section_t section)
textureList.push_back("crosshair.png");
textureList.push_back("demon.png");
textureList.push_back("dimallas.png");
textureList.push_back("diskette.png");
textureList.push_back("floppy.png");
textureList.push_back("dong.png");
textureList.push_back("guitar.png");
textureList.push_back("heavy.png");
@@ -840,7 +840,7 @@ void Director::loadResources(section_t section)
animationList.push_back("crosshair.ani");
animationList.push_back("demon.ani");
animationList.push_back("dimallas.ani");
animationList.push_back("diskette.ani");
animationList.push_back("floppy.ani");
animationList.push_back("dong.ani");
animationList.push_back("guitar.ani");
animationList.push_back("heavy.ani");
@@ -1537,8 +1537,8 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/demon.png", t_bitmap);
asset->add(prefix + "/data/enemies/dimallas.ani", t_data);
asset->add(prefix + "/data/enemies/dimallas.png", t_bitmap);
asset->add(prefix + "/data/enemies/diskette.ani", t_data);
asset->add(prefix + "/data/enemies/diskette.png", t_bitmap);
asset->add(prefix + "/data/enemies/floppy.ani", t_data);
asset->add(prefix + "/data/enemies/floppy.png", t_bitmap);
asset->add(prefix + "/data/enemies/dong.ani", t_data);
asset->add(prefix + "/data/enemies/dong.png", t_bitmap);
asset->add(prefix + "/data/enemies/guitar.ani", t_data);

View File

@@ -49,7 +49,7 @@ private:
// Variables
section_t section; // Sección y subsección actual del programa;
JA_Music music; // Musica del titulo
JA_Music_t* music; // Musica del titulo
std::string executablePath; // Path del ejecutable
std::string systemFolder; // Carpeta del sistema donde guardar datos

View File

@@ -70,7 +70,7 @@ private:
std::vector<endingTexture_t> spritePics; // Vector con los sprites de texto con su cortinilla
int scene; // Escena actual
std::vector<scene_t> scenes; // Vector con los textos e imagenes de cada escena
JA_Music music; // Musica que suena durante el final
JA_Music_t* music; // Musica que suena durante el final
// Actualiza el objeto
void update();

View File

@@ -288,7 +288,7 @@ void Ending2::iniSpriteList()
// Añade los valores
spriteList.push_back("bin");
spriteList.push_back("diskette");
spriteList.push_back("floppy");
spriteList.push_back("bird");
spriteList.push_back("chip");
spriteList.push_back("jeannine");

View File

@@ -39,7 +39,7 @@ private:
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
JA_Music music; // Musica que suena durante el final
JA_Music_t* music; // Musica que suena durante el final
std::vector<std::string> spriteList; // Lista con todos los sprites a dibujar
std::vector<color_t> colors; // Vector con los colores para el fade
int maxSpriteWidth; // El valor de ancho del sprite mas ancho

View File

@@ -43,13 +43,13 @@ private:
Stats *stats; // Objeto encargado de gestionar las estadísticas
// Variables
JA_Music music; // Musica que suena durante el juego
JA_Music_t* music; // Musica que suena durante el juego
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
section_t section; // Seccion actual dentro del juego
std::string currentRoom; // Fichero de la habitación actual
playerSpawn_t spawnPoint; // Lugar de la habitación donde aparece el jugador
JA_Sound deathSound; // Sonido a reproducir cuando muere el jugador
JA_Sound_t* deathSound; // Sonido a reproducir cuando muere el jugador
board_t board; // Estructura con los datos del marcador
bool paused; // Indica si el juego se encuentra en pausa
bool blackScreen; // Indica si la pantalla está en negro. Se utiliza para la muerte del jugador

View File

@@ -40,7 +40,7 @@ private:
int endSection; // Contador: cuando acaba la sección
int iniFade; // Contador: cuando emiepza el fade
int fadeLenght; // Contador: duración del fade
JA_Music music; // Musica que suena durante el juego
JA_Music_t* music; // Musica que suena durante el juego
// Actualiza el objeto
void update();

View File

@@ -39,9 +39,9 @@ private:
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
int loadCounter; // Contador para controlar las cargas
bool loadingFirstPart; // Para saber en que parte de la carga se encuentra
JA_Music loadingSound1; // Sonidos para imitar la carga tipo spectrum
JA_Music loadingSound2; // Sonidos para imitar la carga tipo spectrum
JA_Music loadingSound3; // Sonidos para imitar la carga tipo spectrum
JA_Music_t* loadingSound1; // Sonidos para imitar la carga tipo spectrum
JA_Music_t* loadingSound2; // Sonidos para imitar la carga tipo spectrum
JA_Music_t* loadingSound3; // Sonidos para imitar la carga tipo spectrum
int lineIndex[192]; // El orden en el que se procesan las 192 lineas de la pantalla de carga
SDL_Rect loadRect; // Rectangulo para dibujar la pantalla de carga

View File

@@ -81,8 +81,8 @@ public:
SDL_Rect lastPosition; // Contiene la ultima posición del jugador, por si hay que deshacer algun movimiento
int jumpIni; // Valor del eje Y en el que se inicia el salto
float maxVY; // Velocidad máxima que puede alcanzar al desplazarse en vertical
std::vector<JA_Sound> jumpSound; // Vecor con todos los sonidos del salto
std::vector<JA_Sound> fallSound; // Vecor con todos los sonidos de la caída
std::vector<JA_Sound_t*> jumpSound; // Vecor con todos los sonidos del salto
std::vector<JA_Sound_t*> fallSound; // Vecor con todos los sonidos de la caída
int jumpCounter; // Cuenta el tiempo de salto
int fallCounter; // Cuenta el tiempo de caida
bool alive; // Indica si el jugador esta vivo o no

View File

@@ -104,7 +104,7 @@ private:
std::string tileMapFile; // Fichero con el mapa de indices de tile
std::vector<int> tileMap; // Indice de los tiles a dibujar en la habitación
int autoSurfaceDirection; // Sentido en el que arrastran las superficies automáticas de la habitación
JA_Sound itemSound; // Sonido producido al coger un objeto
JA_Sound_t* itemSound; // Sonido producido al coger un objeto
std::vector<h_line_t> bottomSurfaces; // Lista con las superficies inferiores de la habitación
std::vector<h_line_t> topSurfaces; // Lista con las superficies superiores de la habitación
std::vector<v_line_t> leftSurfaces; // Lista con las superficies laterales de la parte izquierda de la habitación