214 Commits

Author SHA1 Message Date
3ba4293e8a Afegit globalEvents 2025-02-23 09:53:06 +01:00
8ae686a70b globalInputs implementat en totes les seccions excepte Title i Game 2025-02-23 08:57:01 +01:00
2ac425483b Acabat amb els singletones, de moment
Arreglat els checkEvents
2025-02-22 23:39:10 +01:00
fc01676df2 Singletonejant
Borrat menu.cpp que no estava gastantse...mmm.. desde mai
2025-02-22 18:27:23 +01:00
e361d295c1 JA VA! Nomes s'havia de fer les coses be i no ser un ansias 2025-02-22 00:30:32 +01:00
f6098a479b PETA QUE NI EL PEPE KARTS 2025-02-21 22:00:33 +01:00
7a0bc5c9ae canvi de pc 2025-02-21 19:45:29 +01:00
5f68c6256f singletoning 2025-02-21 18:03:09 +01:00
debcc3409e Sanejar codi 2025-02-21 15:55:44 +01:00
c86a6496b3 Actualitzada a la ultima versió de jail_audio 2025-02-21 15:38:29 +01:00
6bb877b510 Sanejar codi 2025-02-21 14:45:41 +01:00
ec73c5fa30 Modificat CMakeLists.txt 2025-02-21 08:22:03 +01:00
4dd6c94730 Toquetechant includes 2025-02-20 13:56:07 +01:00
e1d6aff724 Toquetechant includes 2025-02-20 13:34:18 +01:00
bcb2e96069 Moguts tots els .cpp a la mateixa carpeta 2025-02-20 12:32:40 +01:00
e23f6b5ed9 Eliminat TOT el online i merdes 2025-02-20 12:07:28 +01:00
9cb57e2ff2 Implementats els shaders 2025-02-20 08:48:55 +01:00
cc0f050c50 Afegit CMakeLists.txt 2025-02-19 20:11:33 +01:00
d75a733985 Actualitzat .gitignore 2025-02-19 20:11:19 +01:00
33d91dab55 Actualitzat README.md al valencià i corregides les rutes a les imatges 2025-02-19 20:03:02 +01:00
bd6807d655 Update: createSystemFolder() ja crea la carpeta on toca en Linux 2025-02-19 19:43:56 +01:00
c6d15bb96f Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2025-02-19 19:36:47 +01:00
e20cc3b4bb Actualitzada la versió en info.plist 2025-02-19 19:36:33 +01:00
0baf7e5e2c Actualitzada la versió de Makefile 2025-02-19 19:36:16 +01:00
d9d4818d8a Modificado README.md 2024-08-03 09:29:51 +02:00
944784b329 Actualizado el número de versión 2024-02-22 16:58:16 +01:00
df4c1366fe Corregidos dos pequeños errores de sintaxis 2024-02-15 13:18:33 +01:00
1ee1ea560b Aumentado el tiempo que se muestra la pantalla de carga.
Posibilidad de saltar la pantalla ya cargada en el menu de titulo
2024-02-07 18:51:00 +01:00
5c7f72253c El gamestate_title ya puede empezar en diferentes estados 2024-02-07 18:34:19 +01:00
e2e41cf435 Arreglada la separación entre el titulo y el fade 2024-02-07 17:22:22 +01:00
674323d445 Commit de antes de cambiar experimentalmente muchas cosas 2024-02-07 16:52:21 +01:00
f4e2c11f1b Actualizados los ficheros gráficos del titulo 2024-02-07 16:01:16 +01:00
1b130feb85 Corregido bug en el fade de paleta. El color azul no se propagaba 2024-02-07 15:55:49 +01:00
5f3ecbbd79 Ya funciona el fade de la pantalla de carga 2024-02-07 18:48:53 +01:00
250efd69bf Ya se dibuja correctamente el gif en la pantalla 2024-02-07 17:45:22 +01:00
7cd5fec3f8 Modificado el tamaño del gif 2024-02-07 17:02:13 +01:00
8e612aaa2e Ya se dibuja el gif en pantalla 2024-02-07 16:59:25 +01:00
2d045642ff Añadidos paleta.cpp y paleta.h 2024-02-07 16:00:23 +01:00
01dff96fdc Añadido gif.c 2024-02-07 15:49:14 +01:00
62d1a566c0 Añadida nueva imagen para gestionar el fade de la pantalla de carga 2024-02-07 14:01:00 +01:00
39016a3912 Modificado el menu para que sea mas claro qué modo online está seleccionado 2024-02-07 13:46:50 +01:00
866cb56f1b Se establece el online deshabilitado por defecto al crear el fichero de configuración 2024-02-07 13:29:40 +01:00
6de3050255 Se me ha ocurrido y lo he hecho antes que nadie: poner prefijo a los .cpp i .h que definen cada uno de los estados del juego 2023-10-10 17:46:02 +02:00
f602b5ff7a FIX: No se estaba haciendo jscore::init, pero todo funcionaba correctamente 2023-10-09 23:11:25 +02:00
c34b4d8944 La sección del título se termina al pasar cierto tiempo, no cuando se termina la marquesina 2023-10-09 22:56:43 +02:00
c835f943b5 Ya gestiona correctamente los datos online para diferentes usuarios 2023-10-09 22:20:34 +02:00
9b265c6cca Intentando guardar las estadisticas y logros online. Algo hay MUY MAL y no se que es. Ya lo miraré con calma. 2023-10-09 15:28:51 +02:00
6a526df9b3 Finalizada la clase Online
Eliminado de director la parte que ejecutaba el enter_id
2023-10-09 13:47:36 +02:00
3def97bcb8 Empezada la clase Online para la gestión de los datos almacenados en el servidor 2023-10-09 13:01:39 +02:00
0a07edcb5c Modificado gitignore 2023-10-09 12:36:05 +02:00
62d90a605f Modificada la fuente subatomic
Modificado el aspecto y el comportamiento del menu de logros
2023-10-09 10:25:36 +02:00
d718e20767 Añadida fuente subatomic 2023-10-09 09:34:14 +02:00
20c63c7ef5 Añadida función para pasar cadenas a mayúsculas 2023-10-09 09:02:44 +02:00
a68ffa8e21 Los menus ya reflejan el cambio de usuario online 2023-10-09 08:49:21 +02:00
693939a6d5 Cambiado el tamaño del texto JAILDOCTOR'S en la pantalla de carga 2023-10-09 08:21:39 +02:00
031e4b99f4 Cambiada la tipografía del menu 2023-10-08 22:16:56 +02:00
1a095d292f Modificados los colores de enter_id 2023-10-08 22:14:33 +02:00
d51d564642 Mejorada la apariencia visual de la lista de logros 2023-10-08 22:13:06 +02:00
bafde2a778 Las entradas de teclado del menu de titulo ya funcionan correctamente 2023-10-08 21:13:10 +02:00
7dcc1d7809 El menu ya es funcional, com mucho margen de mejora 2023-10-08 21:07:06 +02:00
38aadb984d Ya dibuja el nuevo menu. Falta pulir un par de cosas en el dibujado 2023-10-08 16:17:47 +02:00
e259313cc9 Añadida fuente gauntlet 2023-10-08 15:16:51 +02:00
c49323cfdf Añadido efectos en el borde para imitar la carga de la pantalla como en el spectrum 2023-10-08 14:24:18 +02:00
619acbc9b4 Ya se puede dibujar en el borde. Útil para poner wallpapers o cualquier otro efectillo 2023-10-08 12:14:54 +02:00
e39806f1a3 Añadidos los graficos de la nueva pantalla de carga 2023-10-08 11:07:02 +02:00
e2618f40db Añadido versión del juego en la pantalla de titulo 2023-10-03 23:42:46 +02:00
97a6ba474f Actualizado README.md 2023-10-03 23:27:28 +02:00
07054544e4 Actualizado info.plist 2023-10-03 23:23:43 +02:00
99f6ea7dd4 Modificado MAKEFILE 2023-10-03 23:22:40 +02:00
45b75dc75f Modificado el fichero de licencia 2023-10-03 23:21:51 +02:00
a4fd00794d Ya se puede modificar el JailerID desde la pantalla de titulo, aunque hay que pulirlo un poco 2023-10-03 23:18:56 +02:00
ee261f4509 Las notificaciones simultaneas aparecen de forma escalonada 2023-10-03 21:48:24 +02:00
eb713006c6 Corregido el orden de ejecución update-checkEvents-render en todas las secciones del juego para evitar que el juego tarde en actualizarse cuando hay muchos eventos 2023-09-19 20:28:48 +02:00
a07eeff6e4 Fix: la variable showCheevos no se inicializaba correctamente 2023-09-17 17:09:43 +02:00
cce0ccba76 Añadidos std:: a title.cpp 2023-09-16 16:54:07 +02:00
0ea7eb0b9c Revert "Eliminados todos los std:: del código"
This reverts commit 4a2d27dc59.
2023-09-16 16:44:15 +02:00
4a2d27dc59 Eliminados todos los std:: del código 2023-09-16 12:44:40 +02:00
71be364141 Acabada la primera versión de la lista de logros 2023-09-16 12:29:52 +02:00
16cc725cb3 Terminado el desplazamiento por la lista de logros 2023-09-16 11:02:56 +02:00
a05dbc7581 Ya es posible desplazarse de forma prematura por la lista de logros 2023-09-15 23:02:42 +02:00
2db0b43d23 Mejoras en la presentación de la lista de logros 2023-09-15 22:33:59 +02:00
d6c100379e La pantalla de titulo ya no acaba cuando termina la marquesina si la lista de logros está activa 2023-09-15 22:00:52 +02:00
22e8579337 Ya muestra la lista de logros de forma preliminar 2023-09-15 21:31:23 +02:00
d0c0715640 Añadido: la clase cheevos devuelve una lista de los logros 2023-09-15 17:05:00 +02:00
38e0573a0e Fix: Guarda los logros también cuando se desbloquean 2023-09-15 17:00:32 +02:00
f259fbb3a5 Actualizado gitignore 2023-09-15 16:27:47 +02:00
663e1ed32e Añadida barra de información en el titulo 2023-09-15 11:44:51 +02:00
b1887fe6da Fix: No se limpiaba la pantalla tras entrar el JailerID 2023-09-15 07:45:21 +02:00
3fcf3b23e0 Actualizado .gitignore 2023-05-06 18:52:54 +02:00
284f7d5bad Cambiada la carpeta common a jail_engine 2023-05-06 18:06:29 +02:00
adab0b420c - Modificada la carpeta de guardar datos al estandar de jailgames 2023-02-12 18:05:53 +01:00
4f9d8bec42 - Cambiados los textos de los creditos/instrucciones para reflejar las nuevas teclas
- Cambiados los textos de los creditos/instrucciones para la versión de consola
2023-02-12 17:44:00 +01:00
31e657d138 - Cambiadas las teclas de cambiar el tamaño de ventana para adecuarse al estandar de jailgames 2023-02-12 17:28:48 +01:00
8b3d257baf - La ventana ya no se destruye al cambiar de tamaño de ventana
- La ventana aparece centrada al cambiar de tamaño
2023-02-12 17:05:16 +01:00
d1143b9dfe - Trabajando en la creación y destrucción de la ventana
- FIX: la clase screen no liberaba la textura gameCanvas al finalizar
2023-02-10 22:55:36 +01:00
68ebff722e - FIX: cambiado el boton de guía por el de select (o back)
- Añadido flag para intercambiar los botones de start y select en consola
- Añadido botón para activar o desactivar el borde con el mando (botón X)
2023-02-10 20:31:37 +01:00
3be9d4459c - Ya se puede usar el mando en todas las secciones del juego
- Definido flag para compilar para consola de juegos (GAME_CONSOLE)
2023-02-10 20:08:06 +01:00
76e928e21d Commit para seguir programando en WSL 2023-02-10 19:07:19 +01:00
9c6924d7bb - La clase input ya admite inputs personalizados
- El juego ya utiliza el objeto input para comprobar las teclas de cambio de tamaño de ventana, pausa, etc.
2023-02-10 18:28:53 +01:00
5007bea835 Se había quedado una linea comentada 2023-01-09 09:21:22 +01:00
5e7be1c2fb Ya se guardan los logros en un fichero 2023-01-02 09:46:09 +01:00
faf2e69b63 Creando iconos para las notificaciones 2022-12-30 13:18:43 +01:00
4c3c844ccf Fix: En la secuencia del final, al pulsar ESC se cerraba el juego. Ahora vuelve al logo 2022-12-29 15:26:02 +01:00
48b8ae049a Testeados todos los logros. Los logros no funcionan con los trucos activados 2022-12-29 14:59:48 +01:00
c0d4eddde7 Colocados los disparadores de los logros en su sitio 2022-12-29 14:08:42 +01:00
f590101047 Definidos los logros 2022-12-29 13:03:10 +01:00
c7fcbd0258 Añadidos nuevos iconos para las notificaciones. Rediseñada la notificación de login. Arreglado bug: No se podia elegir un icono para las notificaciones que no fuera de la primera fila 2022-12-29 11:58:32 +01:00
b2061c86d2 Cambiado el tamaño de las notificaciones. Posibilidad de añadir un icono 2022-12-29 11:36:44 +01:00
510a6ca718 Añadido bisel a las notificaciones 2022-12-29 11:00:26 +01:00
ec8209265a Añadidos iconos a las notificaciones 2022-12-29 10:19:11 +01:00
e963251fd9 Modificadas las notificaciones a dos lineas de texto 2022-12-29 09:42:57 +01:00
a2f1efd2a6 Empezando a trabajar con los logros 2022-12-29 09:09:36 +01:00
8959b7bcce Arreglado el cambio de paleta durante la pantalla de carga optimizada 2022-12-16 11:15:13 +01:00
4d8bb46a52 Cambiada la variable section por un puntero 2022-12-16 09:32:33 +01:00
2abde36a5e Actualizadas las etiquetas a la versión 1.07 2022-12-02 19:16:00 +01:00
0a083af712 El nombre de la habitación se pinta a partir de una textura 2022-12-02 09:35:49 +01:00
f322b1b81b Eliminada una variable static que no se utilizaba 2022-12-01 22:36:41 +01:00
13fe98edb3 Arreglado un poco el metodo de apertura de la Jail 2022-12-01 22:27:23 +01:00
c90b49c8be Añadido Batman a FEEL THE HEAT 2022-12-01 22:14:51 +01:00
d3a5c0e54f Cambiado el tamaño de la textura usado para pintar el mapa 2022-12-01 22:07:03 +01:00
254ff50ef3 Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-12-01 22:05:05 +01:00
e551206351 Actualizado el cielo de la Jail 2022-12-01 22:04:47 +01:00
b22e830dac Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-12-01 21:05:37 +01:00
a81d42cb25 Corregido bug: en la jail se rellenaban las vidas mientras estaba activa la pausa 2022-12-01 21:05:34 +01:00
3ea0025fb4 Retocada la pantalla de titulo 2022-12-01 21:03:12 +01:00
d7c49a0578 Modificado el sprite de PACO 2022-12-01 20:15:34 +01:00
4cbe55c2d4 Actualizado jail_audio a la última versión 2022-12-01 19:51:53 +01:00
564f316586 Cambiado el nombre del enemigo diskette a floppy 2022-12-01 19:32:59 +01:00
522ab8e726 Cambios cosméticos en algunas habitaciones. Cambiado el nombre de STATIC a BE CAREFUL WITH THE FUSE 2022-12-01 19:31:35 +01:00
4911282777 El color de fondo de la habitación se pinta en la textura del mapa 2022-12-01 11:40:35 +01:00
06ecabc676 Corregido un "memory leak" en texture.cpp 2022-12-01 10:43:58 +01:00
5d89a3057e Optimizado un poco el title.cpp 2022-11-30 13:43:47 +01:00
75228cc451 Eliminado el resto de accesos a vector mediante at() 2022-11-30 12:09:45 +01:00
357eec20b1 Eliminados la mayor parte de accesos a vector mediante at() 2022-11-30 12:03:37 +01:00
62c1e2715e Preparando el juego para ser compatble con consolas 2022-11-30 11:06:27 +01:00
34fc2b6b06 Optimizada la intro 2022-11-30 10:10:10 +01:00
6557dea2bb Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-11-30 08:27:11 +01:00
2caea7ba6e Optimizando la intro 2022-11-30 08:26:16 +01:00
d33d2e4a09 Cambiado el nombre de algunos enemigos 2022-11-29 21:26:28 +01:00
d9174dcdb9 Cambiado el nombre de algunos enemigos 2022-11-29 21:08:33 +01:00
22f7204e08 Añadidas mas dll para el release de windows 2022-11-29 19:41:14 +01:00
06fab0d457 Actualizado Makefile 2022-11-29 19:16:14 +01:00
f180f88068 Corregido error en el texto de las teclas nuevas para moverse 2022-11-29 19:12:04 +01:00
4109d6c938 Actualizado Readme.md. Cambiado LICENSE a LICENSE.txt 2022-11-29 19:11:02 +01:00
9c2264ca75 Actualizado Makefile 2022-11-29 19:07:59 +01:00
c59739c7ba Cambiado el tamaño del borde de porcentaje a valor absoluto en pixeles 2022-11-29 18:45:25 +01:00
4a430c0d5b Actualizadas las instrucciones con el método de control escogido 2022-11-29 18:22:40 +01:00
5a7f637f4b Cambiada la tecla de pausa a la tecla H (HOLD) 2022-11-29 18:07:31 +01:00
c63298b555 Posibilidad de escoger diferentes configuraciónes prefijadas de teclas de control desde el fichero de configuración 2022-11-29 18:05:38 +01:00
82aa91bead Corregida la funcion para verificar si existen los ficheros de recursos 2022-11-29 17:29:18 +01:00
f4129e109a Actualizado Makefile 2022-11-29 17:25:08 +01:00
5e8714697d Añadido un tile para poder bajar en la fase ULA HOP! 2022-11-29 17:23:12 +01:00
dd4355051f Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-11-28 09:01:22 +01:00
160b212a43 Actualizado info.plist 2022-11-28 09:01:21 +01:00
69d3b076d7 Modificadas algunas fases para prevenir glitches 2022-11-28 07:53:07 +01:00
3817a01712 Guardado de las opciones de las notificaciones 2022-11-24 12:55:34 +01:00
ba19dcb904 Actualizar 'README.md' 2022-11-23 22:37:02 +01:00
b035b92ff4 Retocada ROAD TO THE JAIL 2022-11-23 22:32:57 +01:00
8c425f5698 Fix: De enter_id iba siempre a intro 2022-11-23 22:22:32 +01:00
d382bb6403 Optimizado el calculo del tamaño de las notificaciones 2022-11-23 20:53:01 +01:00
da64a5e082 Oculta el ratón en el modo a pantalla completa 2022-11-23 20:38:21 +01:00
7070dac482 Arreglado tamaño de las notificaciones en pantalla completa 2022-11-23 20:33:54 +01:00
ea5360ea74 Trabajando en las notificaciones 2022-11-23 20:14:53 +01:00
3aa4440390 Trabajando en las notificaciones 2022-11-23 20:05:07 +01:00
ce105e252e Trabajando en el tamaño de las notificaciones 2022-11-23 19:52:10 +01:00
1aac5b7719 Trabajando en las notificaciones 2022-11-23 18:20:29 +01:00
a8b467290f Completado el ciclo para pedir el ID online. Añadido sonido a las notificaciones. Agregado control de versión del fichero de configuración 2022-11-23 16:59:40 +01:00
706ad6f9c0 Trabajando en el escalado de las notificaciones 2022-11-23 14:11:47 +01:00
54d428ed96 Ya permite establecer el online ID desde el propio juego 2022-11-23 13:29:35 +01:00
c71adfbac4 Trabajando en la sección EnterID 2022-11-23 09:54:08 +01:00
c955543d31 Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-11-22 16:44:27 +01:00
fae8e2d82c Actualizado Makefile 2022-11-22 16:44:23 +01:00
ff7b825cbb Actualizar 'README.md' 2022-11-22 16:39:39 +01:00
09ed0105e9 Cambiada la ubicación del fichero config.txt a la carpeta de sistema 2022-11-22 16:26:58 +01:00
07ae93fd3a Actualizado Makefile 2022-11-22 14:11:17 +01:00
72fb30b927 Actualizado Makefile 2022-11-22 13:59:41 +01:00
8d37f31a08 Cambiada una frase de castellano a ingles en el fichero de estadisticas 2022-11-22 13:35:15 +01:00
e6fb412c4d Fix: La pantalla de Game Over no mostraba Tu peor pesadilla 2022-11-22 13:34:33 +01:00
10c29eb547 Actualizado Makefile 2022-11-22 13:20:13 +01:00
1f9e36dc93 Actualizado info.plist 2022-11-22 13:07:12 +01:00
c114884de1 FIx: El logo se formaba mal despues de haber toqueteado cosas de la clase Sprite 2022-11-22 13:05:34 +01:00
d6a366555d Actualizado Makefile 2022-11-22 12:53:56 +01:00
fd0d8a05fe Actualizado Makefile 2022-11-22 12:45:47 +01:00
79d610a7d9 Actualizado Makefile 2022-11-22 12:42:25 +01:00
9060e1c92a Añadida carpeta de sistema para el modo debug 2022-11-22 12:38:09 +01:00
0d586c0827 Ya funcionan las estadísticas online 2022-11-22 10:42:30 +01:00
fd0bebf533 Trabajando en las estadisticas online 2022-11-18 20:06:07 +01:00
2665b93b70 Añadida Tu peor pesadilla a la pantalla de Game Over 2022-11-18 16:07:33 +01:00
c35be7d21c Empezado a escribir datos de estadisticas en el servidor 2022-11-19 12:07:36 +01:00
bc84968b23 Ya funcionan las notificaciones 2022-11-19 10:28:15 +01:00
1b49097f80 Cambiado el tamaño por defecto del borde 2022-11-19 09:27:55 +01:00
859e3f3b44 Actualizado Makefile 2022-11-19 09:27:24 +01:00
3fa7657c79 Cuendo el jugador entra a la Jail, recupera todas sus vidas 2022-11-19 09:22:10 +01:00
e90c61a416 FIx: El jugador no se moria al caer de alto si se mantenia la tecla de slto pulsada 2022-11-19 09:02:35 +01:00
d003b51de4 Reparada la clase Screen 2022-11-19 07:49:01 +01:00
8d381010c8 Trabajando en la clase Screen 2022-11-19 07:37:03 +01:00
2216c9632e Trabajando en las notificaciones 2022-11-18 23:15:38 +01:00
fdc8797d2b Arreglada la clase Screen. Había un lio de conceptos con varias variables 2022-11-18 20:09:03 +01:00
90bdad7d51 Modificado Makefile 2022-11-18 10:43:54 +01:00
d50b193d9f Cambiado el fichero de estadisticas a stats.csv 2022-11-18 10:43:01 +01:00
ee885d5ca7 Ya crea correctamente la carpeta de sistema en las tres plataformas 2022-11-18 10:40:51 +01:00
bb3a0f263b Ya crea la carpeta de sistema en MacOS y Windows 2022-11-18 10:35:15 +01:00
85d6c48f42 Ya crea la carpeta de sistema en Linux 2022-11-18 09:48:46 +01:00
896dd9daef Trabajando en el guardado de las estadisticas en las carpetas del sistema 2022-11-18 07:32:15 +01:00
dc8c0c9e4f Fix: Algunas texturas desaparecen al bloquearse la pantalla 2022-11-17 17:54:05 +01:00
7af0dda1a0 En la pantalla de Game Over se muestran las habitaciones y los items conseguidos 2022-11-17 16:33:37 +01:00
0adf8c63f4 Las habitaciones solo cuentan como visitadas una vez por partida 2022-11-17 16:06:31 +01:00
d33f691743 Fix: Algunas texturas desaparecen al bloquearse la pantalla 2022-11-17 16:04:03 +01:00
a304f50e93 Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2022-11-17 11:53:07 +01:00
496bf5c05c Actualizado Makefile 2022-11-17 11:53:00 +01:00
26a6bd6b1f Cambiada la posición y dirección inicial del tuno magenta en KILLING SPREE 2022-11-17 11:31:54 +01:00
c48dce8634 Actualizado Makefile 2022-11-17 09:36:12 +01:00
a0de547370 Eliminado un warning de variable no utilizada 2022-11-17 09:34:06 +01:00
5af554fecd Añadido soporte preliminar para estadisticas 2022-11-17 09:30:56 +01:00
172 changed files with 13032 additions and 8893 deletions

10
.gitignore vendored
View File

@@ -1,5 +1,6 @@
.vscode .vscode
*config.txt *data/config/config.txt
*stats.txt
*.DS_Store *.DS_Store
thumbs.db thumbs.db
*.exe *.exe
@@ -9,4 +10,9 @@ thumbs.db
*.tar.gz *.tar.gz
*.zip *.zip
*.app *.app
*_debug *_debug*
sync_jail_engine.sh
jaildoctors_dilemma*
todo
build/
linux_utils/

85
CMakeLists.txt Normal file
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@@ -0,0 +1,85 @@
# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(jaildoctors_dilemma VERSION 1.00)
# Configuración de compilador para MinGW en Windows, si es necesario
if(WIN32 AND NOT CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
set(CMAKE_CXX_COMPILER "g++")
set(CMAKE_C_COMPILER "gcc")
endif()
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Configuración global de flags de compilación
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections")
# Define el directorio de los archivos fuente
set(DIR_SOURCES "${CMAKE_SOURCE_DIR}/source")
# Cargar todos los archivos fuente en DIR_SOURCES
file(GLOB SOURCES "${DIR_SOURCES}/*.cpp")
# Verificar si se encontraron archivos fuente
if(NOT SOURCES)
message(FATAL_ERROR "No se encontraron archivos fuente en ${DIR_SOURCES}. Verifica que el directorio existe y contiene archivos .cpp.")
endif()
# Configuración de SDL2
find_package(SDL2 REQUIRED)
if(SDL2_FOUND)
message(STATUS "SDL2 encontrado: ${SDL2_INCLUDE_DIRS}")
include_directories(${SDL2_INCLUDE_DIRS})
link_directories(${SDL2_LIBDIR})
else()
message(FATAL_ERROR "SDL2 no encontrado")
endif()
# Incluye rutas de SDL2 obtenidas con pkg-config
include_directories(/usr/local/include /usr/local/include/SDL2)
link_directories(/usr/local/lib)
# Definir las bibliotecas comunes
set(LIBS SDL2)
# Configuración común de salida de ejecutables en el directorio raíz
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
# Añadir ejecutable principal
add_executable(${PROJECT_NAME} ${SOURCES})
# Añadir definiciones de compilación dependiendo del tipo de build
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:DEBUG VERBOSE>)
# Enlazar bibliotecas
target_link_libraries(${PROJECT_NAME} ${LIBS})
# Configuración específica para cada plataforma
if(WIN32)
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
target_link_libraries(${PROJECT_NAME} mingw32 opengl32 gdi32 winmm imm32 ole32 version)
elseif(APPLE)
set(LIBS ${LIBS} "-framework OpenGL")
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated")
# Configurar compilación para Apple Silicon
set(CMAKE_OSX_ARCHITECTURES "arm64")
elseif(UNIX AND NOT APPLE)
set(LIBS ${LIBS} GL)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
target_link_libraries(${PROJECT_NAME} ${LIBS})
endif()
# Añadir OpenGL a las bibliotecas enlazadas
if(NOT WIN32)
find_package(OpenGL REQUIRED)
if(OPENGL_FOUND)
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
target_link_libraries(${PROJECT_NAME} ${OPENGL_LIBRARIES})
else()
message(FATAL_ERROR "OpenGL no encontrado")
endif()
endif()

233
LICENSE
View File

@@ -1,232 +1 @@
GNU GENERAL PUBLIC LICENSE GNU General Public License v3.0 only
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
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When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
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Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.

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@@ -1,8 +1,8 @@
executable = jaildoctors_dilemma executable = jaildoctors_dilemma
source = source/*.cpp source/common/*.cpp source = source/*.cpp
appName = JailDoctor's Dilemma appName = JailDoctor's Dilemma
releaseFolder = jdd_release releaseFolder = jdd_release
version = v1.02 version = v1.09
# Release names # Release names
windowsRelease = $(executable)-$(version)-win32-x64.zip windowsRelease = $(executable)-$(version)-win32-x64.zip
@@ -10,36 +10,38 @@ macosIntelRelease = $(executable)-$(version)-macos-intel.dmg
macosAppleSiliconRelease = $(executable)-$(version)-macos-apple-silicon.dmg macosAppleSiliconRelease = $(executable)-$(version)-macos-apple-silicon.dmg
linuxRelease = $(executable)-$(version)-linux.tar.gz linuxRelease = $(executable)-$(version)-linux.tar.gz
# Specify the C++ standard
cpp_standard = c++20
windows: windows:
@echo off @echo off
powershell if (Test-Path data\config) {Remove-Item data\config -Recurse -Force} g++ $(source) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
powershell if (-not (Test-Path data\config)) {New-Item data\config -ItemType Directory} strip -s -R .comment -R .gnu.version "$(executable).exe" --strip-unneeded
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o $(executable).exe
strip -s -R .comment -R .gnu.version $(executable).exe --strip-unneeded windows_debug:
@echo off
g++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
strip -s -R .comment -R .gnu.version "$(executable)_debug.exe" --strip-unneeded
windows_release: windows_release:
@echo off @echo off
# Remove data # Create release folder
powershell if (Test-Path data\config) {Remove-Item data\config -Recurse -Force} powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
powershell if (Test-Path $(releaseFolder)) {Remove-Item $(releaseFolder) -Recurse -Force} powershell if (-not (Test-Path "$(releaseFolder)")) {New-Item "$(releaseFolder)" -ItemType Directory}
# Create folders # Prepare data folder
powershell if (-not (Test-Path data\config)) {New-Item data\config -ItemType Directory}
powershell if (-not (Test-Path $(releaseFolder))) {New-Item $(releaseFolder) -ItemType Directory}
# Copy data
powershell Copy-Item -Path "data" -Destination "$(releaseFolder)" -recurse -Force powershell Copy-Item -Path "data" -Destination "$(releaseFolder)" -recurse -Force
powershell Copy-Item "LICENSE" -Destination "$(releaseFolder)"
powershell Copy-Item "README.md" -Destination "$(releaseFolder)"
powershell Copy-Item "release/SDL2.dll" -Destination "$(releaseFolder)"
# Remove data
powershell if (Test-Path "$(releaseFolder)\data\room\map.world") {Remove-Item "$(releaseFolder)\data\room\map.world" -Recurse -Force} powershell if (Test-Path "$(releaseFolder)\data\room\map.world") {Remove-Item "$(releaseFolder)\data\room\map.world" -Recurse -Force}
powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force} powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force}
# Copy root files
powershell Copy-Item "LICENSE" -Destination "$(releaseFolder)"
powershell Copy-Item "README.md" -Destination "$(releaseFolder)"
powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)"
# Build # Build
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe" g++ $(source) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
# Create ZIP # Create ZIP
@@ -47,16 +49,16 @@ windows_release:
powershell Compress-Archive -Path "$(releaseFolder)"/* -DestinationPath $(windowsRelease) powershell Compress-Archive -Path "$(releaseFolder)"/* -DestinationPath $(windowsRelease)
# Remove folder # Remove folder
powershell if (Test-Path $(releaseFolder)) {Remove-Item $(releaseFolder) -Recurse -Force} powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
macos: macos:
rm -rdf data/config clang++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(executable)"
mkdir -p data/config
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o $(executable)_macos macos_debug:
clang++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lSDL2 -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(executable)_debug"
macos_release: macos_release:
# Remove data and possible data # Remove data and possible data from previous builds
rm -rdf data/config
rm -rdf "$(releaseFolder)" rm -rdf "$(releaseFolder)"
rm -rdf Frameworks rm -rdf Frameworks
rm -f tmp.dmg rm -f tmp.dmg
@@ -64,7 +66,6 @@ macos_release:
rm -f "$(macosAppleSiliconRelease)" rm -f "$(macosAppleSiliconRelease)"
# Create folders # Create folders
mkdir -p data/config
mkdir -p "$(releaseFolder)/$(appName).app/Contents/Frameworks" mkdir -p "$(releaseFolder)/$(appName).app/Contents/Frameworks"
mkdir -p "$(releaseFolder)/$(appName).app/Contents/MacOS" mkdir -p "$(releaseFolder)/$(appName).app/Contents/MacOS"
mkdir -p "$(releaseFolder)/$(appName).app/Contents/Resources" mkdir -p "$(releaseFolder)/$(appName).app/Contents/Resources"
@@ -82,9 +83,14 @@ macos_release:
# Copy files # Copy files
cp release/*.icns "$(releaseFolder)/$(appName).app/Contents/Resources" cp release/*.icns "$(releaseFolder)/$(appName).app/Contents/Resources"
cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents" cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents"
cp LICENSE "$(releaseFolder)"
cp README.md "$(releaseFolder)"
# Create links
ln -s /Applications "$(releaseFolder)"/Applications
# Build INTEL # Build INTEL
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12 clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
# Build INTEL DMG # Build INTEL DMG
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)" hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
@@ -92,7 +98,7 @@ macos_release:
rm -f tmp.dmg rm -f tmp.dmg
# Build APPLE SILICON # Build APPLE SILICON
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11 clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Build APPLE SILICON DMG # Build APPLE SILICON DMG
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)" hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
@@ -104,36 +110,36 @@ macos_release:
rm -rdf "$(releaseFolder)" rm -rdf "$(releaseFolder)"
linux: linux:
rm -rdf data/config g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
mkdir -p data/config strip -s -R .comment -R .gnu.version "$(executable)" --strip-unneeded
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(executable)_linux
strip -s -R .comment -R .gnu.version $(executable)_linux --strip-unneeded linux_debug:
g++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
strip -s -R .comment -R .gnu.version "$(executable)_debug" --strip-unneeded
linux_release: linux_release:
# Remove data # Remove data
rm -rdf data/config rm -rdf "$(releaseFolder)"
rm -rdf $(releaseFolder)
# Create folders # Create folders
mkdir -p data/config mkdir -p "$(releaseFolder)"
mkdir -p $(releaseFolder)
# Copy data # Copy data
cp -R data $(releaseFolder) cp -R data "$(releaseFolder)"
cp LICENSE $(releaseFolder) cp LICENSE "$(releaseFolder)"
cp README.md $(releaseFolder) cp README.md "$(releaseFolder)"
# Delete data # Delete data
rm -f "$(releaseFolder)/data/room/map.world" rm -f "$(releaseFolder)/data/room/map.world"
rm -f "$(releaseFolder)/data/room/standard.tsx" rm -f "$(releaseFolder)/data/room/standard.tsx"
# Build # Build
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(releaseFolder)/$(executable) g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
strip -s -R .comment -R .gnu.version $(releaseFolder)/$(executable) --strip-unneeded strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable)" --strip-unneeded
# Pack files # Pack files
rm -f $(linuxRelease) rm -f "$(linuxRelease)"
cd $(releaseFolder) && tar -czvf ../$(linuxRelease) * cd "$(releaseFolder)" && tar -czvf "../$(linuxRelease)" *
# Remove data # Remove data
rm -rdf $(releaseFolder) rm -rdf "$(releaseFolder)"

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@@ -1,37 +1,65 @@
# JailDoctor's Dilemma # JailDoctor's Dilemma
JailDoc es un Jailer. A los Jailers les gusta empezar proyectos. A nadie le gusta terminarlos. Los Jailers viven en la Jail. A la Jail va uno a empezar proyectos. A la Jail va uno a enseñar sus proyectos. A la Jail va uno a aprender como empezar nuevos proyectos. A la Jail va uno a ayudar a sus compañeros a que empiecen nuevos proyectos.
![JailDoctor's Dilemma - Title screen](https://php.sustancia.synology.me/images/jdd_title.png) JailDoc és un Jailer. Als Jailers els agrada començar projectes. A ningú li agrada acabar-los. Els Jailers viuen a la Jail. A la Jail s'hi va a començar projectes. A la Jail s'hi va a ensenyar els projectes. A la Jail s'hi va a aprendre com començar nous projectes. A la Jail s'hi va a ajudar els companys a començar nous projectes.
JailDoc es un Jailer destacado entre los Jailers. Tiene más proyectos empezados que nadie y es el que más ayuda a que los demas empiecen los suyos. ![JailDoctor's Dilemma - Pantalla de títol](https://php.sustancia.synology.me/images/jdd/jdd_title.png)
Un día, ocurrió algo. Alguien terminó un proyecto. Alguien liberó el *Puzzle Jail Facker*. Algún desaprensivo. JailDoc és un Jailer destacat entre els Jailers. Té més projectes començats que ningú i és qui més ajuda als altres a iniciar els seus.
Esto hizo que JailDoc decidiera terminar y entregar uno de sus proyectos, pero, ¿cual? ¿JailBattle? ¿Sigmasuá? ¿Calculín Doom? Menudo dilema. JailDoc se arremangó y decidió finalizar y entregar todos sus proyectos inacabados. ¿Lo logrará? Però un dia, va passar una cosa inesperada. Algú va acabar un projecte. Algú va alliberar el *Puzzle Jail Facker*. Un autèntic desaprensiu.
## Jugabilidad Això va fer que JailDoc prenguera una decisió: acabaria i lliuraria un dels seus projectes. Però, quin? *JailBattle*? *Sigmasuá*? *Calculín Doom*? Quin dilema! Finalment, es va arromangar i va decidir acabar i lliurar **tots** els seus projectes inacabats. Ho aconseguirà?
Ayuda a JailDoc a recuperar las partes de su proyecto que estan desperdigadas por cualquier lugar del Universo Jailer. Hay mas de **150 piezas** desperdigadas por **60 pantallas**. Algunas son un paseo, pero en otras tendras que calcular muy bien tus movimientos si no quieres acabar como un arounder del montón.
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd_game1.png) ---
Cuando consigas recuperar gran parte de las piezas desperdigadas, dirigete a la Jail a mostrar a los Jailers como se termina un proyecto. Ten en cuenta que Bry no te dejará entrar. Solo aquellos que han realizado un *Fire Effect* o un *Facedor de Tornejos* son dignos de tal privilegio. ## Jugabilitat
## Controles Ajuda a JailDoc a recuperar les peces dels seus projectes, que estan escampades per qualsevol racó de l'Univers Jailer. Hi ha més de **150 peces** repartides en **60 pantalles**. Algunes són senzilles, però en altres hauràs de calcular molt bé els teus moviments si no vols acabar com un *arounder* més.
El juego permite tanto el uso del teclado como de un mando de control. Las teclas para manejar el juego son las siguientes:
- **Cursores**: Para mover a izquierda o derecha a JailDoc y para saltar ![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd/jdd_game1.png)
- **Tecla M**: Activa o desactiva la música
- **Tecla P**: Pone en pausa el juego
- **Tecla ESC**: Sale del juego si estas jugando. Sale del programa en cualquier otra circunstancia
- **Tecla F**: Cambia a modo de pantalla completa o de ventana
- **Teclas F1 a F4**: Cambian el tamaño de la ventana
- **Tecla B**: Activa o desactiva el borde de colores de la pantalla cuando el programa se ejecuta en modo de ventana
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd_game2.png) Quan hages recuperat la major part de les peces, dirigeix-te a la Jail per mostrar als Jailers com es finalitza un projecte. Però compte! Bry no et deixarà entrar així com així. Només aquells que han creat un *Fire Effect* o un *Facedor de Tornejos* són dignes d'aquesta fita.
## Agradecimientos ---
Agradecimientos como siempre a todos los Jailers por motivarme a hacer el juego y ayudarme en los momentos de duda a la hora de escribir el código. Y, como siempre, en especial a JailDoc por su unidad de Jail_Audio y cualquier otro código/ayuda/enseñanzas que haya necesitado para terminar el programa.
Si no me he descontado, este es el cuarto juego que consigo crear. ## Controls
*13 de noviembre de 2022, JailDesigner* El joc permet tant l'ús del teclat com d'un comandament. Les tecles per a jugar són les següents:
- **Cursors**: Per moure's a l'esquerra o dreta i per saltar. Es poden modificar les tecles en el fitxer de configuració, triant entre aquestes opcions:
- O, P per moure's i Q per saltar.
- A, D per moure's i W per saltar.
- **Tecla M**: Activa o desactiva la música.
- **Tecla P**: Pausa el joc.
- **Tecla ESC**: Ix del joc si estàs jugant. Tanca el programa en qualsevol altra circumstància.
- **Tecla F1**: Disminueix la mida de la finestra.
- **Tecla F2**: Augmenta la mida de la finestra.
- **Tecla F3**: Alterna entre el mode de pantalla completa i el mode finestra.
- **Tecla F4**: Activa o desactiva els shaders
- **Tecla F5**: Canvia la paleta de colors del joc.
- **Tecla B**: Activa o desactiva el marge de colors en mode finestra.
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd/jdd_game2.png)
---
## Dades del programa
El programa guarda automàticament la configuració del mode de vídeo i les estadístiques del joc a la teua carpeta personal del sistema. La ubicació d'aquesta carpeta depén del sistema operatiu que utilitzes:
- **Windows**: `C:\Users\<nom_d'usuari>\AppData\Roaming\jailgames\jaildoctors_dilemma`
- **MacOS**: `~/Library/Application Support/jailgames/jaildoctors_dilemma`
- **Linux**: `~/.jailgames/jaildoctors_dilemma`
Dins de la carpeta es troba el fitxer de configuració `config.txt`, on es pot modificar la configuració per connectar-se al servei en línia, i els fitxers `stats.csv` i `stats_buffer.csv`, que contenen informació sobre les estadístiques del joc.
---
## Agraïments
Gràcies, com sempre, a tots els Jailers per motivar-me a crear aquest joc i per ajudar-me en els moments de dubte en escriure el codi. I, com sempre, un agraïment especial a JailDoc per la seua unitat de *Jail_Audio* i per qualsevol altre codi, ajuda o ensenyament que haja necessitat per a completar el programa.
Si no he perdut el compte, aquest és el quart joc que aconseguisc crear.
*13 de novembre de 2022, JailDesigner*

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

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# box width
8
# box height
8
# 32 espacio ( )
6
# 33 !
2
# 34 "
5
# 35 #
6
# 36 $
6
# 37 %
7
# 38 &
7
# 39 '
2
# 40 (
4
# 41 )
4
# 42 *
6
# 43 +
8
# 44 ,
2
# 45 -
7
# 46 .
2
# 47 /
7
# 48 0
7
# 49 1
6
# 50 2
6
# 51 3
6
# 52 4
7
# 53 5
6
# 54 6
6
# 55 7
6
# 56 8
6
# 57 9
6
# 58 :
2
# 59 ;
2
# 60 <
5
# 61 =
6
# 62 >
5
# 63 ?
6
# 64 @
6
# 65 A
6
# 66 B
7
# 67 C
7
# 68 D
7
# 69 E
7
# 70 F
7
# 71 G
7
# 72 H
6
# 73 I
6
# 74 J
7
# 75 K
7
# 76 L
7
# 77 M
7
# 78 N
7
# 79 O
7
# 80 P
7
# 81 Q
7
# 82 R
7
# 83 S
6
# 84 T
6
# 85 U
6
# 86 V
6
# 87 W
7
# 88 X
7
# 89 Y
6
# 90 Z
7
# 91 [
8
# 92 \
3
# 93 ]
7
# 94 ^
7
# 95 _
8
# 96 `
0
# 97 a
6
# 98 b
7
# 99 c
7
# 100 d
7
# 101 e
7
# 102 f
7
# 103 g
7
# 104 h
6
# 105 i
6
# 106 j
7
# 107 k
7
# 108 l
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# 109 m
7
# 110 n
7
# 111 o
7
# 112 p
7
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7
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7
# 115 s
6
# 116 t
6
# 117 u
6
# 118 v
6
# 119 w
7
# 120 x
7
# 121 y
6
# 122 z
7
# 123 {
0
# 124 |
0
# 125 }
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194
data/font/subatomic.txt Normal file
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# box width
7
# box height
7
# 32 espacio ( )
4
# 33 !
1
# 34 "
3
# 35 #
5
# 36 $
5
# 37 %
5
# 38 &
6
# 39 '
1
# 40 (
2
# 41 )
2
# 42 *
5
# 43 +
5
# 44 ,
1
# 45 -
5
# 46 .
1
# 47 /
5
# 48 0
5
# 49 1
2
# 50 2
5
# 51 3
5
# 52 4
5
# 53 5
5
# 54 6
5
# 55 7
5
# 56 8
5
# 57 9
5
# 58 :
1
# 59 ;
2
# 60 <
3
# 61 =
5
# 62 >
3
# 63 ?
4
# 64 @
5
# 65 A
5
# 66 B
5
# 67 C
5
# 68 D
5
# 69 E
4
# 70 F
5
# 71 G
5
# 72 H
5
# 73 I
1
# 74 J
5
# 75 K
5
# 76 L
2
# 77 M
5
# 78 N
5
# 79 O
5
# 80 P
5
# 81 Q
5
# 82 R
5
# 83 S
5
# 84 T
5
# 85 U
5
# 86 V
5
# 87 W
5
# 88 X
5
# 89 Y
5
# 90 Z
5
# 91 [
2
# 92 \
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# 93 ]
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# 98 b
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# 99 c
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# 101 e
4
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1
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5
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4
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4
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4
# 113 q
4
# 114 r
3
# 115 s
4
# 116 t
2
# 117 u
4
# 118 v
4
# 119 w
5
# 120 x
3
# 121 y
4
# 122 z
4
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0
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@@ -9,8 +9,8 @@ roomLeft=0
roomRight=02.room roomRight=02.room
[enemy] [enemy]
tileSetFile=jailer.png tileSetFile=jailer_#1.png
animation=jailer.ani animation=jailer_#1.ani
width=16 width=16
height=16 height=16
x=1 x=1
@@ -25,8 +25,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jailer3.png tileSetFile=jailer_#3.png
animation=jailer3.ani animation=jailer_#3.ani
width=16 width=16
height=16 height=16
x=4 x=4
@@ -41,8 +41,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jailer.png tileSetFile=jailer_#1.png
animation=jailer.ani animation=jailer_#1.ani
width=16 width=16
height=16 height=16
x=7 x=7
@@ -57,8 +57,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jailer2.png tileSetFile=jailer_#2.png
animation=jailer2.ani animation=jailer_#2.ani
width=16 width=16
height=16 height=16
x=10 x=10
@@ -73,8 +73,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jailer.png tileSetFile=jailer_#1.png
animation=jailer.ani animation=jailer_#1.ani
width=16 width=16
height=16 height=16
x=13 x=13
@@ -89,8 +89,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=printer.png tileSetFile=elsa.png
animation=printer.ani animation=elsa.ani
width=16 width=16
height=16 height=16
x=3 x=3
@@ -105,8 +105,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=printer.png tileSetFile=elsa.png
animation=printer.ani animation=elsa.ani
width=16 width=16
height=16 height=16
x=6 x=6

View File

@@ -3,9 +3,9 @@
<tileset firstgid="1" source="standard.tsx"/> <tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16"> <layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv"> <data encoding="csv">
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164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,164, 168,166,185,167,166,185,166,166,168,166,166,167,166,166,185,166,166,43,43,43,43,43,43,43,43,43,43,43,43,43,43,166,
164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43, 211,181,211,213,211,181,211,212,213,211,181,211,211,212,211,213,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,
164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43, 164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,164,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,
43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43, 43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,
43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34, 43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,43,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,

View File

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

View File

@@ -3,22 +3,22 @@
<tileset firstgid="1" source="standard.tsx"/> <tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16"> <layer id="1" name="Capa de patrones 1" width="32" height="16">
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43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,25,25,25, 43,166,166,167,168,166,185,167,166,185,166,166,168,166,166,167,166,166,185,166,166,166,185,167,166,166,166,185,25,25,25,25,
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View File

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

View File

@@ -10,7 +10,7 @@
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@@ -18,7 +18,7 @@
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</data> </data>
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View File

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

View File

@@ -9,13 +9,13 @@
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25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25 25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25

View File

@@ -48,9 +48,9 @@ animation=tuno.ani
width=16 width=16
height=16 height=16
x=28 x=28
y=8 y=6
vx=0 vx=0
vy=0.4 vy=-0.4
x1=28 x1=28
y1=2 y1=2
x2=28 x2=28

View File

@@ -30,7 +30,7 @@ flip=true
[enemy] [enemy]
tileSetFile=bat.png tileSetFile=bat.png
animation=bat.ani animation=bat.ani
width=9 width=8
height=7 height=7
x=14 x=14
y=2 y=2
@@ -46,7 +46,7 @@ color=bright_blue
[enemy] [enemy]
tileSetFile=bat.png tileSetFile=bat.png
animation=bat.ani animation=bat.ani
width=9 width=8
height=7 height=7
x=10 x=10
y=10 y=10
@@ -62,7 +62,7 @@ color=cyan
[enemy] [enemy]
tileSetFile=bat.png tileSetFile=bat.png
animation=bat.ani animation=bat.ani
width=9 width=8
height=7 height=7
x=15 x=15
y=1 y=1

View File

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

View File

@@ -3,16 +3,16 @@
<tileset firstgid="1" source="standard.tsx"/> <tileset firstgid="1" source="standard.tsx"/>
<layer id="1" name="Capa de patrones 1" width="32" height="16"> <layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv"> <data encoding="csv">
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5,5,5,5,5,5,5,5,0,0,0,0,0,506,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5, 5,5,5,5,5,5,5,0,0,0,0,0,0,506,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,
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View File

@@ -4,15 +4,15 @@
<layer id="1" name="Capa de patrones 1" width="32" height="16"> <layer id="1" name="Capa de patrones 1" width="32" height="16">
<data encoding="csv"> <data encoding="csv">
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View File

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

View File

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

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

View File

@@ -15,7 +15,7 @@
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114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,0,0,114,115,114,115,114,115 114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,114,115,0,0,114,115,114,115,114,115

View File

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

View File

@@ -9,8 +9,8 @@ roomLeft=39.room
roomRight=37.room roomRight=37.room
[enemy] [enemy]
tileSetFile=arounder_stop.png tileSetFile=stopped_arounder.png
animation=arounder_stop.ani animation=stopped_arounder.ani
width=7 width=7
height=8 height=8
x=9 x=9
@@ -25,8 +25,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_stop.png tileSetFile=stopped_arounder.png
animation=arounder_stop.ani animation=stopped_arounder.ani
width=7 width=7
height=8 height=8
x=18 x=18
@@ -41,8 +41,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_walk.png tileSetFile=walking_arounder.png
animation=arounder_walk.ani animation=walking_arounder.ani
width=5 width=5
height=8 height=8
x=12 x=12
@@ -75,8 +75,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_fly.png tileSetFile=flying_arounder.png
animation=arounder_fly.ani animation=flying_arounder.ani
width=7 width=7
height=7 height=7
x=3 x=3

View File

@@ -27,8 +27,8 @@ color=white
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_fly.png tileSetFile=flying_arounder.png
animation=arounder_fly.ani animation=flying_arounder.ani
width=7 width=7
height=7 height=7
x=9 x=9
@@ -44,8 +44,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_fly.png tileSetFile=flying_arounder.png
animation=arounder_fly.ani animation=flying_arounder.ani
width=7 width=7
height=7 height=7
x=15 x=15
@@ -61,8 +61,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_fly.png tileSetFile=flying_arounder.png
animation=arounder_fly.ani animation=flying_arounder.ani
width=7 width=7
height=7 height=7
x=22 x=22
@@ -78,8 +78,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_fly.png tileSetFile=flying_arounder.png
animation=arounder_fly.ani animation=flying_arounder.ani
width=7 width=7
height=7 height=7
x=16 x=16

View File

@@ -25,8 +25,8 @@ color=red
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_walk.png tileSetFile=walking_arounder.png
animation=arounder_walk.ani animation=walking_arounder.ani
width=5 width=5
height=8 height=8
x=10 x=10
@@ -42,8 +42,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_walk.png tileSetFile=walking_arounder.png
animation=arounder_walk.ani animation=walking_arounder.ani
width=5 width=5
height=8 height=8
x=15 x=15
@@ -59,8 +59,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_walk.png tileSetFile=walking_arounder.png
animation=arounder_walk.ani animation=walking_arounder.ani
width=5 width=5
height=8 height=8
x=20 x=20
@@ -76,8 +76,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_walk.png tileSetFile=walking_arounder.png
animation=arounder_walk.ani animation=walking_arounder.ani
width=5 width=5
height=8 height=8
x=14 x=14

View File

@@ -25,8 +25,8 @@ color=bright_cyan
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_stop.png tileSetFile=stopped_arounder.png
animation=arounder_stop.ani animation=stopped_arounder.ani
width=7 width=7
height=8 height=8
x=8 x=8
@@ -41,8 +41,8 @@ color=bright_cyan
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_stop.png tileSetFile=stopped_arounder.png
animation=arounder_stop.ani animation=stopped_arounder.ani
width=7 width=7
height=8 height=8
x=11 x=11
@@ -57,8 +57,8 @@ color=bright_cyan
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_stop.png tileSetFile=stopped_arounder.png
animation=arounder_stop.ani animation=stopped_arounder.ani
width=7 width=7
height=8 height=8
x=24 x=24
@@ -73,8 +73,8 @@ color=bright_cyan
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_walk.png tileSetFile=walking_arounder.png
animation=arounder_walk.ani animation=walking_arounder.ani
width=5 width=5
height=8 height=8
x=12 x=12
@@ -90,8 +90,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_walk.png tileSetFile=walking_arounder.png
animation=arounder_walk.ani animation=walking_arounder.ani
width=5 width=5
height=8 height=8
x=14 x=14
@@ -107,8 +107,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=arounder_walk.png tileSetFile=walking_arounder.png
animation=arounder_walk.ani animation=walking_arounder.ani
width=5 width=5
height=8 height=8
x=14 x=14

View File

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

View File

@@ -11,8 +11,8 @@
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,421,62, 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,421,62,
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0, 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,421,415,0,0,0,0,0,0,0,0,0,0,0, 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,421,415,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,305,0,0,0,0,305,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 36,0,0,0,0,0,0,0,306,0,0,0,0,306,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,305,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 36,0,0,0,306,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
36,0,415,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,0,0,421,415,0,0,0,0,0,0, 36,0,415,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,0,0,421,415,0,0,0,0,0,0,
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

View File

@@ -11,6 +11,22 @@ itemColor1=red
itemColor2=magenta itemColor2=magenta
autoSurface=left autoSurface=left
[enemy]
tileSetFile=batman_fire.png
animation=batman_fire.ani
width=16
height=16
x=10
y=13
vx=1.3
vy=0
x1=0
y1=13
x2=29
y2=13
color=cyan
flip=true
[/enemy]
[enemy] [enemy]
tileSetFile=heavy.png tileSetFile=heavy.png

View File

@@ -11,8 +11,8 @@ itemColor1=red
itemColor2=yellow itemColor2=yellow
[enemy] [enemy]
tileSetFile=jb_alien.png tileSetFile=jailbattle_alien.png
animation=jb_alien.ani animation=jailbattle_alien.ani
width=13 width=13
height=15 height=15
x=10 x=10
@@ -28,8 +28,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jb_alien.png tileSetFile=jailbattle_alien.png
animation=jb_alien.ani animation=jailbattle_alien.ani
width=13 width=13
height=15 height=15
x=25 x=25
@@ -45,8 +45,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jb_human.png tileSetFile=jailbattle_human.png
animation=jb_human.ani animation=jailbattle_human.ani
width=11 width=11
height=13 height=13
x=7 x=7
@@ -62,8 +62,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jb_human.png tileSetFile=jailbattle_human.png
animation=jb_human.ani animation=jailbattle_human.ani
width=11 width=11
height=13 height=13
x=18 x=18

View File

@@ -11,8 +11,8 @@ itemColor1=white
itemColor2=green itemColor2=green
[enemy] [enemy]
tileSetFile=jb_human.png tileSetFile=jailbattle_human.png
animation=jb_human.ani animation=jailbattle_human.ani
width=11 width=11
height=13 height=13
x=17 x=17
@@ -28,8 +28,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jb_human.png tileSetFile=jailbattle_human.png
animation=jb_human.ani animation=jailbattle_human.ani
width=11 width=11
height=13 height=13
x=2 x=2
@@ -45,8 +45,8 @@ flip=true
[/enemy] [/enemy]
[enemy] [enemy]
tileSetFile=jb_alien.png tileSetFile=jailbattle_alien.png
animation=jb_alien.ani animation=jailbattle_alien.ani
width=11 width=11
height=13 height=13
x=24 x=24

View File

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

View File

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

View File

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

234
data/shaders/crtpi_192.glsl Normal file
View File

@@ -0,0 +1,234 @@
/*
crt-pi - A Raspberry Pi friendly CRT shader.
Copyright (C) 2015-2016 davej
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
Notes:
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
BLOOM_FACTOR controls the increase in width for bright scanlines.
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
*/
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
// Haven't put these as parameters as it would slow the code down.
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
#define MASK_TYPE 2
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CURVATURE_X;
uniform COMPAT_PRECISION float CURVATURE_Y;
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
uniform COMPAT_PRECISION float BLOOM_FACTOR;
uniform COMPAT_PRECISION float INPUT_GAMMA;
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
#else
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
#endif
/* COMPATIBILITY
- GLSL compilers
*/
//uniform vec2 TextureSize;
#if defined(CURVATURE)
varying vec2 screenScale;
#endif
varying vec2 TEX0;
varying float filterWidth;
#if defined(VERTEX)
//uniform mat4 MVPMatrix;
//attribute vec4 VertexCoord;
//attribute vec2 TexCoord;
//uniform vec2 InputSize;
//uniform vec2 OutputSize;
void main()
{
#if defined(CURVATURE)
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
#endif
filterWidth = (768.0 / 192.0) / 3.0;
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
uniform sampler2D Texture;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= screenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
coord /= screenScale;
}
return coord;
}
#endif
float CalcScanLineWeight(float dist)
{
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
float CalcScanLine(float dy)
{
float scanLineWeight = CalcScanLineWeight(dy);
#if defined(MULTISAMPLE)
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
vec2 TextureSize = vec2(256.0, 192.0);
#if defined(CURVATURE)
vec2 texcoord = Distort(TEX0);
if (texcoord.x < 0.0)
gl_FragColor = vec4(0.0);
else
#else
vec2 texcoord = TEX0;
#endif
{
vec2 texcoordInPixels = texcoord * TextureSize;
#if defined(SHARPER)
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
vec2 coord = tempCoord / TextureSize;
vec2 deltas = texcoordInPixels - tempCoord;
float scanLineWeight = CalcScanLine(deltas.y);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= TextureSize;
deltas *= signs;
vec2 tc = coord + deltas;
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= TextureSize.y;
dy *= signY;
vec2 tc = vec2(texcoord.x, yCoord + dy);
#endif
vec3 colour = texture2D(Texture, tc).rgb;
#if defined(SCANLINES)
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = colour * colour;
#else
colour = pow(colour, vec3(INPUT_GAMMA));
#endif
#endif
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = sqrt(colour);
#else
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
#endif
#endif
#endif
#if MASK_TYPE == 0
gl_FragColor = vec4(colour, 1.0);
#else
#if MASK_TYPE == 1
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
vec3 mask;
if (whichMask < 0.5)
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
else
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
#endif
gl_FragColor = vec4(colour * mask, 1.0);
#endif
}
}
#endif

234
data/shaders/crtpi_240.glsl Normal file
View File

@@ -0,0 +1,234 @@
/*
crt-pi - A Raspberry Pi friendly CRT shader.
Copyright (C) 2015-2016 davej
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
Notes:
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
BLOOM_FACTOR controls the increase in width for bright scanlines.
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
*/
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
// Haven't put these as parameters as it would slow the code down.
#define SCANLINES
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
//#define CURVATURE
//#define SHARPER
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
#define MASK_TYPE 2
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision mediump float;
#else
#define COMPAT_PRECISION
#endif
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CURVATURE_X;
uniform COMPAT_PRECISION float CURVATURE_Y;
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
uniform COMPAT_PRECISION float BLOOM_FACTOR;
uniform COMPAT_PRECISION float INPUT_GAMMA;
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
#else
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
#endif
/* COMPATIBILITY
- GLSL compilers
*/
//uniform vec2 TextureSize;
#if defined(CURVATURE)
varying vec2 screenScale;
#endif
varying vec2 TEX0;
varying float filterWidth;
#if defined(VERTEX)
//uniform mat4 MVPMatrix;
//attribute vec4 VertexCoord;
//attribute vec2 TexCoord;
//uniform vec2 InputSize;
//uniform vec2 OutputSize;
void main()
{
#if defined(CURVATURE)
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
#endif
filterWidth = (768.0 / 240.0) / 3.0;
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
uniform sampler2D Texture;
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= screenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
coord /= screenScale;
}
return coord;
}
#endif
float CalcScanLineWeight(float dist)
{
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
float CalcScanLine(float dy)
{
float scanLineWeight = CalcScanLineWeight(dy);
#if defined(MULTISAMPLE)
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
scanLineWeight *= 0.3333333;
#endif
return scanLineWeight;
}
void main()
{
vec2 TextureSize = vec2(320.0, 240.0);
#if defined(CURVATURE)
vec2 texcoord = Distort(TEX0);
if (texcoord.x < 0.0)
gl_FragColor = vec4(0.0);
else
#else
vec2 texcoord = TEX0;
#endif
{
vec2 texcoordInPixels = texcoord * TextureSize;
#if defined(SHARPER)
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
vec2 coord = tempCoord / TextureSize;
vec2 deltas = texcoordInPixels - tempCoord;
float scanLineWeight = CalcScanLine(deltas.y);
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= TextureSize;
deltas *= signs;
vec2 tc = coord + deltas;
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= TextureSize.y;
dy *= signY;
vec2 tc = vec2(texcoord.x, yCoord + dy);
#endif
vec3 colour = texture2D(Texture, tc).rgb;
#if defined(SCANLINES)
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = colour * colour;
#else
colour = pow(colour, vec3(INPUT_GAMMA));
#endif
#endif
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
#if defined(GAMMA)
#if defined(FAKE_GAMMA)
colour = sqrt(colour);
#else
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
#endif
#endif
#endif
#if MASK_TYPE == 0
gl_FragColor = vec4(colour, 1.0);
#else
#if MASK_TYPE == 1
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
vec3 mask;
if (whichMask < 0.5)
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
else
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
#elif MASK_TYPE == 2
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
#endif
gl_FragColor = vec4(colour * mask, 1.0);
#endif
}
}
#endif

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@@ -11,9 +11,9 @@
<key>CFBundleExecutable</key> <key>CFBundleExecutable</key>
<string>jaildoctors_dilemma</string> <string>jaildoctors_dilemma</string>
<key>CFBundleIconFile</key> <key>CFBundleIconFile</key>
<string>jaildoctors_dilemma</string> <string>icon</string>
<key>CFBundleIconName</key> <key>CFBundleIconName</key>
<string>jaildoctors_dilemma</string> <string>icon</string>
<key>CFBundleIdentifier</key> <key>CFBundleIdentifier</key>
<string>org.jailgames.jaildoctors_dilemma</string> <string>org.jailgames.jaildoctors_dilemma</string>
<key>CFBundleInfoDictionaryVersion</key> <key>CFBundleInfoDictionaryVersion</key>
@@ -23,11 +23,11 @@
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>APPL</string> <string>APPL</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
<string>1.4.3</string> <string>1.09</string>
<key>CFBundleSignature</key> <key>CFBundleSignature</key>
<string>????</string> <string>????</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>1.0.0</string> <string>1.09</string>
<key>CSResourcesFileMapped</key> <key>CSResourcesFileMapped</key>
<true/> <true/>
<key>LSMinimumSystemVersion</key> <key>LSMinimumSystemVersion</key>

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@@ -1,4 +1,8 @@
#include "animatedsprite.h" #include "animatedsprite.h"
#include <fstream> // Para basic_ostream, operator<<, basic_istream, basic...
#include <iostream> // Para cout
#include <sstream> // Para basic_stringstream
#include "texture.h" // Para Texture
// Carga la animación desde un fichero // Carga la animación desde un fichero
animatedSprite_t loadAnimationFromFile(Texture *texture, std::string filePath, bool verbose) animatedSprite_t loadAnimationFromFile(Texture *texture, std::string filePath, bool verbose)
@@ -222,121 +226,121 @@ int AnimatedSprite::getIndex(std::string name)
// Calcula el frame correspondiente a la animación // Calcula el frame correspondiente a la animación
void AnimatedSprite::animate() void AnimatedSprite::animate()
{ {
if (!enabled || animation.at(currentAnimation).speed == 0) if (!enabled || animation[currentAnimation].speed == 0)
{ {
return; return;
} }
// Calcula el frame actual a partir del contador // Calcula el frame actual a partir del contador
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).counter / animation.at(currentAnimation).speed; animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
// Si alcanza el final de la animación, reinicia el contador de la animación // Si alcanza el final de la animación, reinicia el contador de la animación
// en función de la variable loop y coloca el nuevo frame // en función de la variable loop y coloca el nuevo frame
if (animation.at(currentAnimation).currentFrame >= (int)animation.at(currentAnimation).frames.size()) if (animation[currentAnimation].currentFrame >= (int)animation[currentAnimation].frames.size())
{ {
if (animation.at(currentAnimation).loop == -1) if (animation[currentAnimation].loop == -1)
{ // Si no hay loop, deja el último frame { // Si no hay loop, deja el último frame
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).frames.size(); animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
animation.at(currentAnimation).completed = true; animation[currentAnimation].completed = true;
} }
else else
{ // Si hay loop, vuelve al frame indicado { // Si hay loop, vuelve al frame indicado
animation.at(currentAnimation).counter = 0; animation[currentAnimation].counter = 0;
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).loop; animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
} }
} }
// En caso contrario // En caso contrario
else else
{ {
// Escoge el frame correspondiente de la animación // Escoge el frame correspondiente de la animación
setSpriteClip(animation.at(currentAnimation).frames.at(animation.at(currentAnimation).currentFrame)); setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
// Incrementa el contador de la animacion // Incrementa el contador de la animacion
animation.at(currentAnimation).counter++; animation[currentAnimation].counter++;
} }
} }
// Obtiene el numero de frames de la animación actual // Obtiene el numero de frames de la animación actual
int AnimatedSprite::getNumFrames() int AnimatedSprite::getNumFrames()
{ {
return (int)animation.at(currentAnimation).frames.size(); return (int)animation[currentAnimation].frames.size();
} }
// Establece el frame actual de la animación // Establece el frame actual de la animación
void AnimatedSprite::setCurrentFrame(int num) void AnimatedSprite::setCurrentFrame(int num)
{ {
// Descarta valores fuera de rango // Descarta valores fuera de rango
if (num >= (int)animation.at(currentAnimation).frames.size()) if (num >= (int)animation[currentAnimation].frames.size())
{ {
num = 0; num = 0;
} }
// Cambia el valor de la variable // Cambia el valor de la variable
animation.at(currentAnimation).currentFrame = num; animation[currentAnimation].currentFrame = num;
animation.at(currentAnimation).counter = 0; animation[currentAnimation].counter = 0;
// Escoge el frame correspondiente de la animación // Escoge el frame correspondiente de la animación
setSpriteClip(animation.at(currentAnimation).frames.at(animation.at(currentAnimation).currentFrame)); setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
} }
// Establece el valor del contador // Establece el valor del contador
void AnimatedSprite::setAnimationCounter(std::string name, int num) void AnimatedSprite::setAnimationCounter(std::string name, int num)
{ {
animation.at(getIndex(name)).counter = num; animation[getIndex(name)].counter = num;
} }
// Establece la velocidad de una animación // Establece la velocidad de una animación
void AnimatedSprite::setAnimationSpeed(std::string name, int speed) void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
{ {
animation.at(getIndex(name)).counter = speed; animation[getIndex(name)].counter = speed;
} }
// Establece la velocidad de una animación // Establece la velocidad de una animación
void AnimatedSprite::setAnimationSpeed(int index, int speed) void AnimatedSprite::setAnimationSpeed(int index, int speed)
{ {
animation.at(index).counter = speed; animation[index].counter = speed;
} }
// Establece si la animación se reproduce en bucle // Establece si la animación se reproduce en bucle
void AnimatedSprite::setAnimationLoop(std::string name, int loop) void AnimatedSprite::setAnimationLoop(std::string name, int loop)
{ {
animation.at(getIndex(name)).loop = loop; animation[getIndex(name)].loop = loop;
} }
// Establece si la animación se reproduce en bucle // Establece si la animación se reproduce en bucle
void AnimatedSprite::setAnimationLoop(int index, int loop) void AnimatedSprite::setAnimationLoop(int index, int loop)
{ {
animation.at(index).loop = loop; animation[index].loop = loop;
} }
// Establece el valor de la variable // Establece el valor de la variable
void AnimatedSprite::setAnimationCompleted(std::string name, bool value) void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
{ {
animation.at(getIndex(name)).completed = value; animation[getIndex(name)].completed = value;
} }
// OLD - Establece el valor de la variable // OLD - Establece el valor de la variable
void AnimatedSprite::setAnimationCompleted(int index, bool value) void AnimatedSprite::setAnimationCompleted(int index, bool value)
{ {
animation.at(index).completed = value; animation[index].completed = value;
} }
// Comprueba si ha terminado la animación // Comprueba si ha terminado la animación
bool AnimatedSprite::animationIsCompleted() bool AnimatedSprite::animationIsCompleted()
{ {
return animation.at(currentAnimation).completed; return animation[currentAnimation].completed;
} }
// Devuelve el rectangulo de una animación y frame concreto // Devuelve el rectangulo de una animación y frame concreto
SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index) SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
{ {
return animation.at(getIndex(name)).frames.at(index); return animation[getIndex(name)].frames[index];
} }
// Devuelve el rectangulo de una animación y frame concreto // Devuelve el rectangulo de una animación y frame concreto
SDL_Rect AnimatedSprite::getAnimationClip(int indexA, Uint8 indexF) SDL_Rect AnimatedSprite::getAnimationClip(int indexA, Uint8 indexF)
{ {
return animation.at(indexA).frames.at(indexF); return animation[indexA].frames[indexF];
} }
// Carga la animación desde un vector // Carga la animación desde un vector
@@ -484,9 +488,9 @@ void AnimatedSprite::setCurrentAnimation(std::string name)
if (currentAnimation != newAnimation) if (currentAnimation != newAnimation)
{ {
currentAnimation = newAnimation; currentAnimation = newAnimation;
animation.at(currentAnimation).currentFrame = 0; animation[currentAnimation].currentFrame = 0;
animation.at(currentAnimation).counter = 0; animation[currentAnimation].counter = 0;
animation.at(currentAnimation).completed = false; animation[currentAnimation].completed = false;
} }
} }
@@ -497,9 +501,9 @@ void AnimatedSprite::setCurrentAnimation(int index)
if (currentAnimation != newAnimation) if (currentAnimation != newAnimation)
{ {
currentAnimation = newAnimation; currentAnimation = newAnimation;
animation.at(currentAnimation).currentFrame = 0; animation[currentAnimation].currentFrame = 0;
animation.at(currentAnimation).counter = 0; animation[currentAnimation].counter = 0;
animation.at(currentAnimation).completed = false; animation[currentAnimation].completed = false;
} }
} }
@@ -513,7 +517,7 @@ void AnimatedSprite::update()
// Establece el rectangulo para un frame de una animación // 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) void AnimatedSprite::setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h)
{ {
animation.at(index_animation).frames.push_back({x, y, w, h}); animation[index_animation].frames.push_back({x, y, w, h});
} }
// OLD - Establece el contador para todas las animaciones // OLD - Establece el contador para todas las animaciones
@@ -528,7 +532,7 @@ void AnimatedSprite::setAnimationCounter(int value)
// Reinicia la animación // Reinicia la animación
void AnimatedSprite::resetAnimation() void AnimatedSprite::resetAnimation()
{ {
animation.at(currentAnimation).currentFrame = 0; animation[currentAnimation].currentFrame = 0;
animation.at(currentAnimation).counter = 0; animation[currentAnimation].counter = 0;
animation.at(currentAnimation).completed = false; animation[currentAnimation].completed = false;
} }

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@@ -1,15 +1,12 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL_rect.h> // Para SDL_Rect
#include "movingsprite.h" #include <SDL2/SDL_render.h> // Para SDL_Renderer
#include <fstream> #include <SDL2/SDL_stdinc.h> // Para Uint8
#include <iostream> #include <string> // Para string
#include <sstream> #include <vector> // Para vector
#include <string> #include "movingsprite.h" // Para MovingSprite
#include <vector> class Texture;
#ifndef ANIMATEDSPRITE_H
#define ANIMATEDSPRITE_H
struct animation_t struct animation_t
{ {
@@ -98,6 +95,4 @@ public:
// Reinicia la animación // Reinicia la animación
void resetAnimation(); void resetAnimation();
}; };
#endif

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@@ -1,25 +1,41 @@
#include "asset.h" #include "asset.h"
#include <iostream> #include <SDL2/SDL_rwops.h> // Para SDL_RWFromFile, SDL_RWclose, SDL_RWops
#include <SDL2/SDL_stdinc.h> // Para SDL_max
#include <stddef.h> // Para size_t
#include <iostream> // Para basic_ostream, operator<<, cout, endl
// Constructor // [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
Asset::Asset(std::string executablePath) Asset *Asset::asset_ = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Asset::init(const std::string &executable_path)
{ {
this->executablePath = executablePath.substr(0, executablePath.find_last_of("\\/")); Asset::asset_ = new Asset(executable_path);
longestName = 0; }
verbose = true;
// [SINGLETON] Destruiremos el objeto con esta función estática
void Asset::destroy()
{
delete Asset::asset_;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
Asset *Asset::get()
{
return Asset::asset_;
} }
// Añade un elemento a la lista // Añade un elemento a la lista
void Asset::add(std::string file, enum assetType type, bool required) void Asset::add(std::string file, enum assetType type, bool required, bool absolute)
{ {
item_t temp; item_t temp;
temp.file = executablePath + file; temp.file = absolute ? file : executable_path_ + file;
temp.type = type; temp.type = type;
temp.required = required; temp.required = required;
fileList.push_back(temp); fileList.push_back(temp);
const std::string filename = file.substr(file.find_last_of("\\/") + 1); const std::string filename = file.substr(file.find_last_of("\\/") + 1);
longestName = SDL_max(longestName, filename.size()); longest_name_ = SDL_max(longest_name_, filename.size());
} }
// Devuelve el fichero de un elemento de la lista a partir de una cadena // Devuelve el fichero de un elemento de la lista a partir de una cadena
@@ -36,7 +52,7 @@ std::string Asset::get(std::string text)
} }
} }
if (verbose) if (verbose_)
{ {
std::cout << "Warning: file " << text.c_str() << " not found" << std::endl; std::cout << "Warning: file " << text.c_str() << " not found" << std::endl;
} }
@@ -48,11 +64,11 @@ bool Asset::check()
{ {
bool success = true; bool success = true;
if (verbose) if (verbose_)
{ {
std::cout << "\n** Checking files" << std::endl; std::cout << "\n** Checking files" << std::endl;
std::cout << "Executable path is: " << executablePath << std::endl; std::cout << "Executable path is: " << executable_path_ << std::endl;
std::cout << "Sample filepath: " << fileList.back().file << std::endl; std::cout << "Sample filepath: " << fileList.back().file << std::endl;
} }
@@ -73,7 +89,7 @@ bool Asset::check()
// Si hay ficheros de ese tipo, comprueba si existen // Si hay ficheros de ese tipo, comprueba si existen
if (any) if (any)
{ {
if (verbose) if (verbose_)
{ {
std::cout << "\n>> " << getTypeName(type).c_str() << " FILES" << std::endl; std::cout << "\n>> " << getTypeName(type).c_str() << " FILES" << std::endl;
} }
@@ -89,7 +105,7 @@ bool Asset::check()
} }
// Resultado // Resultado
if (verbose) if (verbose_)
{ {
if (success) if (success)
{ {
@@ -114,7 +130,7 @@ bool Asset::checkFile(std::string path)
// Comprueba si existe el fichero // Comprueba si existe el fichero
const std::string filename = path.substr(path.find_last_of("\\/") + 1); const std::string filename = path.substr(path.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(path.c_str(), "r+b"); SDL_RWops *file = SDL_RWFromFile(path.c_str(), "rb");
if (file != nullptr) if (file != nullptr)
{ {
@@ -123,11 +139,11 @@ bool Asset::checkFile(std::string path)
SDL_RWclose(file); SDL_RWclose(file);
} }
if (verbose) if (verbose_)
{ {
std::cout.setf(std::ios::left, std::ios::adjustfield); std::cout.setf(std::ios::left, std::ios::adjustfield);
std::cout << "Checking file: "; std::cout << "Checking file: ";
std::cout.width(longestName + 2); std::cout.width(longest_name_ + 2);
std::cout.fill('.'); std::cout.fill('.');
std::cout << filename + " "; std::cout << filename + " ";
std::cout << " [" + result + "]" << std::endl; std::cout << " [" + result + "]" << std::endl;
@@ -186,5 +202,5 @@ std::string Asset::getTypeName(int type)
// Establece si ha de mostrar texto por pantalla // Establece si ha de mostrar texto por pantalla
void Asset::setVerbose(bool value) void Asset::setVerbose(bool value)
{ {
verbose = value; verbose_ = value;
} }

View File

@@ -1,11 +1,8 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <string> // Para string
#include <string> #include <vector> // Para vector
#include <vector> #include "utils.h"
#ifndef ASSET_H
#define ASSET_H
enum assetType enum assetType
{ {
@@ -25,6 +22,9 @@ enum assetType
class Asset class Asset
{ {
private: private:
// [SINGLETON] Objeto asset privado
static Asset *asset_;
// Estructura para definir un item // Estructura para definir un item
struct item_t struct item_t
{ {
@@ -34,10 +34,10 @@ private:
}; };
// Variables // Variables
int longestName; // Contiene la longitud del nombre de fichero mas largo int longest_name_ = 0; // Contiene la longitud del nombre de fichero mas largo
std::vector<item_t> fileList; // Listado con todas las rutas a los ficheros std::vector<item_t> fileList; // Listado con todas las rutas a los ficheros
std::string executablePath; // Ruta al ejecutable std::string executable_path_; // Ruta al ejecutable
bool verbose; // Indica si ha de mostrar información por pantalla bool verbose_ = true; // Indica si ha de mostrar información por pantalla
// Comprueba que existe un fichero // Comprueba que existe un fichero
bool checkFile(std::string executablePath); bool checkFile(std::string executablePath);
@@ -45,12 +45,25 @@ private:
// Devuelve el nombre del tipo de recurso // Devuelve el nombre del tipo de recurso
std::string getTypeName(int type); std::string getTypeName(int type);
public:
// Constructor // Constructor
Asset(std::string path); explicit Asset(const std::string &executable_path)
: executable_path_(getPath(executable_path)) {}
// Destructor
~Asset() = default;
public:
// [SINGLETON] Crearemos el objeto con esta función estática
static void init(const std::string &executable_path);
// [SINGLETON] Destruiremos el objeto con esta función estática
static void destroy();
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
static Asset *get();
// Añade un elemento a la lista // Añade un elemento a la lista
void add(std::string file, enum assetType type, bool required = true); void add(std::string file, enum assetType type, bool required = true, bool absolute = false);
// Devuelve un elemento de la lista a partir de una cadena // Devuelve un elemento de la lista a partir de una cadena
std::string get(std::string text); std::string get(std::string text);
@@ -61,5 +74,3 @@ public:
// Establece si ha de mostrar texto por pantalla // Establece si ha de mostrar texto por pantalla
void setVerbose(bool value); void setVerbose(bool value);
}; };
#endif

199
source/cheevos.cpp Normal file
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@@ -0,0 +1,199 @@
#include "cheevos.h"
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_rwops.h> // Para SDL_RWFromFile, SDL_RWclose, SDL_RWwrite
#include <stddef.h> // Para NULL
#include <iostream> // Para basic_ostream, operator<<, cout, endl
#include "notifier.h" // Para Screen
#include "utils.h" // Para options_t
#include "options.h"
#include <fstream> // Para fstream
// [SINGLETON]
Cheevos *Cheevos::cheevos_ = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Cheevos::init(const std::string &file)
{
Cheevos::cheevos_ = new Cheevos(file);
}
// [SINGLETON] Destruiremos el objeto con esta función estática
void Cheevos::destroy()
{
delete Cheevos::cheevos_;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
Cheevos *Cheevos::get()
{
return Cheevos::cheevos_;
}
// Constructor
Cheevos::Cheevos(const std::string &file)
: file_(file)
{
init();
loadFromFile();
}
// Destructor
Cheevos::~Cheevos()
{
saveToFile();
}
// Inicializa los logros
void Cheevos::init()
{
cheevos_list_.clear();
cheevos_list_.emplace_back(1, "SHINY THINGS", "Get 25% of the items", 2);
cheevos_list_.emplace_back(2, "HALF THE WORK", "Get 50% of the items", 2);
cheevos_list_.emplace_back(3, "GETTING THERE", "Get 75% of the items", 2);
cheevos_list_.emplace_back(4, "THE COLLECTOR", "Get 100% of the items", 2);
cheevos_list_.emplace_back(5, "WANDERING AROUND", "Visit 20 rooms", 2);
cheevos_list_.emplace_back(6, "I GOT LOST", "Visit 40 rooms", 2);
cheevos_list_.emplace_back(7, "I LIKE TO EXPLORE", "Visit all rooms", 2);
cheevos_list_.emplace_back(8, "FINISH THE GAME", "Complete the game", 2);
cheevos_list_.emplace_back(9, "I WAS SUCKED BY A HOLE", "Complete the game without entering the jail", 2);
cheevos_list_.emplace_back(10, "MY LITTLE PROJECTS", "Complete the game with all items", 2);
cheevos_list_.emplace_back(11, "I LIKE MY MULTICOLOURED FRIENDS", "Complete the game without dying", 2);
cheevos_list_.emplace_back(12, "SHIT PROJECTS DONE FAST", "Complete the game in under 30 minutes", 2);
}
// Busca un logro por id y devuelve el indice
int Cheevos::find(int id)
{
for (int i = 0; i < (int)cheevos_list_.size(); ++i)
{
if (cheevos_list_[i].id == id)
{
return i;
}
}
return -1;
}
// Desbloquea un logro
void Cheevos::unlock(int id)
{
const int index = find(id);
// Si el índice es inválido, el logro no es válido, ya está completado o el sistema de logros no está habilitado, no hacemos nada
if (index == -1 || !cheevos_list_.at(index).valid || cheevos_list_.at(index).completed || !enabled_)
{
return;
}
// Marcar el logro como completado
cheevos_list_.at(index).completed = true;
// Mostrar notificación en la pantalla
Notifier::get()->show("ACHIEVEMENT UNLOCKED!", cheevos_list_.at(index).caption, cheevos_list_.at(index).icon);
// Guardar el estado de los logros
saveToFile();
}
// Invalida un logro
void Cheevos::invalidate(int id)
{
const int index = find(id);
// Si el índice es válido, se invalida el logro
if (index != -1)
{
cheevos_list_.at(index).valid = false;
}
}
// Carga el estado de los logros desde un fichero
void Cheevos::loadFromFile()
{
std::ifstream file(this->file_, std::ios::binary);
// El fichero no existe
if (!file)
{
if (options.console)
{
std::cout << "Warning: Unable to open file! Creating new file..." << std::endl;
}
// Crea el fichero en modo escritura (binario)
std::ofstream newFile(this->file_, std::ios::binary);
if (newFile)
{
if (options.console)
{
std::cout << "New file created!" << std::endl;
}
// Guarda la información
for (const auto &cheevo : cheevos_list_)
{
newFile.write(reinterpret_cast<const char *>(&cheevo.completed), sizeof(bool));
}
}
else
{
if (options.console)
{
std::cerr << "Error: Unable to create file!" << std::endl;
}
}
}
// El fichero existe
else
{
if (options.console)
{
std::cout << "Reading file...!" << std::endl;
}
// Carga los datos
for (auto &cheevo : cheevos_list_)
{
file.read(reinterpret_cast<char *>(&cheevo.completed), sizeof(bool));
}
}
}
// Guarda el estado de los logros en un fichero
void Cheevos::saveToFile()
{
// Abre el fichero en modo escritura (binario)
SDL_RWops *file = SDL_RWFromFile(this->file_.c_str(), "w+b");
if (file != NULL)
{
// Guarda la información
for (int i = 0; i < (int)cheevos_list_.size(); ++i)
{
SDL_RWwrite(file, &cheevos_list_[i].completed, sizeof(bool), 1);
}
// Cierra el fichero
SDL_RWclose(file);
}
else
{
if (options.console)
{
std::cout << "Error: Unable to save file! " << SDL_GetError() << std::endl;
}
}
}
// Devuelve el número total de logros desbloqueados
int Cheevos::unlocked()
{
int count = 0;
for (auto cheevo : cheevos_list_)
{
if (cheevo.completed)
{
count++;
}
}
return count;
}

81
source/cheevos.h Normal file
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@@ -0,0 +1,81 @@
#pragma once
#include <string> // Para string
#include <vector> // Para vector
class Screen;
struct options_t;
// Struct para los logros
struct Achievement
{
int id; // Identificador del logro
std::string caption; // Texto con el nombre del logro
std::string description; // Texto que describe el logro
int icon; // Indice del icono a utilizar en la notificación
bool completed; // Indica si se ha obtenido el logro
bool valid; // Indica si se puede obtener el logro
// Constructor vacío
Achievement() : id(0), icon(0), completed(false), valid(true) {}
// Constructor parametrizado
Achievement(int id, const std::string &caption, const std::string &description, int icon, bool completed = false, bool valid = true)
: id(id), caption(caption), description(description), icon(icon), completed(completed), valid(valid) {}
};
class Cheevos
{
private:
// [SINGLETON] Objeto privado
static Cheevos *cheevos_;
// Variables
std::vector<Achievement> cheevos_list_; // Listado de logros
bool enabled_ = true; // Indica si los logros se pueden obtener
std::string file_; // Fichero donde leer/almacenar el estado de los logros
// Inicializa los logros
void init();
// Busca un logro por id y devuelve el índice
int find(int id);
// Carga el estado de los logros desde un fichero
void loadFromFile();
// Guarda el estado de los logros en un fichero
void saveToFile();
// Constructor
Cheevos(const std::string &file);
// Destructor
~Cheevos();
public:
// [SINGLETON] Crearemos el objeto con esta función estática
static void init(const std::string &file);
// [SINGLETON] Destruiremos el objeto con esta función estática
static void destroy();
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
static Cheevos *get();
// Desbloquea un logro
void unlock(int id);
// Invalida un logro
void invalidate(int id);
// Habilita o deshabilita los logros
void enable(bool value) { enabled_ = value; }
// Lista los logros
std::vector<Achievement> list() { return cheevos_list_; }
// Devuelve el número total de logros desbloqueados
int unlocked();
// Devuelve el número total de logros
int count() { return cheevos_list_.size(); }
};

View File

@@ -1,106 +0,0 @@
#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
texture = new Texture(renderer, asset->get("debug.png"));
text = new Text(asset->get("debug.txt"), texture, renderer);
// Inicializa variables
x = 0;
y = 0;
enabled = false;
}
// Destructor
Debug::~Debug()
{
delete texture;
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;
}
}
y = 0;
for (auto l : log)
{
text->writeColored(x + 10, y, l, {255, 255, 255});
y += text->getCharacterSize() + 1;
}
}
// 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();
}
// Añade un texto para mostrar en el apartado log
void Debug::addToLog(std::string text)
{
log.push_back(text);
}
// Borra la información de debug del apartado log
void Debug::clearLog()
{
log.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;
}

View File

@@ -1,72 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
#include "../const.h"
#include "asset.h"
#include "screen.h"
#include "text.h"
#include "texture.h"
#include "utils.h"
#include <string>
#include <vector>
#ifndef DEBUG_H
#define DEBUG_H
// Clase Debug
class Debug
{
private:
// Objetos y punteros
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
Texture *texture; // Textura para el texto
// Variables
std::vector<std::string> slot; // Vector con los textos a escribir
std::vector<std::string> log; // 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();
// Añade un texto para mostrar en el apartado log
void addToLog(std::string text);
// Borra la información de debug del apartado log
void clearLog();
// 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

View File

@@ -1,111 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
#include <string>
#include <vector>
#ifndef INPUT_H
#define INPUT_H
#define INPUT_NULL 0
#define INPUT_UP 1
#define INPUT_DOWN 2
#define INPUT_LEFT 3
#define INPUT_RIGHT 4
#define INPUT_ACCEPT 5
#define INPUT_CANCEL 6
#define INPUT_BUTTON_1 7
#define INPUT_BUTTON_2 8
#define INPUT_BUTTON_3 9
#define INPUT_BUTTON_4 10
#define INPUT_BUTTON_5 11
#define INPUT_BUTTON_6 12
#define INPUT_BUTTON_7 13
#define INPUT_BUTTON_8 14
#define INPUT_BUTTON_PAUSE 15
#define INPUT_BUTTON_ESCAPE 16
#define REPEAT_TRUE true
#define REPEAT_FALSE false
#define INPUT_USE_KEYBOARD 0
#define INPUT_USE_GAMECONTROLLER 1
#define INPUT_USE_ANY 2
enum i_disable_e
{
d_notDisabled,
d_forever,
d_keyPressed
};
class Input
{
private:
struct keyBindings_t
{
Uint8 scancode; // Scancode asociado
bool active; // Indica si está activo
};
struct GameControllerBindings_t
{
SDL_GameControllerButton button; // GameControllerButton asociado
bool active; // Indica si está activo
};
// Objetos y punteros
std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
// Variables
std::vector<keyBindings_t> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<GameControllerBindings_t> gameControllerBindings; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
int numGamepads; // Numero de mandos conectados
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
bool verbose; // Indica si ha de mostrar mensajes
i_disable_e disabledUntil; // Tiempo que esta deshabilitado
bool enabled; // Indica si está habilitado
public:
// Constructor
Input(std::string file);
// Actualiza el estado del objeto
void update();
// Asigna inputs a teclas
void bindKey(Uint8 input, SDL_Scancode code);
// Asigna inputs a botones del mando
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);
// Comprueba si hay almenos un input activo
bool checkAnyInput(int device = INPUT_USE_ANY, int index = 0);
// Busca si hay un mando conectado
bool discoverGameController();
// Comprueba si hay algun mando conectado
bool gameControllerFound();
// Obten el numero de mandos conectados
int getNumControllers();
// Obten el nombre de un mando de juego
std::string getControllerName(int index);
// Establece si ha de mostrar mensajes
void setVerbose(bool value);
// Deshabilita las entradas durante un periodo de tiempo
void disableUntil(i_disable_e value);
// Hablita las entradas
void enable();
};
#endif

View File

@@ -1,249 +0,0 @@
#include "jail_audio.h"
#include "stb_vorbis.c"
#include <SDL2/SDL.h>
#include <stdio.h>
#define JA_MAX_SIMULTANEOUS_CHANNELS 5
struct JA_Sound_t {
Uint32 length {0};
Uint8* buffer {NULL};
};
struct JA_Channel_t {
JA_Sound sound;
int pos {0};
int times {0};
JA_Channel_state state { JA_CHANNEL_FREE };
};
struct JA_Music_t {
int samples {0};
int pos {0};
int times {0};
short* output {NULL};
JA_Music_state state {JA_MUSIC_INVALID};
};
JA_Music current_music{NULL};
JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
int JA_freq {48000};
SDL_AudioFormat JA_format {AUDIO_S16};
Uint8 JA_channels {2};
int JA_volume = 128;
SDL_AudioDeviceID sdlAudioDevice = 0;
void audioCallback(void * userdata, uint8_t * stream, int len) {
SDL_memset(stream, 0, len);
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
const int size = SDL_min(len, current_music->samples*2-current_music->pos);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, JA_volume);
current_music->pos += size/2;
if (size < len) {
if (current_music->times != 0) {
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, JA_volume);
current_music->pos = (len-size)/2;
if (current_music->times > 0) current_music->times--;
} else {
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
}
}
}
// Mixar els channels mi amol
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) {
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_volume/2);
channels[i].pos += size;
if (size < len) {
if (channels[i].times != 0) {
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_volume/2);
channels[i].pos = len-size;
if (channels[i].times > 0) channels[i].times--;
} else {
JA_StopChannel(i);
}
}
}
}
}
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
JA_freq = freq;
JA_format = format;
JA_channels = channels;
SDL_AudioSpec audioSpec{JA_freq, JA_format, JA_channels, 0, 1024, 0, 0, audioCallback, NULL};
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(NULL, 0, &audioSpec, NULL, 0);
SDL_PauseAudioDevice(sdlAudioDevice, 0);
}
void JA_Quit() {
SDL_PauseAudioDevice(sdlAudioDevice, 1);
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0;
}
JA_Music JA_LoadMusic(const char* filename) {
int chan, samplerate;
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8*)malloc(fsize + 1);
if (fread(buffer, fsize, 1, f)!=1) return NULL;
fclose(f);
JA_Music music = new JA_Music_t();
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
free(buffer);
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
if (cvt.needed) {
cvt.len = music->samples * chan * 2;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, music->output, cvt.len);
SDL_ConvertAudio(&cvt);
free(music->output);
music->output = (short*)cvt.buf;
}
music->pos = 0;
music->state = JA_MUSIC_STOPPED;
return music;
}
void JA_PlayMusic(JA_Music music, const int loop) {
if (current_music != NULL) {
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
}
current_music = music;
current_music->pos = 0;
current_music->state = JA_MUSIC_PLAYING;
current_music->times = loop;
}
void JA_PauseMusic() {
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->state = JA_MUSIC_PAUSED;
}
void JA_ResumeMusic() {
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->state = JA_MUSIC_PLAYING;
}
void JA_StopMusic() {
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
}
JA_Music_state JA_GetMusicState() {
if (current_music == NULL) return JA_MUSIC_INVALID;
return current_music->state;
}
void JA_DeleteMusic(JA_Music music) {
if (current_music == music) current_music = NULL;
free(music->output);
delete music;
}
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
return sound;
}
JA_Sound JA_LoadSound(const char* filename) {
JA_Sound sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, wavSpec.format, wavSpec.channels, wavSpec.freq, JA_format, JA_channels, JA_freq);
cvt.len = sound->length;
cvt.buf = (Uint8 *) SDL_malloc(cvt.len * cvt.len_mult);
SDL_memcpy(cvt.buf, sound->buffer, sound->length);
SDL_ConvertAudio(&cvt);
SDL_FreeWAV(sound->buffer);
sound->buffer = cvt.buf;
sound->length = cvt.len_cvt;
return sound;
}
int JA_PlaySound(JA_Sound sound, const int loop) {
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
channels[channel].sound = sound;
channels[channel].times = loop;
channels[channel].pos = 0;
channels[channel].state = JA_CHANNEL_PLAYING;
return channel;
}
void JA_DeleteSound(JA_Sound sound) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
}
SDL_free(sound->buffer);
delete sound;
}
void JA_PauseChannel(const int channel) {
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) channels[i].state = JA_CHANNEL_PAUSED;
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PLAYING) channels[channel].state = JA_CHANNEL_PAUSED;
}
}
void JA_ResumeChannel(const int channel) {
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PAUSED) channels[i].state = JA_CHANNEL_PLAYING;
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PAUSED) channels[channel].state = JA_CHANNEL_PLAYING;
}
}
void JA_StopChannel(const int channel) {
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0;
channels[i].sound = NULL;
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0;
channels[channel].sound = NULL;
}
}
JA_Channel_state JA_GetChannelState(const int channel) {
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
int JA_SetVolume(int volume) {
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_volume;
}

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@@ -1,30 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED };
typedef struct JA_Sound_t *JA_Sound;
typedef struct JA_Music_t *JA_Music;
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
void JA_Quit();
JA_Music JA_LoadMusic(const char* filename);
void JA_PlayMusic(JA_Music music, const int loop = -1);
void JA_PauseMusic();
void JA_ResumeMusic();
void JA_StopMusic();
JA_Music_state JA_GetMusicState();
void JA_DeleteMusic(JA_Music music);
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound sound, const int loop = 0);
void JA_PauseChannel(const int channel);
void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);
JA_Channel_state JA_GetChannelState(const int channel);
void JA_DeleteSound(JA_Sound sound);
int JA_SetVolume(int volume);

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@@ -1,982 +0,0 @@
#include "../const.h"
#include "menu.h"
// Constructor
Menu::Menu(SDL_Renderer *renderer, Resource *resource, Asset *asset, Input *input, std::string file)
{
// Copia punteros
this->renderer = renderer;
this->asset = asset;
this->input = input;
// Inicializa punteros
soundMove = nullptr;
soundAccept = nullptr;
soundCancel = nullptr;
// Inicializa variables
name = "";
selector.index = 0;
itemSelected = MENU_NO_OPTION;
x = 0;
y = 0;
w = 0;
rectBG.rect = {0, 0, 0, 0};
rectBG.color = {0, 0, 0};
rectBG.a = 0;
backgroundType = MENU_BACKGROUND_SOLID;
isCenteredOnX = false;
isCenteredOnY = false;
areElementsCenteredOnX = false;
centerX = 0;
centerY = 0;
widestItem = 0;
colorGreyed = {128, 128, 128};
defaultActionWhenCancel = 0;
font_png = "";
font_txt = "";
// Selector
selector.originY = 0;
selector.targetY = 0;
selector.despY = 0;
selector.originH = 0;
selector.targetH = 0;
selector.incH = 0;
selector.y = 0.0f;
selector.h = 0.0f;
selector.numJumps = 8;
selector.moving = false;
selector.resizing = false;
selector.rect = {0, 0, 0, 0};
selector.color = {0, 0, 0};
selector.itemColor = {0, 0, 0};
selector.a = 255;
// Inicializa las variables desde un fichero
if (file != "")
{
load(file);
}
// Deja el cursor en el primer elemento
reset();
}
Menu::~Menu()
{
renderer = nullptr;
asset = nullptr;
input = nullptr;
if (soundMove)
{
JA_DeleteSound(soundMove);
}
if (soundAccept)
{
JA_DeleteSound(soundAccept);
}
if (soundCancel)
{
JA_DeleteSound(soundCancel);
}
if (text != nullptr)
{
delete text;
}
}
// Carga la configuración del menu desde un archivo de texto
bool Menu::load(std::string file_path)
{
// Indicador de éxito en la carga
bool success = true;
// Indica si se ha creado ya el objeto de texto
bool textAllocated = false;
const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
std::string line;
std::ifstream file(file_path);
// El fichero se puede abrir
if (file.good())
{
// Procesa el fichero linea a linea
std::cout << "Reading file " << filename.c_str() << std::endl;
while (std::getline(file, line))
{
if (line == "[item]")
{
item_t item;
item.label = "";
item.hPaddingDown = 1;
item.selectable = true;
item.greyed = false;
item.linkedDown = false;
do
{
// Lee la siguiente linea
std::getline(file, line);
// Encuentra la posición del caracter '='
int pos = line.find("=");
// Procesa las dos subcadenas
if (!setItem(&item, line.substr(0, pos), line.substr(pos + 1, line.length())))
{
std::cout << "Warning: file " << filename.c_str() << "\n, unknown parameter \"" << line.substr(0, pos).c_str() << "\"" << std::endl;
success = false;
}
} while (line != "[/item]");
addItem(item.label, item.hPaddingDown, item.selectable, item.greyed, item.linkedDown);
}
// 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 (!setVars(line.substr(0, pos), line.substr(pos + 1, line.length())))
{
std::cout << "Warning: file " << filename.c_str() << "\n, unknown parameter \"" << line.substr(0, pos).c_str() << "\"" << std::endl;
success = false;
}
// Crea el objeto text tan pronto como se pueda. Necesario para añadir items
if (font_png != "" && font_txt != "" && !textAllocated)
{
text = new Text(resource->getOffset(font_txt), resource->getTexture(font_png), renderer);
textAllocated = true;
}
}
}
// Cierra el fichero
std::cout << "Closing file " << filename.c_str() << std::endl;
file.close();
}
// El fichero no se puede abrir
else
{
std::cout << "Warning: Unable to open " << filename.c_str() << " file" << std::endl;
success = false;
}
return success;
}
// Asigna variables a partir de dos cadenas
bool Menu::setItem(item_t *item, std::string var, std::string value)
{
// Indicador de éxito en la asignación
bool success = true;
if (var == "text")
{
item->label = value;
}
else if (var == "hPaddingDown")
{
item->hPaddingDown = std::stoi(value);
}
else if (var == "selectable")
{
item->selectable = value == "true" ? true : false;
}
else if (var == "greyed")
{
item->greyed = value == "true" ? true : false;
}
else if (var == "linkedDown")
{
item->linkedDown = value == "true" ? true : false;
}
else if ((var == "") || (var == "[/item]"))
{
}
else
{
success = false;
}
return success;
}
// Asigna variables a partir de dos cadenas
bool Menu::setVars(std::string var, std::string value)
{
// Indicador de éxito en la asignación
bool success = true;
if (var == "font_png")
{
font_png = value;
}
else if (var == "font_txt")
{
font_txt = value;
}
else if (var == "sound_cancel")
{
soundCancel = JA_LoadSound(asset->get(value).c_str());
}
else if (var == "sound_accept")
{
soundAccept = JA_LoadSound(asset->get(value).c_str());
}
else if (var == "sound_move")
{
soundMove = JA_LoadSound(asset->get(value).c_str());
}
else if (var == "name")
{
name = value;
}
else if (var == "x")
{
x = std::stoi(value);
}
else if (var == "centerX")
{
centerX = std::stoi(value);
}
else if (var == "centerY")
{
centerY = std::stoi(value);
}
else if (var == "y")
{
y = std::stoi(value);
}
else if (var == "backgroundType")
{
backgroundType = std::stoi(value);
}
else if (var == "backgroundColor")
{
// Se introducen los valores separados por comas en un vector
std::stringstream ss(value);
std::string tmp;
getline(ss, tmp, ',');
rectBG.color.r = std::stoi(tmp);
getline(ss, tmp, ',');
rectBG.color.g = std::stoi(tmp);
getline(ss, tmp, ',');
rectBG.color.b = std::stoi(tmp);
getline(ss, tmp, ',');
rectBG.a = std::stoi(tmp);
}
else if (var == "selector_color")
{
// Se introducen los valores separados por comas en un vector
std::stringstream ss(value);
std::string tmp;
getline(ss, tmp, ',');
selector.color.r = std::stoi(tmp);
getline(ss, tmp, ',');
selector.color.g = std::stoi(tmp);
getline(ss, tmp, ',');
selector.color.b = std::stoi(tmp);
getline(ss, tmp, ',');
selector.a = std::stoi(tmp);
}
else if (var == "selector_text_color")
{
// Se introducen los valores separados por comas en un vector
std::stringstream ss(value);
std::string tmp;
getline(ss, tmp, ',');
selector.itemColor.r = std::stoi(tmp);
getline(ss, tmp, ',');
selector.itemColor.g = std::stoi(tmp);
getline(ss, tmp, ',');
selector.itemColor.b = std::stoi(tmp);
}
else if (var == "areElementsCenteredOnX")
{
areElementsCenteredOnX = value == "true" ? true : false;
}
else if (var == "isCenteredOnX")
{
isCenteredOnX = value == "true" ? true : false;
}
else if (var == "isCenteredOnY")
{
isCenteredOnY = value == "true" ? true : false;
}
else if (var == "defaultActionWhenCancel")
{
defaultActionWhenCancel = std::stoi(value);
}
else if (var == "")
{
}
else
{
success = false;
}
return success;
}
// Carga los ficheros de audio
void Menu::loadAudioFile(std::string file, int sound)
{
switch (sound)
{
case SOUND_ACCEPT:
soundAccept = JA_LoadSound(file.c_str());
break;
case SOUND_CANCEL:
soundCancel = JA_LoadSound(file.c_str());
break;
case SOUND_MOVE:
soundMove = JA_LoadSound(file.c_str());
break;
default:
break;
}
}
// Obtiene el nombre del menu
std::string Menu::getName()
{
return name;
}
// Obtiene el valor de la variable
int Menu::getItemSelected()
{
// Al llamar a esta funcion, se obtiene el valor y se borra
const int temp = itemSelected;
itemSelected = MENU_NO_OPTION;
return temp;
}
// Actualiza la posicion y el estado del selector
void Menu::updateSelector()
{
if (selector.moving)
{
// Calcula el desplazamiento en Y
selector.y += selector.despY;
if (selector.despY > 0) // Va hacia abajo
{
if (selector.y > selector.targetY) // Ha llegado al destino
{
selector.originY = selector.y = selector.targetY;
selector.moving = false;
}
}
else if (selector.despY < 0) // Va hacia arriba
{
if (selector.y < selector.targetY) // Ha llegado al destino
{
selector.originY = selector.y = selector.targetY;
selector.moving = false;
}
}
selector.rect.y = int(selector.y);
}
else
{
selector.rect.y = int(selector.y);
}
if (selector.resizing)
{
// Calcula el incremento en H
selector.h += selector.incH;
if (selector.incH > 0) // Crece
{
if (selector.h > selector.targetH) // Ha llegado al destino
{
// selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
selector.originH = selector.h = selector.targetH;
selector.resizing = false;
}
}
else if (selector.incH < 0) // Decrece
{
if (selector.h < selector.targetH) // Ha llegado al destino
{
// selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
selector.originH = selector.h = selector.targetH;
selector.resizing = false;
}
}
selector.rect.h = int(selector.h);
}
else
{
selector.rect.h = getSelectorHeight(selector.index);
}
}
// Coloca el selector en una posición específica
void Menu::setSelectorPos(int index)
{
if (index < (int)item.size())
{
selector.index = index;
selector.rect.y = selector.y = selector.originY = selector.targetY = item.at(selector.index).rect.y;
selector.rect.w = rectBG.rect.w;
selector.rect.x = rectBG.rect.x;
selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
selector.moving = false;
selector.resizing = false;
}
}
// Obtiene la anchura del elemento más ancho del menu
int Menu::getWidestItem()
{
int result = 0;
// Obtenemos la anchura del item mas ancho
for (auto &i : item)
{
result = std::max(result, i.rect.w);
}
return result;
}
// Deja el menu apuntando al primer elemento
void Menu::reset()
{
itemSelected = MENU_NO_OPTION;
selector.index = 0;
selector.originY = selector.targetY = selector.y = item.at(0).rect.y;
selector.originH = selector.targetH = item.at(0).rect.h;
selector.moving = false;
selector.resizing = false;
// Si el primer elemento no es seleccionable, incrementa el selector
if (!item.at(selector.index).selectable)
{
increaseSelectorIndex();
setSelectorPos(selector.index);
}
}
// Actualiza el menu para recolocarlo correctamente y establecer el tamaño
void Menu::reorganize()
{
setRectSize();
if (isCenteredOnX)
{
centerMenuOnX(centerX);
}
if (isCenteredOnY)
{
centerMenuOnY(centerY);
}
if (areElementsCenteredOnX)
{
centerMenuElementsOnX();
}
}
// Deja el menu apuntando al siguiente elemento
bool Menu::increaseSelectorIndex()
{
// Obten las coordenadas del elemento actual
selector.y = selector.originY = item.at(selector.index).rect.y;
selector.h = selector.originH = getSelectorHeight(selector.index);
// Calcula cual es el siguiente elemento
++selector.index %= item.size();
while (!item.at(selector.index).selectable)
{
++selector.index %= item.size();
}
// Establece las coordenadas y altura de destino
selector.targetY = item.at(selector.index).rect.y;
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
selector.targetH = getSelectorHeight(selector.index);
selector.incH = (selector.targetH - selector.originH) / selector.numJumps;
selector.moving = true;
if (selector.incH != 0)
{
selector.resizing = true;
}
return true;
}
// Deja el menu apuntando al elemento anterior
bool Menu::decreaseSelectorIndex()
{
// Obten las coordenadas del elemento actual
selector.y = selector.originY = item.at(selector.index).rect.y;
selector.h = selector.originH = getSelectorHeight(selector.index);
// Calcula cual es el siguiente elemento
if (selector.index == 0)
{
selector.index = item.size() - 1;
}
else
{
selector.index--;
}
while (!item.at(selector.index).selectable)
{
if (selector.index == 0)
{
selector.index = item.size() - 1;
}
else
{
selector.index--;
}
}
// Establece las coordenadas y altura de destino
selector.targetY = item.at(selector.index).rect.y;
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
selector.targetH = getSelectorHeight(selector.index);
selector.incH = (selector.targetH - selector.originH) / selector.numJumps;
selector.moving = true;
if (selector.incH != 0)
{
selector.resizing = true;
}
return true;
}
// Actualiza la logica del menu
void Menu::update()
{
checkInput();
updateSelector();
}
// Pinta el menu en pantalla
void Menu::render()
{
// Rendereritza el fondo del menu
if (backgroundType == MENU_BACKGROUND_SOLID)
{
SDL_SetRenderDrawColor(renderer, rectBG.color.r, rectBG.color.g, rectBG.color.b, rectBG.a);
SDL_RenderFillRect(renderer, &rectBG.rect);
}
// Renderiza el rectangulo del selector
const SDL_Rect temp = {selector.rect.x, selector.rect.y - 1, selector.rect.w, selector.rect.h + 1};
SDL_SetRenderDrawColor(renderer, selector.color.r, selector.color.g, selector.color.b, selector.a);
SDL_RenderFillRect(renderer, &temp);
// Renderiza el borde del fondo
if (backgroundType == MENU_BACKGROUND_SOLID)
{
SDL_SetRenderDrawColor(renderer, rectBG.color.r, rectBG.color.g, rectBG.color.b, 255);
SDL_RenderDrawRect(renderer, &rectBG.rect);
}
// Renderiza el texto
for (int i = 0; i < (int)item.size(); ++i)
{
if (i == selector.index)
{
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, color);
}
else if (item.at(i).selectable)
{
text->write(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label);
}
else if (item.at(i).greyed)
{
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, colorGreyed);
}
else
{ // No seleccionable
if ((item.at(i).linkedUp) && (i == selector.index + 1))
{
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, color);
}
else // No enlazado con el de arriba
{
text->write(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label);
}
}
}
}
// Establece el rectangulo de fondo del menu y el selector
void Menu::setRectSize(int w, int h)
{
// Establece el ancho
if (w == 0)
{ // Si no se pasa un valor, se busca si hay uno prefijado
if (this->w == 0)
{ // Si no hay prefijado, coge el item mas ancho
rectBG.rect.w = findWidth() + text->getCharacterSize();
}
else
{ // Si hay prefijado, coge ese
rectBG.rect.w = this->w;
}
}
else
{ // Si se pasa un valor, se usa y se prefija
rectBG.rect.w = w;
this->w = w;
}
// Establece el alto
if (h == 0)
{ // Si no se pasa un valor, se busca de manera automatica
rectBG.rect.h = findHeight() + text->getCharacterSize();
}
else
{ // Si se pasa un valor, se aplica
rectBG.rect.h = h;
}
// La posición X es la del menú menos medio caracter
if (this->w != 0)
{ // Si el ancho esta prefijado, la x coinccide
rectBG.rect.x = x;
}
else
{ // Si el ancho es automatico, se le da un poco de margen
rectBG.rect.x = x - (text->getCharacterSize() / 2);
}
// La posición Y es la del menu menos la altura de medio caracter
rectBG.rect.y = y - (text->getCharacterSize() / 2);
// Establecemos los valores del rectangulo del selector a partir de los valores del rectangulo de fondo
setSelectorPos(selector.index);
}
// Establece el color del rectangulo de fondo
void Menu::setBackgroundColor(color_t color, int alpha)
{
rectBG.color = color;
rectBG.a = alpha;
}
// Establece el color del rectangulo del selector
void Menu::setSelectorColor(color_t color, int alpha)
{
selector.color = color;
selector.a = alpha;
}
// Establece el color del texto del selector
void Menu::setSelectorTextColor(color_t color)
{
selector.itemColor = color;
}
// Centra el menu respecto un punto en el eje X
void Menu::centerMenuOnX(int value)
{
isCenteredOnX = true;
if (value != 0)
{
centerX = value;
}
else if (centerX == 0)
{
return;
}
// Establece la nueva posición centrada en funcion del elemento más ancho o del ancho fijo del menu
if (w != 0)
{ // Si se ha definido un ancho fijo
x = (centerX) - (w / 2);
}
else
{ // Si se actua en función del elemento más ancho
x = (centerX) - (findWidth() / 2);
}
// Actualiza el rectangulo de fondo y del selector
rectBG.rect.x = x;
selector.rect.x = x;
// Reposiciona los elementos del menu
for (auto &i : item)
{
i.rect.x = x;
}
// Recalcula el rectangulo de fondo
setRectSize();
// Vuelve a centrar los elementos si fuera el caso
if (areElementsCenteredOnX)
{
centerMenuElementsOnX();
}
}
// Centra el menu respecto un punto en el eje Y
void Menu::centerMenuOnY(int value)
{
isCenteredOnY = true;
centerY = value;
// Establece la nueva posición centrada en funcion del elemento más ancho
y = (value) - (findHeight() / 2);
// Reposiciona los elementos del menu
replaceElementsOnY();
// Recalcula el rectangulo de fondo
setRectSize();
}
// Centra los elementos del menu en el eje X
void Menu::centerMenuElementsOnX()
{
areElementsCenteredOnX = true;
for (auto &i : item)
{
i.rect.x = (centerX - (i.rect.w / 2));
}
}
// Añade un item al menu
void Menu::addItem(std::string text, int hPaddingDown, bool selectable, bool greyed, bool linkedDown)
{
item_t temp;
if (item.empty())
{ // Si es el primer item coge la posición en el eje Y del propio menu
temp.rect.y = y;
}
else
{ // En caso contrario, coge la posición en el eje Y a partir del último elemento
temp.rect.y = item.back().rect.y + item.back().rect.h + item.back().hPaddingDown;
}
temp.rect.x = x;
temp.hPaddingDown = hPaddingDown;
temp.selectable = selectable;
temp.greyed = greyed;
temp.linkedDown = linkedDown;
item.push_back(temp);
setItemCaption(item.size() - 1, text);
if (item.size() > 1)
{
if (item.at(item.size() - 2).linkedDown)
{
item.back().linkedUp = true;
}
}
centerX = x + (findWidth() / 2);
reorganize();
}
// Cambia el texto de un item
void Menu::setItemCaption(int index, std::string text)
{
item.at(index).label = text;
item.at(index).rect.w = this->text->lenght(item.at(index).label);
item.at(index).rect.h = this->text->getCharacterSize();
reorganize();
}
// Establece el indice del itemm que se usará por defecto al cancelar el menu
void Menu::setDefaultActionWhenCancel(int item)
{
defaultActionWhenCancel = item;
}
// Gestiona la entrada de teclado y mando durante el menu
void Menu::checkInput()
{
if (input->checkInput(INPUT_UP, REPEAT_FALSE))
{
if (decreaseSelectorIndex())
{
if (soundMove)
{
JA_PlaySound(soundMove);
}
}
}
if (input->checkInput(INPUT_DOWN, REPEAT_FALSE))
{
if (increaseSelectorIndex())
{
if (soundMove)
{
JA_PlaySound(soundMove);
}
}
}
if (input->checkInput(INPUT_ACCEPT, REPEAT_FALSE))
{
itemSelected = selector.index;
if (soundAccept)
{
JA_PlaySound(soundAccept);
}
}
if (input->checkInput(INPUT_CANCEL, REPEAT_FALSE))
{
itemSelected = defaultActionWhenCancel;
if (soundCancel)
{
JA_PlaySound(soundCancel);
}
}
}
// Calcula el ancho del menu
int Menu::findWidth()
{
return getWidestItem();
}
// Calcula el alto del menu
int Menu::findHeight()
{
int height = 0;
// Obtenemos la altura de la suma de alturas de los items
for (auto &i : item)
{
height += i.rect.h + i.hPaddingDown;
}
return height - item.back().hPaddingDown;
}
// Recoloca los elementos del menu en el eje Y
void Menu::replaceElementsOnY()
{
item.at(0).rect.y = y;
for (int i = 1; i < (int)item.size(); i++)
{
item.at(i).rect.y = item.at(i - 1).rect.y + item.at(i - 1).rect.h + item.at(i - 1).hPaddingDown;
}
}
// Establece el estado seleccionable de un item
void Menu::setSelectable(int index, bool value)
{
item.at(index).selectable = value;
}
// Establece el estado agrisado de un item
void Menu::setGreyed(int index, bool value)
{
item.at(index).greyed = value;
}
// Establece el estado de enlace de un item
void Menu::setLinkedDown(int index, bool value)
{
item.at(index).linkedDown = value;
}
// Calcula la altura del selector
int Menu::getSelectorHeight(int value)
{
if (item.at(value).linkedDown)
{
return item.at(value).rect.h + item.at(value).hPaddingDown + item.at(value + 1).rect.h;
}
else
{
return item.at(value).rect.h;
}
}
// Establece el nombre del menu
void Menu::setName(std::string name)
{
this->name = name;
}
// Establece la posición del menu
void Menu::setPos(int x, int y)
{
this->x = x;
this->y = y;
}
// Establece el tipo de fondo del menu
void Menu::setBackgroundType(int value)
{
backgroundType = value;
}
// Establece la fuente de texto que se utilizará
void Menu::setText(std::string font_png, std::string font_txt)
{
if (!text)
{
text = new Text(resource->getOffset(font_txt), resource->getTexture(font_png), renderer);
}
}

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@@ -1,226 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
#include "asset.h"
#include "input.h"
#include "jail_audio.h"
#include "resource.h"
#include "sprite.h"
#include "text.h"
#include "utils.h"
#include <fstream>
#include <sstream>
#include <vector>
#ifndef MENU_H
#define MENU_H
// Tipos de fondos para el menu
#define MENU_BACKGROUND_TRANSPARENT 0
#define MENU_BACKGROUND_SOLID 1
// Tipos de archivos de audio
#define SOUND_ACCEPT 0
#define SOUND_MOVE 1
#define SOUND_CANCEL 2
// Opciones de menu
#define MENU_NO_OPTION -1
// Clase Menu
class Menu
{
private:
struct rectangle_t
{
SDL_Rect rect; // Rectangulo
color_t color; // Color
int a; // Transparencia
};
struct item_t
{
std::string label; // Texto
SDL_Rect rect; // Rectangulo que delimita el elemento
int hPaddingDown; // Espaciado bajo el elemento
bool selectable; // Indica si se puede seleccionar
bool greyed; // Indica si ha de aparecer con otro color mas oscuro
bool linkedDown; // Indica si el elemento actual y el siguiente se tratan como uno solo. Afecta al selector
bool linkedUp; // Indica si el elemento actual y el anterior se tratan como uno solo. Afecta al selector
};
struct selector_t
{
float originY; // Coordenada de origen
float targetY; // Coordenada de destino
float despY; // Cantidad de pixeles que se desplaza el selector en cada salto: (target - origin) / numJumps
bool moving; // Indica si el selector está avanzando hacia el destino
float originH; // Altura de origen
float targetH; // Altura de destino
float incH; // Cantidad de pixels que debe incrementar o decrementar el selector en cada salto
bool resizing; // Indica si el selector está cambiando de tamaño
float y; // Coordenada actual, usado para el desplazamiento
float h; // Altura actual, usado para el cambio de tamaño
int numJumps; // Numero de pasos preestablecido para llegar al destino
int index; // Elemento del menu que tiene el foco
SDL_Rect rect; // Rectangulo del selector
color_t color; // Color del selector
color_t itemColor; // Color del item
int a; // Cantidad de transparencia para el rectangulo del selector
};
// Objetos y punteros
SDL_Renderer *renderer; // Puntero al renderizador de la ventana
Resource *resource; // Objeto con los recursos
Asset *asset; // Objeto para gestionar los ficheros de recursos
Text *text; // Texto para poder escribir los items del menu
Input *input; // Gestor de eventos de entrada de teclado o gamepad
// Variables
std::string name; // Nombre del menu
int x; // Posición en el eje X de la primera letra del primer elemento
int y; // Posición en el eje Y de la primera letra del primer elemento
int h; // Altura del menu
int w; // Anchura del menu
int itemSelected; // Índice del item del menu que ha sido seleccionado
int defaultActionWhenCancel; // Indice del item del menu que se selecciona cuando se cancela el menu
int backgroundType; // Tipo de fondo para el menu
int centerX; // Centro del menu en el eje X
int centerY; // Centro del menu en el eje Y
bool isCenteredOnX; // Variable para saber si el menu debe estar centrado respecto a un punto en el eje X
bool isCenteredOnY; // Variable para saber si el menu debe estar centrado respecto a un punto en el eje Y
bool areElementsCenteredOnX; // Variable para saber si los elementos van centrados en el eje X
int widestItem; // Anchura del elemento más ancho
JA_Sound soundAccept; // Sonido al aceptar o elegir una opción del menu
JA_Sound soundCancel; // Sonido al cancelar el menu
JA_Sound soundMove; // Sonido al mover el selector
color_t colorGreyed; // Color para los elementos agrisados
rectangle_t rectBG; // Rectangulo de fondo del menu
std::vector<item_t> item; // Estructura para cada elemento del menu
selector_t selector; // Variables para pintar el selector del menu
std::string font_png;
std::string font_txt;
// Carga la configuración del menu desde un archivo de texto
bool load(std::string file_path);
// Asigna variables a partir de dos cadenas
bool setVars(std::string var, std::string value);
// Asigna variables a partir de dos cadenas
bool setItem(item_t *item, std::string var, std::string value);
// Actualiza el menu para recolocarlo correctamente y establecer el tamaño
void reorganize();
// Deja el menu apuntando al siguiente elemento
bool increaseSelectorIndex();
// Deja el menu apuntando al elemento anterior
bool decreaseSelectorIndex();
// Actualiza la posicion y el estado del selector
void updateSelector();
// Obtiene la anchura del elemento más ancho del menu
int getWidestItem();
// Gestiona la entrada de teclado y mando durante el menu
void checkMenuInput(Menu *menu);
// Calcula el ancho del menu
int findWidth();
// Calcula el alto del menu
int findHeight();
// Recoloca los elementos del menu en el eje Y
void replaceElementsOnY();
// Calcula la altura del selector
int getSelectorHeight(int value);
public:
// Constructor
Menu(SDL_Renderer *renderer, Resource *resource, Asset *asset, Input *input, std::string file = "");
// Destructor
~Menu();
// Carga los ficheros de audio
void loadAudioFile(std::string file, int sound);
// Obtiene el nombre del menu
std::string getName();
// Obtiene el valor de la variable
int getItemSelected();
// Deja el menu apuntando al primer elemento
void reset();
// Gestiona la entrada de teclado y mando durante el menu
void checkInput();
// Actualiza la logica del menu
void update();
// Pinta el menu en pantalla
void render();
// Establece el color del rectangulo de fondo
void setBackgroundColor(color_t color, int alpha);
// Establece el color del rectangulo del selector
void setSelectorColor(color_t color, int alpha);
// Establece el color del texto del selector
void setSelectorTextColor(color_t color);
// Centra el menu respecto a un punto en el eje X
void centerMenuOnX(int value = 0);
// Centra el menu respecto a un punto en el eje Y
void centerMenuOnY(int value);
// Centra los elementos del menu en el eje X
void centerMenuElementsOnX();
// Añade un item al menu
void addItem(std::string text, int hPaddingDown = 1, bool selectable = true, bool greyed = false, bool linkedDown = false);
// Cambia el texto de un item
void setItemCaption(int index, std::string text);
// Establece el indice del item que se usará por defecto al cancelar el menu
void setDefaultActionWhenCancel(int item);
// Coloca el selector en una posición específica
void setSelectorPos(int index);
// Establece el estado seleccionable de un item
void setSelectable(int index, bool value);
// Establece el estado agrisado de un item
void setGreyed(int index, bool value);
// Establece el estado de enlace de un item
void setLinkedDown(int index, bool value);
// Establece el nombre del menu
void setName(std::string name);
// Establece la posición del menu
void setPos(int x, int y);
// Establece el tipo de fondo del menu
void setBackgroundType(int value);
// Establece la fuente de texto que se utilizará
void setText(std::string font_png, std::string font_txt);
// Establece el rectangulo de fondo del menu
void setRectSize(int w = 0, int h = 0);
};
#endif

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@@ -1,341 +0,0 @@
#include "screen.h"
#include <string>
#include <iostream>
// Constructor
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, int gameInternalResX, int gameInternalResY)
{
// Inicializa variables
this->window = window;
this->renderer = renderer;
this->options = options;
gameCanvasWidth = gameInternalResX;
gameCanvasHeight = gameInternalResY;
iniFade();
iniSpectrumFade();
// Define el color del borde para el modo de pantalla completa
borderColor = {0x00, 0x00, 0x00};
// Crea la textura donde se dibujan los graficos del juego
gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
if (gameCanvas == nullptr)
{
std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
// Establece el modo de video
setVideoMode(options->fullScreenMode);
// Calcula los anclajes
anchor.left = 0;
anchor.right = gameCanvasWidth;
anchor.center = gameCanvasWidth / 2;
anchor.top = 0;
anchor.bottom = gameCanvasHeight;
anchor.middle = gameCanvasHeight / 2;
}
// Limpia la pantalla
void Screen::clean(color_t color)
{
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer);
}
// Prepara para empezar a dibujar en la textura de juego
void Screen::start()
{
SDL_SetRenderTarget(renderer, gameCanvas);
}
// Vuelca el contenido del renderizador en pantalla
void Screen::blit()
{
// Vuelve a dejar el renderizador en modo normal
SDL_SetRenderTarget(renderer, nullptr);
// Borra el contenido previo
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
SDL_RenderClear(renderer);
// Copia la textura de juego en el renderizador en la posición adecuada
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
// Muestra por pantalla el renderizador
SDL_RenderPresent(renderer);
}
// Establece el modo de video
void Screen::setVideoMode(int fullScreenMode)
{
// Aplica el modo de video
SDL_SetWindowFullscreen(window, fullScreenMode);
// Si está activo el modo ventana quita el borde
if (fullScreenMode == 0)
{
if (options->borderEnabled)
{
const int incWidth = gameCanvasWidth * options->borderSize;
const int incHeight = gameCanvasHeight * options->borderSize;
screenWidth = gameCanvasWidth + incWidth;
screenHeight = gameCanvasHeight + incHeight;
dest = {0 + (incWidth / 2), 0 + (incHeight / 2), gameCanvasWidth, gameCanvasHeight};
}
else
{
screenWidth = gameCanvasWidth;
screenHeight = gameCanvasHeight;
dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
}
// Modifica el tamaño del renderizador y de la ventana
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
SDL_SetWindowSize(window, screenWidth * options->windowSize, screenHeight * options->windowSize);
}
// Si está activo el modo de pantalla completa añade el borde
else if (fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
// Obten el alto y el ancho de la ventana
SDL_GetWindowSize(window, &screenWidth, &screenHeight);
// Aplica el escalado al rectangulo donde se pinta la textura del juego
if (options->integerScale)
{
// Calcula el tamaño de la escala máxima
int scale = 0;
while (((gameCanvasWidth * (scale + 1)) <= screenWidth) && ((gameCanvasHeight * (scale + 1)) <= screenHeight))
{
scale++;
}
dest.w = gameCanvasWidth * scale;
dest.h = gameCanvasHeight * scale;
dest.x = (screenWidth - dest.w) / 2;
dest.y = (screenHeight - dest.h) / 2;
}
else if (options->keepAspect)
{
float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
if ((screenWidth - gameCanvasWidth) >= (screenHeight - gameCanvasHeight))
{
dest.h = screenHeight;
dest.w = (int)((screenHeight * ratio) + 0.5f);
dest.x = (screenWidth - dest.w) / 2;
dest.y = (screenHeight - dest.h) / 2;
}
else
{
dest.w = screenWidth;
dest.h = (int)((screenWidth / ratio) + 0.5f);
dest.x = (screenWidth - dest.w) / 2;
dest.y = (screenHeight - dest.h) / 2;
}
}
else
{
dest.w = screenWidth;
dest.h = screenHeight;
dest.x = dest.y = 0;
}
// Modifica el tamaño del renderizador
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
}
// Actualiza el valor de la variable
options->fullScreenMode = fullScreenMode;
}
// Camibia entre pantalla completa y ventana
void Screen::switchVideoMode()
{
if (options->fullScreenMode == 0)
{
options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
}
else
{
options->fullScreenMode = 0;
}
setVideoMode(options->fullScreenMode);
}
// Cambia el tamaño de la ventana
void Screen::setWindowSize(int size)
{
options->windowSize = size;
setVideoMode(0);
}
// Cambia el color del borde
void Screen::setBorderColor(color_t color)
{
borderColor = color;
}
// Cambia el tipo de mezcla
void Screen::setBlendMode(SDL_BlendMode blendMode)
{
SDL_SetRenderDrawBlendMode(renderer, blendMode);
}
// Establece el tamaño del borde
void Screen::setBorderSize(float s)
{
options->borderSize = s;
}
// Establece si se ha de ver el borde en el modo ventana
void Screen::setBorderEnabled(bool value)
{
options->borderEnabled = value;
}
// Cambia entre borde visible y no visible
void Screen::switchBorder()
{
options->borderEnabled = !options->borderEnabled;
setVideoMode(0);
}
// Activa el fade
void Screen::setFade()
{
fade = true;
}
// Comprueba si ha terminado el fade
bool Screen::fadeEnded()
{
if (fade || fadeCounter > 0)
{
return false;
}
return true;
}
// Activa el spectrum fade
void Screen::setspectrumFade()
{
spectrumFade = true;
}
// Comprueba si ha terminado el spectrum fade
bool Screen::spectrumFadeEnded()
{
if (spectrumFade || spectrumFadeCounter > 0)
{
return false;
}
return true;
}
// Inicializa las variables para el fade
void Screen::iniFade()
{
fade = false;
fadeCounter = 0;
fadeLenght = 200;
}
// Actualiza el fade
void Screen::updateFade()
{
if (!fade)
{
return;
}
fadeCounter++;
if (fadeCounter > fadeLenght)
{
iniFade();
}
}
// Dibuja el fade
void Screen::renderFade()
{
if (!fade)
{
return;
}
const SDL_Rect rect = {0, 0, gameCanvasWidth, gameCanvasHeight};
color_t color = {0, 0, 0};
const float step = (float)fadeCounter / (float)fadeLenght;
const int alpha = 0 + (255 - 0) * step;
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, alpha);
SDL_RenderFillRect(renderer, &rect);
}
// Inicializa las variables para el fade spectrum
void Screen::iniSpectrumFade()
{
spectrumFade = false;
spectrumFadeCounter = 0;
spectrumFadeLenght = 50;
spectrumColor.clear();
// Inicializa el vector de colores
const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
for (auto v : vColors)
{
spectrumColor.push_back(stringToColor(options->palette, v));
}
}
// Actualiza el spectrum fade
void Screen::updateSpectrumFade()
{
if (!spectrumFade)
{
return;
}
spectrumFadeCounter++;
if (spectrumFadeCounter > spectrumFadeLenght)
{
iniSpectrumFade();
SDL_SetTextureColorMod(gameCanvas, 255, 255, 255);
}
}
// Dibuja el spectrum fade
void Screen::renderSpectrumFade()
{
if (!spectrumFade)
{
return;
}
const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght;
const int max = spectrumColor.size() - 1;
const int index = max + (0 - max) * step;
const color_t c = spectrumColor.at(index);
SDL_SetTextureColorMod(gameCanvas, c.r, c.g, c.b);
}
// Actualiza los efectos
void Screen::updateFX()
{
updateFade();
updateSpectrumFade();
}
// Dibuja los efectos
void Screen::renderFX()
{
renderFade();
renderSpectrumFade();
}

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@@ -1,125 +0,0 @@
#pragma once
#include <SDL2/SDL.h>
#include "utils.h"
#include <vector>
#ifndef SCREEN_H
#define SCREEN_H
#define FILTER_NEAREST 0
#define FILTER_LINEAL 1
struct anchor_t
{
int left; // Parte izquierda de la pantalla de juego
int right; // Parte drecha de la pantalla de juego
int center; // Parte central horizontal de la pantalla de juego
int top; // Parte superior de la pantalla de juego
int bottom; // Parte infoerior de la pantalla de juego
int middle; // Parte central vertical de la pantalla de juego
};
// Clase Screen
class Screen
{
private:
// Objetos y punteros
SDL_Window *window; // Ventana de la aplicación
SDL_Renderer *renderer; // El renderizador de la ventana
SDL_Texture *gameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
options_t *options; // Variable con todas las opciones del programa
// Variables
int screenWidth; // Ancho de la pantalla o ventana
int screenHeight; // Alto de la pantalla o ventana
int gameCanvasWidth; // Resolución interna del juego. Es el ancho de la textura donde se dibuja el juego
int gameCanvasHeight; // Resolución interna del juego. Es el alto de la textura donde se dibuja el juego
anchor_t anchor; // Variable con los anclajes de la pantalla
SDL_Rect dest; // Coordenadas donde se va a dibujar la textura del juego sobre la pantalla o ventana
color_t borderColor; // Color del borde añadido a la textura de juego para rellenar la pantalla
// Variables - Efectos
bool fade; // Indica si esta activo el efecto de fade
int fadeCounter; // Temporizador para el efecto de fade
int fadeLenght; // Duración del fade
bool spectrumFade; // Indica si esta activo el efecto de fade spectrum
int spectrumFadeCounter; // Temporizador para el efecto de fade spectrum
int spectrumFadeLenght; // Duración del fade spectrum
std::vector<color_t> spectrumColor; // Colores para el fade spectrum
// Inicializa las variables para el fade
void iniFade();
// Actualiza el fade
void updateFade();
// Dibuja el fade
void renderFade();
// Inicializa las variables para el fade spectrum
void iniSpectrumFade();
// Actualiza el spectrum fade
void updateSpectrumFade();
// Dibuja el spectrum fade
void renderSpectrumFade();
public:
// Constructor
Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, int gameInternalResX, int gameInternalResY);
// Limpia la pantalla
void clean(color_t color = {0x00, 0x00, 0x00});
// Prepara para empezar a dibujar en la textura de juego
void start();
// Vuelca el contenido del renderizador en pantalla
void blit();
// Establece el modo de video
void setVideoMode(int fullScreenMode);
// Camibia entre pantalla completa y ventana
void switchVideoMode();
// Cambia el tamaño de la ventana
void setWindowSize(int size);
// Cambia el color del borde
void setBorderColor(color_t color);
// Cambia el tipo de mezcla
void setBlendMode(SDL_BlendMode blendMode);
// Establece el tamaño del borde
void setBorderSize(float s);
// Establece si se ha de ver el borde en el modo ventana
void setBorderEnabled(bool value);
// Cambia entre borde visible y no visible
void switchBorder();
// Activa el fade
void setFade();
// Comprueba si ha terminado el fade
bool fadeEnded();
// Activa el spectrum fade
void setspectrumFade();
// Comprueba si ha terminado el spectrum fade
bool spectrumFadeEnded();
// Actualiza los efectos
void updateFX();
// Dibuja los efectos
void renderFX();
};
#endif

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@@ -2,69 +2,48 @@
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <string> #include <string>
#include "common/utils.h" #include "utils.h"
#ifndef CONST_H
#define CONST_H
// Textos // Textos
#define WINDOW_CAPTION "JailDoctor's Dilemma" constexpr const char* WINDOW_CAPTION = "JailDoctor's Dilemma";
#define TEXT_COPYRIGHT "@2022 JailDesigner" constexpr const char* TEXT_COPYRIGHT = "@2022 JailDesigner";
#define VERSION "0.7" constexpr const char* VERSION = "0.7";
// Tamaño de bloque // Tamaño de bloque
#define BLOCK 8 constexpr int BLOCK = 8;
#define HALF_BLOCK 4 constexpr int HALF_BLOCK = 4;
// Tamaño de la pantalla virtual // Tamaño de la pantalla virtual
#define GAMECANVAS_WIDTH 256 constexpr int GAMECANVAS_WIDTH = 256;
#define GAMECANVAS_HEIGHT 192 constexpr int GAMECANVAS_HEIGHT = 192;
// Zona de juego // Zona de juego
const int PLAY_AREA_TOP = (0 * BLOCK); constexpr int PLAY_AREA_TOP = (0 * BLOCK);
const int PLAY_AREA_BOTTOM = (16 * BLOCK); constexpr int PLAY_AREA_BOTTOM = (16 * BLOCK);
const int PLAY_AREA_LEFT = (0 * BLOCK); constexpr int PLAY_AREA_LEFT = (0 * BLOCK);
const int PLAY_AREA_RIGHT = (32 * BLOCK); constexpr int PLAY_AREA_RIGHT = (32 * BLOCK);
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT; constexpr int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP; constexpr int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2); constexpr int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4); constexpr int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3; constexpr 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); constexpr int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4; constexpr int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3; constexpr int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
#define BORDER_TOP 0 constexpr int BORDER_TOP = 0;
#define BORDER_RIGHT 1 constexpr int BORDER_RIGHT = 1;
#define BORDER_BOTTOM 2 constexpr int BORDER_BOTTOM = 2;
#define BORDER_LEFT 3 constexpr int BORDER_LEFT = 3;
// Anclajes de pantalla // Anclajes de pantalla
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2; constexpr int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4; constexpr int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3; constexpr int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2; constexpr int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4; constexpr int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3; constexpr 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_CREDITS 3
#define SECTION_PROG_GAME 4
#define SECTION_PROG_DEMO 5
#define SECTION_PROG_GAME_OVER 6
#define SECTION_PROG_ENDING 7
#define SECTION_PROG_ENDING2 8
#define SECTION_PROG_QUIT 9
// Subsecciones
#define SUBSECTION_LOGO_TO_INTRO 0
#define SUBSECTION_LOGO_TO_TITLE 1
// Colores // Colores
const color_t borderColor = {0x27, 0x27, 0x36}; const color_t borderColor = {0x27, 0x27, 0x36};
const color_t black = {0xFF, 0xFF, 0xFF}; const color_t black = {0xFF, 0xFF, 0xFF};
#endif

View File

@@ -1,55 +1,64 @@
#include "credits.h" #include "credits.h"
#include <iostream> #include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para min
#include <iostream> // Para char_traits, basic_ostream, operator<<
#include "animatedsprite.h" // Para AnimatedSprite
#include "const.h" // Para GAMECANVAS_HEIGHT, GAMECANVAS_WIDTH
#include "input.h" // Para Input, REPEAT_FALSE, inputs_e
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "text.h" // Para Text, TXT_CENTER, TXT_COLOR
#include "asset.h"
#include "options.h"
#include "global_inputs.h"
#include "global_events.h"
class Asset;
// Constructor // Constructor
Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options) Credits::Credits()
: screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
resource_(Resource::get()),
asset_(Asset::get()),
input_(Input::get())
{ {
// Copia la dirección de los objetos
this->resource = resource;
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->options = options;
// Reserva memoria para los punteros // Reserva memoria para los punteros
eventHandler = new SDL_Event(); text_ = new Text(resource_->getOffset("smb2.txt"), resource_->getTexture("smb2.png"), renderer_);
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer); sprite_ = new AnimatedSprite(renderer_, resource_->getAnimation("shine.ani"));
sprite = new AnimatedSprite(renderer, resource->getAnimation("shine.ani"));
// Inicializa variables // Inicializa variables
counter = 0; options.section.name = SECTION_CREDITS;
counterEnabled = true; options.section.subsection = 0;
subCounter = 0; sprite_->setRect({194, 174, 8, 8});
section.name = SECTION_PROG_CREDITS;
section.subsection = 0;
ticks = 0;
ticksSpeed = 15;
sprite->setRect({194, 174, 8, 8});
// Cambia el color del borde // Cambia el color del borde
screen->setBorderColor(stringToColor(options->palette, "black")); screen_->setBorderColor(stringToColor(options.palette, "black"));
// Crea la textura para el texto que se escribe en pantalla // Crea la textura para el texto que se escribe en pantalla
textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); text_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (textTexture == nullptr) if (text_texture_ == nullptr)
{ {
if (options->console) if (options.console)
{ {
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
} }
} }
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND); SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
// Crea la textura para cubrir el rexto // Crea la textura para cubrir el rexto
coverTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT); cover_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (coverTexture == nullptr) if (cover_texture_ == nullptr)
{ {
if (options->console) if (options.console)
{ {
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl; std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
} }
} }
SDL_SetTextureBlendMode(coverTexture, SDL_BLENDMODE_BLEND); SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
// Escribe el texto en la textura // Escribe el texto en la textura
fillTexture(); fillTexture();
@@ -58,109 +67,104 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
// Destructor // Destructor
Credits::~Credits() Credits::~Credits()
{ {
delete eventHandler; delete text_;
delete text; delete sprite_;
delete sprite; SDL_DestroyTexture(text_texture_);
SDL_DestroyTexture(textTexture); SDL_DestroyTexture(cover_texture_);
SDL_DestroyTexture(coverTexture);
} }
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
void Credits::checkEventHandler() void Credits::checkEvents()
{ {
// Comprueba los eventos que hay en la cola SDL_Event event;
while (SDL_PollEvent(eventHandler) != 0) while (SDL_PollEvent(&event))
{ {
// Evento de salida de la aplicación globalEvents::check(event);
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
break;
}
// Comprueba las teclas que se han pulsado
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
screen->switchBorder();
resource->reLoadTextures();
break;
case SDL_SCANCODE_F:
screen->switchVideoMode();
resource->reLoadTextures();
break;
case SDL_SCANCODE_F1:
screen->setWindowSize(1);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F2:
screen->setWindowSize(2);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F3:
screen->setWindowSize(3);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F4:
screen->setWindowSize(4);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F5:
switchPalette();
break;
default:
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
break;
}
}
} }
} }
// Comprueba las entradas
void Credits::checkInput()
{
globalInputs::check();
}
// Inicializa los textos // Inicializa los textos
void Credits::iniTexts() void Credits::iniTexts()
{ {
std::string keys = "";
if (options.keys == ctrl_cursor)
{
keys = "CURSORS";
}
else if (options.keys == ctrl_opqa)
{
keys = "O,P AND Q";
}
else
{
keys = "A,D AND W";
}
#ifndef GAME_CONSOLE
texts_.clear();
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"INSTRUCTIONS:", stringToColor(options.palette, "yellow")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options.palette, "white")});
texts_.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options.palette, "white")});
texts_.push_back({"JAIL TO FINISH THEM", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"KEYS:", stringToColor(options.palette, "yellow")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({keys + " TO MOVE AND JUMP", stringToColor(options.palette, "white")});
texts_.push_back({"M TO SWITCH THE MUSIC", stringToColor(options.palette, "white")});
texts_.push_back({"H TO PAUSE THE GAME", stringToColor(options.palette, "white")});
texts_.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor(options.palette, "white")});
texts_.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor(options.palette, "white")});
texts_.push_back({"B TO TOOGLE THE BORDER SCREEN", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"A GAME BY JAILDESIGNER", stringToColor(options.palette, "yellow")});
texts_.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options.palette, "yellow")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
texts_.push_back({"I LOVE JAILGAMES! ", stringToColor(options.palette, "white")});
texts_.push_back({"", stringToColor(options.palette, "white")});
#else
texts.clear(); texts.clear();
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"INSTRUCTIONS:", stringToColor(options->palette, "yellow")}); texts.push_back({"INSTRUCTIONS:", stringToColor(options.palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options->palette, "white")}); texts.push_back({"HELP JAILDOC TO GET BACK ALL", stringToColor(options.palette, "white")});
texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options->palette, "white")}); texts.push_back({"HIS PROJECTS AND GO TO THE", stringToColor(options.palette, "white")});
texts.push_back({"JAIL TO FINISH THEM", stringToColor(options->palette, "white")}); texts.push_back({"JAIL TO FINISH THEM", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"KEYS:", stringToColor(options->palette, "yellow")}); texts.push_back({"KEYS:", stringToColor(options.palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"CURSORS TO MOVE AND JUMP", stringToColor(options->palette, "white")}); texts.push_back({"B TO JUMP", stringToColor(options.palette, "white")});
texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor(options->palette, "white")}); texts.push_back({"R TO SWITCH THE MUSIC", stringToColor(options.palette, "white")});
texts.push_back({"P TO PAUSE THE GAME", stringToColor(options->palette, "white")}); texts.push_back({"L TO SWAP THE COLOR PALETTE", stringToColor(options.palette, "white")});
texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")}); texts.push_back({"START TO PAUSE", stringToColor(options.palette, "white")});
texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")}); texts.push_back({"SELECT TO EXIT", stringToColor(options.palette, "white")});
texts.push_back({"B TO SWITCH THE BORDER SCREEN", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options->palette, "yellow")}); texts.push_back({"A GAME BY JAILDESIGNER", stringToColor(options.palette, "yellow")});
texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options->palette, "yellow")}); texts.push_back({"MADE ON SUMMER/FALL 2022", stringToColor(options.palette, "yellow")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options->palette, "white")}); texts.push_back({"I LOVE JAILGAMES! ", stringToColor(options.palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options.palette, "white")});
#endif
} }
// Escribe el texto en la textura // Escribe el texto en la textura
@@ -168,84 +172,84 @@ void Credits::fillTexture()
{ {
// Inicializa los textos // Inicializa los textos
iniTexts(); iniTexts();
// Rellena la textura de texto // Rellena la textura de texto
SDL_SetRenderTarget(renderer, textTexture); SDL_SetRenderTarget(renderer_, text_texture_);
color_t c = stringToColor(options->palette, "black"); color_t c = stringToColor(options.palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
SDL_RenderClear(renderer); SDL_RenderClear(renderer_);
// Escribe el texto en la textura // Escribe el texto en la textura
const int size = text->getCharacterSize(); const int size = text_->getCharacterSize();
int i = 0; int i = 0;
for (auto t : texts) for (auto t : texts_)
{ {
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color); text_->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
i++; i++;
} }
// Escribe el corazón // Escribe el corazón
const int textLenght = text->lenght(texts.at(22).label, 1) - text->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio const int textLenght = text_->lenght(texts_[22].label, 1) - text_->lenght(" ", 1); // Se resta el ultimo caracter que es un espacio
const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght; const int posX = ((PLAY_AREA_WIDTH - textLenght) / 2) + textLenght;
text->writeColored(posX, 176, "}", stringToColor(options->palette, "bright_red")); text_->writeColored(posX, 176, "}", stringToColor(options.palette, "bright_red"));
// Recoloca el sprite del brillo // Recoloca el sprite del brillo
sprite->setPosX(posX + 2); sprite_->setPosX(posX + 2);
SDL_SetRenderTarget(renderer, nullptr); SDL_SetRenderTarget(renderer_, nullptr);
// Rellena la textura que cubre el texto con color transparente // Rellena la textura que cubre el texto con color transparente
SDL_SetRenderTarget(renderer, coverTexture); SDL_SetRenderTarget(renderer_, cover_texture_);
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0x00); SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0x00);
SDL_RenderClear(renderer); SDL_RenderClear(renderer_);
// Los primeros 8 pixels crea una malla // Los primeros 8 pixels crea una malla
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF); SDL_SetRenderDrawColor(renderer_, c.r, c.g, c.b, 0xFF);
for (int i = 0; i < 256; i += 2) for (int i = 0; i < 256; i += 2)
{ {
SDL_RenderDrawPoint(renderer, i, 0); SDL_RenderDrawPoint(renderer_, i, 0);
SDL_RenderDrawPoint(renderer, i, 2); SDL_RenderDrawPoint(renderer_, i, 2);
SDL_RenderDrawPoint(renderer, i, 4); SDL_RenderDrawPoint(renderer_, i, 4);
SDL_RenderDrawPoint(renderer, i, 6); SDL_RenderDrawPoint(renderer_, i, 6);
SDL_RenderDrawPoint(renderer, i + 1, 5); SDL_RenderDrawPoint(renderer_, i + 1, 5);
SDL_RenderDrawPoint(renderer, i + 1, 7); SDL_RenderDrawPoint(renderer_, i + 1, 7);
} }
// El resto se rellena de color sólido // El resto se rellena de color sólido
SDL_Rect rect = {0, 8, 256, 192}; SDL_Rect rect = {0, 8, 256, 192};
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer_, &rect);
SDL_SetRenderTarget(renderer, nullptr); SDL_SetRenderTarget(renderer_, nullptr);
} }
// Actualiza el contador // Actualiza el contador
void Credits::updateCounter() void Credits::updateCounter()
{ {
// Incrementa el contador // Incrementa el contador
if (counterEnabled) if (counter_enabled_)
{ {
counter++; counter_++;
if (counter == 224 || counter == 544 || counter == 672) if (counter_ == 224 || counter_ == 544 || counter_ == 672)
{ {
counterEnabled = false; counter_enabled_ = false;
} }
} }
else else
{ {
subCounter++; sub_counter_++;
if (subCounter == 100) if (sub_counter_ == 100)
{ {
counterEnabled = true; counter_enabled_ = true;
subCounter = 0; sub_counter_ = 0;
} }
} }
// Comprueba si ha terminado la sección // Comprueba si ha terminado la sección
if (counter > 1200) if (counter_ > 1200)
{ {
section.name = SECTION_PROG_DEMO; options.section.name = SECTION_DEMO;
} }
} }
@@ -253,21 +257,23 @@ void Credits::updateCounter()
void Credits::update() void Credits::update()
{ {
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego // Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed) if (SDL_GetTicks() - ticks_ > ticks_speed_)
{ {
// Actualiza el contador de ticks // Actualiza el contador de ticks
ticks = SDL_GetTicks(); ticks_ = SDL_GetTicks();
// Comprueba el manejador de eventos // Comprueba las entradas
checkEventHandler(); checkInput();
// Actualiza el contador // Actualiza el contador
updateCounter(); updateCounter();
screen_->update();
// Actualiza el sprite con el brillo // Actualiza el sprite con el brillo
if (counter > 770) if (counter_ > 770)
{ {
sprite->update(); sprite_->update();
} }
} }
} }
@@ -276,53 +282,44 @@ void Credits::update()
void Credits::render() void Credits::render()
{ {
// Prepara para empezar a dibujar en la textura de juego // Prepara para empezar a dibujar en la textura de juego
screen->start(); screen_->start();
// Limpia la pantalla // Limpia la pantalla
screen->clean(); screen_->clean();
if (counter < 1150) if (counter_ < 1150)
{ {
// Dibuja la textura con el texto en pantalla // Dibuja la textura con el texto en pantalla
SDL_RenderCopy(renderer, textTexture, nullptr, nullptr); SDL_RenderCopy(renderer_, text_texture_, nullptr, nullptr);
// Dibuja la textura que cubre el texto // Dibuja la textura que cubre el texto
const int offset = std::min(counter / 8, 192 / 2); const int offset = std::min(counter_ / 8, 192 / 2);
SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)}; SDL_Rect srcRect = {0, 0, 256, 192 - (offset * 2)};
SDL_Rect dstRect = {0, offset * 2, 256, 192 - (offset * 2)}; SDL_Rect dstRect = {0, offset * 2, 256, 192 - (offset * 2)};
SDL_RenderCopy(renderer, coverTexture, &srcRect, &dstRect); SDL_RenderCopy(renderer_, cover_texture_, &srcRect, &dstRect);
// Dibuja el sprite con el brillo // Dibuja el sprite con el brillo
sprite->render(); sprite_->render();
} }
// Vuelca el contenido del renderizador en pantalla // Vuelca el contenido del renderizador en pantalla
screen->blit(); screen_->render();
} }
// Bucle para el logo del juego // Bucle para el logo del juego
section_t Credits::run() void Credits::run()
{ {
while (section.name == SECTION_PROG_CREDITS) while (options.section.name == SECTION_CREDITS)
{ {
update(); update();
checkEvents();
render(); render();
} }
return section;
} }
// Cambia la paleta // Cambia la paleta
void Credits::switchPalette() void Credits::switchPalette()
{ {
if (options->palette == p_zxspectrum) options.palette = options.palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
{
options->palette = p_zxarne;
}
else
{
options->palette = p_zxspectrum;
}
fillTexture(); fillTexture();
} }

View File

@@ -1,20 +1,17 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL_events.h> // Para SDL_Event
#include "common/animatedsprite.h" #include <SDL2/SDL_render.h> // Para SDL_Renderer, SDL_Texture
#include "common/asset.h" #include <SDL2/SDL_stdinc.h> // Para Uint32
#include "common/jail_audio.h" #include <string> // Para basic_string, string
#include "common/resource.h" #include <vector> // Para vector
#include "common/screen.h" #include "utils.h" // Para color_t
#include "common/sprite.h" class AnimatedSprite;
#include "common/text.h" class Asset;
#include "common/texture.h" class Input;
#include "common/utils.h" class Resource;
#include "const.h" class Screen;
#include <vector> class Text;
#ifndef CREDITS_H
#define CREDITS_H
class Credits class Credits
{ {
@@ -26,25 +23,23 @@ private:
}; };
// Objetos y punteros // Objetos y punteros
SDL_Renderer *renderer; // El renderizador de la ventana Screen *screen_; // Objeto encargado de dibujar en pantalla
Screen *screen; // Objeto encargado de dibujar en pantalla SDL_Renderer *renderer_; // El renderizador de la ventana
Resource *resource; // Objeto con los recursos Resource *resource_; // Objeto con los recursos
Asset *asset; // Objeto con los ficheros de recursos Asset *asset_; // Objeto con los ficheros de recursos
SDL_Event *eventHandler; // Manejador de eventos Input *input_; // Objeto pata gestionar la entrada
Text *text; // Objeto para escribir texto en pantalla Text *text_; // Objeto para escribir texto en pantalla
SDL_Texture *textTexture; // Textura para dibujar el texto SDL_Texture *text_texture_; // Textura para dibujar el texto
SDL_Texture *coverTexture; // Textura para cubrir el texto SDL_Texture *cover_texture_; // Textura para cubrir el texto
AnimatedSprite *sprite; // Sprite para el brillo del corazón AnimatedSprite *sprite_; // Sprite para el brillo del corazón
options_t *options; // Puntero a las opciones del juego
// Variables // Variables
int counter; // Contador int counter_ = 0; // Contador
bool counterEnabled; // Indica si esta activo el contador bool counter_enabled_ = true; // Indica si esta activo el contador
int subCounter; // Contador secundario int sub_counter_ = 0; // Contador secundario
section_t section; // Estado del bucle principal para saber si continua o se sale Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks_speed_ = 15; // Velocidad a la que se repiten los bucles del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa std::vector<captions_t> texts_; // Vector con los textos
std::vector<captions_t> texts; // Vector con los textos
// Actualiza las variables // Actualiza las variables
void update(); void update();
@@ -53,7 +48,10 @@ private:
void render(); void render();
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
void checkEventHandler(); void checkEvents();
// Comprueba las entradas
void checkInput();
// Actualiza el contador // Actualiza el contador
void updateCounter(); void updateCounter();
@@ -69,13 +67,11 @@ private:
public: public:
// Constructor // Constructor
Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options); Credits();
// Destructor // Destructor
~Credits(); ~Credits();
// Bucle principal // Bucle principal
section_t run(); void run();
}; };
#endif

128
source/debug.cpp Normal file
View File

@@ -0,0 +1,128 @@
#include "debug.h"
#include <algorithm> // Para max
#include "asset.h" // Para Asset
#include "text.h" // Para Text
#include "texture.h" // Para Texture
#include "utils.h"
#include "screen.h"
#include "asset.h"
// [SINGLETON]
Debug *Debug::debug_ = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Debug::init()
{
Debug::debug_ = new Debug();
}
// [SINGLETON] Destruiremos el objeto con esta función estática
void Debug::destroy()
{
delete Debug::debug_;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
Debug *Debug::get()
{
return Debug::debug_;
}
// Constructor
Debug::Debug()
// Copia la dirección de los objetos
: screen_(Screen::get()),
renderer_(Screen::get()->getRenderer()),
asset_(Asset::get())
{
// Reserva memoria para los punteros
texture_ = new Texture(renderer_, asset_->get("debug.png"));
text_ = new Text(asset_->get("debug.txt"), texture_, renderer_);
}
// Destructor
Debug::~Debug()
{
delete texture_;
delete text_;
}
// Actualiza las variables
void Debug::update()
{
}
// Dibuja en pantalla
void Debug::render()
{
int y = 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 = y_;
x_ += w * text_->getCharacterSize() + 2;
}
}
y = 0;
for (auto l : log_)
{
text_->writeColored(x_ + 10, y, l, color_t(255, 255, 255));
y += text_->getCharacterSize() + 1;
}
}
// 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();
}
// Añade un texto para mostrar en el apartado log
void Debug::addToLog(std::string text)
{
log_.push_back(text);
}
// Borra la información de debug del apartado log
void Debug::clearLog()
{
log_.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_;
}

78
source/debug.h Normal file
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@@ -0,0 +1,78 @@
#pragma once
#include <SDL2/SDL_rect.h> // Para SDL_Point
#include <SDL2/SDL_render.h> // Para SDL_Renderer
#include <string> // Para string
#include <vector> // Para vector
class Asset;
class Screen;
class Text;
class Texture;
// Clase Debug
class Debug
{
private:
// [SINGLETON] Objeto privado
static Debug *debug_;
// Objetos y punteros
Screen *screen_; // Objeto encargado de dibujar en pantalla
SDL_Renderer *renderer_; // El renderizador de la ventana
Asset *asset_; // Objeto con los ficheros de recursos
Text *text_; // Objeto encargado de escribir texto en pantalla
Texture *texture_; // Textura para el texto
// Variables
std::vector<std::string> slot_; // Vector con los textos a escribir
std::vector<std::string> log_; // Vector con los textos a escribir
int x_ = 0; // Posicion donde escribir el texto de debug
int y_ = 0; // Posición donde escribir el texto de debug
bool enabled_ = false; // Indica si esta activo el modo debug
// Constructor
Debug();
// Destructor
~Debug();
public:
// [SINGLETON] Crearemos el objeto con esta función estática
static void init();
// [SINGLETON] Destruiremos el objeto con esta función estática
static void destroy();
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
static Debug *get();
// 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();
// Añade un texto para mostrar en el apartado log
void addToLog(std::string text);
// Borra la información de debug del apartado log
void clearLog();
// 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();
};

View File

@@ -1,7 +1,29 @@
#include "demo.h" #include "demo.h"
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <iostream> // Para basic_ostream, basic_ios, operator<<, cout
#include "asset.h" // Para Asset
#include "const.h" // Para BLOCK, PLAY_AREA_WIDTH, SECTION_DEMO
#include "input.h" // Para Input, REPEAT_FALSE, inputs_e
#include "item_tracker.h" // Para ItemTracker
#include "resource.h" // Para Resource
#include "room.h" // Para Room
#include "screen.h" // Para Screen
#include "text.h" // Para Text, TXT_CENTER, TXT_COLOR
#include "utils.h" // Para color_t, stringToColor, options_t, secti...
#include "options.h"
#include "debug.h"
#include "global_inputs.h"
#include "global_events.h"
// Constructor // Constructor
Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Debug *debug) Demo::Demo()
: screen(Screen::get()),
renderer(Screen::get()->getRenderer()),
resource(Resource::get()),
asset(Asset::get()),
input(Input::get()),
debug(Debug::get())
{ {
// Inicia algunas variables // Inicia algunas variables
board.iniClock = SDL_GetTicks(); board.iniClock = SDL_GetTicks();
@@ -15,21 +37,12 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
rooms.push_back("44.room"); rooms.push_back("44.room");
roomIndex = 0; roomIndex = 0;
currentRoom = rooms.at(roomIndex); currentRoom = rooms[roomIndex];
// Copia los punteros
this->resource = resource;
this->renderer = renderer;
this->asset = asset;
this->screen = screen;
this->debug = debug;
this->options = options;
// Crea los objetos // Crea los objetos
itemTracker = new ItemTracker(); itemTracker = new ItemTracker();
scoreboard = new ScoreBoard(renderer, resource, asset, options, &board); scoreboard = new Scoreboard(&board);
room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, false, debug); room = new Room(resource->getRoom(currentRoom), itemTracker, &board.items, false);
eventHandler = new SDL_Event();
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer); text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
// Inicializa el resto de variables // Inicializa el resto de variables
@@ -40,12 +53,12 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
board.lives = 9; board.lives = 9;
board.items = 0; board.items = 0;
board.rooms = 1; board.rooms = 1;
board.jailEnabled = options->cheat.jailEnabled; board.jailEnabled = false;
board.music = true; board.music = true;
setScoreBoardColor(); setScoreBoardColor();
section.name = SECTION_PROG_DEMO; options.section.name = SECTION_DEMO;
section.subsection = 0; options.section.subsection = 0;
} }
Demo::~Demo() Demo::~Demo()
@@ -54,86 +67,34 @@ Demo::~Demo()
delete itemTracker; delete itemTracker;
delete scoreboard; delete scoreboard;
delete room; delete room;
delete eventHandler;
delete text; delete text;
} }
// Comprueba los eventos de la cola // Comprueba los eventos de la cola
void Demo::checkEventHandler() void Demo::checkEvents()
{ {
// Comprueba los eventos que hay en la cola SDL_Event event;
while (SDL_PollEvent(eventHandler) != 0) while (SDL_PollEvent(&event))
{ {
// Evento de salida de la aplicación globalEvents::check(event);
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
screen->setBorderColor(stringToColor(options->palette, "black"));
break;
}
// Comprueba las teclas que se han pulsado
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
screen->switchBorder();
reLoadTextures();
break;
case SDL_SCANCODE_F:
screen->switchVideoMode();
reLoadTextures();
break;
case SDL_SCANCODE_F1:
screen->setWindowSize(1);
reLoadTextures();
break;
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;
case SDL_SCANCODE_F5:
switchPalette();
break;
default:
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
break;
}
}
} }
} }
// Bucle para el juego // Comprueba las entradas
section_t Demo::run() void Demo::checkInput()
{ {
while (section.name == SECTION_PROG_DEMO) globalInputs::check();
}
// Bucle para el juego
void Demo::run()
{
while (options.section.name == SECTION_DEMO)
{ {
update(); update();
checkEvents();
render(); render();
} }
return section;
} }
// Actualiza el juego, las variables, comprueba la entrada, etc. // Actualiza el juego, las variables, comprueba la entrada, etc.
@@ -145,14 +106,16 @@ void Demo::update()
// Actualiza el contador de ticks // Actualiza el contador de ticks
ticks = SDL_GetTicks(); ticks = SDL_GetTicks();
// Comprueba los eventos de la cola // Comprueba las entradas
checkEventHandler(); checkInput();
// Actualiza los objetos // Actualiza los objetos
room->update(); room->update();
scoreboard->update(); scoreboard->update();
screen->updateFX(); screen->updateFX();
checkRoomChange(); checkRoomChange();
screen->update();
} }
} }
@@ -161,8 +124,8 @@ void Demo::render()
{ {
// Prepara para dibujar el frame // Prepara para dibujar el frame
screen->start(); screen->start();
screen->clean(room->getBGColor());
// Dibuja los elementos del juego en orden
room->renderMap(); room->renderMap();
room->renderEnemies(); room->renderEnemies();
room->renderItems(); room->renderItems();
@@ -171,7 +134,7 @@ void Demo::render()
screen->renderFX(); screen->renderFX();
// Actualiza la pantalla // Actualiza la pantalla
screen->blit(); screen->render();
} }
// Escribe el nombre de la pantalla // Escribe el nombre de la pantalla
@@ -179,7 +142,7 @@ void Demo::renderRoomName()
{ {
// Texto en el centro de la pantalla // Texto en el centro de la pantalla
SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2}; SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2};
color_t color = stringToColor(options->palette, "white"); color_t color = stringToColor(options.palette, "white");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF); SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer, &rect);
@@ -189,7 +152,7 @@ void Demo::renderRoomName()
// Recarga todas las texturas // Recarga todas las texturas
void Demo::reLoadTextures() void Demo::reLoadTextures()
{ {
if (options->console) if (options.console)
{ {
std::cout << "** RELOAD REQUESTED" << std::endl; std::cout << "** RELOAD REQUESTED" << std::endl;
} }
@@ -202,13 +165,13 @@ void Demo::reLoadTextures()
void Demo::switchPalette() void Demo::switchPalette()
{ {
// Modifica la variable // Modifica la variable
if (options->palette == p_zxspectrum) if (options.palette == p_zxspectrum)
{ {
options->palette = p_zxarne; options.palette = p_zxarne;
} }
else else
{ {
options->palette = p_zxspectrum; options.palette = p_zxspectrum;
} }
room->reLoadPalette(); room->reLoadPalette();
@@ -231,7 +194,7 @@ bool Demo::changeRoom(std::string file)
room = nullptr; room = nullptr;
// Crea un objeto habitación nuevo a partir del fichero // Crea un objeto habitación nuevo a partir del fichero
room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, false, debug); room = new Room(resource->getRoom(file), itemTracker, &board.items, false);
// Pone el color del marcador en función del color del borde de la habitación // Pone el color del marcador en función del color del borde de la habitación
setScoreBoardColor(); setScoreBoardColor();
@@ -252,12 +215,12 @@ void Demo::checkRoomChange()
roomIndex++; roomIndex++;
if (roomIndex == (int)rooms.size()) if (roomIndex == (int)rooms.size())
{ {
section.name = SECTION_PROG_LOGO; options.section.name = SECTION_LOGO;
section.subsection = SUBSECTION_LOGO_TO_TITLE; options.section.subsection = SUBSECTION_LOGO_TO_TITLE;
} }
else else
{ {
changeRoom(rooms.at(roomIndex)); changeRoom(rooms[roomIndex]);
} }
} }
} }
@@ -269,10 +232,10 @@ void Demo::setScoreBoardColor()
const color_t c = room->getBorderColor(); const color_t c = room->getBorderColor();
// Si el color es negro lo cambia a blanco // Si el color es negro lo cambia a blanco
const color_t cBlack = stringToColor(options->palette, "black"); const color_t cBlack = stringToColor(options.palette, "black");
board.color = colorAreEqual(c, cBlack) ? stringToColor(options->palette, "white") : c; board.color = colorAreEqual(c, cBlack) ? stringToColor(options.palette, "white") : c;
// Si el color es negro brillante lo cambia a blanco // Si el color es negro brillante lo cambia a blanco
const color_t cBrightBlack = stringToColor(options->palette, "bright_black"); const color_t cBrightBlack = stringToColor(options.palette, "bright_black");
board.color = colorAreEqual(c, cBrightBlack) ? stringToColor(options->palette, "white") : c; board.color = colorAreEqual(c, cBrightBlack) ? stringToColor(options.palette, "white") : c;
} }

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