demo.cpp a fer la mar
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122
source/game.cpp
122
source/game.cpp
@@ -1,37 +1,38 @@
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#include "game.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_...
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include <vector> // for vector
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#include "asset.h" // for Asset
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#include "cheevos.h" // for Cheevos
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#include "debug.h" // for Debug
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#include "defines.h" // for BLOCK, PLAY_AREA_HEIGHT, GAMECANVAS_...
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "input.h" // for Input, InputAction, REPEAT_FALSE
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#include "item_tracker.h" // for ItemTracker
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#include "jail_audio.h" // for JA_PauseMusic, JA_PlaySound, JA_Resu...
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#include "notifier.h" // for Notifier, NotificationText
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#include "options.h" // for Options, options, Cheat, OptionsVideo
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#include "resource.h" // for ResourceRoom, Resource
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#include "room.h" // for Room, RoomData
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#include "room_tracker.h" // for RoomTracker
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#include "scoreboard.h" // for ScoreboardData, Scoreboard
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#include "screen.h" // for Screen
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#include "stats.h" // for Stats
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#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR
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#include "utils.h" // for Color, stringToColor, colorAreEqual
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_...
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include <vector> // for vector
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#include "asset.h" // for Asset
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#include "cheevos.h" // for Cheevos
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#include "debug.h" // for Debug
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#include "defines.h" // for BLOCK, PLAY_AREA_HEIGHT, GAMECANVAS_...
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#include "global_events.h" // for check
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#include "global_inputs.h" // for check
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#include "input.h" // for Input, InputAction, REPEAT_FALSE
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#include "item_tracker.h" // for ItemTracker
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#include "jail_audio.h" // for JA_PauseMusic, JA_PlaySound, JA_Resu...
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#include "notifier.h" // for Notifier, NotificationText
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#include "options.h" // for Options, options, Cheat, OptionsVideo
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#include "resource.h" // for ResourceRoom, Resource
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#include "room.h" // for Room, RoomData
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#include "room_tracker.h" // for RoomTracker
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#include "scoreboard.h" // for ScoreboardData, Scoreboard
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#include "screen.h" // for Screen
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#include "stats.h" // for Stats
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#include "text.h" // for Text, TEXT_CENTER, TEXT_COLOR
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#include "utils.h" // for Color, stringToColor, colorAreEqual
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// Constructor
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Game::Game()
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Game::Game(GameMode mode)
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: board_(std::make_shared<ScoreboardData>(0, 9, 0, true, Color(0, 0, 0), SDL_GetTicks(), options.cheats.jail_is_open == Cheat::CheatState::ENABLED)),
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scoreboard_(std::make_shared<Scoreboard>(board_)),
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room_tracker_(std::make_shared<RoomTracker>()),
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stats_(std::make_shared<Stats>(Asset::get()->get("stats.csv"), Asset::get()->get("stats_buffer.csv"))),
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mode_(mode),
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#ifdef DEBUG
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current_room_("03.room"),
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spawn_point_(PlayerSpawn(25 * BLOCK, 13 * BLOCK, 0, 0, 0, PlayerState::STANDING, SDL_FLIP_HORIZONTAL))
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@@ -46,6 +47,7 @@ Game::Game()
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// Crea objetos e inicializa variables
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ItemTracker::init();
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DEMO_init();
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room_ = std::make_shared<Room>(current_room_, board_);
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initPlayer(spawn_point_, room_);
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initStats();
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@@ -57,7 +59,7 @@ Game::Game()
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Cheevos::get()->enable(!options.cheats.enabled()); // Deshabilita los logros si hay trucos activados
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Cheevos::get()->clearUnobtainableState();
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options.section.section = Section::GAME;
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options.section.section = (mode_ == GameMode::GAME) ? Section::GAME : Section::DEMO;
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options.section.subsection = Subsection::NONE;
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}
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@@ -108,7 +110,7 @@ void Game::run()
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JA_PauseMusic();
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}
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while (options.section.section == Section::GAME)
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while (options.section.section == Section::GAME || options.section.section == Section::DEMO)
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{
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update();
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checkEvents();
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@@ -136,15 +138,19 @@ void Game::update()
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// Actualiza los objetos
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room_->update();
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player_->update();
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checkPlayerOnBorder();
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checkPlayerAndItems();
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checkPlayerAndEnemies();
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checkIfPlayerIsAlive();
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checkGameOver();
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checkEndGame();
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checkRestoringJail();
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checkSomeCheevos();
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if (mode_ == GameMode::GAME)
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{
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player_->update();
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checkPlayerOnBorder();
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checkPlayerAndItems();
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checkPlayerAndEnemies();
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checkIfPlayerIsAlive();
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checkGameOver();
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checkEndGame();
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checkRestoringJail();
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checkSomeCheevos();
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}
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DEMO_checkRoomChange();
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scoreboard_->update();
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updateBlackScreen();
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@@ -162,13 +168,15 @@ void Game::render()
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{
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// Prepara para dibujar el frame
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Screen::get()->start();
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// test_surface_->render(0, 0, 10, 10, 64, 64);
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// Dibuja los elementos del juego en orden
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room_->renderMap();
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room_->renderEnemies();
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room_->renderItems();
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player_->render();
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if (mode_ == GameMode::GAME)
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{
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player_->render();
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}
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renderRoomName();
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scoreboard_->render();
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renderBlackScreen();
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@@ -669,4 +677,38 @@ void Game::createRoomNameTexture()
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// Establece el destino de la textura
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room_name_rect_ = {0, PLAY_AREA_HEIGHT, GAMECANVAS_WIDTH, text->getCharacterSize() * 2};
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}
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// DEMO MODE: Inicializa las variables para el modo demo
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void Game::DEMO_init()
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{
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if (mode_ == GameMode::DEMO)
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{
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demo_ = DemoData(0, 400, 0, {"04.room", "54.room", "20.room", "09.room", "05.room", "11.room", "31.room", "44.room"});
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current_room_ = demo_.rooms.front();
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}
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}
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// DEMO MODE: Comprueba si se ha de cambiar de habitación
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void Game::DEMO_checkRoomChange()
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{
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if (mode_ == GameMode::DEMO)
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{
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demo_.counter++;
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if (demo_.counter == demo_.room_time)
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{
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demo_.counter = 0;
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demo_.room_index++;
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if (demo_.room_index == (int)demo_.rooms.size())
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{
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options.section.section = Section::LOGO;
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options.section.subsection = Subsection::LOGO_TO_TITLE;
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}
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else
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{
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changeRoom(demo_.rooms[demo_.room_index]);
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}
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}
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}
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}
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