Compare commits
117 Commits
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|---|---|---|---|
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3
Makefile
@@ -1,5 +1,8 @@
|
||||
executable = jaildoctors_dilemma
|
||||
|
||||
windows:
|
||||
mkdir bin
|
||||
g++ -std=c++11 -Wall -O2 -lSDL2 -lmingw32 -lSDL2main -mwindows source/*.cpp -o bin/$(executable).exe
|
||||
macos:
|
||||
mkdir -p bin
|
||||
g++ -std=c++11 -Wall -O2 source/*.cpp -o bin/$(executable)_macos -lSDL2
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
tileset=enemy01.png
|
||||
x=8
|
||||
y=8
|
||||
vx=0.1
|
||||
vy=0
|
||||
x1=8
|
||||
x2=200
|
||||
y1=8
|
||||
y2=8
|
||||
color=red
|
||||
@@ -1,37 +1,102 @@
|
||||
id=1
|
||||
name=Test Room
|
||||
bg_color=black
|
||||
tileset=room1.png
|
||||
room_up=0
|
||||
room_down=0
|
||||
room_left=0
|
||||
room_right=02.room
|
||||
tilemap=41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,41,41,41,41,41,41,41,41,41,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,41,41,41,41,41,0,0,0,0,0,0,0,0,0,81,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,41,41,41,41,0,0,0,0,0,0,0,0,0,0,0,41,41,41,41,41,41,41,41,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,0,0,41,41,0,0,0,0,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,0,0,0,0,0,41,0,0,0,0,0,0,0,0,0,81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41
|
||||
name=void main
|
||||
bgColor=black
|
||||
border=red
|
||||
tileset=standard.png
|
||||
roomUp=0
|
||||
roomDown=0
|
||||
roomLeft=06.room
|
||||
roomRight=02.room
|
||||
|
||||
[tilemap]
|
||||
01.tmx
|
||||
[/tilemap]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy01.png
|
||||
x=8
|
||||
tileset=diskette.png
|
||||
animation=diskette.ani
|
||||
width=16
|
||||
height=16
|
||||
x=1
|
||||
y=0
|
||||
vx=0
|
||||
vy=0.3
|
||||
x1=8
|
||||
x2=8
|
||||
x1=1
|
||||
y1=0
|
||||
y2=48
|
||||
x2=1
|
||||
y2=6
|
||||
color=red
|
||||
[enemy-end]
|
||||
[/enemy]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy01.png
|
||||
x=40
|
||||
y=72
|
||||
vx=0.3
|
||||
tileset=diskette.png
|
||||
animation=diskette.ani
|
||||
width=16
|
||||
height=16
|
||||
x=5
|
||||
y=9
|
||||
vx=0.6
|
||||
vy=0
|
||||
x1=40
|
||||
x2=184
|
||||
y1=72
|
||||
y2=72
|
||||
x1=5
|
||||
y1=9
|
||||
x2=22
|
||||
y2=9
|
||||
color=yellow
|
||||
[enemy-end]
|
||||
[/enemy]
|
||||
|
||||
item=1,10,10
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=1
|
||||
y=7
|
||||
counter=6
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=17
|
||||
y=8
|
||||
counter=7
|
||||
[/item]
|
||||
|
||||
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=12
|
||||
y=12
|
||||
counter=1
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=13
|
||||
y=12
|
||||
counter=2
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=14
|
||||
y=12
|
||||
counter=3
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=15
|
||||
y=12
|
||||
counter=4
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=16
|
||||
y=12
|
||||
counter=5
|
||||
[/item]
|
||||
24
data/room/01.tmx
Normal file
@@ -0,0 +1,24 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="32" height="16" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../../../jaildoctors_dilemma_resources/tilesets/standard.tsx"/>
|
||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
||||
<data encoding="csv">
|
||||
21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,0,0,0,0,21,21,21,21,21,21,21,21,21,21,21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,0,0,21,21,21,0,0,0,0,0,0,0,0,0,0,0,211,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,21,21,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,21,21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,21,21,21,21,0,0,0,0,0,21,21,21,21,21,
|
||||
21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,211,0,0,0,0,0,0,0,
|
||||
21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,0,0,0,0,211,211,211,211,211,211,211,211,211,211,211,211,211,211,211,211,211,211,211,211,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,211,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,
|
||||
21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21,21
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
@@ -1,12 +1,35 @@
|
||||
id=2
|
||||
name=Test Room 2
|
||||
bg_color=black
|
||||
tileset=room1.png
|
||||
room_up=0
|
||||
room_down=0
|
||||
room_left=01.room
|
||||
room_right=0
|
||||
tilemap=43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,43,43,43,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,0,0,0,0,0,0,0,83,83,83,83,83,83,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,83,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63
|
||||
enemy=1,0,0,0,1
|
||||
enemy=2,10,0,0,1
|
||||
item=1,10,10
|
||||
name=case switch
|
||||
bgColor=black
|
||||
border=green
|
||||
tileset=standard.png
|
||||
roomUp=0
|
||||
roomDown=04.room
|
||||
roomLeft=01.room
|
||||
roomRight=03.room
|
||||
|
||||
[tilemap]
|
||||
02.tmx
|
||||
[/tilemap]
|
||||
|
||||
[enemy]
|
||||
tileset=paco.png
|
||||
animation=paco.ani
|
||||
width=16
|
||||
height=16
|
||||
x=14
|
||||
y=0
|
||||
vx=0
|
||||
vy=1
|
||||
x1=14
|
||||
y1=0
|
||||
x2=14
|
||||
y2=12
|
||||
color=magenta
|
||||
[/enemy]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=19
|
||||
y=6
|
||||
[/item]
|
||||
24
data/room/02.tmx
Normal file
@@ -0,0 +1,24 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="32" height="16" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../../../jaildoctors_dilemma_resources/tilesets/standard.tsx"/>
|
||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
||||
<data encoding="csv">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
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67
data/room/03.room
Normal file
@@ -0,0 +1,67 @@
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[enemy]
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24
data/room/03.tmx
Normal file
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82
data/room/04.room
Normal file
@@ -0,0 +1,82 @@
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24
data/room/04.tmx
Normal file
@@ -0,0 +1,24 @@
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108
data/room/05.room
Normal file
@@ -0,0 +1,108 @@
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24
data/room/05.tmx
Normal file
@@ -0,0 +1,24 @@
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,68,0,0,0,0,
|
||||
68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
12
data/room/06.room
Normal file
@@ -0,0 +1,12 @@
|
||||
name=the test room
|
||||
bgColor=black
|
||||
border=blue
|
||||
tileset=standard.png
|
||||
roomUp=0
|
||||
roomDown=0
|
||||
roomLeft=0
|
||||
roomRight=01.room
|
||||
|
||||
[tilemap]
|
||||
06.tmx
|
||||
[/tilemap]
|
||||
24
data/room/06.tmx
Normal file
@@ -0,0 +1,24 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="32" height="16" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../../../jaildoctors_dilemma_resources/tilesets/standard.tsx"/>
|
||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
||||
<data encoding="csv">
|
||||
26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
|
||||
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,
|
||||
26,0,0,0,86,86,86,0,0,0,0,0,0,0,0,0,0,0,183,0,0,0,0,0,0,0,0,0,0,0,0,26,
|
||||
26,0,0,0,86,0,86,0,0,0,0,0,0,0,0,167,66,66,66,66,187,0,0,0,0,164,65,65,0,0,0,26,
|
||||
26,0,0,0,86,0,86,0,0,0,0,0,0,0,162,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
|
||||
26,0,0,0,0,0,0,0,0,0,0,0,0,162,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
|
||||
26,0,0,0,0,0,0,0,0,0,0,0,162,0,0,0,0,0,0,0,0,0,0,0,0,62,62,0,0,0,0,26,
|
||||
26,0,0,0,0,0,0,0,0,161,212,212,212,212,212,212,212,0,212,212,0,0,0,0,0,62,62,0,0,0,0,26,
|
||||
26,0,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,26,
|
||||
26,0,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,269,0,0,0,0,0,0,0,0,22,22,0,0,0,26,
|
||||
26,0,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,269,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
26,0,0,0,0,161,0,0,0,0,0,0,0,0,0,0,81,289,81,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,
|
||||
26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
10
media/enemies/chip.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
frames_per_row=4
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
media/enemies/chip.png
Normal file
|
After Width: | Height: | Size: 208 B |
10
media/enemies/diskette.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
frames_per_row=4
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
media/enemies/diskette.png
Normal file
|
After Width: | Height: | Size: 271 B |
10
media/enemies/paco.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
frames_per_row=4
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 239 B After Width: | Height: | Size: 239 B |
10
media/enemies/sigmasua.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
frames_per_row=4
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
media/enemies/sigmasua.png
Normal file
|
After Width: | Height: | Size: 241 B |
10
media/enemies/wave.ani
Normal file
@@ -0,0 +1,10 @@
|
||||
frames_per_row=4
|
||||
frame_width=8
|
||||
frame_height=8
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
media/enemies/wave.png
Normal file
|
After Width: | Height: | Size: 149 B |
|
Before Width: | Height: | Size: 1.1 KiB |
BIN
media/font/debug.png
Normal file
|
After Width: | Height: | Size: 689 B |
@@ -1,194 +1,194 @@
|
||||
# box width
|
||||
8
|
||||
# box height
|
||||
8
|
||||
# 32 espacio ( )
|
||||
2
|
||||
# 33 !
|
||||
2
|
||||
# 34 "
|
||||
5
|
||||
# box height
|
||||
5
|
||||
# 32 espacio ( )
|
||||
3
|
||||
# 33 !
|
||||
1
|
||||
# 34 "
|
||||
3
|
||||
# 35 #
|
||||
6
|
||||
3
|
||||
# 36 $
|
||||
6
|
||||
3
|
||||
# 37 %
|
||||
6
|
||||
3
|
||||
# 38 &
|
||||
6
|
||||
3
|
||||
# 39 '
|
||||
2
|
||||
1
|
||||
# 40 (
|
||||
3
|
||||
2
|
||||
# 41 )
|
||||
3
|
||||
2
|
||||
# 42 *
|
||||
4
|
||||
3
|
||||
# 43 +
|
||||
3
|
||||
# 44 ,
|
||||
2
|
||||
1
|
||||
# 45 -
|
||||
3
|
||||
# 46 .
|
||||
2
|
||||
1
|
||||
# 47 /
|
||||
4
|
||||
3
|
||||
# 48 0
|
||||
6
|
||||
3
|
||||
# 49 1
|
||||
6
|
||||
3
|
||||
# 50 2
|
||||
6
|
||||
3
|
||||
# 51 3
|
||||
6
|
||||
3
|
||||
# 52 4
|
||||
6
|
||||
3
|
||||
# 53 5
|
||||
6
|
||||
3
|
||||
# 54 6
|
||||
6
|
||||
3
|
||||
# 55 7
|
||||
6
|
||||
3
|
||||
# 56 8
|
||||
6
|
||||
3
|
||||
# 57 9
|
||||
6
|
||||
3
|
||||
# 58 :
|
||||
2
|
||||
1
|
||||
# 59 ;
|
||||
2
|
||||
1
|
||||
# 60 <
|
||||
4
|
||||
3
|
||||
# 61 =
|
||||
3
|
||||
# 62 >
|
||||
4
|
||||
3
|
||||
# 63 ?
|
||||
6
|
||||
3
|
||||
# 64 @
|
||||
8
|
||||
3
|
||||
# 65 A
|
||||
6
|
||||
3
|
||||
# 66 B
|
||||
6
|
||||
3
|
||||
# 67 C
|
||||
6
|
||||
3
|
||||
# 68 D
|
||||
6
|
||||
3
|
||||
# 69 E
|
||||
6
|
||||
3
|
||||
# 70 F
|
||||
6
|
||||
3
|
||||
# 71 G
|
||||
6
|
||||
3
|
||||
# 72 H
|
||||
6
|
||||
3
|
||||
# 73 I
|
||||
6
|
||||
3
|
||||
# 74 J
|
||||
6
|
||||
3
|
||||
# 75 K
|
||||
6
|
||||
3
|
||||
# 76 L
|
||||
6
|
||||
3
|
||||
# 77 M
|
||||
6
|
||||
3
|
||||
# 78 N
|
||||
6
|
||||
3
|
||||
# 79 O
|
||||
6
|
||||
3
|
||||
# 80 P
|
||||
6
|
||||
3
|
||||
# 81 Q
|
||||
6
|
||||
3
|
||||
# 82 R
|
||||
6
|
||||
3
|
||||
# 83 S
|
||||
6
|
||||
3
|
||||
# 84 T
|
||||
6
|
||||
3
|
||||
# 85 U
|
||||
6
|
||||
3
|
||||
# 86 V
|
||||
5
|
||||
3
|
||||
# 87 W
|
||||
6
|
||||
3
|
||||
# 88 X
|
||||
6
|
||||
3
|
||||
# 89 Y
|
||||
6
|
||||
3
|
||||
# 90 Z
|
||||
6
|
||||
3
|
||||
# 91 [
|
||||
3
|
||||
2
|
||||
# 92 \
|
||||
5
|
||||
# 93 ]
|
||||
3
|
||||
# 93 ]
|
||||
2
|
||||
# 94 ^
|
||||
4
|
||||
3
|
||||
# 95 _
|
||||
6
|
||||
3
|
||||
# 96 `
|
||||
2
|
||||
# 97 a
|
||||
5
|
||||
3
|
||||
# 98 b
|
||||
5
|
||||
3
|
||||
# 99 c
|
||||
5
|
||||
3
|
||||
# 100 d
|
||||
5
|
||||
3
|
||||
# 101 e
|
||||
5
|
||||
3
|
||||
# 102 f
|
||||
5
|
||||
3
|
||||
# 103 g
|
||||
5
|
||||
3
|
||||
# 104 h
|
||||
5
|
||||
3
|
||||
# 105 i
|
||||
4
|
||||
3
|
||||
# 106 j
|
||||
5
|
||||
3
|
||||
# 107 k
|
||||
5
|
||||
3
|
||||
# 108 l
|
||||
5
|
||||
3
|
||||
# 109 m
|
||||
6
|
||||
3
|
||||
# 110 n
|
||||
5
|
||||
3
|
||||
# 111 o
|
||||
5
|
||||
3
|
||||
# 112 p
|
||||
5
|
||||
3
|
||||
# 113 q
|
||||
5
|
||||
3
|
||||
# 114 r
|
||||
5
|
||||
3
|
||||
# 115 s
|
||||
5
|
||||
3
|
||||
# 116 t
|
||||
4
|
||||
3
|
||||
# 117 u
|
||||
5
|
||||
3
|
||||
# 118 v
|
||||
5
|
||||
3
|
||||
# 119 w
|
||||
6
|
||||
3
|
||||
# 120 x
|
||||
4
|
||||
3
|
||||
# 121 y
|
||||
4
|
||||
3
|
||||
# 122 z
|
||||
5
|
||||
3
|
||||
# 123 {
|
||||
3
|
||||
# 124 |
|
||||
2
|
||||
3
|
||||
# 125 }
|
||||
3
|
||||
# 126 ~
|
||||
3
|
||||
5
|
||||
|
Before Width: | Height: | Size: 2.0 KiB |
@@ -1,194 +0,0 @@
|
||||
# box width
|
||||
10
|
||||
# box height
|
||||
10
|
||||
# 32 espacio ( )
|
||||
5
|
||||
# 33 !
|
||||
4
|
||||
# 34 "
|
||||
5
|
||||
# 35 #
|
||||
7
|
||||
# 36 $
|
||||
7
|
||||
# 37 %
|
||||
8
|
||||
# 38 &
|
||||
8
|
||||
# 39 '
|
||||
3
|
||||
# 40 (
|
||||
5
|
||||
# 41 )
|
||||
5
|
||||
# 42 *
|
||||
7
|
||||
# 43 +
|
||||
7
|
||||
# 44 ,
|
||||
4
|
||||
# 45 -
|
||||
6
|
||||
# 46 .
|
||||
4
|
||||
# 47 /
|
||||
5
|
||||
# 48 0
|
||||
7
|
||||
# 49 1
|
||||
5
|
||||
# 50 2
|
||||
7
|
||||
# 51 3
|
||||
7
|
||||
# 52 4
|
||||
7
|
||||
# 53 5
|
||||
7
|
||||
# 54 6
|
||||
7
|
||||
# 55 7
|
||||
7
|
||||
# 56 8
|
||||
7
|
||||
# 57 9
|
||||
7
|
||||
# 58 :
|
||||
4
|
||||
# 59 ;
|
||||
4
|
||||
# 60 <
|
||||
6
|
||||
# 61 =
|
||||
6
|
||||
# 62 >
|
||||
6
|
||||
# 63 ?
|
||||
7
|
||||
# 64 @
|
||||
8
|
||||
# 65 A
|
||||
7
|
||||
# 66 B
|
||||
7
|
||||
# 67 C
|
||||
7
|
||||
# 68 D
|
||||
7
|
||||
# 69 E
|
||||
7
|
||||
# 70 F
|
||||
7
|
||||
# 71 G
|
||||
7
|
||||
# 72 H
|
||||
7
|
||||
# 73 I
|
||||
4
|
||||
# 74 J
|
||||
6
|
||||
# 75 K
|
||||
8
|
||||
# 76 L
|
||||
6
|
||||
# 77 M
|
||||
9
|
||||
# 78 N
|
||||
8
|
||||
# 79 O
|
||||
8
|
||||
# 80 P
|
||||
7
|
||||
# 81 Q
|
||||
8
|
||||
# 82 R
|
||||
7
|
||||
# 83 S
|
||||
6
|
||||
# 84 T
|
||||
8
|
||||
# 85 U
|
||||
7
|
||||
# 86 V
|
||||
8
|
||||
# 87 W
|
||||
9
|
||||
# 88 X
|
||||
8
|
||||
# 89 Y
|
||||
8
|
||||
# 90 Z
|
||||
7
|
||||
# 91 [
|
||||
4
|
||||
# 92 \
|
||||
5
|
||||
# 93 ]
|
||||
4
|
||||
# 94 ^
|
||||
5
|
||||
# 95 _
|
||||
8
|
||||
# 96 `
|
||||
4
|
||||
# 97 a
|
||||
7
|
||||
# 98 b
|
||||
7
|
||||
# 99 c
|
||||
6
|
||||
# 100 d
|
||||
7
|
||||
# 101 e
|
||||
7
|
||||
# 102 f
|
||||
5
|
||||
# 103 g
|
||||
7
|
||||
# 104 h
|
||||
7
|
||||
# 105 i
|
||||
4
|
||||
# 106 j
|
||||
5
|
||||
# 107 k
|
||||
7
|
||||
# 108 l
|
||||
4
|
||||
# 109 m
|
||||
10
|
||||
# 110 n
|
||||
7
|
||||
# 111 o
|
||||
7
|
||||
# 112 p
|
||||
7
|
||||
# 113 q
|
||||
7
|
||||
# 114 r
|
||||
6
|
||||
# 115 s
|
||||
6
|
||||
# 116 t
|
||||
5
|
||||
# 117 u
|
||||
7
|
||||
# 118 v
|
||||
7
|
||||
# 119 w
|
||||
9
|
||||
# 120 x
|
||||
7
|
||||
# 121 y
|
||||
7
|
||||
# 122 z
|
||||
7
|
||||
# 123 { -> ñ
|
||||
7
|
||||
# 124 | -> ç
|
||||
7
|
||||
# 125 }
|
||||
0
|
||||
# 126 ~
|
||||
0
|
||||
|
Before Width: | Height: | Size: 2.4 KiB |
@@ -1,194 +0,0 @@
|
||||
# box width
|
||||
10
|
||||
# box height
|
||||
10
|
||||
# 32 espacio ( )
|
||||
5
|
||||
# 33 !
|
||||
4
|
||||
# 34 "
|
||||
5
|
||||
# 35 #
|
||||
7
|
||||
# 36 $
|
||||
7
|
||||
# 37 %
|
||||
8
|
||||
# 38 &
|
||||
8
|
||||
# 39 '
|
||||
3
|
||||
# 40 (
|
||||
5
|
||||
# 41 )
|
||||
5
|
||||
# 42 *
|
||||
7
|
||||
# 43 +
|
||||
7
|
||||
# 44 ,
|
||||
4
|
||||
# 45 -
|
||||
6
|
||||
# 46 .
|
||||
4
|
||||
# 47 /
|
||||
5
|
||||
# 48 0
|
||||
7
|
||||
# 49 1
|
||||
5
|
||||
# 50 2
|
||||
7
|
||||
# 51 3
|
||||
7
|
||||
# 52 4
|
||||
7
|
||||
# 53 5
|
||||
7
|
||||
# 54 6
|
||||
7
|
||||
# 55 7
|
||||
7
|
||||
# 56 8
|
||||
7
|
||||
# 57 9
|
||||
7
|
||||
# 58 :
|
||||
4
|
||||
# 59 ;
|
||||
4
|
||||
# 60 <
|
||||
6
|
||||
# 61 =
|
||||
6
|
||||
# 62 >
|
||||
6
|
||||
# 63 ?
|
||||
7
|
||||
# 64 @
|
||||
8
|
||||
# 65 A
|
||||
7
|
||||
# 66 B
|
||||
7
|
||||
# 67 C
|
||||
7
|
||||
# 68 D
|
||||
7
|
||||
# 69 E
|
||||
7
|
||||
# 70 F
|
||||
7
|
||||
# 71 G
|
||||
7
|
||||
# 72 H
|
||||
7
|
||||
# 73 I
|
||||
4
|
||||
# 74 J
|
||||
6
|
||||
# 75 K
|
||||
8
|
||||
# 76 L
|
||||
6
|
||||
# 77 M
|
||||
9
|
||||
# 78 N
|
||||
8
|
||||
# 79 O
|
||||
8
|
||||
# 80 P
|
||||
7
|
||||
# 81 Q
|
||||
8
|
||||
# 82 R
|
||||
7
|
||||
# 83 S
|
||||
6
|
||||
# 84 T
|
||||
8
|
||||
# 85 U
|
||||
7
|
||||
# 86 V
|
||||
8
|
||||
# 87 W
|
||||
9
|
||||
# 88 X
|
||||
8
|
||||
# 89 Y
|
||||
8
|
||||
# 90 Z
|
||||
7
|
||||
# 91 [
|
||||
4
|
||||
# 92 \
|
||||
5
|
||||
# 93 ]
|
||||
4
|
||||
# 94 ^
|
||||
5
|
||||
# 95 _
|
||||
8
|
||||
# 96 `
|
||||
4
|
||||
# 97 a
|
||||
7
|
||||
# 98 b
|
||||
7
|
||||
# 99 c
|
||||
6
|
||||
# 100 d
|
||||
7
|
||||
# 101 e
|
||||
7
|
||||
# 102 f
|
||||
5
|
||||
# 103 g
|
||||
7
|
||||
# 104 h
|
||||
7
|
||||
# 105 i
|
||||
4
|
||||
# 106 j
|
||||
5
|
||||
# 107 k
|
||||
7
|
||||
# 108 l
|
||||
4
|
||||
# 109 m
|
||||
10
|
||||
# 110 n
|
||||
7
|
||||
# 111 o
|
||||
7
|
||||
# 112 p
|
||||
7
|
||||
# 113 q
|
||||
7
|
||||
# 114 r
|
||||
6
|
||||
# 115 s
|
||||
6
|
||||
# 116 t
|
||||
5
|
||||
# 117 u
|
||||
7
|
||||
# 118 v
|
||||
7
|
||||
# 119 w
|
||||
9
|
||||
# 120 x
|
||||
7
|
||||
# 121 y
|
||||
7
|
||||
# 122 z
|
||||
7
|
||||
# 123 { -> ñ
|
||||
7
|
||||
# 124 | -> ç
|
||||
7
|
||||
# 125 }
|
||||
0
|
||||
# 126 ~
|
||||
0
|
||||
BIN
media/items/items.png
Normal file
|
After Width: | Height: | Size: 579 B |
@@ -1,158 +0,0 @@
|
||||
## 0 - MENU DEL TITULO
|
||||
JUGAR
|
||||
## 1 - MENU DEL TITULO
|
||||
OPCIONS
|
||||
## 2 - MENU DEL TITULO
|
||||
INSTRUCCIONS
|
||||
## 3 - MENU DEL TITULO
|
||||
EIXIR
|
||||
## 4 - MENU DE OPCIONES
|
||||
FINESTRA
|
||||
## 5 - MENU DE OPCIONES
|
||||
PANTALLA COMPLETA
|
||||
## 6 - MENU DE OPCIONES
|
||||
PANTALLA COMPLETA FALSA
|
||||
## 7 - MENU DE OPCIONES
|
||||
TAMANY DE FINESTRA
|
||||
## 8 - MENU DE OPCIONES
|
||||
IDIOMA
|
||||
## 9 - MENU DE OPCIONES
|
||||
[ ACEPTAR ]
|
||||
## 10 - MENU DE OPCIONES
|
||||
[ CANCELAR ]
|
||||
## 11 - INSTRUCCIONES
|
||||
OBJECTIU
|
||||
## 12 - INSTRUCCIONES
|
||||
HAS D'EXPLOTAR
|
||||
## 13 - INSTRUCCIONES
|
||||
TANTS GLOBUS COM PUGUES
|
||||
## 14 - INSTRUCCIONES
|
||||
LA DIFICULTAT AUGMENTA
|
||||
## 15 - INSTRUCCIONES
|
||||
A MESURA QUE VAS PUNTUANT
|
||||
## 16 - INSTRUCCIONES
|
||||
OBJECTES
|
||||
## 17 - INSTRUCCIONES
|
||||
1.000 PUNTS
|
||||
## 18 - INSTRUCCIONES
|
||||
2.500 PUNTS
|
||||
## 19 - INSTRUCCIONES
|
||||
5.000 PUNTS
|
||||
## 20 - INSTRUCCIONES
|
||||
PARA EL TEMPS
|
||||
## 21 - INSTRUCCIONES
|
||||
VIDA EXTRA
|
||||
## 22 - INSTRUCCIONES
|
||||
PREM UNA TECLA PER A TORNAR
|
||||
## 23 - TITULO
|
||||
PREM QUALSEVOL TECLA
|
||||
## 24 - MENU SELECCION DE IDIOMA
|
||||
ESPA{OL (ESPANYOL)
|
||||
## 25 - MENU SELECCION DE IDIOMA
|
||||
BALOONCIA
|
||||
## 26 - MENU SELECCION DE IDIOMA
|
||||
ENGLISH (ANGLES)
|
||||
## 27 - INTRO
|
||||
Un dia qualsevol de l'any 2000
|
||||
## 28 - INTRO
|
||||
Tot esta tranquil a la UPV
|
||||
## 29 - INTRO
|
||||
Fins que un desaprensiu...
|
||||
## 30 - INTRO
|
||||
HEY! ME ANE A FERME UN CORTAET...
|
||||
## 31 - INTRO
|
||||
UAAAAAAAAAAAAA!!!
|
||||
## 32 - INTRO
|
||||
Espera un moment...
|
||||
## 33 - INTRO
|
||||
Si resulta que no tinc solt!
|
||||
## 34 - INTRO
|
||||
MERDA DE MAQUINA!
|
||||
## 35 - INTRO
|
||||
Blop... blop... blop...
|
||||
## 36 - TEXTOS DEL JUEGO
|
||||
Temps detes:
|
||||
## 37 - TEXTOS DEL JUEGO
|
||||
D E M O
|
||||
## 38 - TEXTOS DEL JUEGO
|
||||
Pantalla
|
||||
## 39 - MARCADOR
|
||||
PUNTS
|
||||
## 40 - MARCADOR
|
||||
MAX.PUNT.
|
||||
## 41 - MARCADOR
|
||||
MULT
|
||||
## 42 - MARCADOR
|
||||
PANTALLA
|
||||
## 43 - PANTALLA DE GAME OVER
|
||||
FI DEL JOC
|
||||
## 44 - PANTALLA DE GAME OVER
|
||||
ELS TEUS PUNTS:
|
||||
## 45 - PANTALLA DE GAME OVER
|
||||
REINTENTAR?
|
||||
## 46 - MENU DE PAUSA
|
||||
CONTINUAR
|
||||
## 47 - MENU DE PAUSA
|
||||
EIXIR DEL JOC
|
||||
## 48 - MENU GAME OVER
|
||||
SI
|
||||
## 49 - MENU GAME OVER
|
||||
NO
|
||||
## 50 - TEXTO DE COMPLETAR EL JUEGO
|
||||
Felicitats!!
|
||||
## 51 - MENU DEL TITULO
|
||||
1 JUGADOR
|
||||
## 52 - MENU DEL TITULO
|
||||
2 JUGADORS
|
||||
## 53 MARCADOR
|
||||
jugador 1
|
||||
## 54 MARCADOR
|
||||
jugador 2
|
||||
## 55 MARCADOR
|
||||
mult
|
||||
## 56 MARCADOR
|
||||
max. puntuacio
|
||||
## 57 MARCADOR
|
||||
pantalla
|
||||
## 58 - MENU DE OPCIONES
|
||||
MODE DE VISUALITZACIO
|
||||
## 59 - MENU DE OPCIONES
|
||||
DIFICULTAT
|
||||
## 60 - MENU DE OPCIONES
|
||||
FILTRE
|
||||
## 61 - MENU DE OPCIONES
|
||||
SINC. VERTICAL
|
||||
## 62 - MENU DE OPCIONES
|
||||
CONTROLS DEL JUGADOR 1
|
||||
## 63 - MENU DE OPCIONES
|
||||
CONTROLS DEL JUGADOR 2
|
||||
## 64 - MENU DE OPCIONES
|
||||
TECLAT
|
||||
## 65 - MENU DE OPCIONES
|
||||
MANDO
|
||||
## 66 - MENU DE OPCIONES
|
||||
FACIL
|
||||
## 67 - MENU DE OPCIONES
|
||||
NORMAL
|
||||
## 68 - MENU DE OPCIONES
|
||||
DIFICIL
|
||||
## 69 - MENU DE OPCIONES
|
||||
TECLAT
|
||||
## 70 - MENU DE OPCIONES
|
||||
MANDO
|
||||
## 71 - MENU DE OPCIONES
|
||||
LINEAL
|
||||
## 72 - MENU DE OPCIONES
|
||||
NEAREST
|
||||
## 73 - MENU DE OPCIONES
|
||||
ACTIVADA
|
||||
## 74 - MENU DE OPCIONES
|
||||
DESACTIVADA
|
||||
## 75 - JUEGO
|
||||
Endavant!
|
||||
## 76 - JUEGO
|
||||
1.000.000 de punts!
|
||||
## 77 - PANTALLA DE GAME OVER
|
||||
PUNTS J1:
|
||||
## 78 - PANTALLA DE GAME OVER
|
||||
PUNTS J2:
|
||||
@@ -1,158 +0,0 @@
|
||||
## 0 - MENU DEL TITULO
|
||||
PLAY
|
||||
## 1 - MENU DEL TITULO
|
||||
OPTIONS
|
||||
## 2 - MENU DEL TITULO
|
||||
HOW TO PLAY
|
||||
## 3 - MENU DEL TITULO
|
||||
QUIT
|
||||
## 4 - MENU DE OPCIONES
|
||||
WINDOW
|
||||
## 5 - MENU DE OPCIONES
|
||||
FULLSCREEN
|
||||
## 6 - MENU DE OPCIONES
|
||||
FAKE FULLSCREEN
|
||||
## 7 - MENU DE OPCIONES
|
||||
WINDOW SIZE
|
||||
## 8 - MENU DE OPCIONES
|
||||
LANGUAGE
|
||||
## 9 - MENU DE OPCIONES
|
||||
[ ACCEPT ]
|
||||
## 10 - MENU DE OPCIONES
|
||||
[ CANCEL ]
|
||||
## 11 - INSTRUCCIONES
|
||||
OBJECTIVE
|
||||
## 12 - INSTRUCCIONES
|
||||
YOU HAVE TO POP AS MANY
|
||||
## 13 - INSTRUCCIONES
|
||||
BALLOONS AS YOU CAN
|
||||
## 14 - INSTRUCCIONES
|
||||
DIFFICULTY WILL BE INCREASED
|
||||
## 15 - INSTRUCCIONES
|
||||
AS YOU SCORE POINTS
|
||||
## 16 - INSTRUCCIONES
|
||||
ITEMS
|
||||
## 17 - INSTRUCCIONES
|
||||
1.000 POINTS
|
||||
## 18 - INSTRUCCIONES
|
||||
2.500 POINTS
|
||||
## 19 - INSTRUCCIONES
|
||||
5.000 POINTS
|
||||
## 20 - INSTRUCCIONES
|
||||
TIME STOPPER
|
||||
## 21 - INSTRUCCIONES
|
||||
EXTRA HIT
|
||||
## 22 - INSTRUCCIONES
|
||||
PRESS ANY KEY TO RETURN
|
||||
## 23 - TITULO
|
||||
PRESS ANY KEY
|
||||
## 24 - MENU SELECCION DE IDIOMA
|
||||
ESPA{OL (SPANISH)
|
||||
## 25 - MENU SELECCION DE IDIOMA
|
||||
BALOONCIA (VALENCIAN)
|
||||
## 26 - MENU SELECCION DE IDIOMA
|
||||
ENGLISH
|
||||
## 27 - INTRO
|
||||
Any day of the year 2000
|
||||
## 28 - INTRO
|
||||
Everything is quiet at the UPV
|
||||
## 29 - INTRO
|
||||
Until a bastard arrives...
|
||||
## 30 - INTRO
|
||||
YO! GONNA TAKE A CAFELITO...
|
||||
## 31 - INTRO
|
||||
AAAAAAAARGHHHH!!!
|
||||
## 32 - INTRO
|
||||
Wait a moment...
|
||||
## 33 - INTRO
|
||||
I don't have any loose!
|
||||
## 34 - INTRO
|
||||
FUCKING MACHINE!
|
||||
## 35 - INTRO
|
||||
Blop... blop... blop...
|
||||
## 36 - TEXTOS DEL JUEGO
|
||||
Time stopped:
|
||||
## 37 - TEXTOS DEL JUEGO
|
||||
D E M O
|
||||
## 38 - TEXTOS DEL JUEGO
|
||||
Stage
|
||||
## 39 - MARCADOR
|
||||
SCORE
|
||||
## 40 - MARCADOR
|
||||
HI-SCORE
|
||||
## 41 - MARCADOR
|
||||
MULT
|
||||
## 42 - MARCADOR
|
||||
STAGE
|
||||
## 43 - PANTALLA DE GAME OVER
|
||||
GAME OVER
|
||||
## 44 - PANTALLA DE GAME OVER
|
||||
YOUR SCORE:
|
||||
## 45 - PANTALLA DE GAME OVER
|
||||
RETRY?
|
||||
## 46 - MENU DE PAUSA
|
||||
CONTINUE
|
||||
## 47 - MENU DE PAUSA
|
||||
LEAVE GAME
|
||||
## 48 - MENU GAME OVER
|
||||
YES
|
||||
## 49 - MENU GAME OVER
|
||||
NO
|
||||
## 50 - TEXTO DE COMPLETAR EL JUEGO
|
||||
Congratulations!!
|
||||
## 51 - MENU DEL TITULO
|
||||
1 PLAYER
|
||||
## 52 - MENU DEL TITULO
|
||||
2 PLAYERS
|
||||
## 53 - MARCADOR
|
||||
player 1
|
||||
## 54 - MARCADOR
|
||||
player 2
|
||||
## 55 - MARCADOR
|
||||
mult
|
||||
## 56 - MARCADOR
|
||||
high score
|
||||
## 57 - MARCADOR
|
||||
stage
|
||||
## 58 - MENU DE OPCIONES
|
||||
DISPLAY MODE
|
||||
## 59 - MENU DE OPCIONES
|
||||
DIFFICULTY
|
||||
## 60 - MENU DE OPCIONES
|
||||
FILTER
|
||||
## 61 - MENU DE OPCIONES
|
||||
VSYNC
|
||||
## 62 - MENU DE OPCIONES
|
||||
PLAYER 1 CONTROLS
|
||||
## 63 - MENU DE OPCIONES
|
||||
PLAYER 2 CONTROLS
|
||||
## 64 - MENU DE OPCIONES
|
||||
KEYBOARD
|
||||
## 65 - MENU DE OPCIONES
|
||||
GAME CONTROLLER
|
||||
## 66 - MENU DE OPCIONES
|
||||
EASY
|
||||
## 67 - MENU DE OPCIONES
|
||||
NORMAL
|
||||
## 68 - MENU DE OPCIONES
|
||||
HARD
|
||||
## 69 - MENU DE OPCIONES
|
||||
KEYBOARD
|
||||
## 70 - MENU DE OPCIONES
|
||||
GAME CONTROLLER
|
||||
## 71 - MENU DE OPCIONES
|
||||
LINEAL
|
||||
## 72 - MENU DE OPCIONES
|
||||
NEAREST
|
||||
## 73 - MENU DE OPCIONES
|
||||
ON
|
||||
## 74 - MENU DE OPCIONES
|
||||
OFF
|
||||
## 75 - JUEGO
|
||||
Get Ready!
|
||||
## 76 - JUEGO
|
||||
1.000.000 points!
|
||||
## 77 - PANTALLA DE GAME OVER
|
||||
PLAYER1 SCORE:
|
||||
## 78 - PANTALLA DE GAME OVER
|
||||
PLAYER2 SCORE:
|
||||
@@ -1,158 +0,0 @@
|
||||
## 0 - MENU DEL TITULO
|
||||
JUGAR
|
||||
## 1 - MENU DEL TITULO
|
||||
OPCIONES
|
||||
## 2 - MENU DEL TITULO
|
||||
INSTRUCCIONES
|
||||
## 3 - MENU DEL TITULO
|
||||
SALIR
|
||||
## 4 - MENU DE OPCIONES
|
||||
VENTANA
|
||||
## 5 - MENU DE OPCIONES
|
||||
PANTALLA COMPLETA
|
||||
## 6 - MENU DE OPCIONES
|
||||
PANTALLA COMPLETA FALSA
|
||||
## 7 - MENU DE OPCIONES
|
||||
TAMA{O DE VENTANA
|
||||
## 8 - MENU DE OPCIONES
|
||||
IDIOMA
|
||||
## 9 - MENU DE OPCIONES
|
||||
[ ACEPTAR ]
|
||||
## 10 - MENU DE OPCIONES
|
||||
[ CANCELAR ]
|
||||
## 11 - INSTRUCCIONES
|
||||
OBJETIVO
|
||||
## 12 - INSTRUCCIONES
|
||||
TIENES QUE EXPLOTAR
|
||||
## 13 - INSTRUCCIONES
|
||||
TANTOS GLOBOS COMO PUEDAS
|
||||
## 14 - INSTRUCCIONES
|
||||
LA DIFICULTAD SE INCREMENTA
|
||||
## 15 - INSTRUCCIONES
|
||||
A MEDIDA QUE VAS PUNTUANDO
|
||||
## 16 - INSTRUCCIONES
|
||||
OBJETOS
|
||||
## 17 - INSTRUCCIONES
|
||||
1.000 PUNTOS
|
||||
## 18 - INSTRUCCIONES
|
||||
2.500 PUNTOS
|
||||
## 19 - INSTRUCCIONES
|
||||
5.000 PUNTOS
|
||||
## 20 - INSTRUCCIONES
|
||||
DETIENE EL TIEMPO
|
||||
## 21 - INSTRUCCIONES
|
||||
VIDA EXTRA
|
||||
## 22 - INSTRUCCIONES
|
||||
PULSA UNA TECLA PARA VOLVER
|
||||
## 23 - TITULO
|
||||
PULSA CUALQUIER TECLA
|
||||
## 24 - MENU SELECCION DE IDIOMA
|
||||
ESPA{OL
|
||||
## 25 - MENU SELECCION DE IDIOMA
|
||||
BALOONCIA (VALENCIANO)
|
||||
## 26 - MENU SELECCION DE IDIOMA
|
||||
ENGLISH (INGLES)
|
||||
## 27 - INTRO
|
||||
Un dia cualquiera del a{o 2000
|
||||
## 28 - INTRO
|
||||
Todo esta tranquilo en la UPV
|
||||
## 29 - INTRO
|
||||
Hasta que un desaprensivo...
|
||||
## 30 - INTRO
|
||||
HEY! VOY A SACARME UN TALLADET...
|
||||
## 31 - INTRO
|
||||
UAAAAAAAAAAAAA!!!
|
||||
## 32 - INTRO
|
||||
Espera un momento...
|
||||
## 33 - INTRO
|
||||
Si no llevo suelto encima!
|
||||
## 34 - INTRO
|
||||
MIERDA DE MAQUINA!
|
||||
## 35 - INTRO
|
||||
Blop... blop... blop...
|
||||
## 36 - TEXTOS DEL JUEGO
|
||||
Tiempo:
|
||||
## 37 - TEXTOS DEL JUEGO
|
||||
D E M O
|
||||
## 38 - TEXTOS DEL JUEGO
|
||||
Fase
|
||||
## 39 - MARCADOR
|
||||
PUNTOS
|
||||
## 40 - MARCADOR
|
||||
MAX.PUNT.
|
||||
## 41 - MARCADOR
|
||||
MULT
|
||||
## 42 - MARCADOR
|
||||
FASE
|
||||
## 43 - PANTALLA DE GAME OVER
|
||||
FIN DE JUEGO
|
||||
## 44 - PANTALLA DE GAME OVER
|
||||
TU PUNTUACION:
|
||||
## 45 - PANTALLA DE GAME OVER
|
||||
REINTENTAR?
|
||||
## 46 - MENU DE PAUSA
|
||||
CONTINUAR
|
||||
## 47 - MENU DE PAUSA
|
||||
SALIR DEL JUEGO
|
||||
## 48 - MENU GAME OVER
|
||||
SI
|
||||
## 49 - MENU GAME OVER
|
||||
NO
|
||||
## 50 - TEXTO DE COMPLETAR EL JUEGO
|
||||
Felicidades!!
|
||||
## 51 - MENU DEL TITULO
|
||||
1 JUGADOR
|
||||
## 52 - MENU DEL TITULO
|
||||
2 JUGADORES
|
||||
## 53 - MARCADOR
|
||||
jugador 1
|
||||
## 54 - MARCADOR
|
||||
jugador 2
|
||||
## 55 - MARCADOR
|
||||
mult
|
||||
## 56 - MARCADOR
|
||||
max. puntuacion
|
||||
## 57 - MARCADOR
|
||||
fase
|
||||
## 58 - MENU DE OPCIONES
|
||||
MODO DE VISUALIZACION
|
||||
## 59 - MENU DE OPCIONES
|
||||
DIFICULTAD
|
||||
## 60 - MENU DE OPCIONES
|
||||
FILTRO
|
||||
## 61 - MENU DE OPCIONES
|
||||
SINC. VERTICAL
|
||||
## 62 - MENU DE OPCIONES
|
||||
CONTROLES DEL JUGADOR 1
|
||||
## 63 - MENU DE OPCIONES
|
||||
CONTROLES DEL JUGADOR 2
|
||||
## 64 - MENU DE OPCIONES
|
||||
TECLADO
|
||||
## 65 - MENU DE OPCIONES
|
||||
MANDO
|
||||
## 66 - MENU DE OPCIONES
|
||||
FACIL
|
||||
## 67 - MENU DE OPCIONES
|
||||
NORMAL
|
||||
## 68 - MENU DE OPCIONES
|
||||
DIFICIL
|
||||
## 69 - MENU DE OPCIONES
|
||||
TECLADO
|
||||
## 70 - MENU DE OPCIONES
|
||||
MANDO
|
||||
## 71 - MENU DE OPCIONES
|
||||
LINEAL
|
||||
## 72 - MENU DE OPCIONES
|
||||
NEAREST
|
||||
## 73 - MENU DE OPCIONES
|
||||
ACTIVADA
|
||||
## 74 - MENU DE OPCIONES
|
||||
DESACTIVADA
|
||||
## 75 - JUEGO
|
||||
Adelante!
|
||||
## 76 - JUEGO
|
||||
1.000.000 de puntos!
|
||||
## 77 - PANTALLA DE GAME OVER
|
||||
PUNTUACION J1:
|
||||
## 78 - PANTALLA DE GAME OVER
|
||||
PUNTUACION J2:
|
||||
BIN
media/logo/jailgames.png
Normal file
|
After Width: | Height: | Size: 717 B |
BIN
media/logo/seagull.png
Normal file
|
After Width: | Height: | Size: 690 B |
BIN
media/logo/since_1998.png
Normal file
|
After Width: | Height: | Size: 561 B |
BIN
media/music/game.ogg
Normal file
BIN
media/music/loading_sound1.ogg
Normal file
BIN
media/music/loading_sound2.ogg
Normal file
BIN
media/music/loading_sound3.ogg
Normal file
BIN
media/music/title.ogg
Normal file
24
media/player/player.ani
Normal file
@@ -0,0 +1,24 @@
|
||||
frames_per_row=4
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=stand
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk_menu
|
||||
speed=0
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
BIN
media/player/player.png
Normal file
|
After Width: | Height: | Size: 219 B |
24
media/player/player2.ani
Normal file
@@ -0,0 +1,24 @@
|
||||
frames_per_row=8
|
||||
frame_width=8
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=stand
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,6,7
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk_menu
|
||||
speed=0
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5,6,7
|
||||
[/animation]
|
||||
BIN
media/player/player2.png
Normal file
|
After Width: | Height: | Size: 314 B |
BIN
media/sound/death.wav
Normal file
BIN
media/sound/item.wav
Normal file
BIN
media/sound/jump1.wav
Normal file
BIN
media/sound/jump10.wav
Normal file
BIN
media/sound/jump11.wav
Normal file
BIN
media/sound/jump12.wav
Normal file
BIN
media/sound/jump13.wav
Normal file
BIN
media/sound/jump14.wav
Normal file
BIN
media/sound/jump15.wav
Normal file
BIN
media/sound/jump16.wav
Normal file
BIN
media/sound/jump17.wav
Normal file
BIN
media/sound/jump18.wav
Normal file
BIN
media/sound/jump19.wav
Normal file
BIN
media/sound/jump2.wav
Normal file
BIN
media/sound/jump20.wav
Normal file
BIN
media/sound/jump21.wav
Normal file
BIN
media/sound/jump22.wav
Normal file
BIN
media/sound/jump23.wav
Normal file
BIN
media/sound/jump24.wav
Normal file
BIN
media/sound/jump3.wav
Normal file
BIN
media/sound/jump4.wav
Normal file
BIN
media/sound/jump5.wav
Normal file
BIN
media/sound/jump6.wav
Normal file
BIN
media/sound/jump7.wav
Normal file
BIN
media/sound/jump8.wav
Normal file
BIN
media/sound/jump9.wav
Normal file
|
Before Width: | Height: | Size: 583 B |
BIN
media/tilesets/standard.png
Normal file
|
After Width: | Height: | Size: 2.3 KiB |
BIN
media/tilesets/standard_zxarne.png
Normal file
|
After Width: | Height: | Size: 3.0 KiB |
BIN
media/title/_loading_screen2.png
Normal file
|
After Width: | Height: | Size: 5.5 KiB |
BIN
media/title/loading_screen1.png
Normal file
|
After Width: | Height: | Size: 4.2 KiB |
BIN
media/title/loading_screen2.png
Normal file
|
After Width: | Height: | Size: 7.1 KiB |
@@ -1,121 +1,278 @@
|
||||
#include "const.h"
|
||||
|
||||
#include "animatedsprite.h"
|
||||
|
||||
// Constructor
|
||||
AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer)
|
||||
AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::string file)
|
||||
{
|
||||
mRenderer = renderer;
|
||||
mTexture = texture;
|
||||
// Copia los punteros
|
||||
setTexture(texture);
|
||||
setRenderer(renderer);
|
||||
|
||||
// Carga las animaciones
|
||||
load(file);
|
||||
|
||||
// Inicializa variables
|
||||
currentAnimation = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
AnimatedSprite::~AnimatedSprite()
|
||||
{
|
||||
for (auto &a : animation)
|
||||
{
|
||||
a.frames.clear();
|
||||
}
|
||||
animation.clear();
|
||||
}
|
||||
|
||||
// Iniciador
|
||||
void AnimatedSprite::init()
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int AnimatedSprite::getIndex(std::string name)
|
||||
{
|
||||
for (int i = 0; i < 20; i++)
|
||||
int index = -1;
|
||||
/*for (int i = 0; i < (int)animation.size(); i++)
|
||||
{
|
||||
mAnimation[i].numFrames = 0;
|
||||
mAnimation[i].speed = 0;
|
||||
mAnimation[i].loop = true;
|
||||
mAnimation[i].completed = false;
|
||||
for (int j = 0; i < 20; i++)
|
||||
if (animation[i].name == name)
|
||||
{
|
||||
mAnimation[i].frames[j].x = 0;
|
||||
mAnimation[i].frames[j].y = 0;
|
||||
mAnimation[i].frames[j].w = 0;
|
||||
mAnimation[i].frames[j].h = 0;
|
||||
index = i;
|
||||
}
|
||||
}*/
|
||||
for (auto a : animation)
|
||||
{
|
||||
index++;
|
||||
if (a.name == name)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
}
|
||||
mCurrentFrame = 0;
|
||||
mAnimationCounter = 0;
|
||||
|
||||
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
|
||||
index = 0;
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Calcula el frame correspondiente a la animación
|
||||
void AnimatedSprite::animate(int index)
|
||||
void AnimatedSprite::animate()
|
||||
{
|
||||
if (mEnabled)
|
||||
if (!enabled || animation[currentAnimation].speed == 0)
|
||||
{
|
||||
// Calculamos el frame actual a partir del contador
|
||||
mCurrentFrame = mAnimationCounter / mAnimation[index].speed;
|
||||
return;
|
||||
}
|
||||
|
||||
// Si alcanzamos el final de la animación, reiniciamos el contador de la animación
|
||||
// en función de la variable loop
|
||||
if (mCurrentFrame >= mAnimation[index].numFrames)
|
||||
{
|
||||
if (mAnimation[index].loop)
|
||||
mAnimationCounter = 0;
|
||||
else
|
||||
mCurrentFrame = mAnimation[index].numFrames;
|
||||
// Calcula el frame actual a partir del contador
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
|
||||
|
||||
// Si alcanza el final de la animación, reinicia el contador de la animación
|
||||
// en función de la variable loop y coloca el nuevo frame
|
||||
if (animation[currentAnimation].currentFrame >= animation[currentAnimation].frames.size())
|
||||
{
|
||||
if (animation[currentAnimation].loop == -1)
|
||||
{ // Si no hay loop, deja el último frame
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
|
||||
animation[currentAnimation].completed = true;
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// Escogemos el frame correspondiente de la animación
|
||||
setSpriteClip(mAnimation[index].frames[mCurrentFrame]);
|
||||
|
||||
// Incrementamos el contador de la animacion
|
||||
mAnimationCounter++;
|
||||
{ // Si hay loop, vuelve al frame indicado
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
|
||||
}
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
|
||||
|
||||
// Incrementa el contador de la animacion
|
||||
animation[currentAnimation].counter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void AnimatedSprite::setCurrentFrame(Uint8 num)
|
||||
void AnimatedSprite::setCurrentFrame(int num)
|
||||
{
|
||||
mCurrentFrame = num;
|
||||
animation[currentAnimation].currentFrame = num;
|
||||
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
|
||||
}
|
||||
|
||||
// Establece el valor del contador
|
||||
void AnimatedSprite::setAnimationCounter(Uint16 num)
|
||||
void AnimatedSprite::setAnimationCounter(std::string name, int num)
|
||||
{
|
||||
mAnimationCounter = num;
|
||||
}
|
||||
|
||||
// Establece el rectangulo para un frame de una animación
|
||||
void AnimatedSprite::setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h)
|
||||
{
|
||||
mAnimation[index_animation].frames[index_frame].x = x;
|
||||
mAnimation[index_animation].frames[index_frame].y = y;
|
||||
mAnimation[index_animation].frames[index_frame].w = w;
|
||||
mAnimation[index_animation].frames[index_frame].h = h;
|
||||
animation[getIndex(name)].counter = num;
|
||||
}
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void AnimatedSprite::setAnimationSpeed(Uint8 index, Uint8 speed)
|
||||
void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
|
||||
{
|
||||
mAnimation[index].speed = speed;
|
||||
}
|
||||
|
||||
// Establece el numero de frames de una animación
|
||||
void AnimatedSprite::setAnimationNumFrames(Uint8 index, Uint8 num)
|
||||
{
|
||||
mAnimation[index].numFrames = num;
|
||||
animation[getIndex(name)].counter = speed;
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void AnimatedSprite::setAnimationLoop(Uint8 index, bool loop)
|
||||
void AnimatedSprite::setAnimationLoop(std::string name, int loop)
|
||||
{
|
||||
mAnimation[index].loop = loop;
|
||||
animation[getIndex(name)].loop = loop;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void AnimatedSprite::setCompleted(Uint8 index, bool value)
|
||||
void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
|
||||
{
|
||||
mAnimation[index].completed = value;
|
||||
animation[getIndex(name)].completed = value;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool AnimatedSprite::isCompleted(Uint8 index)
|
||||
bool AnimatedSprite::animationIsCompleted()
|
||||
{
|
||||
return mAnimation[index].completed;
|
||||
return animation[currentAnimation].completed;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect AnimatedSprite::getAnimationClip(Uint8 index_animation, Uint8 index_frame)
|
||||
SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
|
||||
{
|
||||
return mAnimation[index_animation].frames[index_frame];
|
||||
return animation[getIndex(name)].frames[index];
|
||||
}
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool AnimatedSprite::load(std::string filePath)
|
||||
{
|
||||
int frames_per_row = 0;
|
||||
int frame_width = 0;
|
||||
int frame_height = 0;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
const std::string filename = filePath.substr(filePath.find_last_of("\\/") + 1);
|
||||
std::ifstream file(filePath);
|
||||
std::string line;
|
||||
|
||||
// El fichero se puede abrir
|
||||
if (file.good())
|
||||
{
|
||||
// Procesa el fichero linea a linea
|
||||
printf("Reading file %s\n", filename.c_str());
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Si la linea contiene el texto [enemy] se realiza el proceso de carga de un enemigo
|
||||
if (line == "[animation]")
|
||||
{
|
||||
t_animation buffer;
|
||||
buffer.counter = 0;
|
||||
buffer.currentFrame = 0;
|
||||
buffer.completed = false;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "name")
|
||||
{
|
||||
buffer.name = line.substr(pos + 1, line.length());
|
||||
}
|
||||
else if (line.substr(0, pos) == "speed")
|
||||
{
|
||||
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "loop")
|
||||
{
|
||||
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "frames")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(line.substr(pos + 1, line.length()));
|
||||
std::string tmp;
|
||||
SDL_Rect rect = {0, 0, frame_width, frame_height};
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
int num_tile = std::stoi(tmp);
|
||||
rect.x = (num_tile % frames_per_row) * frame_width;
|
||||
rect.y = (num_tile / frames_per_row) * frame_height;
|
||||
buffer.frames.push_back(rect);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
} while (line != "[/animation]");
|
||||
|
||||
// Añade el enemigo al vector de enemigos
|
||||
animation.push_back(buffer);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "frames_per_row")
|
||||
{
|
||||
frames_per_row = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "frame_width")
|
||||
{
|
||||
frame_width = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "frame_height")
|
||||
{
|
||||
frame_height = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Closing file %s\n\n", filename.c_str());
|
||||
file.close();
|
||||
}
|
||||
// El fichero no se puede abrir
|
||||
else
|
||||
{
|
||||
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Pone un valor por defecto
|
||||
setPos({0, 0, frame_width, frame_height});
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Establece la animacion actual
|
||||
void AnimatedSprite::setCurrentAnimation(std::string name)
|
||||
{
|
||||
const int newAnimation = getIndex(name);
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation[currentAnimation].currentFrame = 0;
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void AnimatedSprite::update()
|
||||
{
|
||||
animate();
|
||||
MovingSprite::update();
|
||||
}
|
||||
@@ -1,69 +1,74 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "movingsprite.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
|
||||
#ifndef ANIMATEDSPRITE_H
|
||||
#define ANIMATEDSPRITE_H
|
||||
|
||||
#define MAX_FRAMES 30
|
||||
#define MAX_ANIMATIONS 20
|
||||
|
||||
// Clase AnimatedSprite
|
||||
class AnimatedSprite : public MovingSprite
|
||||
{
|
||||
private:
|
||||
struct sAnimation
|
||||
struct t_animation
|
||||
{
|
||||
SDL_Rect frames[MAX_FRAMES]; // Cada uno de los frames que componen la animación
|
||||
Uint8 numFrames; // Numero de frames que componen la animación
|
||||
Uint8 speed; // Velocidad de la animación
|
||||
bool loop; // Indica si la animación se reproduce en bucle
|
||||
bool completed; // Indica si ha finalizado la animación
|
||||
std::string name; // Nombre de la animacion
|
||||
std::vector<SDL_Rect> frames; // Cada uno de los frames que componen la animación
|
||||
int speed; // Velocidad de la animación
|
||||
int loop; // Indica a que frame vuelve la animación al terminar. -1 para que no vuelva
|
||||
bool completed; // Indica si ha finalizado la animación
|
||||
int currentFrame; // Frame actual
|
||||
int counter; // Contador para las animaciones
|
||||
};
|
||||
sAnimation mAnimation[MAX_ANIMATIONS]; // Vector con las diferentes animaciones
|
||||
|
||||
Uint8 mCurrentFrame; // Frame actual
|
||||
Uint16 mAnimationCounter; // Contador para las animaciones
|
||||
std::vector<t_animation> animation; // Vector con las diferentes animaciones
|
||||
int currentAnimation; // Animacion activa
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
AnimatedSprite(LTexture *texture, SDL_Renderer *renderer);
|
||||
AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "");
|
||||
|
||||
// Destructor
|
||||
~AnimatedSprite();
|
||||
|
||||
// Iniciador
|
||||
void init();
|
||||
|
||||
// Calcula el frame correspondiente a la animación
|
||||
void animate(int index);
|
||||
// Calcula el frame correspondiente a la animación actual
|
||||
void animate();
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void setCurrentFrame(Uint8 num);
|
||||
void setCurrentFrame(int num);
|
||||
|
||||
// Establece el valor del contador
|
||||
void setAnimationCounter(Uint16 num);
|
||||
|
||||
// Establece el rectangulo para un frame de una animación
|
||||
void setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h);
|
||||
void setAnimationCounter(std::string name, int num);
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void setAnimationSpeed(Uint8 index, Uint8 speed);
|
||||
void setAnimationSpeed(std::string name, int speed);
|
||||
|
||||
// Establece el numero de frames de una animación
|
||||
void setAnimationNumFrames(Uint8 index, Uint8 num);
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void setAnimationLoop(Uint8 index, bool loop);
|
||||
// Establece el frame al que vuelve la animación al finalizar
|
||||
void setAnimationLoop(std::string name, int loop);
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setCompleted(Uint8 index, bool value);
|
||||
void setAnimationCompleted(std::string name, bool value);
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool isCompleted(Uint8 index);
|
||||
bool animationIsCompleted();
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect getAnimationClip(Uint8 index_animation, Uint8 index_frame);
|
||||
SDL_Rect getAnimationClip(std::string name, Uint8 index);
|
||||
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int getIndex(std::string name);
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool load(std::string filePath);
|
||||
|
||||
// Establece la animacion actual
|
||||
void setCurrentAnimation(std::string name = "default");
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -4,6 +4,7 @@
|
||||
Asset::Asset(std::string path)
|
||||
{
|
||||
mExecutablePath = path;
|
||||
longest_name = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -19,6 +20,9 @@ void Asset::add(std::string file, enum assetType type, bool required)
|
||||
temp.type = type;
|
||||
temp.required = required;
|
||||
mFileList.push_back(temp);
|
||||
|
||||
const std::string filename = file.substr(file.find_last_of("\\/") + 1);
|
||||
longest_name = SDL_max(longest_name, filename.size());
|
||||
}
|
||||
|
||||
// Devuelve el fichero de un elemento de la lista a partir de una cadena
|
||||
@@ -37,14 +41,27 @@ bool Asset::check()
|
||||
{
|
||||
bool success = true;
|
||||
|
||||
printf("\n** Checking files.\n");
|
||||
|
||||
// Comprueba la lista de ficheros clasificandolos por tipo
|
||||
for (int type = 0; type < maxAssetType; type++)
|
||||
{
|
||||
printf("\n>> %s FILES\n", getTypeName(type).c_str());
|
||||
// Comprueba si hay ficheros de ese tipo
|
||||
bool any = false;
|
||||
|
||||
for (int i = 0; i < mFileList.size(); i++)
|
||||
if ((mFileList[i].required) && (mFileList[i].type == type))
|
||||
success &= checkFile(mFileList[i].file);
|
||||
any = true;
|
||||
|
||||
// Si hay ficheros de ese tipo, comprueba si existen
|
||||
if (any)
|
||||
{
|
||||
printf("\n>> %s FILES\n", getTypeName(type).c_str());
|
||||
|
||||
for (int i = 0; i < mFileList.size(); i++)
|
||||
if ((mFileList[i].required) && (mFileList[i].type == type))
|
||||
success &= checkFile(mFileList[i].file);
|
||||
}
|
||||
}
|
||||
|
||||
// Resultado
|
||||
@@ -59,7 +76,8 @@ bool Asset::check()
|
||||
// Comprueba que existe un fichero
|
||||
bool Asset::checkFile(std::string path)
|
||||
{
|
||||
bool success = true;
|
||||
bool success = false;
|
||||
std::string result = "ERROR";
|
||||
|
||||
// Comprueba si existe el fichero
|
||||
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
|
||||
@@ -67,14 +85,13 @@ bool Asset::checkFile(std::string path)
|
||||
|
||||
if (file != NULL)
|
||||
{
|
||||
printf("Checking file %-20s [OK]\n", filename.c_str());
|
||||
result = "OK";
|
||||
success = true;
|
||||
SDL_RWclose(file);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Checking file %-20s [ERROR]\n", filename.c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
const std::string s = "Checking file %-" + std::to_string(longest_name) + "s [" + result + "]\n";
|
||||
printf(s.c_str(), filename.c_str());
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
@@ -32,6 +33,8 @@ private:
|
||||
bool required; // Indica si es un fichero que debe de existir
|
||||
};
|
||||
|
||||
int longest_name; // Contiene la longitud del nombre de fichero mas largo
|
||||
|
||||
std::vector<item_t> mFileList;
|
||||
std::string mExecutablePath;
|
||||
|
||||
|
||||
151
source/const.h
@@ -1,92 +1,61 @@
|
||||
#pragma once
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include "utils.h"
|
||||
|
||||
#ifndef CONST_H
|
||||
#define CONST_H
|
||||
|
||||
// Textos
|
||||
#define WINDOW_CAPTION "JailDoctor's Dilemma"
|
||||
#define TEXT_COPYRIGHT "@2022 JailDesigner"
|
||||
#define VERSION "0.1"
|
||||
|
||||
// Tamaño de bloque
|
||||
#define BLOCK 8
|
||||
#define HALF_BLOCK 4
|
||||
|
||||
// Tamaño de la pantalla real
|
||||
#define SCREEN_WIDTH 256
|
||||
#define SCREEN_HEIGHT 192
|
||||
|
||||
// Tamaño de la pantalla virtual
|
||||
#define GAMECANVAS_WIDTH 256
|
||||
#define GAMECANVAS_HEIGHT 192
|
||||
|
||||
// Tamaño de la pantalla que se muestra
|
||||
const int VIEW_WIDTH = SCREEN_WIDTH * 3;
|
||||
const int VIEW_HEIGHT = SCREEN_HEIGHT * 3;
|
||||
|
||||
// Zona de juego
|
||||
const int PLAY_AREA_TOP = (0 * BLOCK);
|
||||
const int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
|
||||
const int PLAY_AREA_LEFT = (0 * BLOCK);
|
||||
const int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
|
||||
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
|
||||
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
|
||||
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
|
||||
const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
|
||||
const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
|
||||
const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
|
||||
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
|
||||
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
|
||||
|
||||
// Anclajes de pantalla
|
||||
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
|
||||
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
|
||||
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
|
||||
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
|
||||
|
||||
// Secciones del programa
|
||||
#define SECTION_PROG_LOGO 0
|
||||
#define SECTION_PROG_INTRO 1
|
||||
#define SECTION_PROG_TITLE 2
|
||||
#define SECTION_PROG_GAME 3
|
||||
#define SECTION_PROG_QUIT 4
|
||||
|
||||
// Subsecciones
|
||||
#define SECTION_GAME_PLAY 0
|
||||
#define SECTION_GAME_PAUSE 1
|
||||
#define SECTION_GAME_GAMEOVER 2
|
||||
#define SECTION_TITLE_1 3
|
||||
#define SECTION_TITLE_2 4
|
||||
#define SECTION_TITLE_3 5
|
||||
#define SECTION_TITLE_INSTRUCTIONS 6
|
||||
|
||||
// Estados de cada elemento que pertenece a un evento
|
||||
#define EVENT_WAITING 1
|
||||
#define EVENT_RUNNING 2
|
||||
#define EVENT_COMPLETED 3
|
||||
|
||||
// Estados de entrada
|
||||
#define INPUT_NULL 0
|
||||
#define INPUT_FIRE_LEFT 7
|
||||
#define INPUT_FIRE_UP 8
|
||||
#define INPUT_FIRE_RIGHT 9
|
||||
#define INPUT_PAUSE 10
|
||||
|
||||
// Zona muerta del mando analógico
|
||||
#define JOYSTICK_DEAD_ZONE 8000
|
||||
|
||||
// Colores
|
||||
const color_t bgColor = {0x27, 0x27, 0x36};
|
||||
const color_t noColor = {0xFF, 0xFF, 0xFF};
|
||||
const color_t shdwTxtColor = {0x43, 0x43, 0x4F};
|
||||
|
||||
// Tipo de filtro
|
||||
#define FILTER_NEAREST 0
|
||||
#define FILTER_LINEAL 1
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include "utils.h"
|
||||
|
||||
#ifndef CONST_H
|
||||
#define CONST_H
|
||||
|
||||
// Textos
|
||||
#define WINDOW_CAPTION "JailDoctor's Dilemma"
|
||||
#define TEXT_COPYRIGHT "@2022 JailDesigner"
|
||||
#define VERSION "0.7"
|
||||
|
||||
// Tamaño de bloque
|
||||
#define BLOCK 8
|
||||
#define HALF_BLOCK 4
|
||||
|
||||
// Tamaño de la pantalla virtual
|
||||
#define GAMECANVAS_WIDTH 256
|
||||
#define GAMECANVAS_HEIGHT 192
|
||||
|
||||
// Zona de juego
|
||||
const int PLAY_AREA_TOP = (0 * BLOCK);
|
||||
const int PLAY_AREA_BOTTOM = (16 * BLOCK);
|
||||
const int PLAY_AREA_LEFT = (0 * BLOCK);
|
||||
const int PLAY_AREA_RIGHT = (32 * BLOCK);
|
||||
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
|
||||
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
|
||||
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
|
||||
const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
|
||||
const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
|
||||
const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
|
||||
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
|
||||
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
|
||||
|
||||
#define BORDER_TOP 0
|
||||
#define BORDER_RIGHT 1
|
||||
#define BORDER_BOTTOM 2
|
||||
#define BORDER_LEFT 3
|
||||
|
||||
// Anclajes de pantalla
|
||||
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
|
||||
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
|
||||
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
|
||||
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
|
||||
|
||||
// Secciones del programa
|
||||
#define SECTION_PROG_LOGO 0
|
||||
#define SECTION_PROG_INTRO 1
|
||||
#define SECTION_PROG_TITLE 2
|
||||
#define SECTION_PROG_GAME 3
|
||||
#define SECTION_PROG_QUIT 4
|
||||
|
||||
// Colores
|
||||
const color_t borderColor = {0x27, 0x27, 0x36};
|
||||
const color_t black = {0xFF, 0xFF, 0xFF};
|
||||
|
||||
#endif
|
||||
85
source/debug.cpp
Normal file
@@ -0,0 +1,85 @@
|
||||
#include "debug.h"
|
||||
|
||||
// Constructor
|
||||
Debug::Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
{
|
||||
// Copia la dirección de los objetos
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
text = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
|
||||
|
||||
// Inicializa variables
|
||||
x = 0;
|
||||
y = 0;
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Debug::~Debug()
|
||||
{
|
||||
delete text;
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
void Debug::update()
|
||||
{
|
||||
}
|
||||
|
||||
// Dibuja en pantalla
|
||||
void Debug::render()
|
||||
{
|
||||
int y = this->y;
|
||||
int w = 0;
|
||||
|
||||
for (auto s : slot)
|
||||
{
|
||||
text->write(x, y, s);
|
||||
w = (std::max(w, (int)s.length()));
|
||||
y += text->getCharacterSize() + 1;
|
||||
if (y > 192 - text->getCharacterSize())
|
||||
{
|
||||
y = this->y;
|
||||
x += w * text->getCharacterSize() + 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Establece la posición donde se colocará la información de debug
|
||||
void Debug::setPos(SDL_Point p)
|
||||
{
|
||||
x = p.x;
|
||||
y = p.y;
|
||||
}
|
||||
|
||||
// Añade un texto para mostrar
|
||||
void Debug::add(std::string text)
|
||||
{
|
||||
slot.push_back(text);
|
||||
}
|
||||
|
||||
// Borra la información de debug
|
||||
void Debug::clear()
|
||||
{
|
||||
slot.clear();
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Debug::setEnabled(bool value)
|
||||
{
|
||||
enabled = value;
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
bool Debug::getEnabled()
|
||||
{
|
||||
return enabled;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable
|
||||
void Debug::switchEnabled()
|
||||
{
|
||||
enabled = !enabled;
|
||||
}
|
||||
60
source/debug.h
Normal file
@@ -0,0 +1,60 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "const.h"
|
||||
#include "utils.h"
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "text.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
#ifndef DEBUG_H
|
||||
#define DEBUG_H
|
||||
|
||||
// Clase Debug
|
||||
class Debug
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Asset *asset; // Objeto con los ficheros de recursos
|
||||
Text *text; // Objeto encargado de escribir texto en pantalla
|
||||
std::vector<std::string> slot; // Vector con los textos a escribir
|
||||
int x; // Posicion donde escribir el texto de debug
|
||||
int y; // Posición donde escribir el texto de debug
|
||||
bool enabled; // Indica si esta activo el modo debug
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
|
||||
// Destructor
|
||||
~Debug();
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
|
||||
// Dibuja en pantalla
|
||||
void render();
|
||||
|
||||
// Establece la posición donde se colocará la información de debug
|
||||
void setPos(SDL_Point p);
|
||||
|
||||
// Añade un texto para mostrar
|
||||
void add(std::string text);
|
||||
|
||||
// Borra la información de debug
|
||||
void clear();
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setEnabled(bool value);
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
bool getEnabled();
|
||||
|
||||
// Cambia el valor de la variable
|
||||
void switchEnabled();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "const.h"
|
||||
|
||||
#include "utils.h"
|
||||
#include "director.h"
|
||||
#include <iostream>
|
||||
@@ -7,39 +7,30 @@
|
||||
// Constructor
|
||||
Director::Director(std::string path)
|
||||
{
|
||||
// Inicializa la ruta
|
||||
setExecutablePath(path);
|
||||
|
||||
// Crea el objeto que controla los ficheros de recursos
|
||||
mAsset = new Asset(mExecutablePath);
|
||||
|
||||
// Establece la lista de ficheros
|
||||
setFileList();
|
||||
asset = new Asset(path.substr(0, path.find_last_of("\\/")));
|
||||
|
||||
// Si falta algún fichero no inicia el programa
|
||||
Uint8 section = SECTION_PROG_GAME;
|
||||
if (!mAsset->check())
|
||||
section = SECTION_PROG_QUIT;
|
||||
|
||||
// Inicializa el objeto de idioma
|
||||
mLang = new Lang(mAsset);
|
||||
|
||||
// Crea el puntero a la estructura y carga el fichero de configuración
|
||||
mOptions = new options_t;
|
||||
if (!loadConfigFile())
|
||||
if (!setFileList())
|
||||
{
|
||||
mOptions->fullScreenMode = 0;
|
||||
mOptions->windowSize = 3;
|
||||
mOptions->language = en_UK;
|
||||
mOptions->difficulty = DIFFICULTY_NORMAL;
|
||||
mOptions->input[0].deviceType = INPUT_USE_KEYBOARD;
|
||||
mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
|
||||
mOptions->filter = FILTER_NEAREST;
|
||||
mOptions->vSync = true;
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
}
|
||||
else
|
||||
{
|
||||
section.name = SECTION_PROG_GAME;
|
||||
section.subsection = 0;
|
||||
}
|
||||
|
||||
// Crea los objetos
|
||||
mInput = new Input(mAsset->get("gamecontrollerdb.txt"));
|
||||
// Crea el puntero a la estructura y carga el fichero de configuración
|
||||
options = new options_t;
|
||||
options->fullScreenMode = 0;
|
||||
options->windowSize = 3;
|
||||
options->filter = FILTER_NEAREST;
|
||||
options->vSync = true;
|
||||
options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
|
||||
options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
|
||||
options->integerScale = true;
|
||||
options->keepAspect = true;
|
||||
|
||||
// Inicializa SDL
|
||||
initSDL();
|
||||
@@ -47,69 +38,50 @@ Director::Director(std::string path)
|
||||
// Inicializa JailAudio
|
||||
initJailAudio();
|
||||
|
||||
// Aplica las opciones
|
||||
SDL_SetWindowFullscreen(mWindow, mOptions->fullScreenMode);
|
||||
SDL_SetWindowSize(mWindow, SCREEN_WIDTH * mOptions->windowSize, SCREEN_HEIGHT * mOptions->windowSize);
|
||||
mLang->setLang(mOptions->language);
|
||||
|
||||
// Inicializa el resto de variables
|
||||
init(section);
|
||||
// Crea los objetos
|
||||
input = new Input(asset->get("gamecontrollerdb.txt"));
|
||||
initInput();
|
||||
screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
||||
screen->setBorderColor(borderColor);
|
||||
debug = new Debug(renderer, screen, asset);
|
||||
}
|
||||
|
||||
Director::~Director()
|
||||
{
|
||||
saveConfigFile();
|
||||
|
||||
delete mInput;
|
||||
mInput = nullptr;
|
||||
|
||||
delete mLang;
|
||||
mLang = nullptr;
|
||||
|
||||
delete mOptions;
|
||||
mOptions = nullptr;
|
||||
|
||||
delete mAsset;
|
||||
mAsset = nullptr;
|
||||
|
||||
SDL_DestroyRenderer(mRenderer);
|
||||
SDL_DestroyWindow(mWindow);
|
||||
mRenderer = nullptr;
|
||||
mWindow = nullptr;
|
||||
delete options;
|
||||
delete asset;
|
||||
delete input;
|
||||
delete screen;
|
||||
delete debug;
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
// Inicia las variables necesarias para arrancar el programa
|
||||
void Director::init(Uint8 name)
|
||||
void Director::initInput()
|
||||
{
|
||||
// Sección
|
||||
mSection.name = name;
|
||||
mSection.subsection = 0;
|
||||
input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
|
||||
input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
|
||||
input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
|
||||
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
|
||||
input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
|
||||
input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
|
||||
input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
|
||||
input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D);
|
||||
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
|
||||
input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
|
||||
|
||||
// Textos
|
||||
mLang->setLang(mOptions->language);
|
||||
|
||||
// Controles
|
||||
mInput->bindKey(INPUT_UP, SDL_SCANCODE_UP);
|
||||
mInput->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
|
||||
mInput->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
|
||||
mInput->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
|
||||
mInput->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
|
||||
mInput->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
|
||||
mInput->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
|
||||
mInput->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
|
||||
mInput->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
|
||||
|
||||
mInput->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
mInput->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
mInput->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
mInput->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
mInput->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
|
||||
mInput->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
|
||||
mInput->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
|
||||
mInput->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
|
||||
mInput->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
|
||||
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
|
||||
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
|
||||
}
|
||||
|
||||
// Inicializa JailAudio
|
||||
@@ -126,7 +98,6 @@ bool Director::initSDL()
|
||||
|
||||
// Inicializa SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
|
||||
//if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
|
||||
{
|
||||
printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
|
||||
success = false;
|
||||
@@ -137,14 +108,14 @@ bool Director::initSDL()
|
||||
std::srand(static_cast<unsigned int>(SDL_GetTicks()));
|
||||
|
||||
// Establece el filtro de la textura a nearest
|
||||
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(mOptions->filter).c_str()))
|
||||
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str()))
|
||||
{
|
||||
printf("Warning: Nearest texture filtering not enabled!\n");
|
||||
}
|
||||
|
||||
// Crea la ventana
|
||||
mWindow = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, VIEW_WIDTH, VIEW_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
if (mWindow == NULL)
|
||||
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
if (window == NULL)
|
||||
{
|
||||
printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
success = false;
|
||||
@@ -152,12 +123,12 @@ bool Director::initSDL()
|
||||
else
|
||||
{
|
||||
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
|
||||
if (mOptions->vSync)
|
||||
mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
if (options->vSync)
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
else
|
||||
mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED);
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
|
||||
|
||||
if (mRenderer == NULL)
|
||||
if (renderer == NULL)
|
||||
{
|
||||
printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
success = false;
|
||||
@@ -165,13 +136,13 @@ bool Director::initSDL()
|
||||
else
|
||||
{
|
||||
// Inicializa el color de renderizado
|
||||
SDL_SetRenderDrawColor(mRenderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
|
||||
// Establece el tamaño del buffer de renderizado
|
||||
SDL_RenderSetLogicalSize(mRenderer, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight);
|
||||
|
||||
// Establece el modo de mezcla
|
||||
SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -181,186 +152,143 @@ bool Director::initSDL()
|
||||
}
|
||||
|
||||
// Crea el indice de ficheros
|
||||
void Director::setFileList()
|
||||
bool Director::setFileList()
|
||||
{
|
||||
mAsset->add("/media/font/8bithud.png", font);
|
||||
mAsset->add("/media/font/8bithud.txt", font);
|
||||
mAsset->add("/media/font/nokia.png", font);
|
||||
mAsset->add("/media/font/nokia.txt", font);
|
||||
mAsset->add("/media/font/nokia2.png", font);
|
||||
mAsset->add("/media/font/nokia2.txt", font);
|
||||
mAsset->add("/media/font/smb2.png", font);
|
||||
mAsset->add("/media/font/smb2.txt", font);
|
||||
mAsset->add("/media/lang/es_ES.txt", lang);
|
||||
mAsset->add("/media/lang/en_UK.txt", lang);
|
||||
mAsset->add("/media/lang/ba_BA.txt", lang);
|
||||
mAsset->add("/data/gamecontrollerdb.txt", data);
|
||||
mAsset->add("/data/config.bin", data, false);
|
||||
mAsset->add("/data/room/01.room", room);
|
||||
mAsset->add("/data/room/02.room", room);
|
||||
mAsset->add("/media/tilesets/room1.png", bitmap);
|
||||
mAsset->add("/media/enemies/enemy01.png", bitmap);
|
||||
}
|
||||
asset->add("/media/font/smb2.png", font);
|
||||
asset->add("/media/font/smb2.txt", font);
|
||||
asset->add("/media/font/debug.png", font);
|
||||
asset->add("/media/font/debug.txt", font);
|
||||
|
||||
// Carga el fichero de configuración
|
||||
bool Director::loadConfigFile()
|
||||
{
|
||||
// Pone unos valores por defecto
|
||||
mOptions->fullScreenMode = 0;
|
||||
mOptions->windowSize = 3;
|
||||
mOptions->language = en_UK;
|
||||
mOptions->difficulty = DIFFICULTY_NORMAL;
|
||||
mOptions->input[0].deviceType = INPUT_USE_KEYBOARD;
|
||||
mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER;
|
||||
mOptions->filter = FILTER_NEAREST;
|
||||
mOptions->vSync = true;
|
||||
asset->add("/data/gamecontrollerdb.txt", data);
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
asset->add("/data/room/01.room", room);
|
||||
asset->add("/data/room/02.room", room);
|
||||
asset->add("/data/room/03.room", room);
|
||||
asset->add("/data/room/04.room", room);
|
||||
asset->add("/data/room/05.room", room);
|
||||
asset->add("/data/room/06.room", room);
|
||||
asset->add("/data/room/01.tmx", room);
|
||||
asset->add("/data/room/02.tmx", room);
|
||||
asset->add("/data/room/03.tmx", room);
|
||||
asset->add("/data/room/04.tmx", room);
|
||||
asset->add("/data/room/05.tmx", room);
|
||||
asset->add("/data/room/06.tmx", room);
|
||||
|
||||
const std::string p = mAsset->get("config.bin");
|
||||
std::string filename = p.substr(p.find_last_of("\\/") + 1);
|
||||
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
|
||||
asset->add("/media/tilesets/standard.png", bitmap);
|
||||
|
||||
// El fichero no existe
|
||||
if (file == NULL)
|
||||
{
|
||||
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||
asset->add("/media/enemies/paco.png", bitmap);
|
||||
asset->add("/media/enemies/paco.ani", data);
|
||||
asset->add("/media/enemies/chip.png", bitmap);
|
||||
asset->add("/media/enemies/chip.ani", data);
|
||||
asset->add("/media/enemies/wave.png", bitmap);
|
||||
asset->add("/media/enemies/wave.ani", data);
|
||||
asset->add("/media/enemies/sigmasua.png", bitmap);
|
||||
asset->add("/media/enemies/sigmasua.ani", data);
|
||||
asset->add("/media/enemies/diskette.png", bitmap);
|
||||
asset->add("/media/enemies/diskette.ani", data);
|
||||
|
||||
// Crea el fichero para escritura
|
||||
file = SDL_RWFromFile(p.c_str(), "w+b");
|
||||
if (file != NULL)
|
||||
{
|
||||
printf("New file (%s) created!\n", filename.c_str());
|
||||
asset->add("/media/player/player.png", bitmap);
|
||||
asset->add("/media/player/player.ani", data);
|
||||
|
||||
// Escribe los datos
|
||||
SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1);
|
||||
SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
|
||||
SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1);
|
||||
SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
|
||||
SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
|
||||
SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
|
||||
SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1);
|
||||
SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);
|
||||
asset->add("/media/items/items.png", bitmap);
|
||||
|
||||
// Cierra el fichero
|
||||
SDL_RWclose(file);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Error: Unable to create file %s\n", filename.c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
// El fichero existe
|
||||
else
|
||||
{
|
||||
// Carga los datos
|
||||
printf("Reading file %s\n", filename.c_str());
|
||||
SDL_RWread(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1);
|
||||
SDL_RWread(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
|
||||
SDL_RWread(file, &mOptions->language, sizeof(mOptions->language), 1);
|
||||
SDL_RWread(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
|
||||
SDL_RWread(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
|
||||
SDL_RWread(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
|
||||
SDL_RWread(file, &mOptions->filter, sizeof(mOptions->filter), 1);
|
||||
SDL_RWread(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);
|
||||
asset->add("/media/music/title.ogg", music);
|
||||
asset->add("/media/music/game.ogg", music);
|
||||
asset->add("/media/music/loading_sound1.ogg", music);
|
||||
asset->add("/media/music/loading_sound2.ogg", music);
|
||||
asset->add("/media/music/loading_sound3.ogg", music);
|
||||
|
||||
// Normaliza los valores
|
||||
if (!((mOptions->fullScreenMode == 0) ||
|
||||
(mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN) ||
|
||||
(mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)))
|
||||
mOptions->fullScreenMode = 0;
|
||||
if ((mOptions->windowSize < 1) || (mOptions->windowSize > 4))
|
||||
mOptions->windowSize = 3;
|
||||
if ((mOptions->language < 0) || (mOptions->language > MAX_LANGUAGES))
|
||||
mOptions->language = en_UK;
|
||||
asset->add("/media/sound/item.wav", sound);
|
||||
asset->add("/media/sound/death.wav", sound);
|
||||
asset->add("/media/sound/jump1.wav", sound);
|
||||
asset->add("/media/sound/jump2.wav", sound);
|
||||
asset->add("/media/sound/jump3.wav", sound);
|
||||
asset->add("/media/sound/jump4.wav", sound);
|
||||
asset->add("/media/sound/jump5.wav", sound);
|
||||
asset->add("/media/sound/jump6.wav", sound);
|
||||
asset->add("/media/sound/jump7.wav", sound);
|
||||
asset->add("/media/sound/jump8.wav", sound);
|
||||
asset->add("/media/sound/jump9.wav", sound);
|
||||
asset->add("/media/sound/jump10.wav", sound);
|
||||
asset->add("/media/sound/jump11.wav", sound);
|
||||
asset->add("/media/sound/jump12.wav", sound);
|
||||
asset->add("/media/sound/jump13.wav", sound);
|
||||
asset->add("/media/sound/jump14.wav", sound);
|
||||
asset->add("/media/sound/jump15.wav", sound);
|
||||
asset->add("/media/sound/jump16.wav", sound);
|
||||
asset->add("/media/sound/jump17.wav", sound);
|
||||
asset->add("/media/sound/jump18.wav", sound);
|
||||
asset->add("/media/sound/jump19.wav", sound);
|
||||
asset->add("/media/sound/jump20.wav", sound);
|
||||
asset->add("/media/sound/jump21.wav", sound);
|
||||
asset->add("/media/sound/jump22.wav", sound);
|
||||
asset->add("/media/sound/jump23.wav", sound);
|
||||
asset->add("/media/sound/jump24.wav", sound);
|
||||
|
||||
// Cierra el fichero
|
||||
SDL_RWclose(file);
|
||||
}
|
||||
asset->add("/media/logo/jailgames.png", bitmap);
|
||||
asset->add("/media/logo/since_1998.png", bitmap);
|
||||
asset->add("/media/logo/seagull.png", bitmap);
|
||||
|
||||
return success;
|
||||
}
|
||||
asset->add("/media/title/loading_screen1.png", bitmap);
|
||||
asset->add("/media/title/loading_screen2.png", bitmap);
|
||||
|
||||
// Guarda el fichero de configuración
|
||||
bool Director::saveConfigFile()
|
||||
{
|
||||
bool success = true;
|
||||
const std::string p = mAsset->get("config.bin");
|
||||
std::string filename = p.substr(p.find_last_of("\\/") + 1);
|
||||
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
|
||||
if (file != NULL)
|
||||
{
|
||||
// Guarda los datos
|
||||
SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1);
|
||||
SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1);
|
||||
SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1);
|
||||
SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1);
|
||||
SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1);
|
||||
SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1);
|
||||
SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1);
|
||||
SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1);
|
||||
|
||||
printf("Writing file %s\n", filename.c_str());
|
||||
|
||||
// Cierra el fichero
|
||||
SDL_RWclose(file);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError());
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Director::setExecutablePath(std::string path)
|
||||
{
|
||||
mExecutablePath = path.substr(0, path.find_last_of("\\/"));
|
||||
return asset->check();
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
Uint8 Director::getSubsection()
|
||||
{
|
||||
return mSection.subsection;
|
||||
return section.subsection;
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
Uint8 Director::getSection()
|
||||
{
|
||||
return mSection.name;
|
||||
return section.name;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Director::setSection(section_t section)
|
||||
{
|
||||
mSection = section;
|
||||
this->section = section;
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego con el logo
|
||||
void Director::runLogo()
|
||||
{
|
||||
logo = new Logo(renderer, screen, asset);
|
||||
setSection(logo->run());
|
||||
delete logo;
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego de la introducción
|
||||
void Director::runIntro()
|
||||
{
|
||||
intro = new Intro(renderer, screen, asset);
|
||||
setSection(intro->run());
|
||||
delete intro;
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego con el titulo y los menus
|
||||
void Director::runTitle()
|
||||
{
|
||||
title = new Title(renderer, screen, asset);
|
||||
setSection(title->run());
|
||||
delete title;
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego donde se juega
|
||||
void Director::runGame()
|
||||
{
|
||||
mGame = new Game(mWindow, mRenderer, mAsset, mLang, mInput);
|
||||
setSection(mGame->run());
|
||||
delete mGame;
|
||||
game = new Game(renderer, screen, asset, input, debug);
|
||||
setSection(game->run());
|
||||
delete game;
|
||||
}
|
||||
|
||||
void Director::run()
|
||||
{
|
||||
// Bucle principal
|
||||
while (!(getSection() == SECTION_PROG_QUIT))
|
||||
while (getSection() != SECTION_PROG_QUIT)
|
||||
{
|
||||
switch (getSection())
|
||||
{
|
||||
|
||||
@@ -1,40 +1,41 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
#include <SDL2/SDL.h>
|
||||
#include "sprite.h"
|
||||
#include "movingsprite.h"
|
||||
#include "text.h"
|
||||
#include "writer.h"
|
||||
#include "menu.h"
|
||||
#include "const.h"
|
||||
#include "jail_audio.h"
|
||||
#include "utils.h"
|
||||
#include "input.h"
|
||||
#include "fade.h"
|
||||
#include "game.h"
|
||||
#include "logo.h"
|
||||
#include "title.h"
|
||||
#include "intro.h"
|
||||
#include "asset.h"
|
||||
#include "lang.h"
|
||||
#include "debug.h"
|
||||
#include "const.h"
|
||||
|
||||
#ifndef DIRECTOR_H
|
||||
#define DIRECTOR_H
|
||||
|
||||
#define MAX_FILE_LIST 100
|
||||
|
||||
// Director
|
||||
class Director
|
||||
{
|
||||
private:
|
||||
SDL_Window *mWindow; // La ventana donde dibujamos
|
||||
SDL_Renderer *mRenderer; // El renderizador de la ventana
|
||||
SDL_Window *window; // La ventana donde dibujamos
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Input *input; // Objeto Input para gestionar las entradas
|
||||
Game *game; // Objeto para gestionar la sección del juego
|
||||
Logo *logo; // Objeto para gestionar la sección del logo del programa
|
||||
Title *title; // Objeto para gestionar la pantalla de título
|
||||
Intro *intro; // Onjeto para gestionar la introducción del juego
|
||||
Asset *asset; // Objeto que gestiona todos los ficheros de recursos
|
||||
Debug *debug; // Objeto para getsionar la información de debug
|
||||
|
||||
Input *mInput; // Objeto Input para gestionar las entradas
|
||||
Lang *mLang; // Objeto para gestionar los textos en diferentes idiomas
|
||||
Game *mGame; // Objeto para la sección del juego
|
||||
Asset *mAsset; // Objeto que gestiona todos los ficheros de recursos
|
||||
struct options_t *options; // Variable con todas las opciones del programa
|
||||
|
||||
struct options_t *mOptions; // Variable con todas las opciones del programa
|
||||
|
||||
std::string mExecutablePath; // Path del ejecutable
|
||||
section_t mSection; // Sección y subsección actual del programa;
|
||||
std::string executablePath; // Path del ejecutable
|
||||
section_t section; // Sección y subsección actual del programa;
|
||||
|
||||
// Inicializa jail_audio
|
||||
void initJailAudio();
|
||||
@@ -42,20 +43,11 @@ private:
|
||||
// Arranca SDL y crea la ventana
|
||||
bool initSDL();
|
||||
|
||||
// Inicializa el objeto Input
|
||||
void initInput();
|
||||
|
||||
// Crea el indice de ficheros
|
||||
void setFileList();
|
||||
|
||||
// Comprueba que todos los ficheros existen
|
||||
bool checkFileList();
|
||||
|
||||
// Carga el fichero de configuración
|
||||
bool loadConfigFile();
|
||||
|
||||
// Guarda el fichero de configuración
|
||||
bool saveConfigFile();
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setExecutablePath(std::string path);
|
||||
bool setFileList();
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
Uint8 getSubsection();
|
||||
@@ -78,9 +70,6 @@ private:
|
||||
// Ejecuta la seccion de juego donde se juega
|
||||
void runGame();
|
||||
|
||||
// Comprueba los ficheros del vector de ficheros que coinciden con una ruta dada
|
||||
bool checkFolder(std::string name, std::string path);
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Director(std::string path);
|
||||
@@ -88,9 +77,6 @@ public:
|
||||
// Destructor
|
||||
~Director();
|
||||
|
||||
// Inicia las variables necesarias para arrancar el programa
|
||||
void init(Uint8 name);
|
||||
|
||||
// Bucle principal
|
||||
void run();
|
||||
};
|
||||
|
||||
@@ -10,11 +10,8 @@ Enemy::Enemy(enemy_t enemy)
|
||||
renderer = enemy.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
sprite = new AnimatedSprite(texture, renderer);
|
||||
|
||||
// Carga la textura
|
||||
loadTextureFromFile(texture, asset->get(enemy.tileset), renderer);
|
||||
texture = new LTexture(renderer, asset->get(enemy.tileset));
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get(enemy.animation));
|
||||
|
||||
// Obten el resto de valores
|
||||
x1 = enemy.x1;
|
||||
@@ -26,35 +23,21 @@ Enemy::Enemy(enemy_t enemy)
|
||||
sprite->setPosY(enemy.y);
|
||||
sprite->setVelX(enemy.vx);
|
||||
sprite->setVelY(enemy.vy);
|
||||
sprite->setWidth(enemy.w);
|
||||
sprite->setHeight(enemy.h);
|
||||
|
||||
// Inicializa el sprite con el resto de parametros comunes
|
||||
sprite->setWidth(16);
|
||||
sprite->setHeight(16);
|
||||
sprite->setCurrentFrame(0);
|
||||
sprite->setAnimationCounter(0);
|
||||
sprite->setAnimationNumFrames(0, 4);
|
||||
sprite->setAnimationSpeed(0, 5);
|
||||
sprite->setAnimationLoop(0, true);
|
||||
sprite->setAnimationFrames(0, 0, 16 * 0, 0, 16, 16);
|
||||
sprite->setAnimationFrames(0, 1, 16 * 1, 0, 16, 16);
|
||||
sprite->setAnimationFrames(0, 2, 16 * 2, 0, 16, 16);
|
||||
sprite->setAnimationFrames(0, 3, 16 * 3, 0, 16, 16);
|
||||
sprite->setSpriteClip(sprite->getAnimationClip(0, 0));
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Enemy::~Enemy()
|
||||
{
|
||||
texture->unload();
|
||||
delete texture;
|
||||
texture = nullptr;
|
||||
|
||||
delete sprite;
|
||||
sprite = nullptr;
|
||||
}
|
||||
|
||||
// Pinta el enemigo en pantalla
|
||||
void Enemy::draw()
|
||||
void Enemy::render()
|
||||
{
|
||||
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
||||
sprite->render();
|
||||
@@ -65,8 +48,9 @@ void Enemy::draw()
|
||||
void Enemy::update()
|
||||
{
|
||||
sprite->update();
|
||||
sprite->animate(0);
|
||||
// sprite->animate();
|
||||
checkPath();
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
||||
@@ -74,13 +58,29 @@ void Enemy::checkPath()
|
||||
{
|
||||
if (sprite->getPosX() > x2 || sprite->getPosX() < x1)
|
||||
{
|
||||
//sprite->setPosX(sprite->getPosX() - sprite->getVelX());
|
||||
sprite->setVelX(sprite->getVelX() * (-1));
|
||||
}
|
||||
|
||||
if (sprite->getPosY() > y2 || sprite->getPosY() < y1)
|
||||
{
|
||||
//sprite->setPosY(sprite->getPosY() - sprite->getVelY());
|
||||
sprite->setVelY(sprite->getVelY() * (-1));
|
||||
}
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo que contiene al enemigo
|
||||
SDL_Rect Enemy::getRect()
|
||||
{
|
||||
return sprite->getRect();
|
||||
}
|
||||
|
||||
// Obtiene el rectangulo de colision del enemigo
|
||||
SDL_Rect &Enemy::getCollider()
|
||||
{
|
||||
return collider;
|
||||
}
|
||||
|
||||
// Recarga la textura
|
||||
void Enemy::reLoadTexture()
|
||||
{
|
||||
texture->reLoad();
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "animatedsprite.h"
|
||||
@@ -29,6 +29,9 @@ struct enemy_t
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
std::string tileset; // Fichero con los graficos del enemigo
|
||||
std::string animation; // Fichero con las animaciones del enemigo
|
||||
int w; // Anchura del enemigo
|
||||
int h; // Altura del enemigo
|
||||
float x; // Posición inicial en el eje X
|
||||
float y; // Posición inicial en el eje Y
|
||||
float vx; // Velocidad en el eje X
|
||||
@@ -54,6 +57,7 @@ private:
|
||||
int x2; // Limite derecho de la ruta en el eje X
|
||||
int y1; // Limite superior de la ruta en el eje Y
|
||||
int y2; // Limite inferior de la ruta en el eje Y
|
||||
SDL_Rect collider; // Caja de colisión
|
||||
|
||||
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
||||
void checkPath();
|
||||
@@ -66,10 +70,19 @@ public:
|
||||
~Enemy();
|
||||
|
||||
// Pinta el enemigo en pantalla
|
||||
void draw();
|
||||
void render();
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
|
||||
// Devuelve el rectangulo que contiene al enemigo
|
||||
SDL_Rect getRect();
|
||||
|
||||
// Obtiene el rectangulo de colision del enemigo
|
||||
SDL_Rect &getCollider();
|
||||
|
||||
// Recarga la textura
|
||||
void reLoadTexture();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
169
source/fade.cpp
@@ -1,169 +0,0 @@
|
||||
#include "fade.h"
|
||||
#include "const.h"
|
||||
|
||||
// Constructor
|
||||
Fade::Fade(SDL_Renderer *renderer)
|
||||
{
|
||||
mRenderer = renderer;
|
||||
|
||||
mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
if (mBackbuffer == NULL)
|
||||
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Fade::~Fade()
|
||||
{
|
||||
SDL_DestroyTexture(mBackbuffer);
|
||||
mBackbuffer = nullptr;
|
||||
}
|
||||
|
||||
// Inicializa las variables
|
||||
void Fade::init(Uint8 r, Uint8 g, Uint8 b)
|
||||
{
|
||||
mFadeType = FADE_CENTER;
|
||||
mEnabled = false;
|
||||
mFinished = false;
|
||||
mCounter = 0;
|
||||
mR = r;
|
||||
mG = g;
|
||||
mB = b;
|
||||
}
|
||||
|
||||
// Pinta una transición en pantalla
|
||||
void Fade::render()
|
||||
{
|
||||
if (mEnabled && !mFinished)
|
||||
{
|
||||
switch (mFadeType)
|
||||
{
|
||||
case FADE_FULLSCREEN:
|
||||
mRect1 = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
|
||||
|
||||
for (int i = 0; i < 256; i += 4)
|
||||
{
|
||||
// Dibujamos sobre el renderizador
|
||||
SDL_SetRenderTarget(mRenderer, NULL);
|
||||
|
||||
// Copia el backbuffer con la imagen que había al renderizador
|
||||
SDL_RenderCopy(mRenderer, mBackbuffer, NULL, NULL);
|
||||
|
||||
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, i);
|
||||
SDL_RenderFillRect(mRenderer, &mRect1);
|
||||
|
||||
// Vuelca el renderizador en pantalla
|
||||
SDL_RenderPresent(mRenderer);
|
||||
}
|
||||
|
||||
// Deja todos los buffers del mismo color
|
||||
SDL_SetRenderTarget(mRenderer, mBackbuffer);
|
||||
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
|
||||
SDL_RenderClear(mRenderer);
|
||||
|
||||
SDL_SetRenderTarget(mRenderer, NULL);
|
||||
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
|
||||
SDL_RenderClear(mRenderer);
|
||||
break;
|
||||
|
||||
case FADE_CENTER:
|
||||
mRect1 = {0, 0, SCREEN_WIDTH, 0};
|
||||
mRect2 = {0, 0, SCREEN_WIDTH, 0};
|
||||
|
||||
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
|
||||
|
||||
for (int i = 0; i < mCounter; i++)
|
||||
{
|
||||
mRect1.h = mRect2.h = i * 4;
|
||||
mRect2.y = SCREEN_HEIGHT - (i * 4);
|
||||
|
||||
SDL_RenderFillRect(mRenderer, &mRect1);
|
||||
SDL_RenderFillRect(mRenderer, &mRect2);
|
||||
}
|
||||
|
||||
if ((mCounter * 4) > SCREEN_HEIGHT)
|
||||
mFinished = true;
|
||||
break;
|
||||
|
||||
case FADE_RANDOM_SQUARE:
|
||||
mRect1 = {0, 0, 32, 32};
|
||||
|
||||
for (Uint16 i = 0; i < 50; i++)
|
||||
{
|
||||
// Crea un color al azar
|
||||
mR = 255 * (rand() % 2);
|
||||
mG = 255 * (rand() % 2);
|
||||
mB = 255 * (rand() % 2);
|
||||
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 64);
|
||||
|
||||
// Dibujamos sobre el backbuffer
|
||||
SDL_SetRenderTarget(mRenderer, mBackbuffer);
|
||||
|
||||
mRect1.x = rand() % (SCREEN_WIDTH - mRect1.w);
|
||||
mRect1.y = rand() % (SCREEN_HEIGHT - mRect1.h);
|
||||
SDL_RenderFillRect(mRenderer, &mRect1);
|
||||
|
||||
// Volvemos a usar el renderizador de forma normal
|
||||
SDL_SetRenderTarget(mRenderer, NULL);
|
||||
|
||||
// Copiamos el backbuffer al renderizador
|
||||
SDL_RenderCopy(mRenderer, mBackbuffer, NULL, NULL);
|
||||
|
||||
// Volcamos el renderizador en pantalla
|
||||
SDL_RenderPresent(mRenderer);
|
||||
SDL_Delay(100);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (mFinished)
|
||||
{
|
||||
SDL_SetRenderDrawColor(mRenderer, mR, mG, mB, 255);
|
||||
SDL_RenderClear(mRenderer);
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables internas
|
||||
void Fade::update()
|
||||
{
|
||||
if (mEnabled)
|
||||
mCounter++;
|
||||
}
|
||||
|
||||
// Activa el fade
|
||||
void Fade::activateFade()
|
||||
{
|
||||
mEnabled = true;
|
||||
mFinished = false;
|
||||
mCounter = 0;
|
||||
}
|
||||
|
||||
// Comprueba si está activo
|
||||
bool Fade::isEnabled()
|
||||
{
|
||||
return mEnabled;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado la transicion
|
||||
bool Fade::hasEnded()
|
||||
{
|
||||
if (mFinished)
|
||||
{
|
||||
//mEnabled = false;
|
||||
//mFinished = false;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el tipo de fade
|
||||
void Fade::setFadeType(Uint8 fadeType)
|
||||
{
|
||||
mFadeType = fadeType;
|
||||
}
|
||||
@@ -1,55 +0,0 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
#include "ltexture.h"
|
||||
|
||||
#ifndef FADE_H
|
||||
#define FADE_H
|
||||
|
||||
#define FADE_FULLSCREEN 0
|
||||
#define FADE_CENTER 1
|
||||
#define FADE_RANDOM_SQUARE 2
|
||||
|
||||
// Fade
|
||||
class Fade
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *mRenderer; // El renderizador de la ventana
|
||||
SDL_Texture *mBackbuffer; // Textura para usar como backbuffer
|
||||
Uint8 mFadeType; // Tipo de fade a realizar
|
||||
Uint16 mCounter; // Contador interno
|
||||
bool mEnabled; // Indica si el fade está activo
|
||||
bool mFinished; // Indica si ha terminado la transición
|
||||
Uint8 mR, mG, mB; // Colores para el fade
|
||||
SDL_Rect mRect1; // Rectangulo usado para crear los efectos de transición
|
||||
SDL_Rect mRect2; // Rectangulo usado para crear los efectos de transición
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Fade(SDL_Renderer *renderer);
|
||||
|
||||
// Destructor
|
||||
~Fade();
|
||||
|
||||
// Inicializa las variables
|
||||
void init(Uint8 r, Uint8 g, Uint8 b);
|
||||
|
||||
// Pinta una transición en pantalla
|
||||
void render();
|
||||
|
||||
// Actualiza las variables internas
|
||||
void update();
|
||||
|
||||
// Activa el fade
|
||||
void activateFade();
|
||||
|
||||
// Comprueba si ha terminado la transicion
|
||||
bool hasEnded();
|
||||
|
||||
// Comprueba si está activo
|
||||
bool isEnabled();
|
||||
|
||||
// Establece el tipo de fade
|
||||
void setFadeType(Uint8 fadeType);
|
||||
};
|
||||
|
||||
#endif
|
||||
363
source/game.cpp
@@ -1,149 +1,256 @@
|
||||
#include "game.h"
|
||||
|
||||
// Constructor
|
||||
Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
|
||||
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
|
||||
{
|
||||
// Copia los punteros
|
||||
mRenderer = renderer;
|
||||
mAsset = asset;
|
||||
mLang = lang;
|
||||
mInput = input;
|
||||
// Inicia algunas variables
|
||||
board.iniClock = SDL_GetTicks();
|
||||
currentRoom = "01.room";
|
||||
spawnPoint = {16, 96, 0, 0, 0, s_standing, SDL_FLIP_NONE};
|
||||
|
||||
mScreen = new Screen(window, renderer);
|
||||
mRoom = new Room(mAsset->get("01.room"), mRenderer, mAsset);
|
||||
mEventHandler = new SDL_Event();
|
||||
mTextureText = new LTexture();
|
||||
mText = new Text(mAsset->get("smb2.txt"), mTextureText, renderer);
|
||||
mFade = new Fade(renderer);
|
||||
|
||||
// Copia los punteros
|
||||
this->renderer = renderer;
|
||||
this->asset = asset;
|
||||
this->screen = screen;
|
||||
this->input = input;
|
||||
this->debug = debug;
|
||||
|
||||
//this->debug->setEnabled(true);
|
||||
//currentRoom = "06.room";
|
||||
//spawnPoint = {240, 96, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
|
||||
|
||||
// Crea los objetos
|
||||
scoreboard = new ScoreBoard(renderer, asset, &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);
|
||||
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());
|
||||
deathSound = JA_LoadSound(asset->get("death.wav").c_str());
|
||||
test = new Test(renderer, screen, asset, debug);
|
||||
|
||||
// Inicializa el resto de variables
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
board.lives = 9;
|
||||
board.items = 0;
|
||||
board.rooms = 1;
|
||||
roomTracker->addRoom(currentRoom);
|
||||
|
||||
player->setInvincible(debug->getEnabled());
|
||||
board.music = !debug->getEnabled();
|
||||
|
||||
section.name = SECTION_PROG_GAME;
|
||||
section.subsection = SUBSECTION_GAME_PLAY;
|
||||
}
|
||||
|
||||
Game::~Game()
|
||||
{
|
||||
mRenderer = nullptr;
|
||||
mAsset = nullptr;
|
||||
mLang = nullptr;
|
||||
mInput = nullptr;
|
||||
// Borra las referencias a los punteros
|
||||
renderer = nullptr;
|
||||
asset = nullptr;
|
||||
input = nullptr;
|
||||
|
||||
delete mEventHandler;
|
||||
mEventHandler = nullptr;
|
||||
// Libera la memoria de los objetos
|
||||
delete scoreboard;
|
||||
delete itemTracker;
|
||||
delete roomTracker;
|
||||
delete room;
|
||||
delete player;
|
||||
delete eventHandler;
|
||||
delete text;
|
||||
|
||||
mTextureText->unload();
|
||||
delete mTextureText;
|
||||
mTextureText = nullptr;
|
||||
JA_DeleteMusic(music);
|
||||
JA_DeleteSound(deathSound);
|
||||
|
||||
delete mScreen;
|
||||
mScreen = nullptr;
|
||||
|
||||
delete mRoom;
|
||||
mRoom = nullptr;
|
||||
|
||||
delete mText;
|
||||
mText = nullptr;
|
||||
|
||||
delete mFade;
|
||||
mFade = nullptr;
|
||||
delete test;
|
||||
}
|
||||
|
||||
// Inicializa las variables necesarias para la sección 'Game'
|
||||
void Game::init()
|
||||
// Comprueba los eventos de la cola
|
||||
void Game::checkEventHandler()
|
||||
{
|
||||
// Carga los recursos
|
||||
loadMedia();
|
||||
// Comprueba los eventos que hay en la cola
|
||||
while (SDL_PollEvent(eventHandler) != 0)
|
||||
{
|
||||
// Evento de salida de la aplicación
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
screen->setBorderColor(stringToColor("black"));
|
||||
break;
|
||||
}
|
||||
else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
|
||||
{
|
||||
switch (eventHandler->key.keysym.scancode)
|
||||
{
|
||||
case SDL_SCANCODE_ESCAPE:
|
||||
section.name = SECTION_PROG_TITLE;
|
||||
break;
|
||||
|
||||
mTicks = 0;
|
||||
mTicksSpeed = 15;
|
||||
case SDL_SCANCODE_D:
|
||||
debug->switchEnabled();
|
||||
player->setInvincible(debug->getEnabled());
|
||||
board.music = !debug->getEnabled();
|
||||
board.music ? JA_ResumeMusic() : JA_PauseMusic();
|
||||
break;
|
||||
|
||||
mSection.name = SECTION_PROG_GAME;
|
||||
mSection.subsection = SECTION_GAME_PLAY;
|
||||
}
|
||||
case SDL_SCANCODE_M:
|
||||
board.music = !board.music;
|
||||
board.music ? JA_ResumeMusic() : JA_PauseMusic();
|
||||
break;
|
||||
|
||||
// Carga los recursos necesarios para la sección 'Game'
|
||||
bool Game::loadMedia()
|
||||
{
|
||||
bool success = true;
|
||||
case SDL_SCANCODE_F:
|
||||
screen->switchVideoMode();
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
// Texturas
|
||||
success &= loadTextureFromFile(mTextureText, mAsset->get("smb2.png"), mRenderer);
|
||||
case SDL_SCANCODE_F1:
|
||||
screen->setWindowSize(1);
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
return success;
|
||||
case SDL_SCANCODE_F2:
|
||||
screen->setWindowSize(2);
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F3:
|
||||
screen->setWindowSize(3);
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F4:
|
||||
screen->setWindowSize(4);
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Bucle para el juego
|
||||
section_t Game::run()
|
||||
{
|
||||
init();
|
||||
JA_PlayMusic(music);
|
||||
if (!board.music)
|
||||
{
|
||||
JA_PauseMusic();
|
||||
}
|
||||
|
||||
while (mSection.name == SECTION_PROG_GAME)
|
||||
while (section.name == SECTION_PROG_GAME)
|
||||
{
|
||||
// Sección juego jugando
|
||||
if (mSection.subsection == SECTION_GAME_PLAY)
|
||||
if (section.subsection == SUBSECTION_GAME_PLAY)
|
||||
{
|
||||
update();
|
||||
draw();
|
||||
render();
|
||||
}
|
||||
}
|
||||
|
||||
return mSection;
|
||||
JA_StopMusic();
|
||||
|
||||
return section;
|
||||
}
|
||||
|
||||
// Actualiza el juego, las variables, comprueba la entrada, etc.
|
||||
void Game::update()
|
||||
{
|
||||
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
|
||||
if (SDL_GetTicks() - mTicks > mTicksSpeed)
|
||||
if (SDL_GetTicks() - ticks > ticksSpeed)
|
||||
{
|
||||
// Actualiza el contador de ticks
|
||||
mTicks = SDL_GetTicks();
|
||||
ticks = SDL_GetTicks();
|
||||
|
||||
// Comprueba los eventos que hay en la cola
|
||||
while (SDL_PollEvent(mEventHandler) != 0)
|
||||
{
|
||||
// Evento de salida de la aplicación
|
||||
if (mEventHandler->type == SDL_QUIT)
|
||||
{
|
||||
mSection.name = SECTION_PROG_QUIT;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Comprueba los eventos de la cola
|
||||
checkEventHandler();
|
||||
|
||||
checkInput();
|
||||
mRoom->update();
|
||||
// Actualiza los objetos
|
||||
debug->clear();
|
||||
room->update();
|
||||
player->update();
|
||||
checkPlayerOnBorder();
|
||||
checkPlayerAndItems();
|
||||
checkPlayerAndEnemies();
|
||||
scoreboard->update();
|
||||
updateDebugInfo();
|
||||
}
|
||||
}
|
||||
|
||||
// Pinta los objetos en pantalla
|
||||
void Game::draw()
|
||||
void Game::render()
|
||||
{
|
||||
// Prepara para dibujar el frame
|
||||
const color_t color = {0xAA, 0x55, 0x55};
|
||||
mScreen->start();
|
||||
mScreen->clean(color);
|
||||
mScreen->clean(mRoom->getBGColor());
|
||||
screen->start();
|
||||
screen->clean(room->getBGColor());
|
||||
|
||||
mRoom->drawMap();
|
||||
mRoom->drawEnemies();
|
||||
room->renderMap();
|
||||
room->renderEnemies();
|
||||
room->renderItems();
|
||||
player->render();
|
||||
renderRoomName();
|
||||
scoreboard->render();
|
||||
|
||||
// Texto en el centro de la pantalla
|
||||
mText->writeCentered(GAMECANVAS_CENTER_X, 18 * 8, mRoom->getName());
|
||||
// Debug info
|
||||
renderDebugInfo();
|
||||
// test->render();
|
||||
|
||||
// Actualiza la pantalla
|
||||
mScreen->blit();
|
||||
screen->blit();
|
||||
}
|
||||
|
||||
// Comprueba la entrada
|
||||
void Game::checkInput()
|
||||
// Pasa la información de debug
|
||||
void Game::updateDebugInfo()
|
||||
{
|
||||
if (mInput->checkInput(INPUT_UP, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomUp());
|
||||
debug->add("X = " + std::to_string((int)player->x) + ", Y = " + std::to_string((int)player->y));
|
||||
debug->add("VX = " + std::to_string(player->vx).substr(0, 4) + ", VY = " + std::to_string(player->vy).substr(0, 4));
|
||||
debug->add("STATE = " + std::to_string(player->state));
|
||||
}
|
||||
|
||||
if (mInput->checkInput(INPUT_DOWN, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomDown());
|
||||
// Pone la información de debug en pantalla
|
||||
void Game::renderDebugInfo()
|
||||
{
|
||||
if (!debug->getEnabled())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (mInput->checkInput(INPUT_LEFT, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomLeft());
|
||||
// Borra el marcador
|
||||
SDL_Rect rect = {0, 18 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
if (mInput->checkInput(INPUT_RIGHT, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomRight());
|
||||
// Pinta la rejilla
|
||||
/*SDL_SetRenderDrawColor(renderer, 255, 255, 255, 32);
|
||||
for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8)
|
||||
{ // Lineas horizontales
|
||||
SDL_RenderDrawLine(renderer, 0, i, PLAY_AREA_RIGHT, i);
|
||||
}
|
||||
for (int i = 0; i < PLAY_AREA_RIGHT; i += 8)
|
||||
{ // Lineas verticales
|
||||
SDL_RenderDrawLine(renderer, i, 0, i, PLAY_AREA_BOTTOM - 1);
|
||||
}*/
|
||||
|
||||
// Pinta el texto
|
||||
debug->setPos({1, 18 * 8});
|
||||
debug->render();
|
||||
}
|
||||
|
||||
// Escribe el nombre de la pantalla
|
||||
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");
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, 16 * 8 + 4, room->getName(), 1, room->getBGColor());
|
||||
}
|
||||
|
||||
// Cambia de habitación
|
||||
@@ -154,17 +261,89 @@ bool Game::changeRoom(std::string file)
|
||||
// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
|
||||
if (file != "0")
|
||||
// Verifica que exista el fichero que se va a cargar
|
||||
if (mAsset->get(file) != "")
|
||||
if (asset->get(file) != "")
|
||||
{
|
||||
// Elimina la habitación actual
|
||||
delete mRoom;
|
||||
mRoom = nullptr;
|
||||
delete room;
|
||||
room = nullptr;
|
||||
|
||||
// Crea un objeto habitación nuevo a partir del fichero
|
||||
mRoom = new Room(mAsset->get(file), mRenderer, mAsset);
|
||||
room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &board.items, debug);
|
||||
|
||||
// Actualiza el marcador
|
||||
if (roomTracker->addRoom(file))
|
||||
{
|
||||
board.rooms++;
|
||||
}
|
||||
|
||||
// Pasa la nueva habitación al jugador
|
||||
player->setRoom(room);
|
||||
|
||||
success = true;
|
||||
}
|
||||
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Comprueba si el jugador esta en el borde de la pantalla
|
||||
void Game::checkPlayerOnBorder()
|
||||
{
|
||||
if (player->getOnBorder())
|
||||
{
|
||||
const std::string room_name = room->getRoom(player->getBorder());
|
||||
if (changeRoom(room_name))
|
||||
{
|
||||
player->switchBorders();
|
||||
currentRoom = room_name;
|
||||
spawnPoint = player->getSpawnParams();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba las colisiones del jugador con los enemigos
|
||||
bool Game::checkPlayerAndEnemies()
|
||||
{
|
||||
const bool death = room->enemyCollision(player->getCollider());
|
||||
if (death)
|
||||
{
|
||||
killPlayer();
|
||||
}
|
||||
return death;
|
||||
}
|
||||
|
||||
// Comprueba las colisiones del jugador con los objetos
|
||||
void Game::checkPlayerAndItems()
|
||||
{
|
||||
room->itemCollision(player->getCollider());
|
||||
}
|
||||
|
||||
// Mata al jugador
|
||||
void Game::killPlayer()
|
||||
{
|
||||
if (player->getInvincible())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
board.lives--;
|
||||
|
||||
// Destruye la habitacion y el jugador
|
||||
delete room;
|
||||
delete player;
|
||||
|
||||
// Sonido
|
||||
JA_PlaySound(deathSound);
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// Recarga todas las texturas
|
||||
void Game::reLoadTextures()
|
||||
{
|
||||
player->reLoadTexture();
|
||||
room->reLoadTexture();
|
||||
scoreboard->reLoadTexture();
|
||||
text->reLoadTexture();
|
||||
}
|
||||
@@ -1,20 +1,21 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
#include "const.h"
|
||||
#include "utils.h"
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "utils.h"
|
||||
#include "sprite.h"
|
||||
#include "movingsprite.h"
|
||||
#include "animatedsprite.h"
|
||||
#include "text.h"
|
||||
#include "writer.h"
|
||||
#include "menu.h"
|
||||
#include "input.h"
|
||||
#include "fade.h"
|
||||
#include "lang.h"
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "room.h"
|
||||
#include "item_tracker.h"
|
||||
#include "room_tracker.h"
|
||||
#include "player.h"
|
||||
#include "jail_audio.h"
|
||||
#include "scoreboard.h"
|
||||
#include "debug.h"
|
||||
#include "test.h"
|
||||
|
||||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
@@ -23,41 +24,68 @@
|
||||
class Game
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *mRenderer; // El renderizador de la ventana
|
||||
SDL_Event *mEventHandler; // Manejador de eventos
|
||||
Screen *mScreen; // Objeto encargado de manejar el renderizador
|
||||
Room *mRoom; // Objeto encargado de gestionar cada habitación del juego
|
||||
Asset *mAsset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
Lang *mLang; // Objeto para gestionar los textos en diferentes idiomas
|
||||
Input *mInput; // Objeto pata gestionar la entrada
|
||||
Text *mText; // Objeto para los textos del juego
|
||||
Fade *mFade; // Objeto para renderizar fades
|
||||
LTexture *mTextureText; // Textura para la fuente de texto
|
||||
Uint32 mTicks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint8 mTicksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
section_t mSection; // Seccion actual dentro del juego
|
||||
|
||||
// Inicializa las variables
|
||||
void init();
|
||||
|
||||
// Carga los recursos
|
||||
bool loadMedia();
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
Screen *screen; // Objeto encargado de manejar el renderizador
|
||||
Room *room; // Objeto encargado de gestionar cada habitación del juego
|
||||
Player *player; // Objeto con el jugador
|
||||
ItemTracker *itemTracker; // Lleva el control de los objetos recogidos
|
||||
RoomTracker *roomTracker; // Lleva el control de las habitaciones visitadas
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
Input *input; // Objeto pata gestionar la entrada
|
||||
Text *text; // Objeto para los textos del juego
|
||||
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
|
||||
JA_Music music; // Musica que suena durante el juego
|
||||
Debug *debug; // Objeto para gestionar la información de debug
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int 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
|
||||
player_t spawnPoint; // Lugar de la habitación donde aparece el jugador
|
||||
Uint32 clock; // Cuenta el tiempo que dura la partida
|
||||
JA_Sound deathSound; // Sonido a reproducir cuando muere el jugador
|
||||
board_t board; // Estructura con los datos del marcador
|
||||
Test *test;
|
||||
|
||||
// Actualiza el juego, las variables, comprueba la entrada, etc.
|
||||
void update();
|
||||
|
||||
// Pinta los objetos en pantalla
|
||||
void draw();
|
||||
void render();
|
||||
|
||||
// Comprueba la entrada
|
||||
void checkInput();
|
||||
// Comprueba los eventos de la cola
|
||||
void checkEventHandler();
|
||||
|
||||
// Pone la información de debug en pantalla
|
||||
void updateDebugInfo();
|
||||
|
||||
// Pone la información de debug en pantalla
|
||||
void renderDebugInfo();
|
||||
|
||||
// Escribe el nombre de la pantalla
|
||||
void renderRoomName();
|
||||
|
||||
// Cambia de habitación
|
||||
bool changeRoom(std::string file);
|
||||
|
||||
// Comprueba si el jugador esta en el borde de la pantalla y actua
|
||||
void checkPlayerOnBorder();
|
||||
|
||||
// Comprueba las colisiones del jugador con los enemigos
|
||||
bool checkPlayerAndEnemies();
|
||||
|
||||
// Comprueba las colisiones del jugador con los objetos
|
||||
void checkPlayerAndItems();
|
||||
|
||||
// Mata al jugador
|
||||
void killPlayer();
|
||||
|
||||
// Recarga todas las texturas
|
||||
void reLoadTextures();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input);
|
||||
Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug);
|
||||
|
||||
// Destructor
|
||||
~Game();
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include "/Library/Frameworks/SDL2.framework/Versions/A/Headers/SDL.h"
|
||||
#endif
|
||||
|
||||
#ifdef __linux__
|
||||
#ifdef __MIPSEL__
|
||||
#include "SDL.h"
|
||||
#else
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
#endif
|
||||
@@ -177,7 +177,7 @@ bool Input::discoverGameController()
|
||||
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
|
||||
}
|
||||
|
||||
//mGameController = mConnectedControllers[0];
|
||||
// mGameController = mConnectedControllers[0];
|
||||
SDL_GameControllerEventState(SDL_ENABLE);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
@@ -49,8 +49,8 @@ private:
|
||||
};
|
||||
GameControllerBindings_t mGameControllerBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
|
||||
//SDL_GameController *mGameController; // Manejador para el mando
|
||||
std::vector<SDL_GameController*> mConnectedControllers;
|
||||
// SDL_GameController *mGameController; // Manejador para el mando
|
||||
std::vector<SDL_GameController *> mConnectedControllers;
|
||||
std::vector<std::string> mControllerNames;
|
||||
int mNumGamepads;
|
||||
std::string mDBpath; // Ruta al archivo gamecontrollerdb.txt
|
||||
@@ -72,7 +72,7 @@ public:
|
||||
void bindGameControllerButton(Uint8 input, SDL_GameControllerButton button);
|
||||
|
||||
// Comprueba si un input esta activo
|
||||
bool checkInput(Uint8 input, bool repeat, int device=INPUT_USE_ANY, int index=0);
|
||||
bool checkInput(Uint8 input, bool repeat, int device = INPUT_USE_ANY, int index = 0);
|
||||
|
||||
// Comprueba si hay algun mando conectado
|
||||
bool gameControllerFound();
|
||||
|
||||
239
source/intro.cpp
Normal file
@@ -0,0 +1,239 @@
|
||||
#include "intro.h"
|
||||
|
||||
// Constructor
|
||||
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
{
|
||||
// Copia la dirección de los objetos
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
texture = new LTexture(renderer, asset->get("loading_screen1.png"));
|
||||
texture2 = new LTexture(renderer, asset->get("loading_screen2.png"));
|
||||
sprite = new Sprite(0, 0, texture->getWidth(), texture->getHeight(), texture, renderer);
|
||||
sprite2 = new Sprite(0, 0, texture2->getWidth(), texture2->getHeight(), texture2, renderer);
|
||||
loadingSound1 = JA_LoadMusic(asset->get("loading_sound1.ogg").c_str());
|
||||
loadingSound2 = JA_LoadMusic(asset->get("loading_sound2.ogg").c_str());
|
||||
loadingSound3 = JA_LoadMusic(asset->get("loading_sound3.ogg").c_str());
|
||||
|
||||
// Inicializa variables
|
||||
preCounter = 0;
|
||||
counter = 0;
|
||||
section.name = SECTION_PROG_INTRO;
|
||||
section.subsection = 0;
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
loadCounter = 0;
|
||||
loadCounter = 0;
|
||||
load1 = true;
|
||||
load2 = false;
|
||||
|
||||
// Cambia el color del borde
|
||||
screen->setBorderColor(stringToColor("black"));
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Intro::~Intro()
|
||||
{
|
||||
delete texture;
|
||||
delete texture2;
|
||||
delete sprite;
|
||||
delete sprite2;
|
||||
delete eventHandler;
|
||||
JA_DeleteMusic(loadingSound1);
|
||||
JA_DeleteMusic(loadingSound2);
|
||||
JA_DeleteMusic(loadingSound3);
|
||||
|
||||
// delete text;
|
||||
}
|
||||
|
||||
// Comprueba el manejador de eventos
|
||||
void Intro::checkEventHandler()
|
||||
{
|
||||
// Comprueba los eventos que hay en la cola
|
||||
while (SDL_PollEvent(eventHandler) != 0)
|
||||
{
|
||||
// Evento de salida de la aplicación
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
break;
|
||||
}
|
||||
|
||||
// Cualquier tecla pulsada
|
||||
if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
|
||||
{
|
||||
section.name = SECTION_PROG_TITLE;
|
||||
section.subsection = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gestiona el contador de carga
|
||||
void Intro::updateLoad()
|
||||
{
|
||||
if (load1)
|
||||
{
|
||||
loadCounter = counter / 20;
|
||||
if (loadCounter == 25)
|
||||
{
|
||||
load1 = false;
|
||||
load2 = true;
|
||||
loadCounter = 0;
|
||||
JA_PlayMusic(loadingSound3);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
loadCounter += 2;
|
||||
loadCounter = std::min(loadCounter, 768);
|
||||
}
|
||||
}
|
||||
|
||||
// Gestiona el contador interno
|
||||
void Intro::updateCounter()
|
||||
{
|
||||
if (preCounter >= 50)
|
||||
{
|
||||
if (counter == 0)
|
||||
{
|
||||
JA_PlayMusic(loadingSound2);
|
||||
}
|
||||
counter++;
|
||||
}
|
||||
else
|
||||
{
|
||||
preCounter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja la pantalla de carga
|
||||
void Intro::renderLoad()
|
||||
{
|
||||
// Carga 1 - Blanco y negro
|
||||
if (load1)
|
||||
{
|
||||
sprite->render();
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
|
||||
// Muestra las lineas 0..63
|
||||
if (loadCounter < 8)
|
||||
{
|
||||
SDL_Rect rect = {0, 0 + loadCounter, 256, 8 - loadCounter};
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
rect.y += 8;
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
rect.y += 8;
|
||||
rect.h = 128;
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
// Muestra las lineas 64..127
|
||||
else if (loadCounter >= 8 && loadCounter < 16)
|
||||
{
|
||||
SDL_Rect rect = {0, 64 + (loadCounter - 8), 256, 8 - (loadCounter - 8)};
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
rect.y += 8;
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
rect.y += 8;
|
||||
rect.h = 64;
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
// Muestra las lineas 128..191
|
||||
else if (loadCounter >= 16 && loadCounter < 23)
|
||||
{
|
||||
SDL_Rect rect = {0, 128 + (loadCounter - 16), 256, 8 - (loadCounter - 16)};
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
rect.y += 8;
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
// Carga 2 - Color
|
||||
{
|
||||
sprite->render();
|
||||
SDL_Rect rect = {0, 0, 8, 8};
|
||||
for (int i = 0; i < loadCounter; i++)
|
||||
{
|
||||
rect.x = (i * 8) % 256;
|
||||
rect.y = (i / 32) * 8;
|
||||
sprite2->setPos(rect);
|
||||
sprite2->setSpriteClip(rect);
|
||||
sprite2->render();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
void Intro::update()
|
||||
{
|
||||
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
|
||||
if (SDL_GetTicks() - ticks > ticksSpeed)
|
||||
{
|
||||
// Actualiza el contador de ticks
|
||||
ticks = SDL_GetTicks();
|
||||
|
||||
// Comprueba el manejador de eventos
|
||||
checkEventHandler();
|
||||
|
||||
// Gestiona el contador interno
|
||||
updateCounter();
|
||||
|
||||
// Gestiona el contador de carga
|
||||
updateLoad();
|
||||
|
||||
// Comprueba si ha terminado la intro
|
||||
if (loadCounter >= 768)
|
||||
{
|
||||
section.name = SECTION_PROG_TITLE;
|
||||
section.subsection = 0;
|
||||
JA_StopMusic();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja en pantalla
|
||||
void Intro::render()
|
||||
{
|
||||
// Prepara para empezar a dibujar en la textura de juego
|
||||
screen->start();
|
||||
|
||||
// Limpia la pantalla
|
||||
screen->clean();
|
||||
|
||||
// Dibuja la pantalla de carga
|
||||
renderLoad();
|
||||
// text->write(0, 0, std::to_string(loadCounter));
|
||||
// text->write(0, 8, std::to_string(loadCounter));
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
}
|
||||
|
||||
// Bucle para el logo del juego
|
||||
section_t Intro::run()
|
||||
{
|
||||
// Inicia el sonido de carga
|
||||
JA_PlayMusic(loadingSound1);
|
||||
|
||||
while (section.name == SECTION_PROG_INTRO)
|
||||
{
|
||||
update();
|
||||
render();
|
||||
}
|
||||
|
||||
return section;
|
||||
}
|
||||
70
source/intro.h
Normal file
@@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "const.h"
|
||||
#include "utils.h"
|
||||
#include "sprite.h"
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "jail_audio.h"
|
||||
#include <vector>
|
||||
|
||||
#include <string>
|
||||
#include "text.h"
|
||||
|
||||
#ifndef INTRO_H
|
||||
#define INTRO_H
|
||||
|
||||
// Clase Intro
|
||||
class Intro
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Asset *asset; // Objeto con los ficheros de recursos
|
||||
LTexture *texture; // Textura con los graficos "JAILGAMES"
|
||||
LTexture *texture2; // Textura con los graficos "Since 1998"
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
Sprite *sprite; // Sprite para manejar la textura
|
||||
Sprite *sprite2; // Sprite para manejar la textura2
|
||||
int preCounter; // Contador previo para realizar una pausa inicial
|
||||
int counter; // Contador
|
||||
section_t section; // Estado del bucle principal para saber si continua o se sale
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
int loadCounter; // Contador para controlar las cargas
|
||||
bool load1, load2;
|
||||
JA_Music loadingSound1, loadingSound2, loadingSound3;
|
||||
|
||||
// Text *text;
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
|
||||
// Dibuja en pantalla
|
||||
void render();
|
||||
|
||||
// Comprueba el manejador de eventos
|
||||
void checkEventHandler();
|
||||
|
||||
// Gestiona el contador interno
|
||||
void updateCounter();
|
||||
|
||||
// Gestiona el contador de carga
|
||||
void updateLoad();
|
||||
|
||||
// Dibuja la pantalla de carga
|
||||
void renderLoad();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
|
||||
// Destructor
|
||||
~Intro();
|
||||
|
||||
// Bucle principal
|
||||
section_t run();
|
||||
};
|
||||
|
||||
#endif
|
||||
81
source/item.cpp
Normal file
@@ -0,0 +1,81 @@
|
||||
#include "item.h"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
Item::Item(item_t item)
|
||||
{
|
||||
// Obten punteros a objetos
|
||||
asset = item.asset;
|
||||
renderer = item.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture(renderer, asset->get(item.tileset));
|
||||
sprite = new Sprite(item.x, item.y, 8, 8, texture, renderer);
|
||||
|
||||
// Inicia variables
|
||||
sprite->setSpriteClip(item.tile * 8, 0, 8, 8);
|
||||
collider = sprite->getRect();
|
||||
colorChangeSpeed = 4;
|
||||
counter = item.counter * colorChangeSpeed;
|
||||
|
||||
// Inicializa los colores
|
||||
color_t c = stringToColor("blue");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("red");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("magenta");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("green");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("cyan");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("yellow");
|
||||
color.push_back(c);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Item::~Item()
|
||||
{
|
||||
delete texture;
|
||||
delete sprite;
|
||||
}
|
||||
|
||||
// Pinta el objeto en pantalla
|
||||
void Item::render()
|
||||
{
|
||||
const int index = (counter / colorChangeSpeed) % color.size();
|
||||
sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].b);
|
||||
sprite->render();
|
||||
sprite->getTexture()->setColor(255, 255, 255);
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void Item::update()
|
||||
{
|
||||
counter++;
|
||||
}
|
||||
|
||||
// Obtiene el rectangulo de colision del objeto
|
||||
SDL_Rect &Item::getCollider()
|
||||
{
|
||||
return collider;
|
||||
}
|
||||
|
||||
// Obtiene su ubicación
|
||||
SDL_Point Item::getPos()
|
||||
{
|
||||
const SDL_Point p = {sprite->getPosX(), sprite->getPosY()};
|
||||
return p;
|
||||
}
|
||||
|
||||
// Recarga la textura
|
||||
void Item::reLoadTexture()
|
||||
{
|
||||
texture->reLoad();
|
||||
}
|
||||