Implementado el cambio de paleta durante el juego
|
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
@@ -27,6 +27,22 @@ color=yellow
|
||||
flip=true
|
||||
[/enemy]
|
||||
|
||||
[enemy]
|
||||
tileset=wave_v.png
|
||||
animation=wave_v.ani
|
||||
width=8
|
||||
height=8
|
||||
x=24
|
||||
y=4
|
||||
vx=0
|
||||
vy=0.8
|
||||
x1=24
|
||||
y1=2
|
||||
x2=24
|
||||
y2=7
|
||||
color=yellow
|
||||
[/enemy]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=48
|
||||
@@ -34,3 +50,19 @@ x=7
|
||||
y=2
|
||||
counter=1
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=48
|
||||
x=1
|
||||
y=14
|
||||
counter=2
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=48
|
||||
x=30
|
||||
y=9
|
||||
counter=3
|
||||
[/item]
|
||||
@@ -6,18 +6,18 @@
|
||||
32,32,32,32,0,0,0,0,32,32,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,67,68,
|
||||
32,32,0,0,0,0,0,0,0,0,91,92,91,92,91,92,91,92,91,92,91,92,91,92,91,92,91,92,91,92,91,92,
|
||||
93,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,93,
|
||||
117,0,0,0,403,403,403,403,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
|
||||
117,0,0,0,426,427,426,427,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
|
||||
117,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
|
||||
117,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
|
||||
141,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
|
||||
32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
|
||||
141,0,0,426,427,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
|
||||
32,0,0,0,426,427,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,117,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,403,403,403,403,403,550,0,0,0,117,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,427,550,0,0,117,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,403,403,117,
|
||||
32,67,68,67,68,403,403,403,550,0,0,0,0,0,526,403,67,68,67,68,403,550,0,0,0,0,0,0,0,0,140,141,
|
||||
32,91,92,91,92,0,0,0,427,550,0,0,0,526,426,0,91,92,91,92,0,427,550,0,0,0,0,0,0,0,0,32,
|
||||
135,0,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
135,0,0,0,0,0,0,0,0,0,0,526,426,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,550,0,0,117,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,0,0,403,403,117,
|
||||
32,67,68,67,68,403,403,403,403,403,403,0,0,0,526,67,68,67,68,67,68,67,68,0,0,0,0,0,0,0,140,141,
|
||||
32,91,92,91,92,0,0,0,0,0,0,0,0,526,0,91,92,91,92,91,92,91,92,0,0,0,0,0,0,0,0,32,
|
||||
135,0,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
135,0,0,0,0,0,0,0,0,0,0,526,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90,89,90
|
||||
</data>
|
||||
</layer>
|
||||
|
||||
|
Before Width: | Height: | Size: 7.2 KiB After Width: | Height: | Size: 7.1 KiB |
|
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 8.6 KiB |
|
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |
BIN
data/title/loading_screen_bn_zxarne.png
Normal file
|
After Width: | Height: | Size: 4.7 KiB |
|
Before Width: | Height: | Size: 6.9 KiB After Width: | Height: | Size: 6.8 KiB |
BIN
data/title/loading_screen_color_zxarne.png
Normal file
|
After Width: | Height: | Size: 7.3 KiB |
@@ -291,7 +291,7 @@ void Screen::iniSpectrumFade()
|
||||
const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
|
||||
for (auto v : vColors)
|
||||
{
|
||||
spectrumColor.push_back(stringToColor(v));
|
||||
spectrumColor.push_back(stringToColor(options->palette, v));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -380,11 +380,9 @@ bool checkCollision(SDL_Point &p, d_line_t &l)
|
||||
}
|
||||
|
||||
// Devuelve un color_t a partir de un string
|
||||
color_t stringToColor(std::string str)
|
||||
color_t stringToColor(palette_e pal, std::string str)
|
||||
{
|
||||
const std::string palette = "spectrum";
|
||||
|
||||
if (palette == "spectrum")
|
||||
if (pal == p_zxspectrum)
|
||||
{
|
||||
if (str == "black")
|
||||
{
|
||||
@@ -467,7 +465,7 @@ color_t stringToColor(std::string str)
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
else if (pal == p_zxarne)
|
||||
{ // zxarne
|
||||
if (str == "black")
|
||||
{
|
||||
|
||||
@@ -47,6 +47,13 @@ struct color_t
|
||||
Uint8 b;
|
||||
};
|
||||
|
||||
// Tipos de paleta
|
||||
enum palette_e
|
||||
{
|
||||
p_zxspectrum,
|
||||
p_zxarne
|
||||
};
|
||||
|
||||
// Estructura para saber la seccion y subseccion del programa
|
||||
struct section_t
|
||||
{
|
||||
@@ -67,6 +74,7 @@ struct options_t
|
||||
bool keepAspect; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa
|
||||
bool borderEnabled; // Indica si ha de mostrar el borde en el modo de ventana
|
||||
float borderSize; // Porcentaje de borde que se añade a lo ventana
|
||||
palette_e palette; // Paleta de colores a usar en el juego
|
||||
};
|
||||
|
||||
// Calcula el cuadrado de la distancia entre dos puntos
|
||||
@@ -106,7 +114,7 @@ bool checkCollision(SDL_Point &p, d_line_t &l);
|
||||
void normalizeLine(d_line_t &l);
|
||||
|
||||
// Devuelve un color_t a partir de un string
|
||||
color_t stringToColor(std::string str);
|
||||
color_t stringToColor(palette_e pal, std::string str);
|
||||
|
||||
// Convierte una cadena en un valor booleano
|
||||
bool stringToBool(std::string str);
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
#include "credits.h"
|
||||
|
||||
// Constructor
|
||||
Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options)
|
||||
{
|
||||
// Copia la dirección de los objetos
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
this->options = options;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
@@ -25,36 +26,36 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
sprite->setRect({194, 174, 8, 8});
|
||||
|
||||
// Cambia el color del borde
|
||||
screen->setBorderColor(stringToColor("black"));
|
||||
screen->setBorderColor(stringToColor(options->palette, "black"));
|
||||
|
||||
// Inicializa los textos
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"INSTRUCTIONS:", stringToColor("yellow")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor("white")});
|
||||
texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor("white")});
|
||||
texts.push_back({"FINISH THEM", stringToColor("white")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"HELP JAILDOC TO GET BACK ALL HIS", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"PROJECTS AND GO TO THE JAIL TO", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"FINISH THEM", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
|
||||
texts.push_back({"KEYS:", stringToColor("yellow")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor("white")});
|
||||
texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor("white")});
|
||||
texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor("white")});
|
||||
texts.push_back({"B TO DE/ACTIVATE THE BORDER SC.", stringToColor("white")});
|
||||
texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor("white")});
|
||||
texts.push_back({"ESC TO EXIT GAME", stringToColor("white")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"USE CURSORS TO MOVE AND JUMP", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"B TO DE/ACTIVATE THE BORDER SC.", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"ESC TO EXIT GAME", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
|
||||
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor("yellow")});
|
||||
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor("yellow")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")});
|
||||
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
|
||||
texts.push_back({"I LOVE JAILGAMES!}", stringToColor("white")});
|
||||
texts.push_back({"", stringToColor("white")});
|
||||
texts.push_back({"I LOVE JAILGAMES!", stringToColor(options->palette, "white")});
|
||||
texts.push_back({"", stringToColor(options->palette, "white")});
|
||||
|
||||
// Crea la textura para el texto que se escribe en pantalla
|
||||
textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
||||
@@ -124,7 +125,7 @@ void Credits::fillTexture()
|
||||
{
|
||||
// Rellena la textura de texto
|
||||
SDL_SetRenderTarget(renderer, textTexture);
|
||||
const color_t c = stringToColor("black");
|
||||
const color_t c = stringToColor(options->palette, "black");
|
||||
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
@@ -138,6 +139,9 @@ void Credits::fillTexture()
|
||||
i++;
|
||||
}
|
||||
|
||||
// Escribe el corazón
|
||||
text->writeColored(194, 176, "}", stringToColor(options->palette, "bright_red"));
|
||||
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
|
||||
// Rellena la textura que cubre el texto
|
||||
|
||||
@@ -34,6 +34,7 @@ private:
|
||||
SDL_Texture *coverTexture; // Textura para cubrir el texto
|
||||
Texture *texture; // Textura para el sprite de brillo
|
||||
AnimatedSprite *sprite; // Sprite para el brillo del corazón
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
|
||||
// Variables
|
||||
int counter; // Contador
|
||||
@@ -61,7 +62,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
Credits(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options);
|
||||
|
||||
// Destructor
|
||||
~Credits();
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "demo.h"
|
||||
|
||||
// Constructor
|
||||
Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug)
|
||||
Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, Debug *debug)
|
||||
{
|
||||
// Inicia algunas variables
|
||||
board.iniClock = SDL_GetTicks();
|
||||
@@ -19,11 +19,12 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug)
|
||||
this->asset = asset;
|
||||
this->screen = screen;
|
||||
this->debug = debug;
|
||||
this->options = options;
|
||||
|
||||
// Crea los objetos
|
||||
itemTracker = new ItemTracker();
|
||||
scoreboard = new ScoreBoard(renderer, asset, &board);
|
||||
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug);
|
||||
scoreboard = new ScoreBoard(renderer, asset, options, &board);
|
||||
room = new Room(asset->get(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug);
|
||||
eventHandler = new SDL_Event();
|
||||
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
|
||||
|
||||
@@ -35,7 +36,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug)
|
||||
board.items = 0;
|
||||
board.rooms = 1;
|
||||
const color_t c = room->getBorderColor();
|
||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negro lo cambia a blanco
|
||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco
|
||||
|
||||
board.music = !debug->getEnabled();
|
||||
|
||||
@@ -63,7 +64,7 @@ void Demo::checkEventHandler()
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
screen->setBorderColor(stringToColor("black"));
|
||||
screen->setBorderColor(stringToColor(options->palette, "black"));
|
||||
break;
|
||||
}
|
||||
else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
|
||||
@@ -163,7 +164,7 @@ void Demo::renderRoomName()
|
||||
{
|
||||
// Texto en el centro de la pantalla
|
||||
SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2};
|
||||
color_t color = stringToColor("white");
|
||||
color_t color = stringToColor(options->palette, "white");
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
@@ -191,11 +192,11 @@ bool Demo::changeRoom(std::string file)
|
||||
room = nullptr;
|
||||
|
||||
// Crea un objeto habitación nuevo a partir del fichero
|
||||
room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &board.items, debug);
|
||||
room = new Room(asset->get(file), renderer, screen, asset, options, itemTracker, &board.items, debug);
|
||||
|
||||
// Actualiza el marcador
|
||||
const color_t c = room->getBorderColor(); // Pone el color del marcador
|
||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negro lo cambia a blanco
|
||||
const color_t c = room->getBorderColor(); // Pone el color del marcador
|
||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -31,6 +31,7 @@ private:
|
||||
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
|
||||
ItemTracker *itemTracker; // Lleva el control de los objetos recogidos
|
||||
Debug *debug; // Objeto para gestionar la información de debug
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
|
||||
// Variables
|
||||
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
@@ -65,7 +66,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, Debug *debug);
|
||||
Demo(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, Debug *debug);
|
||||
|
||||
// Destructor
|
||||
~Demo();
|
||||
|
||||
@@ -9,7 +9,7 @@ Director::Director(std::string path)
|
||||
section.name = SECTION_PROG_LOGO;
|
||||
section.subsection = SUBSECTION_LOGO_TO_INTRO;
|
||||
|
||||
section.name = SECTION_PROG_CREDITS;
|
||||
section.name = SECTION_PROG_LOGO;
|
||||
|
||||
// Crea el objeto que controla los ficheros de recursos
|
||||
asset = new Asset(path.substr(0, path.find_last_of("\\/")));
|
||||
@@ -70,6 +70,7 @@ bool Director::loadConfig()
|
||||
options->keepAspect = true;
|
||||
options->borderEnabled = true;
|
||||
options->borderSize = 0.1f;
|
||||
options->palette = p_zxspectrum;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
@@ -167,6 +168,7 @@ bool Director::saveConfig()
|
||||
file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
|
||||
file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n";
|
||||
file << "borderSize=" + std::to_string(options->borderSize) + "\n";
|
||||
file << "palette=" + std::to_string(options->palette) + "\n";
|
||||
|
||||
// Cierra el fichero
|
||||
file.close();
|
||||
@@ -246,6 +248,21 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
|
||||
}
|
||||
}
|
||||
|
||||
else if (var == "palette")
|
||||
{
|
||||
const int pal = std::stoi(value);
|
||||
|
||||
if (pal == 0)
|
||||
{
|
||||
options->palette = p_zxspectrum;
|
||||
}
|
||||
|
||||
else if (pal == 1)
|
||||
{
|
||||
options->palette = p_zxarne;
|
||||
}
|
||||
}
|
||||
|
||||
else if (var == "")
|
||||
{
|
||||
}
|
||||
@@ -623,6 +640,8 @@ bool Director::setFileList()
|
||||
// Intro
|
||||
asset->add("/data/title/loading_screen_bn.png", t_bitmap);
|
||||
asset->add("/data/title/loading_screen_color.png", t_bitmap);
|
||||
asset->add("/data/title/loading_screen_bn_zxarne.png", t_bitmap);
|
||||
asset->add("/data/title/loading_screen_color_zxarne.png", t_bitmap);
|
||||
|
||||
// Credits
|
||||
asset->add("/data/credits/shine.png", t_bitmap);
|
||||
@@ -652,7 +671,7 @@ void Director::setSection(section_t section)
|
||||
// Ejecuta la seccion de juego con el logo
|
||||
void Director::runLogo()
|
||||
{
|
||||
logo = new Logo(renderer, screen, asset, section.subsection);
|
||||
logo = new Logo(renderer, screen, asset, options, section.subsection);
|
||||
setSection(logo->run());
|
||||
delete logo;
|
||||
}
|
||||
@@ -660,7 +679,7 @@ void Director::runLogo()
|
||||
// Ejecuta la seccion de juego de la introducción
|
||||
void Director::runIntro()
|
||||
{
|
||||
intro = new Intro(renderer, screen, asset);
|
||||
intro = new Intro(renderer, screen, asset, options);
|
||||
setSection(intro->run());
|
||||
delete intro;
|
||||
}
|
||||
@@ -672,7 +691,7 @@ void Director::runTitle()
|
||||
{
|
||||
JA_PlayMusic(music);
|
||||
}
|
||||
title = new Title(renderer, screen, asset);
|
||||
title = new Title(renderer, screen, asset, options);
|
||||
setSection(title->run());
|
||||
delete title;
|
||||
}
|
||||
@@ -680,7 +699,7 @@ void Director::runTitle()
|
||||
// Ejecuta la seccion de los creditos del juego
|
||||
void Director::runCredits()
|
||||
{
|
||||
credits = new Credits(renderer, screen, asset);
|
||||
credits = new Credits(renderer, screen, asset, options);
|
||||
setSection(credits->run());
|
||||
delete credits;
|
||||
}
|
||||
@@ -688,7 +707,7 @@ void Director::runCredits()
|
||||
// Ejecuta la seccion de la demo, donde se ven pantallas del juego
|
||||
void Director::runDemo()
|
||||
{
|
||||
demo = new Demo(renderer, screen, asset, debug);
|
||||
demo = new Demo(renderer, screen, asset, options, debug);
|
||||
setSection(demo->run());
|
||||
delete demo;
|
||||
}
|
||||
@@ -697,7 +716,7 @@ void Director::runDemo()
|
||||
void Director::runGame()
|
||||
{
|
||||
JA_StopMusic();
|
||||
game = new Game(renderer, screen, asset, input, debug);
|
||||
game = new Game(renderer, screen, asset, options, input, debug);
|
||||
setSection(game->run());
|
||||
delete game;
|
||||
}
|
||||
@@ -712,18 +731,23 @@ void Director::run()
|
||||
case SECTION_PROG_LOGO:
|
||||
runLogo();
|
||||
break;
|
||||
|
||||
case SECTION_PROG_INTRO:
|
||||
runIntro();
|
||||
break;
|
||||
|
||||
case SECTION_PROG_TITLE:
|
||||
runTitle();
|
||||
break;
|
||||
|
||||
case SECTION_PROG_CREDITS:
|
||||
runCredits();
|
||||
break;
|
||||
|
||||
case SECTION_PROG_DEMO:
|
||||
runDemo();
|
||||
break;
|
||||
|
||||
case SECTION_PROG_GAME:
|
||||
runGame();
|
||||
break;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "game.h"
|
||||
|
||||
// Constructor
|
||||
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
|
||||
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, Input *input, Debug *debug)
|
||||
{
|
||||
// Inicia algunas variables
|
||||
board.iniClock = SDL_GetTicks();
|
||||
@@ -14,6 +14,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
|
||||
this->screen = screen;
|
||||
this->input = input;
|
||||
this->debug = debug;
|
||||
this->options = options;
|
||||
|
||||
// ****
|
||||
// this->debug->setEnabled(true);
|
||||
@@ -24,11 +25,11 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
|
||||
// ****
|
||||
|
||||
// Crea los objetos
|
||||
scoreboard = new ScoreBoard(renderer, asset, &board);
|
||||
scoreboard = new ScoreBoard(renderer, asset, options, &board);
|
||||
itemTracker = new ItemTracker();
|
||||
roomTracker = new RoomTracker();
|
||||
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug);
|
||||
player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, input, room, debug);
|
||||
room = new Room(asset->get(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug);
|
||||
player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, options, input, room, debug);
|
||||
eventHandler = new SDL_Event();
|
||||
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
|
||||
music = JA_LoadMusic(asset->get("game.ogg").c_str());
|
||||
@@ -42,7 +43,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
|
||||
board.items = 0;
|
||||
board.rooms = 1;
|
||||
const color_t c = room->getBorderColor();
|
||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negro lo cambia a blanco
|
||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco
|
||||
roomTracker->addRoom(currentRoom);
|
||||
paused = false;
|
||||
blackScreen = false;
|
||||
@@ -82,7 +83,7 @@ void Game::checkEventHandler()
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
screen->setBorderColor(stringToColor("black"));
|
||||
screen->setBorderColor(stringToColor(options->palette, "black"));
|
||||
break;
|
||||
}
|
||||
else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
|
||||
@@ -152,6 +153,18 @@ void Game::checkEventHandler()
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F5:
|
||||
if (options->palette == p_zxspectrum)
|
||||
{
|
||||
options->palette = p_zxarne;
|
||||
}
|
||||
else
|
||||
{
|
||||
options->palette = p_zxspectrum;
|
||||
}
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -273,7 +286,7 @@ void Game::renderRoomName()
|
||||
{
|
||||
// Texto en el centro de la pantalla
|
||||
SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2};
|
||||
color_t color = stringToColor("white");
|
||||
color_t color = stringToColor(options->palette, "white");
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
@@ -293,11 +306,11 @@ bool Game::changeRoom(std::string file)
|
||||
room = nullptr;
|
||||
|
||||
// Crea un objeto habitación nuevo a partir del fichero
|
||||
room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &board.items, debug);
|
||||
room = new Room(asset->get(file), renderer, screen, asset, options, itemTracker, &board.items, debug);
|
||||
|
||||
// Actualiza el marcador
|
||||
const color_t c = room->getBorderColor(); // Pone el color del marcador
|
||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor("white") : c; // Si el color es negro lo cambia a blanco
|
||||
const color_t c = room->getBorderColor(); // Pone el color del marcador
|
||||
board.color = (c.r + c.g + c.b == 0) ? stringToColor(options->palette, "white") : c; // Si el color es negro lo cambia a blanco
|
||||
if (roomTracker->addRoom(file))
|
||||
{ // Incrementa el contador de habitaciones visitadas
|
||||
board.rooms++;
|
||||
@@ -382,8 +395,8 @@ void Game::killPlayer()
|
||||
setBlackScreen();
|
||||
|
||||
// Crea la nueva habitación y el nuevo jugador
|
||||
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug);
|
||||
player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, input, room, debug);
|
||||
room = new Room(asset->get(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, debug);
|
||||
player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, options, input, room, debug);
|
||||
|
||||
room->pause();
|
||||
player->pause();
|
||||
@@ -428,6 +441,6 @@ void Game::renderBlackScreen()
|
||||
if (blackScreen)
|
||||
{
|
||||
screen->clean();
|
||||
screen->setBorderColor(stringToColor("black"));
|
||||
screen->setBorderColor(stringToColor(options->palette, "black"));
|
||||
}
|
||||
}
|
||||
@@ -37,6 +37,7 @@ private:
|
||||
Text *text; // Objeto para los textos del juego
|
||||
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
|
||||
Debug *debug; // Objeto para gestionar la información de debug
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
Test *test;
|
||||
|
||||
// Variables
|
||||
@@ -105,7 +106,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug);
|
||||
Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, Input *input, Debug *debug);
|
||||
|
||||
// Destructor
|
||||
~Game();
|
||||
|
||||
@@ -1,17 +1,26 @@
|
||||
#include "intro.h"
|
||||
|
||||
// Constructor
|
||||
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options)
|
||||
{
|
||||
// Copia la dirección de los objetos
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
this->options = options;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
loadingScreenTexture1 = new Texture(renderer, asset->get("loading_screen_bn.png"));
|
||||
loadingScreenTexture2 = new Texture(renderer, asset->get("loading_screen_color.png"));
|
||||
if (options->palette == p_zxspectrum)
|
||||
{
|
||||
loadingScreenTexture1 = new Texture(renderer, asset->get("loading_screen_bn.png"));
|
||||
loadingScreenTexture2 = new Texture(renderer, asset->get("loading_screen_color.png"));
|
||||
}
|
||||
else if (options->palette == p_zxarne)
|
||||
{
|
||||
loadingScreenTexture1 = new Texture(renderer, asset->get("loading_screen_bn_zxarne.png"));
|
||||
loadingScreenTexture2 = new Texture(renderer, asset->get("loading_screen_color_zxarne.png"));
|
||||
}
|
||||
sprite1 = new Sprite(0, 0, loadingScreenTexture1->getWidth(), loadingScreenTexture1->getHeight(), loadingScreenTexture1, renderer);
|
||||
sprite2 = new Sprite(0, 0, loadingScreenTexture2->getWidth(), loadingScreenTexture2->getHeight(), loadingScreenTexture2, renderer);
|
||||
loadingSound1 = JA_LoadMusic(asset->get("loading_sound1.ogg").c_str());
|
||||
@@ -57,7 +66,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
}
|
||||
|
||||
// Cambia el color del borde
|
||||
screen->setBorderColor(stringToColor("black"));
|
||||
screen->setBorderColor(stringToColor(options->palette, "black"));
|
||||
}
|
||||
|
||||
// Destructor
|
||||
|
||||
@@ -27,6 +27,7 @@ private:
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
Sprite *sprite1; // Sprite para manejar la textura loadingScreenTexture1
|
||||
Sprite *sprite2; // Sprite para manejar la textura loadingScreenTexture2
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
|
||||
// Variables
|
||||
int preCounter; // Contador previo para realizar una pausa inicial
|
||||
@@ -63,7 +64,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options);
|
||||
|
||||
// Destructor
|
||||
~Intro();
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
#include "logo.h"
|
||||
|
||||
// Constructor
|
||||
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection)
|
||||
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, int subsection)
|
||||
{
|
||||
// Copia la dirección de los objetos
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
this->options = options;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
@@ -21,13 +22,13 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection)
|
||||
sprite.push_back(new Sprite(0, i, texture->getWidth(), 1, texture, renderer));
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
sprite[i]->setPosX(256 + (i * 3));
|
||||
sprite.at(i)->setPosX(256 + (i * 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite[i]->setPosX(-181 - (i * 3));
|
||||
sprite.at(i)->setPosX(-181 - (i * 3));
|
||||
}
|
||||
sprite[i]->setPosY(83 + i);
|
||||
sprite.at(i)->setPosY(83 + i);
|
||||
}
|
||||
|
||||
// Inicializa variables
|
||||
@@ -44,11 +45,11 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection)
|
||||
const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
|
||||
for (auto v : vColors)
|
||||
{
|
||||
color.push_back(stringToColor(v));
|
||||
color.push_back(stringToColor(options->palette, v));
|
||||
}
|
||||
|
||||
// Cambia el color del borde
|
||||
screen->setBorderColor(stringToColor("black"));
|
||||
screen->setBorderColor(stringToColor(options->palette, "black"));
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -97,22 +98,22 @@ void Logo::updateJAILGAMES()
|
||||
{
|
||||
const int speed = 8;
|
||||
const int dest = 37;
|
||||
if (sprite[i]->getPosX() != 37)
|
||||
if (sprite.at(i)->getPosX() != 37)
|
||||
{
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
sprite[i]->incPosX(-speed);
|
||||
if (sprite[i]->getPosX() < dest)
|
||||
sprite.at(i)->incPosX(-speed);
|
||||
if (sprite.at(i)->getPosX() < dest)
|
||||
{
|
||||
sprite[i]->setPosX(dest);
|
||||
sprite.at(i)->setPosX(dest);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite[i]->incPosX(speed);
|
||||
if (sprite[i]->getPosX() > dest)
|
||||
sprite.at(i)->incPosX(speed);
|
||||
if (sprite.at(i)->getPosX() > dest)
|
||||
{
|
||||
sprite[i]->setPosX(dest);
|
||||
sprite.at(i)->setPosX(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -128,72 +129,72 @@ void Logo::updateTextureColors()
|
||||
|
||||
if (counter == ini + inc * 0)
|
||||
{
|
||||
texture2->setColor(color[0].r, color[0].g, color[0].b);
|
||||
texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
|
||||
}
|
||||
else if (counter == ini + inc * 1)
|
||||
{
|
||||
texture2->setColor(color[1].r, color[1].g, color[1].b);
|
||||
texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
|
||||
}
|
||||
else if (counter == ini + inc * 2)
|
||||
{
|
||||
texture2->setColor(color[2].r, color[2].g, color[2].b);
|
||||
texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
|
||||
}
|
||||
else if (counter == ini + inc * 3)
|
||||
{
|
||||
texture2->setColor(color[3].r, color[3].g, color[3].b);
|
||||
texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
|
||||
}
|
||||
else if (counter == ini + inc * 4)
|
||||
{
|
||||
texture2->setColor(color[4].r, color[4].g, color[4].b);
|
||||
texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
|
||||
}
|
||||
else if (counter == ini + inc * 5)
|
||||
{
|
||||
texture2->setColor(color[5].r, color[5].g, color[5].b);
|
||||
texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
|
||||
}
|
||||
else if (counter == ini + inc * 6)
|
||||
{
|
||||
texture2->setColor(color[6].r, color[6].g, color[6].b);
|
||||
texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
|
||||
}
|
||||
|
||||
else if (counter == ini + inc * 7)
|
||||
{
|
||||
texture2->setColor(color[7].r, color[7].g, color[7].b);
|
||||
texture2->setColor(color.at(7).r, color.at(7).g, color.at(7).b);
|
||||
}
|
||||
|
||||
else if (counter == initFade + inc * 0)
|
||||
{
|
||||
texture->setColor(color[6].r, color[6].g, color[6].b);
|
||||
texture2->setColor(color[6].r, color[6].g, color[6].b);
|
||||
texture->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
|
||||
texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
|
||||
}
|
||||
else if (counter == initFade + inc * 1)
|
||||
{
|
||||
texture->setColor(color[5].r, color[5].g, color[5].b);
|
||||
texture2->setColor(color[5].r, color[5].g, color[5].b);
|
||||
texture->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
|
||||
texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
|
||||
}
|
||||
else if (counter == initFade + inc * 2)
|
||||
{
|
||||
texture->setColor(color[4].r, color[4].g, color[4].b);
|
||||
texture2->setColor(color[4].r, color[4].g, color[4].b);
|
||||
texture->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
|
||||
texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
|
||||
}
|
||||
else if (counter == initFade + inc * 3)
|
||||
{
|
||||
texture->setColor(color[3].r, color[3].g, color[3].b);
|
||||
texture2->setColor(color[3].r, color[3].g, color[3].b);
|
||||
texture->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
|
||||
texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
|
||||
}
|
||||
else if (counter == initFade + inc * 4)
|
||||
{
|
||||
texture->setColor(color[2].r, color[2].g, color[2].b);
|
||||
texture2->setColor(color[2].r, color[2].g, color[2].b);
|
||||
texture->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
|
||||
texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
|
||||
}
|
||||
else if (counter == initFade + inc * 5)
|
||||
{
|
||||
texture->setColor(color[1].r, color[1].g, color[1].b);
|
||||
texture2->setColor(color[1].r, color[1].g, color[1].b);
|
||||
texture->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
|
||||
texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
|
||||
}
|
||||
else if (counter == initFade + inc * 6)
|
||||
{
|
||||
texture->setColor(color[0].r, color[0].g, color[0].b);
|
||||
texture2->setColor(color[0].r, color[0].g, color[0].b);
|
||||
texture->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
|
||||
texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -24,16 +24,17 @@ private:
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
std::vector<Sprite *> sprite; // Vector con los sprites de cada linea que forman el bitmap JAILGAMES
|
||||
Sprite *sprite2; // Sprite para manejar la textura2
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
|
||||
// Variables
|
||||
std::vector<color_t> color; // Vector con los colores para el fade
|
||||
int counter; // Contador
|
||||
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
|
||||
int initFade; // Tiempo del contador cuando inicia el fade a negro
|
||||
int endLogo; // Tiempo del contador para terminar el logo
|
||||
int postLogo; // Tiempo que dura el logo con el fade al maximo
|
||||
std::vector<color_t> color; // Vector con los colores para el fade
|
||||
int counter; // Contador
|
||||
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
|
||||
int initFade; // Tiempo del contador cuando inicia el fade a negro
|
||||
int endLogo; // Tiempo del contador para terminar el logo
|
||||
int postLogo; // Tiempo que dura el logo con el fade al maximo
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
@@ -52,7 +53,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, int subsection);
|
||||
Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, int subsection);
|
||||
|
||||
// Destructor
|
||||
~Logo();
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, Input *input, Room *room, Debug *debug)
|
||||
Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, options_t *options, Input *input, Room *room, Debug *debug)
|
||||
{
|
||||
// Obten punteros a objetos
|
||||
this->asset = asset;
|
||||
@@ -11,13 +11,14 @@ Player::Player(player_t ini, std::string tileset, std::string animation, SDL_Ren
|
||||
this->input = input;
|
||||
this->room = room;
|
||||
this->debug = debug;
|
||||
this->options = options;
|
||||
|
||||
// Crea objetos
|
||||
texture = new Texture(renderer, asset->get(tileset));
|
||||
sprite = new AnimatedSprite(texture, renderer, animation);
|
||||
|
||||
// Inicializa variables
|
||||
color = stringToColor("white");
|
||||
color = stringToColor(options->palette, "white");
|
||||
onBorder = false;
|
||||
border = BORDER_TOP;
|
||||
invincible = false;
|
||||
|
||||
@@ -43,6 +43,7 @@ public:
|
||||
Texture *texture; // Textura con los graficos del enemigo
|
||||
AnimatedSprite *sprite; // Sprite del enemigo
|
||||
Debug *debug; // Objeto para gestionar la información de debug
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
|
||||
// Variables
|
||||
float x; // Posición del jugador en el eje X
|
||||
@@ -127,7 +128,7 @@ public:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, Input *input, Room *room, Debug *debug);
|
||||
Player(player_t ini, std::string tileset, std::string animation, SDL_Renderer *renderer, Asset *asset, options_t *options, Input *input, Room *room, Debug *debug);
|
||||
|
||||
// Destructor
|
||||
~Player();
|
||||
|
||||
@@ -4,18 +4,8 @@
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, ItemTracker *itemTracker, int *items, Debug *debug)
|
||||
Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, ItemTracker *itemTracker, int *items, Debug *debug)
|
||||
{
|
||||
// Inicializa variables
|
||||
tileSize = 8;
|
||||
mapWidth = 32;
|
||||
mapHeight = 16;
|
||||
paused = false;
|
||||
itemColor1 = stringToColor("magenta");
|
||||
itemColor2 = stringToColor("yellow");
|
||||
autoSurfaceDirection = 1;
|
||||
counter = 0;
|
||||
|
||||
// Copia los punteros a objetos
|
||||
this->renderer = renderer;
|
||||
this->asset = asset;
|
||||
@@ -23,6 +13,17 @@ Room::Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asse
|
||||
this->itemTracker = itemTracker;
|
||||
this->itemsPicked = items;
|
||||
this->debug = debug;
|
||||
this->options = options;
|
||||
|
||||
// Inicializa variables
|
||||
tileSize = 8;
|
||||
mapWidth = 32;
|
||||
mapHeight = 16;
|
||||
paused = false;
|
||||
itemColor1 = stringToColor(options->palette, "magenta");
|
||||
itemColor2 = stringToColor(options->palette, "yellow");
|
||||
autoSurfaceDirection = 1;
|
||||
counter = 0;
|
||||
|
||||
// Crea los objetos
|
||||
loadMapFile(file);
|
||||
@@ -297,27 +298,35 @@ bool Room::setVars(std::string var, std::string value)
|
||||
|
||||
else if (var == "bgColor")
|
||||
{
|
||||
bgColor = stringToColor(value);
|
||||
bgColor = stringToColor(options->palette, value);
|
||||
}
|
||||
|
||||
else if (var == "border")
|
||||
{
|
||||
borderColor = stringToColor(value);
|
||||
borderColor = stringToColor(options->palette, value);
|
||||
}
|
||||
|
||||
else if (var == "itemColor1")
|
||||
{
|
||||
itemColor1 = stringToColor(value);
|
||||
itemColor1 = stringToColor(options->palette, value);
|
||||
}
|
||||
|
||||
else if (var == "itemColor2")
|
||||
{
|
||||
itemColor2 = stringToColor(value);
|
||||
itemColor2 = stringToColor(options->palette, value);
|
||||
}
|
||||
|
||||
else if (var == "tileset")
|
||||
{
|
||||
tileset = value;
|
||||
if (options->palette == p_zxspectrum)
|
||||
{
|
||||
tileset = "standard.png";
|
||||
}
|
||||
else if (options->palette == p_zxarne)
|
||||
{
|
||||
tileset = "standard_zxarne.png";
|
||||
}
|
||||
}
|
||||
|
||||
else if (var == "roomUp")
|
||||
@@ -437,7 +446,7 @@ bool Room::setEnemy(enemy_t *enemy, std::string var, std::string value)
|
||||
|
||||
else if (var == "color")
|
||||
{
|
||||
enemy->color = stringToColor(value);
|
||||
enemy->color = stringToColor(options->palette, value);
|
||||
}
|
||||
|
||||
else if (var == "[/enemy]")
|
||||
@@ -810,7 +819,15 @@ bool Room::itemCollision(SDL_Rect &rect)
|
||||
// Recarga la textura
|
||||
void Room::reLoadTexture()
|
||||
{
|
||||
texture->reLoad();
|
||||
if (options->palette == p_zxspectrum)
|
||||
{
|
||||
texture->loadFromFile(asset->get("standard.png"), renderer);
|
||||
}
|
||||
else if (options->palette == p_zxarne)
|
||||
{
|
||||
texture->loadFromFile(asset->get("standard_zxarne.png"), renderer);
|
||||
}
|
||||
// texture->reLoad();
|
||||
fillMapTexture();
|
||||
for (auto enemy : enemies)
|
||||
{
|
||||
|
||||
@@ -48,6 +48,7 @@ private:
|
||||
SDL_Texture *mapTexture; // Textura para dibujar el mapa de la habitación
|
||||
int *itemsPicked; // Puntero a la cantidad de items recogidos que lleva el juego
|
||||
Debug *debug; // Objeto para gestionar la información de debug
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
|
||||
// Variables
|
||||
std::string name; // Nombre de la habitación
|
||||
@@ -132,7 +133,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, ItemTracker *item_tracker, int *items, Debug *debug);
|
||||
Room(std::string file, SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, ItemTracker *item_tracker, int *items, Debug *debug);
|
||||
|
||||
// Destructor
|
||||
~Room();
|
||||
|
||||
@@ -3,12 +3,13 @@
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board)
|
||||
ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, options_t *options, board_t *board)
|
||||
{
|
||||
// Obten punteros a objetos
|
||||
this->asset = asset;
|
||||
this->renderer = renderer;
|
||||
this->board = board;
|
||||
this->options = options;
|
||||
|
||||
// Reserva memoria para los objetos
|
||||
playerTexture = new Texture(renderer, asset->get("player.png"));
|
||||
@@ -28,7 +29,7 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board)
|
||||
const std::vector<std::string> vColors = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"};
|
||||
for (auto v : vColors)
|
||||
{
|
||||
color.push_back(stringToColor(v));
|
||||
color.push_back(stringToColor(options->palette, v));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -53,7 +54,6 @@ void ScoreBoard::render()
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
|
||||
// Dibuja las vidas
|
||||
const int desp = (counter / 40) % 8;
|
||||
const int frame = desp % 4;
|
||||
@@ -80,13 +80,13 @@ void ScoreBoard::render()
|
||||
const std::string timeTxt = std::to_string((clock.minutes % 60) / 10) + std::to_string(clock.minutes % 10) + clock.separator + std::to_string((clock.seconds % 60) / 10) + std::to_string(clock.seconds % 10);
|
||||
const std::string itemsTxt = std::to_string(board->items / 100) + std::to_string((board->items % 100) / 10) + std::to_string(board->items % 10);
|
||||
this->text->writeColored(BLOCK, line1, "Items collected ", board->color);
|
||||
this->text->writeColored(17 * BLOCK, line1, itemsTxt, stringToColor("white"));
|
||||
this->text->writeColored(17 * BLOCK, line1, itemsTxt, stringToColor(options->palette, "white"));
|
||||
this->text->writeColored(20 * BLOCK, line1, " Time ", board->color);
|
||||
this->text->writeColored(26 * BLOCK, line1, timeTxt, stringToColor("white"));
|
||||
this->text->writeColored(26 * BLOCK, line1, timeTxt, stringToColor(options->palette, "white"));
|
||||
|
||||
const std::string roomsTxt = std::to_string(board->rooms / 100) + std::to_string((board->rooms % 100) / 10) + std::to_string(board->rooms % 10);
|
||||
this->text->writeColored(22 * BLOCK, line2, "Rooms", stringToColor("white"));
|
||||
this->text->writeColored(28 * BLOCK, line2, roomsTxt, stringToColor("white"));
|
||||
this->text->writeColored(22 * BLOCK, line2, "Rooms", stringToColor(options->palette, "white"));
|
||||
this->text->writeColored(28 * BLOCK, line2, roomsTxt, stringToColor(options->palette, "white"));
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
@@ -121,6 +121,14 @@ void ScoreBoard::reLoadTexture()
|
||||
playerTexture->reLoad();
|
||||
itemTexture->reLoad();
|
||||
text->reLoadTexture();
|
||||
|
||||
// Reinicia el vector de colores
|
||||
const std::vector<std::string> vColors = {"blue", "magenta", "green", "cyan", "yellow", "white", "bright_blue", "bright_magenta", "bright_green", "bright_cyan", "bright_yellow", "bright_white"};
|
||||
color.clear();
|
||||
for (auto v : vColors)
|
||||
{
|
||||
color.push_back(stringToColor(options->palette, v));
|
||||
}
|
||||
}
|
||||
|
||||
// Pone el marcador en modo pausa
|
||||
|
||||
@@ -40,6 +40,7 @@ private:
|
||||
Text *text; // Objeto para escribir texto
|
||||
Texture *itemTexture; // Textura con los graficos para las vidas
|
||||
board_t *board; // Contiene las variables a mostrar en el marcador
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
|
||||
// Variables
|
||||
std::vector<color_t> color; // Vector con los colores del objeto
|
||||
@@ -55,7 +56,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board);
|
||||
ScoreBoard(SDL_Renderer *renderer, Asset *asset, options_t *options, board_t *board);
|
||||
|
||||
// Destructor
|
||||
~ScoreBoard();
|
||||
|
||||
@@ -1,16 +1,24 @@
|
||||
#include "title.h"
|
||||
|
||||
// Constructor
|
||||
Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options)
|
||||
{
|
||||
// Copia la dirección de los objetos
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
this->options = options;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
texture = new Texture(renderer, asset->get("loading_screen_color.png"));
|
||||
if (options->palette == p_zxspectrum)
|
||||
{
|
||||
texture = new Texture(renderer, asset->get("loading_screen_color.png"));
|
||||
}
|
||||
else if (options->palette == p_zxarne)
|
||||
{
|
||||
texture = new Texture(renderer, asset->get("loading_screen_color_zxarne.png"));
|
||||
}
|
||||
sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
|
||||
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
|
||||
|
||||
@@ -21,7 +29,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME P.A.C.O. THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?";
|
||||
//longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!!";
|
||||
// longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!!";
|
||||
for (int i = 0; i < (int)longText.length(); ++i)
|
||||
{
|
||||
letter_t l;
|
||||
@@ -33,7 +41,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
letters[0].enabled = true;
|
||||
|
||||
// Cambia el color del borde
|
||||
screen->setBorderColor(stringToColor("bright_blue"));
|
||||
screen->setBorderColor(stringToColor(options->palette, "bright_blue"));
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -134,8 +142,7 @@ void Title::renderMarquee()
|
||||
{
|
||||
if (l.enabled)
|
||||
{
|
||||
// text->writeColored(l.x, 176, l.letter, {0, 0, 0});
|
||||
text->write(l.x, 184, l.letter);
|
||||
text->writeColored(l.x, 184, l.letter, stringToColor(options->palette, "white"));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -188,11 +195,12 @@ void Title::render()
|
||||
// text->writeCentered(256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY");
|
||||
//}
|
||||
|
||||
// Dibuja el texto de PRESS ENTER TO PLAY
|
||||
if (counter % 80 < 60)
|
||||
{
|
||||
const color_t textColor = stringToColor("white");
|
||||
const color_t strokeColor = stringToColor("bright_blue");
|
||||
text->writeDX(TXT_CENTER | TXT_COLOR| TXT_STROKE, 256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY", 1, textColor, 1, strokeColor);
|
||||
const color_t textColor = stringToColor(options->palette, "white");
|
||||
const color_t strokeColor = stringToColor(options->palette, "bright_blue");
|
||||
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, 256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY", 1, textColor, 1, strokeColor);
|
||||
}
|
||||
|
||||
// Dibuja la marquesina
|
||||
|
||||
@@ -31,6 +31,7 @@ private:
|
||||
Texture *texture; // Textura con los graficos
|
||||
Sprite *sprite; // Sprite para manejar la textura
|
||||
Text *text; // Objeto para escribir texto en pantalla
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
|
||||
// Variables
|
||||
int counter; // Contador
|
||||
@@ -57,7 +58,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Title(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
Title(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options);
|
||||
|
||||
// Destructor
|
||||
~Title();
|
||||
|
||||