104 Commits

Author SHA1 Message Date
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
141 changed files with 3615 additions and 1871 deletions

3
.gitignore vendored
View File

@@ -1,5 +1,5 @@
.vscode .vscode
*config.txt *data/config/config.txt
*stats.txt *stats.txt
*.DS_Store *.DS_Store
thumbs.db thumbs.db
@@ -11,3 +11,4 @@ thumbs.db
*.zip *.zip
*.app *.app
*_debug* *_debug*
sync_jail_engine.sh

View File

@@ -1,8 +1,8 @@
executable = jaildoctors_dilemma executable = jaildoctors_dilemma
source = source/*.cpp source/common/*.cpp source = source/*.cpp source/jail_engine/*.cpp
appName = JailDoctor's Dilemma appName = JailDoctor's Dilemma
releaseFolder = jdd_release releaseFolder = jdd_release
version = v1.05 version = v1.08
# Release names # Release names
windowsRelease = $(executable)-$(version)-win32-x64.zip windowsRelease = $(executable)-$(version)-win32-x64.zip
@@ -12,31 +12,30 @@ linuxRelease = $(executable)-$(version)-linux.tar.gz
windows: windows:
@echo off @echo off
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o $(executable).exe g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
strip -s -R .comment -R .gnu.version $(executable).exe --strip-unneeded strip -s -R .comment -R .gnu.version "$(executable).exe" --strip-unneeded
windows_debug:
@echo off
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(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 $(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 $(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}
powershell if (Test-Path "$(releaseFolder)\data\config") {Remove-Item "$(releaseFolder)\data\config" -Recurse -Force}
# Create data # Copy root files
powershell if (-not (Test-Path "$(releaseFolder)\data\config")) {New-Item "$(releaseFolder)\data\config" -ItemType Directory} powershell Copy-Item "LICENSE.txt" -Destination "$(releaseFolder)"
powershell Copy-Item "README.md" -Destination "$(releaseFolder)"
powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)"
# Build # Build
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe" g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
@@ -47,13 +46,16 @@ windows_release:
powershell Compress-Archive -Path "$(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:
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o $(executable)_macos clang++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)"
macos_debug:
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)_debug"
macos_release: macos_release:
# Remove data and possible data # Remove data and possible data from previous builds
rm -rdf "$(releaseFolder)" rm -rdf "$(releaseFolder)"
rm -rdf Frameworks rm -rdf Frameworks
rm -f tmp.dmg rm -f tmp.dmg
@@ -74,17 +76,16 @@ macos_release:
# Delete data # Delete data
rm -f "$(releaseFolder)/$(appName).app/Contents/Resources/data/room/map.world" rm -f "$(releaseFolder)/$(appName).app/Contents/Resources/data/room/map.world"
rm -f "$(releaseFolder)/$(appName).app/Contents/Resources/data/room/standard.tsx" rm -f "$(releaseFolder)/$(appName).app/Contents/Resources/data/room/standard.tsx"
rm -rdf "$(releaseFolder)/$(appName).app/Contents/Resources/data/config"
# Create folders
mkdir -p "$(releaseFolder)/$(appName).app/Contents/Resources/data/config"
# 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 "$(releaseFolder)" cp LICENSE.txt "$(releaseFolder)"
cp README.md "$(releaseFolder)" cp README.md "$(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++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
@@ -106,36 +107,36 @@ macos_release:
rm -rdf "$(releaseFolder)" rm -rdf "$(releaseFolder)"
linux: linux:
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(executable)_linux g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
strip -s -R .comment -R .gnu.version $(executable)_linux --strip-unneeded strip -s -R .comment -R .gnu.version "$(executable)" --strip-unneeded
linux_debug:
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
strip -s -R .comment -R .gnu.version "$(executable)_debug" --strip-unneeded
linux_release: linux_release:
# Remove data # Remove data
rm -rdf $(releaseFolder) rm -rdf "$(releaseFolder)"
# Create folders # Create folders
mkdir -p $(releaseFolder) mkdir -p "$(releaseFolder)"
# Copy data # Copy data
cp -R data $(releaseFolder) cp -R data "$(releaseFolder)"
cp LICENSE $(releaseFolder) cp LICENSE.txt "$(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"
rm -rdf "$(releaseFolder)/data/config"
# Create folders
mkdir -p "$(releaseFolder)/data/config"
# Build # Build
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(releaseFolder)/$(executable) g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(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)"

View File

@@ -1,37 +1,87 @@
# JailDoctor's Dilemma # JailDoctor's Dilemma (v1.08)
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. 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) ![JailDoctor's Dilemma - Title screen](https://php.sustancia.synology.me/images/jdd_title.png)
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. 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.
Un día, ocurrió algo. Alguien terminó un proyecto. Alguien liberó el *Puzzle Jail Facker*. Algún desaprensivo. Un día, ocurrió algo. Alguien terminó un proyecto. Alguien liberó el *Puzzle Jail Facker*. Algún desaprensivo.
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? 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?
## Jugabilidad ## Jugabilidad
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. 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) ![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. 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.
## Controles ## Controles
El juego permite tanto el uso del teclado como de un mando de control. Las teclas para manejar el juego son las siguientes: 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
- **Tecla M**: Activa o desactiva la música
- **Tecla P**: Pone en pausa el juego - **Cursores**: Para mover a izquierda o derecha a JailDoc y para saltar. En el fichero de configuración se pueden cambiar las teclas por otras opciones prefijadas: O, P para moverse y Q para saltar o A, D para moverse y W para saltar.
- **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 - **Tecla M**: Activa o desactiva la música
- **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 - **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) ![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd_game2.png)
## Datos del programa
El programa guarda automáticamente la configuración del modo de video y las estadísticas de juego en tu carpeta personal del sistema. Esta carpeta tiene una ubicación distinta en función del sistema operativo que utilices.
En **Windows** se encuentra en:
`C:\Users\<nombre_de_usuario>\AppData\Roaming\jaildoctors_dilemma`
En **MacOS** se encuentra en:
`~/Library/Application Support/jaildoctors_dilemma`
En **Linux** se encuentra en:
`~/.jaildoctors_dilemma`
La primera vez, el juego te pregunta por tu identificador online. Esta información se guarda para futuras partidas.
En la carpeta está el fichero de configuración `config.txt` donde se puede modificar la configuración para conectarse al servicio online y los ficheros `stats.csv` y `stats_buffer.csv` con información de las estadisticas de juego.
## Agradecimientos ## 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. 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. Si no me he descontado, este es el cuarto juego que consigo crear.
*13 de noviembre de 2022, JailDesigner* *13 de noviembre de 2022, JailDesigner*

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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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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 @@
116,0,0,0,377,377,377,0,0,0,0,0,0,115,114,115,114,0,0,0,0,0,377,377,377,377,0,0,0,0,140,116, 116,0,0,0,377,377,377,0,0,0,0,0,0,115,114,115,114,0,0,0,0,0,377,377,377,377,0,0,0,0,140,116,
140,0,0,0,0,0,0,0,0,0,0,377,0,114,115,114,115,0,0,377,0,0,0,0,0,0,0,0,0,0,116,140, 140,0,0,0,0,0,0,0,0,0,0,377,0,114,115,114,115,0,0,377,0,0,0,0,0,0,0,0,0,0,116,140,
116,0,0,0,0,0,0,0,0,0,0,0,0,115,114,115,114,0,0,0,0,0,0,0,0,0,431,432,114,115,140,116, 116,0,0,0,0,0,0,0,0,0,0,0,0,115,114,115,114,0,0,0,0,0,0,0,0,0,431,432,114,115,140,116,
140,0,0,0,0,0,0,0,377,0,0,0,0,114,115,114,115,0,0,0,0,0,0,431,432,431,432,431,432,0,116,140, 140,0,0,0,0,0,0,377,377,0,0,0,0,114,115,114,115,0,0,0,0,0,0,431,432,431,432,431,432,0,116,140,
0,0,0,0,0,0,0,0,0,0,0,0,377,115,114,115,114,0,0,377,0,0,0,0,0,0,0,0,0,0,140,116, 0,0,0,0,0,0,0,0,0,0,0,0,377,115,114,115,114,0,0,377,0,0,0,0,0,0,0,0,0,0,140,116,
0,0,0,0,0,0,0,0,0,0,0,0,0,114,115,114,115,0,0,0,0,0,0,0,0,0,0,0,0,0,116,140, 0,0,0,0,0,0,0,0,0,0,0,0,0,114,115,114,115,0,0,0,0,0,0,0,0,0,0,0,0,0,116,140,
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

BIN
data/sound/notify.wav Normal file

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After

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Width:  |  Height:  |  Size: 10 KiB

After

Width:  |  Height:  |  Size: 10 KiB

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Width:  |  Height:  |  Size: 4.7 KiB

After

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After

Width:  |  Height:  |  Size: 4.7 KiB

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Width:  |  Height:  |  Size: 6.3 KiB

After

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After

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View File

@@ -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>1.0.8</string>
<key>CFBundleSignature</key> <key>CFBundleSignature</key>
<string>????</string> <string>????</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>1.0.0</string> <string>1.0.8</string>
<key>CSResourcesFileMapped</key> <key>CSResourcesFileMapped</key>
<true/> <true/>
<key>LSMinimumSystemVersion</key> <key>LSMinimumSystemVersion</key>

BIN
release/libgcc_s_seh-1.dll Normal file

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BIN
release/libstdc++-6.dll Normal file

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BIN
release/libwinpthread-1.dll Normal file

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242
source/cheevos.cpp Normal file
View File

@@ -0,0 +1,242 @@
#include "cheevos.h"
#include <iostream>
// Constructor
Cheevos::Cheevos(Screen *screen, options_t *options, std::string file)
{
// Copia la dirección de los objetos
this->options = options;
this->screen = screen;
this->file = file;
// Inicializa los logros
init();
// Inicializa variables
enabled = true;
// Carga el estado de los logros desde un fichero
loadFromFile();
}
// Destructor
Cheevos::~Cheevos()
{
// Guarda el estado de los logros en un fichero
saveToFile();
cheevos.clear();
}
// Inicializa los logros
void Cheevos::init()
{
cheevos_t c;
c.completed = false;
c.valid = true;
c.icon = 2;
c.id = 1;
c.caption = "SHINY THINGS";
c.description = "Get 25\% of the items";
cheevos.push_back(c);
c.id = 2;
c.caption = "HALF THE WORK";
c.description = "Get 50\% of the items";
cheevos.push_back(c);
c.id = 3;
c.caption = "GETTING THERE";
c.description = "Get 75\% of the items";
cheevos.push_back(c);
c.id = 4;
c.caption = "THE COLLECTOR";
c.description = "Get 100\% of the items";
cheevos.push_back(c);
c.id = 5;
c.caption = "WANDERING AROUND";
c.description = "Visit 20 rooms";
cheevos.push_back(c);
c.id = 6;
c.caption = "I GOT LOST";
c.description = "Visit 40 rooms";
cheevos.push_back(c);
c.id = 7;
c.caption = "I LIKE TO EXPLORE";
c.description = "Visit all rooms";
cheevos.push_back(c);
c.id = 8;
c.caption = "FINISH THE GAME";
c.description = "Complete the game";
cheevos.push_back(c);
c.id = 9;
c.caption = "I WAS SUCKED BY A HOLE";
c.description = "Complete the game without entering the jail";
cheevos.push_back(c);
c.id = 10;
c.caption = "MY LITTLE PROJECTS";
c.description = "Complete the game with all items";
cheevos.push_back(c);
c.id = 11;
c.caption = "I LIKE MY MULTICOLOURED FRIENDS";
c.description = "Complete the game without dying";
cheevos.push_back(c);
c.id = 12;
c.caption = "SHIT PROJECTS DONE FAST";
c.description = "Complete the game in under 30 minutes";
cheevos.push_back(c);
}
// Busca un logro por id y devuelve el indice
int Cheevos::find(int id)
{
for (int i = 0; i < (int)cheevos.size(); ++i)
{
if (cheevos[i].id == id)
{
return i;
}
}
return -1;
}
// Desbloquea un logro
void Cheevos::unlock(int id)
{
const int index = find(id);
if (index == -1)
{
return;
}
if (!cheevos[index].valid)
{
return;
}
if (cheevos[index].completed)
{
return;
}
if (!enabled)
{
return;
}
cheevos[index].completed = true;
screen->showNotification("ACHIEVEMENT UNLOCKED!", cheevos[index].caption, cheevos[index].icon);
}
// Invalida un logro
void Cheevos::invalidate(int id)
{
const int index = find(id);
if (index == -1)
{
return;
}
cheevos[index].valid = false;
}
// Habilita o deshabilita los logros
void Cheevos::enable(bool value)
{
enabled = value;
}
// Carga el estado de los logros desde un fichero
void Cheevos::loadFromFile()
{
// Open file for reading in binary
SDL_RWops *file = SDL_RWFromFile(this->file.c_str(), "r+b");
// El fichero no existe
if (file == NULL)
{
if (options->console)
{
std::cout << "Warning: Unable to open file! SDL Error: " << SDL_GetError() << std::endl;
}
// Crea el fichero en modo escritura
file = SDL_RWFromFile(this->file.c_str(), "w+b");
if (file != NULL)
{
if (options->console)
{
std::cout << "New file created!" << std::endl;
}
// Guarda la información
for (int i = 0; i < (int)cheevos.size(); ++i)
{
SDL_RWwrite(file, &cheevos[i].completed, sizeof(bool), 1);
}
// Cierra el fichero
SDL_RWclose(file);
}
else
{
if (options->console)
{
std::cout << "Error: Unable to create file! SDL Error: " << SDL_GetError() << std::endl;
}
}
}
// El fichero existe
else
{
// Carga los datos
if (options->console)
{
std::cout << "Reading file...!" << std::endl;
}
for (int i = 0; i < (int)cheevos.size(); ++i)
{
SDL_RWread(file, &cheevos[i].completed, sizeof(bool), 1);
}
// Cierra el fichero
SDL_RWclose(file);
}
}
// Guarda el estado de los logros en un fichero
void Cheevos::saveToFile()
{
// Abre el fichero en modo escritura
SDL_RWops *file = SDL_RWFromFile(this->file.c_str(), "w+b");
if (file != NULL)
{
// Guarda la información
for (int i = 0; i < (int)cheevos.size(); ++i)
{
SDL_RWwrite(file, &cheevos[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;
}
}
}

62
source/cheevos.h Normal file
View File

@@ -0,0 +1,62 @@
#pragma once
#include <SDL2/SDL.h>
#include "jail_engine/screen.h"
#include "jail_engine/utils.h"
#include <string>
#include <vector>
#ifndef CHEEVOS_H
#define CHEEVOS_H
struct cheevos_t
{
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
};
class Cheevos
{
private:
// Punteros y objetos
Screen *screen; // Objeto encargado de dibujar en pantalla
options_t *options; // Puntero a las opciones del juego
// Variables
std::vector<cheevos_t> cheevos; // Listado de logros
bool enabled; // Indica si los logros se pueden obtener
std::string file; // Fichero done leer/almacenar el estado de los logros
// Inicializa los logros
void init();
// Busca un logro por id y devuelve el indice
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();
public:
// Constructor
Cheevos(Screen *screen, options_t *options, std::string file);
// Destructor
~Cheevos();
// Desbloquea un logro
void unlock(int id);
// Invalida un logro
void invalidate(int id);
// Habilita o deshabilita los logros
void enable(bool value);
};
#endif

View File

@@ -1,162 +0,0 @@
#include "notify.h"
#include <string>
#include <stdio.h>
#include <iostream>
// Constructor
Notify::Notify(SDL_Renderer *renderer, std::string bitmapFile, std::string textFile)
{
// Inicializa variables
this->renderer = renderer;
bgColor = {64, 64, 64};
waitTime = 300;
// Crea objetos
texture = new Texture(renderer, bitmapFile);
text = new Text(textFile, texture, renderer);
}
// Destructor
Notify::~Notify()
{
// Libera la memoria de los objetos
delete texture;
delete text;
for (auto notification : notifications)
{
delete notification.sprite;
delete notification.texture;
}
}
// Dibuja las notificaciones por pantalla
void Notify::render()
{
for (int i = (int)notifications.size() - 1; i >= 0; --i)
{
notifications.at(i).sprite->render();
}
}
// Actualiza el estado de las notificaiones
void Notify::update()
{
for (int i = 0; i < (int)notifications.size(); ++i)
{
notifications.at(i).counter++;
// Comprueba los estados
if (notifications.at(i).state == ns_rising)
{
const float step = ((float)notifications.at(i).counter / notifications.at(i).travelDist);
const int alpha = 255 * step;
notifications.at(i).rect.y++;
notifications.at(i).texture->setAlpha(alpha);
if (notifications.at(i).rect.y == notifications.at(i).y)
{
notifications.at(i).state = ns_stay;
notifications.at(i).texture->setAlpha(255);
notifications.at(i).counter = 0;
}
}
else if (notifications.at(i).state == ns_stay)
{
if (notifications.at(i).counter == waitTime)
{
notifications.at(i).state = ns_vanishing;
notifications.at(i).counter = 0;
}
}
else if (notifications.at(i).state == ns_vanishing)
{
const float step = (notifications.at(i).counter / (float)notifications.at(i).travelDist);
const int alpha = 255 * (1 - step);
notifications.at(i).rect.y--;
notifications.at(i).texture->setAlpha(alpha);
if (notifications.at(i).rect.y == notifications.at(i).y - notifications.at(i).travelDist)
{
notifications.at(i).state = ns_finished;
}
}
notifications.at(i).sprite->setRect(notifications.at(i).rect);
}
clearFinishedNotifications();
}
// Elimina las notificaciones finalizadas
void Notify::clearFinishedNotifications()
{
for (int i = (int)notifications.size() - 1; i >= 0; --i)
{
if (notifications.at(i).state == ns_finished)
{
delete notifications.at(i).sprite;
delete notifications.at(i).texture;
notifications.erase(notifications.begin() + i);
}
}
}
// Muestra una notificación de texto por pantalla;
void Notify::showText(std::string text)
{
// Crea constantes
const int width = this->text->lenght(text) + (this->text->getCharacterSize() * 2);
const int height = this->text->getCharacterSize() * 2;
const int despH = this->text->getCharacterSize() / 2;
const int despV = despH;
const int travelDist = height + despV;
const int offset = (int)notifications.size() > 0 ? notifications.back().y + travelDist : despV;
// Crea la notificacion
notification_t n;
// inicializa variables
n.y = offset;
n.travelDist = travelDist;
n.counter = 0;
n.state = ns_rising;
n.text = text;
n.rect = {despH, offset - travelDist, width, height};
// Crea la textura
n.texture = new Texture(renderer);
n.texture->createBlank(renderer, width, height, SDL_TEXTUREACCESS_TARGET);
n.texture->setAsRenderTarget(renderer);
SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 255);
SDL_RenderClear(renderer);
n.texture->setBlendMode(SDL_BLENDMODE_BLEND);
this->text->writeDX(TXT_CENTER | TXT_STROKE, width / 2, despV, text, 1, {255, 255, 255}, 1, {0, 0, 0});
// Crea el sprite
n.sprite = new Sprite(n.rect, n.texture, renderer);
// Añade la notificación a la lista
notifications.push_back(n);
//std::cout << "Notification " << notifications.size() << std::endl;
//std::cout << "width " << width << std::endl;
//std::cout << "height " << height << std::endl;
//std::cout << "offset " << offset << std::endl;
//std::cout << "desp " << despH << std::endl;
}
// Indica si hay notificaciones activas
bool Notify::active()
{
if ((int)notifications.size() > 0)
{
return true;
}
return false;
}

View File

@@ -2,7 +2,7 @@
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <string> #include <string>
#include "common/utils.h" #include "jail_engine/utils.h"
#ifndef CONST_H #ifndef CONST_H
#define CONST_H #define CONST_H
@@ -57,7 +57,8 @@ const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
#define SECTION_PROG_GAME_OVER 6 #define SECTION_PROG_GAME_OVER 6
#define SECTION_PROG_ENDING 7 #define SECTION_PROG_ENDING 7
#define SECTION_PROG_ENDING2 8 #define SECTION_PROG_ENDING2 8
#define SECTION_PROG_QUIT 9 #define SECTION_PROG_ENTER_ID 9
#define SECTION_PROG_QUIT 10
// Subsecciones // Subsecciones
#define SUBSECTION_LOGO_TO_INTRO 0 #define SUBSECTION_LOGO_TO_INTRO 0

View File

@@ -2,14 +2,16 @@
#include <iostream> #include <iostream>
// Constructor // Constructor
Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options) Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
{ {
// Copia la dirección de los objetos // Copia la dirección de los objetos
this->resource = resource;
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->resource = resource;
this->asset = asset; this->asset = asset;
this->input = input;
this->options = options; this->options = options;
this->section = section;
// Reserva memoria para los punteros // Reserva memoria para los punteros
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
@@ -20,8 +22,8 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
counter = 0; counter = 0;
counterEnabled = true; counterEnabled = true;
subCounter = 0; subCounter = 0;
section.name = SECTION_PROG_CREDITS; section->name = SECTION_PROG_CREDITS;
section.subsection = 0; section->subsection = 0;
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
sprite->setRect({194, 174, 8, 8}); sprite->setRect({194, 174, 8, 8});
@@ -74,65 +76,71 @@ void Credits::checkEventHandler()
// Evento de salida de la aplicación // Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section->name = SECTION_PROG_QUIT;
break; break;
} }
}
}
// Comprueba las teclas que se han pulsado // Comprueba las entradas
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN)) void Credits::checkInput()
{ {
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B: if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->switchBorder(); screen->switchBorder();
resource->reLoadTextures(); }
break;
case SDL_SCANCODE_F: else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode(); screen->switchVideoMode();
resource->reLoadTextures(); }
break;
case SDL_SCANCODE_F1: else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
screen->setWindowSize(1); {
resource->reLoadTextures(); screen->decWindowSize();
break; }
case SDL_SCANCODE_F2: else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
screen->setWindowSize(2); {
resource->reLoadTextures(); screen->incWindowSize();
break; }
case SDL_SCANCODE_F3: else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
screen->setWindowSize(3); {
resource->reLoadTextures();
break;
case SDL_SCANCODE_F4:
screen->setWindowSize(4);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F5:
switchPalette(); switchPalette();
break; }
default: else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
section.name = SECTION_PROG_TITLE; {
section.subsection = 0; section->name = SECTION_PROG_TITLE;
break; section->subsection = 0;
}
}
} }
} }
// 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.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")});
@@ -145,12 +153,12 @@ void Credits::iniTexts()
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({keys + " TO MOVE AND JUMP", stringToColor(options->palette, "white")});
texts.push_back({"M TO TURN ON/OFF THE MUSIC", stringToColor(options->palette, "white")}); texts.push_back({"M TO SWITCH THE MUSIC", stringToColor(options->palette, "white")});
texts.push_back({"P TO PAUSE THE GAME", stringToColor(options->palette, "white")}); texts.push_back({"H TO PAUSE THE GAME", stringToColor(options->palette, "white")});
texts.push_back({"F1-F4 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")}); texts.push_back({"F1-F2 TO CHANGE WINDOWS SIZE", stringToColor(options->palette, "white")});
texts.push_back({"F TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")}); texts.push_back({"F3 TO SWITCH TO FULLSCREEN", stringToColor(options->palette, "white")});
texts.push_back({"B TO SWITCH THE BORDER SCREEN", 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({"", stringToColor(options->palette, "white")}); texts.push_back({"", stringToColor(options->palette, "white")});
@@ -161,6 +169,36 @@ void Credits::iniTexts()
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")});
#else
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({"B TO JUMP", stringToColor(options->palette, "white")});
texts.push_back({"R TO SWITCH THE MUSIC", stringToColor(options->palette, "white")});
texts.push_back({"L TO SWAP THE COLOR PALETTE", stringToColor(options->palette, "white")});
texts.push_back({"START TO PAUSE", stringToColor(options->palette, "white")});
texts.push_back({"SELECT TO EXIT", 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({"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")});
#endif
} }
// Escribe el texto en la textura // Escribe el texto en la textura
@@ -186,7 +224,7 @@ void Credits::fillTexture()
} }
// 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"));
@@ -245,21 +283,24 @@ void Credits::updateCounter()
// Comprueba si ha terminado la sección // Comprueba si ha terminado la sección
if (counter > 1200) if (counter > 1200)
{ {
section.name = SECTION_PROG_DEMO; section->name = SECTION_PROG_DEMO;
} }
} }
// Actualiza las variables // Actualiza las variables
void Credits::update() void Credits::update()
{ {
// Comprueba el manejador de eventos
checkEventHandler();
// 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 > ticksSpeed)
{ {
// 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();
@@ -304,28 +345,18 @@ void Credits::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 (section->name == SECTION_PROG_CREDITS)
{ {
update(); update();
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

@@ -1,15 +1,16 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/animatedsprite.h" #include "jail_engine/animatedsprite.h"
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/jail_audio.h" #include "jail_engine/input.h"
#include "common/resource.h" #include "jail_engine/jail_audio.h"
#include "common/screen.h" #include "jail_engine/resource.h"
#include "common/sprite.h" #include "jail_engine/screen.h"
#include "common/text.h" #include "jail_engine/sprite.h"
#include "common/texture.h" #include "jail_engine/text.h"
#include "common/utils.h" #include "jail_engine/texture.h"
#include "jail_engine/utils.h"
#include "const.h" #include "const.h"
#include <vector> #include <vector>
@@ -30,18 +31,19 @@ private:
Screen *screen; // Objeto encargado de dibujar en pantalla Screen *screen; // Objeto encargado de dibujar en pantalla
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
Input *input; // Objeto pata gestionar la entrada
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
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 *textTexture; // Textura para dibujar el texto
SDL_Texture *coverTexture; // Textura para cubrir el texto SDL_Texture *coverTexture; // 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 options_t *options; // Puntero a las opciones del juego
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables // Variables
int counter; // Contador int counter; // Contador
bool counterEnabled; // Indica si esta activo el contador bool counterEnabled; // Indica si esta activo el contador
int subCounter; // Contador secundario int subCounter; // Contador secundario
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // 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
@@ -55,6 +57,9 @@ private:
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
void checkEventHandler(); void checkEventHandler();
// Comprueba las entradas
void checkInput();
// Actualiza el contador // Actualiza el contador
void updateCounter(); void updateCounter();
@@ -69,13 +74,13 @@ private:
public: public:
// Constructor // Constructor
Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options); Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section);
// Destructor // Destructor
~Credits(); ~Credits();
// Bucle principal // Bucle principal
section_t run(); void run();
}; };
#endif #endif

View File

@@ -1,7 +1,7 @@
#include "demo.h" #include "demo.h"
// Constructor // Constructor
Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Debug *debug) Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section, Debug *debug)
{ {
// Inicia algunas variables // Inicia algunas variables
board.iniClock = SDL_GetTicks(); board.iniClock = SDL_GetTicks();
@@ -15,15 +15,17 @@ 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 // Copia los punteros
this->resource = resource;
this->renderer = renderer; this->renderer = renderer;
this->asset = asset;
this->screen = screen; this->screen = screen;
this->debug = debug; this->resource = resource;
this->asset = asset;
this->input = input;
this->options = options; this->options = options;
this->section = section;
this->debug = debug;
// Crea los objetos // Crea los objetos
itemTracker = new ItemTracker(); itemTracker = new ItemTracker();
@@ -40,12 +42,12 @@ 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; section->name = SECTION_PROG_DEMO;
section.subsection = 0; section->subsection = 0;
} }
Demo::~Demo() Demo::~Demo()
@@ -67,86 +69,82 @@ void Demo::checkEventHandler()
// Evento de salida de la aplicación // Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section->name = SECTION_PROG_QUIT;
screen->setBorderColor(stringToColor(options->palette, "black")); screen->setBorderColor(stringToColor(options->palette, "black"));
break; 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)
if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->switchBorder();
reLoadTextures();
}
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode();
reLoadTextures();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
reLoadTextures();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
reLoadTextures();
}
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
{
switchPalette();
}
else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
{
section->name = SECTION_PROG_TITLE;
section->subsection = 0;
}
}
// Bucle para el juego
void Demo::run()
{
while (section->name == SECTION_PROG_DEMO)
{ {
update(); update();
render(); render();
} }
return section;
} }
// Actualiza el juego, las variables, comprueba la entrada, etc. // Actualiza el juego, las variables, comprueba la entrada, etc.
void Demo::update() void Demo::update()
{ {
// Comprueba los eventos de la cola
checkEventHandler();
// 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 > ticksSpeed)
{ {
// 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();
@@ -164,8 +162,8 @@ 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();
@@ -255,12 +253,12 @@ void Demo::checkRoomChange()
roomIndex++; roomIndex++;
if (roomIndex == (int)rooms.size()) if (roomIndex == (int)rooms.size())
{ {
section.name = SECTION_PROG_LOGO; section->name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_TITLE; section->subsection = SUBSECTION_LOGO_TO_TITLE;
} }
else else
{ {
changeRoom(rooms.at(roomIndex)); changeRoom(rooms[roomIndex]);
} }
} }
} }

View File

@@ -1,15 +1,16 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/animatedsprite.h" #include "jail_engine/animatedsprite.h"
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/debug.h" #include "jail_engine/input.h"
#include "common/input.h" #include "jail_engine/debug.h"
#include "common/resource.h" #include "jail_engine/input.h"
#include "common/screen.h" #include "jail_engine/resource.h"
#include "common/sprite.h" #include "jail_engine/screen.h"
#include "common/text.h" #include "jail_engine/sprite.h"
#include "common/utils.h" #include "jail_engine/text.h"
#include "jail_engine/utils.h"
#include "const.h" #include "const.h"
#include "item_tracker.h" #include "item_tracker.h"
#include "room_tracker.h" #include "room_tracker.h"
@@ -29,16 +30,17 @@ private:
Room *room; // Objeto encargado de gestionar cada habitación del juego Room *room; // Objeto encargado de gestionar cada habitación del juego
Resource *resource; // Objeto con los recursos Resource *resource; // Objeto con los recursos
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada
Text *text; // Objeto para los textos del juego Text *text; // Objeto para los textos del juego
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
ItemTracker *itemTracker; // Lleva el control de los objetos recogidos ItemTracker *itemTracker; // Lleva el control de los objetos recogidos
Debug *debug; // Objeto para gestionar la información de debug Debug *debug; // Objeto para gestionar la información de debug
options_t *options; // Puntero a las opciones del juego options_t *options; // Puntero a las opciones del juego
section_t *section; // Seccion actual dentro del juego
// Variables // Variables
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
section_t section; // Seccion actual dentro del juego
std::string currentRoom; // Fichero de la habitación actual std::string currentRoom; // Fichero de la habitación actual
board_t board; // Estructura con los datos del marcador board_t board; // Estructura con los datos del marcador
int counter; // Contador para el modo demo int counter; // Contador para el modo demo
@@ -55,6 +57,9 @@ private:
// Comprueba los eventos de la cola // Comprueba los eventos de la cola
void checkEventHandler(); void checkEventHandler();
// Comprueba las entradas
void checkInput();
// Escribe el nombre de la pantalla // Escribe el nombre de la pantalla
void renderRoomName(); void renderRoomName();
@@ -75,13 +80,13 @@ private:
public: public:
// Constructor // Constructor
Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Debug *debug); Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section, Debug *debug);
// Destructor // Destructor
~Demo(); ~Demo();
// Bucle para el juego // Bucle para el juego
section_t run(); void run();
}; };
#endif #endif

View File

@@ -1,5 +1,5 @@
#include "common/jscore.h" #include "jail_engine/jscore.h"
#include "common/utils.h" #include "jail_engine/utils.h"
#include "director.h" #include "director.h"
#include <errno.h> #include <errno.h>
#include <iostream> #include <iostream>
@@ -14,21 +14,27 @@
// Constructor // Constructor
Director::Director(int argc, char *argv[]) Director::Director(int argc, char *argv[])
{ {
section.name = SECTION_PROG_LOGO; section = new section_t();
section.subsection = SUBSECTION_LOGO_TO_INTRO; section->name = SECTION_PROG_LOGO;
section->subsection = SUBSECTION_LOGO_TO_INTRO;
#ifdef DEBUG #ifdef DEBUG
section.name = SECTION_PROG_GAME; section->name = SECTION_PROG_INTRO;
#endif #endif
// Crea e inicializa las opciones del programa // Crea e inicializa las opciones del programa
iniOptions(); initOptions();
// Comprueba los parametros del programa // Comprueba los parametros del programa
checkProgramArguments(argc, argv); checkProgramArguments(argc, argv);
// Crea la carpeta del sistema donde guardar datos // Crea la carpeta del sistema donde guardar datos
createSystemFolder(); createSystemFolder("jailgames");
#ifndef DEBUG
createSystemFolder("jailgames/jaildoctors_dilemma");
#else
createSystemFolder("jailgames/jaildoctors_dilemma_debug");
#endif
// Crea el objeto que controla los ficheros de recursos // Crea el objeto que controla los ficheros de recursos
asset = new Asset(executablePath); asset = new Asset(executablePath);
@@ -57,9 +63,6 @@ Director::Director(int argc, char *argv[])
screen->setBorderColor(borderColor); screen->setBorderColor(borderColor);
debug = new Debug(renderer, screen, asset); debug = new Debug(renderer, screen, asset);
music = JA_LoadMusic(asset->get("title.ogg").c_str()); music = JA_LoadMusic(asset->get("title.ogg").c_str());
// Inicializa los servicios online
//initOnline();
} }
Director::~Director() Director::~Director()
@@ -68,6 +71,7 @@ Director::~Director()
saveConfig(); saveConfig();
// Libera la memoria // Libera la memoria
delete section;
delete options; delete options;
delete asset; delete asset;
delete input; delete input;
@@ -84,60 +88,41 @@ Director::~Director()
// Inicializa los servicios online // Inicializa los servicios online
void Director::initOnline() void Director::initOnline()
{ {
if (!options->online.enabled)
{
return;
}
// Obten el Jailer ID
if (options->online.jailerID == "") if (options->online.jailerID == "")
{ // Jailer ID no definido { // Jailer ID no definido
screen->showText("No ha especificado ningun Jailer ID");
std::cout << "No ha especificado ningun Jailer ID" << std::endl; options->online.enabled = false;
} }
else else
{ // Jailer ID iniciado { // Jailer ID iniciado
// Establece el servidor y el puerto if (options->online.enabled)
{ // Establece el servidor y el puerto
jscore::init(options->online.server, options->online.port); jscore::init(options->online.server, options->online.port);
// Obtiene la información online const std::string caption = options->online.jailerID + " IS LOGGED IN";
if (jscore::initOnlineScore(options->online.gameID)) screen->showNotification(caption);
if (options->console)
{ {
screen->showText(options->online.jailerID + " ha iniciado sesion"); std::cout << caption << std::endl;
std::cout << options->online.jailerID << " ha iniciado sesion" << std::endl;
} }
else
{
screen->showText("Fallo al conectar a " + options->online.server);
std::cout << "Fallo al conectar a " << options->online.server << std::endl;
options->online.enabled = false;
return;
}
// Obten las estadisticas online
const int points = jscore::getUserPoints(options->online.gameID, options->online.jailerID);
if (points == 0)
{ // Fallo de conexión o no hay registros
screen->showText("No se ha podido obtener la puntuacion online");
std::cout << "No se ha podido obtener la puntuacion online" << std::endl;
}
else
{
options->online.score = points;
} }
} }
} }
// Crea e inicializa las opciones del programa // Crea e inicializa las opciones del programa
void Director::iniOptions() void Director::initOptions()
{ {
// Crea el puntero a la estructura de opciones // Crea el puntero a la estructura de opciones
options = new options_t; options = new options_t;
// Inicializa valores // Version del archivo de configuración
options->configVersion = "v1.06.1";
// Opciones de control
options->keys = ctrl_cursor;
// Opciones de video
options->gameWidth = GAMECANVAS_WIDTH; options->gameWidth = GAMECANVAS_WIDTH;
options->gameHeight = GAMECANVAS_HEIGHT; options->gameHeight = GAMECANVAS_HEIGHT;
options->videoMode = 0; options->videoMode = 0;
@@ -147,24 +132,43 @@ void Director::iniOptions()
options->integerScale = true; options->integerScale = true;
options->keepAspect = true; options->keepAspect = true;
options->borderEnabled = true; options->borderEnabled = true;
options->borderSize = 0.2f; options->borderWidth = 32;
options->borderHeight = 24;
options->palette = p_zxspectrum; options->palette = p_zxspectrum;
#ifdef GAME_CONSOLE
options->windowSize = 2;
#endif
// Estos valores no se guardan en el fichero de configuraci´ón // Estos valores no se guardan en el fichero de configuraci´ón
options->console = false; options->console = false;
#ifdef DEBUG
options->console = true;
#endif
options->cheat.infiniteLives = false; options->cheat.infiniteLives = false;
options->cheat.invincible = false; options->cheat.invincible = false;
options->cheat.jailEnabled = false; options->cheat.jailEnabled = false;
options->cheat.altSkin = false; options->cheat.altSkin = false;
options->rooms = 0; options->stats.rooms = 0;
options->items = 0; options->stats.items = 0;
// Online // Opciones online
options->online.enabled = false; options->online.enabled = true;
options->online.server = ""; options->online.sessionEnabled = false;
options->online.port = 0; options->online.server = "jaildoctor.duckdns.org";
options->online.gameID = "jaildoctors_dilemma_test"; options->online.port = 9911;
#ifdef DEBUG
options->online.gameID = "jaildoctors_dilemma_debug";
#else
options->online.gameID = "jaildoctors_dilemma";
#endif
options->online.jailerID = ""; options->online.jailerID = "";
// Opciones de las notificaciones
options->notifications.posV = pos_top;
options->notifications.posH = pos_left;
options->notifications.sound = true;
options->notifications.color = {48, 48, 48};
} }
// Comprueba los parametros del programa // Comprueba los parametros del programa
@@ -209,6 +213,10 @@ bool Director::loadConfig()
// Indicador de éxito en la carga // Indicador de éxito en la carga
bool success = true; bool success = true;
// Versión actual del fichero
const std::string configVersion = options->configVersion;
options->configVersion = "";
// Variables para manejar el fichero // Variables para manejar el fichero
std::string line; std::string line;
std::ifstream file(asset->get("config.txt")); std::ifstream file(asset->get("config.txt"));
@@ -255,6 +263,13 @@ bool Director::loadConfig()
saveConfig(); saveConfig();
} }
// Si la versión de fichero no coincide, crea un fichero nuevo con los valores por defecto
if (configVersion != options->configVersion)
{
initOptions();
saveConfig();
}
// Normaliza los valores // Normaliza los valores
const bool a = options->videoMode == 0; const bool a = options->videoMode == 0;
const bool b = options->videoMode == SDL_WINDOW_FULLSCREEN; const bool b = options->videoMode == SDL_WINDOW_FULLSCREEN;
@@ -310,7 +325,25 @@ bool Director::saveConfig()
} }
// Escribe en el fichero // Escribe en el fichero
file << "## VISUAL OPTIONS\n"; file << "## VERSION\n";
file << "configVersion=" + options->configVersion + "\n";
file << "\n## CONTROL OPTIONS\n";
file << "## keys = CURSOR | OPQA | WASD\n";
if (options->keys == ctrl_cursor)
{
file << "keys=CURSOR\n";
}
else if (options->keys == ctrl_opqa)
{
file << "keys=OPQA\n";
}
else if (options->keys == ctrl_wasd)
{
file << "keys=WASD\n";
}
file << "\n## VISUAL OPTIONS\n";
if (options->videoMode == 0) if (options->videoMode == 0)
{ {
file << "videoMode=0\n"; file << "videoMode=0\n";
@@ -341,7 +374,8 @@ bool Director::saveConfig()
file << "integerScale=" + boolToString(options->integerScale) + "\n"; file << "integerScale=" + boolToString(options->integerScale) + "\n";
file << "keepAspect=" + boolToString(options->keepAspect) + "\n"; file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n"; file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n";
file << "borderSize=" + std::to_string(options->borderSize) + "\n"; file << "borderWidth=" + std::to_string(options->borderWidth) + "\n";
file << "borderHeight=" + std::to_string(options->borderHeight) + "\n";
file << "palette=" + std::to_string(options->palette) + "\n"; file << "palette=" + std::to_string(options->palette) + "\n";
file << "\n## ONLINE OPTIONS\n"; file << "\n## ONLINE OPTIONS\n";
@@ -350,6 +384,33 @@ bool Director::saveConfig()
file << "port=" + std::to_string(options->online.port) + "\n"; file << "port=" + std::to_string(options->online.port) + "\n";
file << "jailerID=" + options->online.jailerID + "\n"; file << "jailerID=" + options->online.jailerID + "\n";
file << "\n## NOTIFICATION OPTIONS\n";
file << "## notifications.posV = pos_top | pos_bottom\n";
if (options->notifications.posV == pos_top)
{
file << "notifications.posV=pos_top\n";
}
else
{
file << "notifications.posV=pos_bottom\n";
}
file << "## notifications.posH = pos_left | pos_middle | pos_right\n";
if (options->notifications.posH == pos_left)
{
file << "notifications.posH=pos_left\n";
}
else if (options->notifications.posH == pos_middle)
{
file << "notifications.posH=pos_middle\n";
}
else
{
file << "notifications.posH=pos_right\n";
}
file << "notifications.sound=" + boolToString(options->notifications.sound) + "\n";
// Cierra el fichero // Cierra el fichero
file.close(); file.close();
@@ -357,18 +418,18 @@ bool Director::saveConfig()
} }
// Crea la carpeta del sistema donde guardar datos // Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder() void Director::createSystemFolder(std::string folder)
{ {
#ifdef _WIN32 #ifdef _WIN32
systemFolder = std::string(getenv("APPDATA")) + "/jaildoctors_dilemma"; systemFolder = std::string(getenv("APPDATA")) + "/" + folder;
#elif __APPLE__ #elif __APPLE__
struct passwd *pw = getpwuid(getuid()); struct passwd *pw = getpwuid(getuid());
const char *homedir = pw->pw_dir; const char *homedir = pw->pw_dir;
systemFolder = std::string(homedir) + "/Library/Application Support/jaildoctors_dilemma"; systemFolder = std::string(homedir) + "/Library/Application Support" + "/" + folder;
#elif __linux__ #elif __linux__
struct passwd *pw = getpwuid(getuid()); struct passwd *pw = getpwuid(getuid());
const char *homedir = pw->pw_dir; const char *homedir = pw->pw_dir;
systemFolder = std::string(homedir) + "/.jaildoctors_dilemma"; systemFolder = std::string(homedir) + "/." + folder;
#endif #endif
struct stat st = {0}; struct stat st = {0};
@@ -388,12 +449,15 @@ void Director::createSystemFolder()
case EACCES: case EACCES:
printf("the parent directory does not allow write"); printf("the parent directory does not allow write");
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
case EEXIST: case EEXIST:
printf("pathname already exists"); printf("pathname already exists");
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
case ENAMETOOLONG: case ENAMETOOLONG:
printf("pathname is too long"); printf("pathname is too long");
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
default: default:
perror("mkdir"); perror("mkdir");
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
@@ -403,14 +467,14 @@ void Director::createSystemFolder()
} }
// Carga los recursos // Carga los recursos
void Director::loadResources(section_t section) void Director::loadResources(section_t *section)
{ {
if (options->console) if (options->console)
{ {
std::cout << "** LOAD RESOURCES" << std::endl; std::cout << "** LOAD RESOURCES" << std::endl;
} }
if (section.name == SECTION_PROG_LOGO) if (section->name == SECTION_PROG_LOGO)
{ {
std::vector<std::string> textureList; std::vector<std::string> textureList;
textureList.push_back("jailgames.png"); textureList.push_back("jailgames.png");
@@ -419,7 +483,7 @@ void Director::loadResources(section_t section)
resource->loadTextures(textureList); resource->loadTextures(textureList);
} }
else if (section.name == SECTION_PROG_INTRO) else if (section->name == SECTION_PROG_INTRO)
{ {
std::vector<std::string> textureList; std::vector<std::string> textureList;
textureList.push_back("loading_screen_bn.png"); textureList.push_back("loading_screen_bn.png");
@@ -430,23 +494,25 @@ void Director::loadResources(section_t section)
resource->loadTextures(textureList); resource->loadTextures(textureList);
} }
else if (section.name == SECTION_PROG_TITLE) else if (section->name == SECTION_PROG_TITLE)
{ {
std::vector<std::string> textureList; std::vector<std::string> textureList;
textureList.push_back("loading_screen_color.png"); textureList.push_back("loading_screen_color.png");
textureList.push_back("loading_screen_color_zxarne.png"); textureList.push_back("loading_screen_color_zxarne.png");
textureList.push_back("smb2.png"); textureList.push_back("smb2.png");
textureList.push_back("debug.png");
resource->loadTextures(textureList); resource->loadTextures(textureList);
// Offsets // Offsets
std::vector<std::string> offsetsList; std::vector<std::string> offsetsList;
offsetsList.push_back("smb2.txt"); offsetsList.push_back("smb2.txt");
offsetsList.push_back("debug.txt");
resource->loadOffsets(offsetsList); resource->loadOffsets(offsetsList);
} }
else if (section.name == SECTION_PROG_CREDITS) else if (section->name == SECTION_PROG_CREDITS)
{ {
// Texturas // Texturas
std::vector<std::string> textureList; std::vector<std::string> textureList;
@@ -468,7 +534,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList); resource->loadOffsets(offsetsList);
} }
else if (section.name == SECTION_PROG_ENDING) else if (section->name == SECTION_PROG_ENDING)
{ {
// Texturas // Texturas
std::vector<std::string> textureList; std::vector<std::string> textureList;
@@ -493,7 +559,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList); resource->loadOffsets(offsetsList);
} }
else if (section.name == SECTION_PROG_ENDING2) else if (section->name == SECTION_PROG_ENDING2)
{ {
// Texturas // Texturas
std::vector<std::string> textureList; std::vector<std::string> textureList;
@@ -505,9 +571,9 @@ void Director::loadResources(section_t section)
textureList.push_back("abad.png"); textureList.push_back("abad.png");
textureList.push_back("abad_bell.png"); textureList.push_back("abad_bell.png");
textureList.push_back("amstrad_cs.png"); textureList.push_back("amstrad_cs.png");
textureList.push_back("arounder_fly.png"); textureList.push_back("flying_arounder.png");
textureList.push_back("arounder_stop.png"); textureList.push_back("stopped_arounder.png");
textureList.push_back("arounder_walk.png"); textureList.push_back("walking_arounder.png");
textureList.push_back("arounders_door.png"); textureList.push_back("arounders_door.png");
textureList.push_back("arounders_machine.png"); textureList.push_back("arounders_machine.png");
textureList.push_back("bat.png"); textureList.push_back("bat.png");
@@ -526,14 +592,14 @@ void Director::loadResources(section_t section)
textureList.push_back("demon.png"); textureList.push_back("demon.png");
textureList.push_back("heavy.png"); textureList.push_back("heavy.png");
textureList.push_back("dimallas.png"); textureList.push_back("dimallas.png");
textureList.push_back("diskette.png"); textureList.push_back("floppy.png");
textureList.push_back("dong.png"); textureList.push_back("dong.png");
textureList.push_back("guitar.png"); textureList.push_back("guitar.png");
textureList.push_back("jb_alien.png"); textureList.push_back("jailbattle_alien.png");
textureList.push_back("jb_human.png"); textureList.push_back("jailbattle_human.png");
textureList.push_back("jailer.png"); textureList.push_back("jailer_#1.png");
textureList.push_back("jailer2.png"); textureList.push_back("jailer_#2.png");
textureList.push_back("jailer3.png"); textureList.push_back("jailer_#3.png");
textureList.push_back("jeannine.png"); textureList.push_back("jeannine.png");
textureList.push_back("lamp.png"); textureList.push_back("lamp.png");
textureList.push_back("lord_abad.png"); textureList.push_back("lord_abad.png");
@@ -541,7 +607,7 @@ void Director::loadResources(section_t section)
textureList.push_back("matatunos.png"); textureList.push_back("matatunos.png");
textureList.push_back("mummy.png"); textureList.push_back("mummy.png");
textureList.push_back("paco.png"); textureList.push_back("paco.png");
textureList.push_back("printer.png"); textureList.push_back("elsa.png");
textureList.push_back("qvoid.png"); textureList.push_back("qvoid.png");
textureList.push_back("sam.png"); textureList.push_back("sam.png");
textureList.push_back("sigmasua.png"); textureList.push_back("sigmasua.png");
@@ -568,9 +634,9 @@ void Director::loadResources(section_t section)
animationList.push_back("abad.ani"); animationList.push_back("abad.ani");
animationList.push_back("abad_bell.ani"); animationList.push_back("abad_bell.ani");
animationList.push_back("amstrad_cs.ani"); animationList.push_back("amstrad_cs.ani");
animationList.push_back("arounder_fly.ani"); animationList.push_back("flying_arounder.ani");
animationList.push_back("arounder_stop.ani"); animationList.push_back("stopped_arounder.ani");
animationList.push_back("arounder_walk.ani"); animationList.push_back("walking_arounder.ani");
animationList.push_back("arounders_door.ani"); animationList.push_back("arounders_door.ani");
animationList.push_back("arounders_machine.ani"); animationList.push_back("arounders_machine.ani");
animationList.push_back("bat.ani"); animationList.push_back("bat.ani");
@@ -589,14 +655,14 @@ void Director::loadResources(section_t section)
animationList.push_back("demon.ani"); animationList.push_back("demon.ani");
animationList.push_back("heavy.ani"); animationList.push_back("heavy.ani");
animationList.push_back("dimallas.ani"); animationList.push_back("dimallas.ani");
animationList.push_back("diskette.ani"); animationList.push_back("floppy.ani");
animationList.push_back("dong.ani"); animationList.push_back("dong.ani");
animationList.push_back("guitar.ani"); animationList.push_back("guitar.ani");
animationList.push_back("jb_alien.ani"); animationList.push_back("jailbattle_alien.ani");
animationList.push_back("jb_human.ani"); animationList.push_back("jailbattle_human.ani");
animationList.push_back("jailer.ani"); animationList.push_back("jailer_#1.ani");
animationList.push_back("jailer2.ani"); animationList.push_back("jailer_#2.ani");
animationList.push_back("jailer3.ani"); animationList.push_back("jailer_#3.ani");
animationList.push_back("jeannine.ani"); animationList.push_back("jeannine.ani");
animationList.push_back("lamp.ani"); animationList.push_back("lamp.ani");
animationList.push_back("lord_abad.ani"); animationList.push_back("lord_abad.ani");
@@ -604,7 +670,7 @@ void Director::loadResources(section_t section)
animationList.push_back("matatunos.ani"); animationList.push_back("matatunos.ani");
animationList.push_back("mummy.ani"); animationList.push_back("mummy.ani");
animationList.push_back("paco.ani"); animationList.push_back("paco.ani");
animationList.push_back("printer.ani"); animationList.push_back("elsa.ani");
animationList.push_back("qvoid.ani"); animationList.push_back("qvoid.ani");
animationList.push_back("sam.ani"); animationList.push_back("sam.ani");
animationList.push_back("sigmasua.ani"); animationList.push_back("sigmasua.ani");
@@ -631,7 +697,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList); resource->loadOffsets(offsetsList);
} }
else if (section.name == SECTION_PROG_GAME_OVER) else if (section->name == SECTION_PROG_GAME_OVER)
{ {
// Texturas // Texturas
std::vector<std::string> textureList; std::vector<std::string> textureList;
@@ -655,7 +721,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList); resource->loadOffsets(offsetsList);
} }
else if (section.name == SECTION_PROG_GAME || section.name == SECTION_PROG_DEMO) else if (section->name == SECTION_PROG_GAME || section->name == SECTION_PROG_DEMO)
{ {
// Texturas // Texturas
std::vector<std::string> textureList; std::vector<std::string> textureList;
@@ -679,9 +745,9 @@ void Director::loadResources(section_t section)
textureList.push_back("abad.png"); textureList.push_back("abad.png");
textureList.push_back("aerojailer.png"); textureList.push_back("aerojailer.png");
textureList.push_back("amstrad_cs.png"); textureList.push_back("amstrad_cs.png");
textureList.push_back("arounder_fly.png"); textureList.push_back("flying_arounder.png");
textureList.push_back("arounder_stop.png"); textureList.push_back("stopped_arounder.png");
textureList.push_back("arounder_walk.png"); textureList.push_back("walking_arounder.png");
textureList.push_back("arounder.png"); textureList.push_back("arounder.png");
textureList.push_back("arounders_door.png"); textureList.push_back("arounders_door.png");
textureList.push_back("arounders_machine.png"); textureList.push_back("arounders_machine.png");
@@ -700,15 +766,15 @@ void Director::loadResources(section_t section)
textureList.push_back("crosshair.png"); textureList.push_back("crosshair.png");
textureList.push_back("demon.png"); textureList.push_back("demon.png");
textureList.push_back("dimallas.png"); textureList.push_back("dimallas.png");
textureList.push_back("diskette.png"); textureList.push_back("floppy.png");
textureList.push_back("dong.png"); textureList.push_back("dong.png");
textureList.push_back("guitar.png"); textureList.push_back("guitar.png");
textureList.push_back("heavy.png"); textureList.push_back("heavy.png");
textureList.push_back("jailer.png"); textureList.push_back("jailer_#1.png");
textureList.push_back("jailer2.png"); textureList.push_back("jailer_#2.png");
textureList.push_back("jailer3.png"); textureList.push_back("jailer_#3.png");
textureList.push_back("jb_alien.png"); textureList.push_back("jailbattle_alien.png");
textureList.push_back("jb_human.png"); textureList.push_back("jailbattle_human.png");
textureList.push_back("jeannine.png"); textureList.push_back("jeannine.png");
textureList.push_back("lamp.png"); textureList.push_back("lamp.png");
textureList.push_back("lord_abad.png"); textureList.push_back("lord_abad.png");
@@ -716,7 +782,7 @@ void Director::loadResources(section_t section)
textureList.push_back("mummy.png"); textureList.push_back("mummy.png");
textureList.push_back("paco.png"); textureList.push_back("paco.png");
textureList.push_back("pepe_rosita_job.png"); textureList.push_back("pepe_rosita_job.png");
textureList.push_back("printer.png"); textureList.push_back("elsa.png");
textureList.push_back("qvoid.png"); textureList.push_back("qvoid.png");
textureList.push_back("robot.png"); textureList.push_back("robot.png");
textureList.push_back("sam.png"); textureList.push_back("sam.png");
@@ -760,9 +826,9 @@ void Director::loadResources(section_t section)
animationList.push_back("abad.ani"); animationList.push_back("abad.ani");
animationList.push_back("aerojailer.ani"); animationList.push_back("aerojailer.ani");
animationList.push_back("amstrad_cs.ani"); animationList.push_back("amstrad_cs.ani");
animationList.push_back("arounder_fly.ani"); animationList.push_back("flying_arounder.ani");
animationList.push_back("arounder_stop.ani"); animationList.push_back("stopped_arounder.ani");
animationList.push_back("arounder_walk.ani"); animationList.push_back("walking_arounder.ani");
animationList.push_back("arounder.ani"); animationList.push_back("arounder.ani");
animationList.push_back("arounders_door.ani"); animationList.push_back("arounders_door.ani");
animationList.push_back("arounders_machine.ani"); animationList.push_back("arounders_machine.ani");
@@ -781,15 +847,15 @@ void Director::loadResources(section_t section)
animationList.push_back("crosshair.ani"); animationList.push_back("crosshair.ani");
animationList.push_back("demon.ani"); animationList.push_back("demon.ani");
animationList.push_back("dimallas.ani"); animationList.push_back("dimallas.ani");
animationList.push_back("diskette.ani"); animationList.push_back("floppy.ani");
animationList.push_back("dong.ani"); animationList.push_back("dong.ani");
animationList.push_back("guitar.ani"); animationList.push_back("guitar.ani");
animationList.push_back("heavy.ani"); animationList.push_back("heavy.ani");
animationList.push_back("jailer.ani"); animationList.push_back("jailer_#1.ani");
animationList.push_back("jailer2.ani"); animationList.push_back("jailer_#2.ani");
animationList.push_back("jailer3.ani"); animationList.push_back("jailer_#3.ani");
animationList.push_back("jb_alien.ani"); animationList.push_back("jailbattle_alien.ani");
animationList.push_back("jb_human.ani"); animationList.push_back("jailbattle_human.ani");
animationList.push_back("jeannine.ani"); animationList.push_back("jeannine.ani");
animationList.push_back("lamp.ani"); animationList.push_back("lamp.ani");
animationList.push_back("lord_abad.ani"); animationList.push_back("lord_abad.ani");
@@ -797,7 +863,7 @@ void Director::loadResources(section_t section)
animationList.push_back("mummy.ani"); animationList.push_back("mummy.ani");
animationList.push_back("paco.ani"); animationList.push_back("paco.ani");
animationList.push_back("pepe_rosita_job.ani"); animationList.push_back("pepe_rosita_job.ani");
animationList.push_back("printer.ani"); animationList.push_back("elsa.ani");
animationList.push_back("qvoid.ani"); animationList.push_back("qvoid.ani");
animationList.push_back("robot.ani"); animationList.push_back("robot.ani");
animationList.push_back("sam.ani"); animationList.push_back("sam.ani");
@@ -966,7 +1032,28 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
// Indicador de éxito en la asignación // Indicador de éxito en la asignación
bool success = true; bool success = true;
if (var == "videoMode") if (var == "configVersion")
{
options->configVersion = value;
}
else if (var == "keys")
{
if (value == "OPQA")
{
options->keys = ctrl_opqa;
}
else if (value == "WASD")
{
options->keys = ctrl_wasd;
}
else
{
options->keys = ctrl_cursor;
}
}
else if (var == "videoMode")
{ {
if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP") if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
{ {
@@ -1023,13 +1110,14 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
options->borderEnabled = stringToBool(value); options->borderEnabled = stringToBool(value);
} }
else if (var == "borderSize") else if (var == "borderWidth")
{ {
options->borderSize = std::stof(value); options->borderWidth = std::stoi(value);
if (options->borderSize < 0.0f || options->borderSize > 0.5f)
{
options->borderSize = 0.1f;
} }
else if (var == "borderHeight")
{
options->borderHeight = std::stoi(value);
} }
else if (var == "palette") else if (var == "palette")
@@ -1071,6 +1159,39 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
options->online.jailerID = value; options->online.jailerID = value;
} }
else if (var == "notifications.posH")
{
if (value == "pos_left")
{
options->notifications.posH = pos_left;
}
else if (value == "pos_middle")
{
options->notifications.posH = pos_middle;
}
else
{
options->notifications.posH = pos_right;
}
}
else if (var == "notifications.posV")
{
if (value == "pos_top")
{
options->notifications.posV = pos_top;
}
else
{
options->notifications.posV = pos_bottom;
}
}
else if (var == "notifications.sound")
{
options->notifications.sound = stringToBool(value);
}
else if (var == "" || var.substr(0, 1) == "#") else if (var == "" || var.substr(0, 1) == "#")
{ {
} }
@@ -1092,27 +1213,56 @@ void Director::initInput()
// Busca si hay un mando conectado // Busca si hay un mando conectado
input->discoverGameController(); input->discoverGameController();
// Asigna inputs a teclas // Teclado - Movimiento
input->bindKey(INPUT_UP, SDL_SCANCODE_UP); if (options->keys == ctrl_cursor)
input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN); {
input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT); input->bindKey(input_jump, SDL_SCANCODE_UP);
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT); input->bindKey(input_left, SDL_SCANCODE_LEFT);
input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); input->bindKey(input_right, SDL_SCANCODE_RIGHT);
input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); }
input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE); else if (options->keys == ctrl_opqa)
input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D); {
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); input->bindKey(input_jump, SDL_SCANCODE_Q);
input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); input->bindKey(input_left, SDL_SCANCODE_O);
input->bindKey(input_right, SDL_SCANCODE_P);
}
else if (options->keys == ctrl_wasd)
{
input->bindKey(input_jump, SDL_SCANCODE_W);
input->bindKey(input_left, SDL_SCANCODE_A);
input->bindKey(input_right, SDL_SCANCODE_D);
}
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP); // Teclado - Otros
input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN); input->bindKey(input_accept, SDL_SCANCODE_RETURN);
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); input->bindKey(input_cancel, SDL_SCANCODE_ESCAPE);
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); input->bindKey(input_pause, SDL_SCANCODE_H);
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); input->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); input->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B); input->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); input->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); input->bindKey(input_swap_palette, SDL_SCANCODE_F5);
input->bindKey(input_switch_music, SDL_SCANCODE_M);
input->bindKey(input_toggle_border, SDL_SCANCODE_B);
// Mando - Movimiento
input->bindGameControllerButton(input_jump, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
input->bindGameControllerButton(input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
// Mando - Otros
input->bindGameControllerButton(input_accept, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(input_cancel, SDL_CONTROLLER_BUTTON_A);
#ifdef GAME_CONSOLE
input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_BACK);
input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_START);
#else
input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_START);
input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_BACK);
#endif
input->bindGameControllerButton(input_swap_palette, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
input->bindGameControllerButton(input_switch_music, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
input->bindGameControllerButton(input_toggle_border, SDL_CONTROLLER_BUTTON_X);
} }
// Inicializa JailAudio // Inicializa JailAudio
@@ -1155,8 +1305,8 @@ bool Director::initSDL()
int incH = 0; int incH = 0;
if (options->borderEnabled) if (options->borderEnabled)
{ {
incW = options->gameWidth * options->borderSize; incW = options->borderWidth * 2;
incH = options->gameHeight * options->borderSize; incH = options->borderHeight * 2;
} }
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
@@ -1224,10 +1374,17 @@ bool Director::setFileList()
asset->add(prefix + "/data/font/debug.png", t_font); asset->add(prefix + "/data/font/debug.png", t_font);
asset->add(prefix + "/data/font/debug.txt", t_font); asset->add(prefix + "/data/font/debug.txt", t_font);
// Configuración // Datos
asset->add(prefix + "/data/input/gamecontrollerdb.txt", t_data); asset->add(prefix + "/data/input/gamecontrollerdb.txt", t_data);
asset->add(prefix + "/data/config/config.txt", t_data, false);
// Ficheros de sistema
asset->add(systemFolder + "/config.txt", t_data, false, true);
asset->add(systemFolder + "/stats_buffer.csv", t_data, false, true);
asset->add(systemFolder + "/stats.csv", t_data, false, true); asset->add(systemFolder + "/stats.csv", t_data, false, true);
asset->add(systemFolder + "/cheevos.bin", t_data, false, true);
// Notificaciones
asset->add(prefix + "/data/notifications/notify.png", t_bitmap);
// Habitaciones // Habitaciones
asset->add(prefix + "/data/room/01.room", t_room); asset->add(prefix + "/data/room/01.room", t_room);
@@ -1364,12 +1521,12 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/abad.png", t_bitmap); asset->add(prefix + "/data/enemies/abad.png", t_bitmap);
asset->add(prefix + "/data/enemies/amstrad_cs.ani", t_data); asset->add(prefix + "/data/enemies/amstrad_cs.ani", t_data);
asset->add(prefix + "/data/enemies/amstrad_cs.png", t_bitmap); asset->add(prefix + "/data/enemies/amstrad_cs.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounder_fly.ani", t_data); asset->add(prefix + "/data/enemies/flying_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_fly.png", t_bitmap); asset->add(prefix + "/data/enemies/flying_arounder.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounder_stop.ani", t_data); asset->add(prefix + "/data/enemies/stopped_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_stop.png", t_bitmap); asset->add(prefix + "/data/enemies/stopped_arounder.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounder_walk.ani", t_data); asset->add(prefix + "/data/enemies/walking_arounder.ani", t_data);
asset->add(prefix + "/data/enemies/arounder_walk.png", t_bitmap); asset->add(prefix + "/data/enemies/walking_arounder.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounders_door.ani", t_data); asset->add(prefix + "/data/enemies/arounders_door.ani", t_data);
asset->add(prefix + "/data/enemies/arounders_door.png", t_bitmap); asset->add(prefix + "/data/enemies/arounders_door.png", t_bitmap);
asset->add(prefix + "/data/enemies/arounders_machine.ani", t_data); asset->add(prefix + "/data/enemies/arounders_machine.ani", t_data);
@@ -1404,24 +1561,24 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/demon.png", t_bitmap); asset->add(prefix + "/data/enemies/demon.png", t_bitmap);
asset->add(prefix + "/data/enemies/dimallas.ani", t_data); asset->add(prefix + "/data/enemies/dimallas.ani", t_data);
asset->add(prefix + "/data/enemies/dimallas.png", t_bitmap); asset->add(prefix + "/data/enemies/dimallas.png", t_bitmap);
asset->add(prefix + "/data/enemies/diskette.ani", t_data); asset->add(prefix + "/data/enemies/floppy.ani", t_data);
asset->add(prefix + "/data/enemies/diskette.png", t_bitmap); asset->add(prefix + "/data/enemies/floppy.png", t_bitmap);
asset->add(prefix + "/data/enemies/dong.ani", t_data); asset->add(prefix + "/data/enemies/dong.ani", t_data);
asset->add(prefix + "/data/enemies/dong.png", t_bitmap); asset->add(prefix + "/data/enemies/dong.png", t_bitmap);
asset->add(prefix + "/data/enemies/guitar.ani", t_data); asset->add(prefix + "/data/enemies/guitar.ani", t_data);
asset->add(prefix + "/data/enemies/guitar.png", t_bitmap); asset->add(prefix + "/data/enemies/guitar.png", t_bitmap);
asset->add(prefix + "/data/enemies/heavy.ani", t_data); asset->add(prefix + "/data/enemies/heavy.ani", t_data);
asset->add(prefix + "/data/enemies/heavy.png", t_bitmap); asset->add(prefix + "/data/enemies/heavy.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#1.ani", t_data);
asset->add(prefix + "/data/enemies/jailer.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#1.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer2.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#2.ani", t_data);
asset->add(prefix + "/data/enemies/jailer2.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#2.png", t_bitmap);
asset->add(prefix + "/data/enemies/jailer3.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#3.ani", t_data);
asset->add(prefix + "/data/enemies/jailer3.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#3.png", t_bitmap);
asset->add(prefix + "/data/enemies/jb_alien.ani", t_data); asset->add(prefix + "/data/enemies/jailbattle_alien.ani", t_data);
asset->add(prefix + "/data/enemies/jb_alien.png", t_bitmap); asset->add(prefix + "/data/enemies/jailbattle_alien.png", t_bitmap);
asset->add(prefix + "/data/enemies/jb_human.ani", t_data); asset->add(prefix + "/data/enemies/jailbattle_human.ani", t_data);
asset->add(prefix + "/data/enemies/jb_human.png", t_bitmap); asset->add(prefix + "/data/enemies/jailbattle_human.png", t_bitmap);
asset->add(prefix + "/data/enemies/jeannine.ani", t_data); asset->add(prefix + "/data/enemies/jeannine.ani", t_data);
asset->add(prefix + "/data/enemies/jeannine.png", t_bitmap); asset->add(prefix + "/data/enemies/jeannine.png", t_bitmap);
asset->add(prefix + "/data/enemies/lamp.ani", t_data); asset->add(prefix + "/data/enemies/lamp.ani", t_data);
@@ -1434,8 +1591,8 @@ bool Director::setFileList()
asset->add(prefix + "/data/enemies/mummy.png", t_bitmap); asset->add(prefix + "/data/enemies/mummy.png", t_bitmap);
asset->add(prefix + "/data/enemies/paco.ani", t_data); asset->add(prefix + "/data/enemies/paco.ani", t_data);
asset->add(prefix + "/data/enemies/paco.png", t_bitmap); asset->add(prefix + "/data/enemies/paco.png", t_bitmap);
asset->add(prefix + "/data/enemies/printer.ani", t_data); asset->add(prefix + "/data/enemies/elsa.ani", t_data);
asset->add(prefix + "/data/enemies/printer.png", t_bitmap); asset->add(prefix + "/data/enemies/elsa.png", t_bitmap);
asset->add(prefix + "/data/enemies/qvoid.ani", t_data); asset->add(prefix + "/data/enemies/qvoid.ani", t_data);
asset->add(prefix + "/data/enemies/qvoid.png", t_bitmap); asset->add(prefix + "/data/enemies/qvoid.png", t_bitmap);
asset->add(prefix + "/data/enemies/robot.ani", t_data); asset->add(prefix + "/data/enemies/robot.ani", t_data);
@@ -1521,6 +1678,7 @@ bool Director::setFileList()
asset->add(prefix + "/data/sound/jump22.wav", t_sound); asset->add(prefix + "/data/sound/jump22.wav", t_sound);
asset->add(prefix + "/data/sound/jump23.wav", t_sound); asset->add(prefix + "/data/sound/jump23.wav", t_sound);
asset->add(prefix + "/data/sound/jump24.wav", t_sound); asset->add(prefix + "/data/sound/jump24.wav", t_sound);
asset->add(prefix + "/data/sound/notify.wav", t_sound);
// Logo // Logo
asset->add(prefix + "/data/logo/jailgames.png", t_bitmap); asset->add(prefix + "/data/logo/jailgames.png", t_bitmap);
@@ -1551,24 +1709,6 @@ bool Director::setFileList()
return asset->check(); return asset->check();
} }
// Obtiene el valor de la variable
Uint8 Director::getSubsection()
{
return section.subsection;
}
// Obtiene el valor de la variable
Uint8 Director::getSection()
{
return section.name;
}
// Establece el valor de la variable
void Director::setSection(section_t section)
{
this->section = section;
}
// Ejecuta la seccion de juego con el logo // Ejecuta la seccion de juego con el logo
void Director::runLogo() void Director::runLogo()
{ {
@@ -1577,8 +1717,8 @@ void Director::runLogo()
std::cout << "\n* SECTION: LOGO" << std::endl; std::cout << "\n* SECTION: LOGO" << std::endl;
} }
loadResources(section); loadResources(section);
logo = new Logo(renderer, screen, resource, asset, options, section.subsection); logo = new Logo(renderer, screen, resource, asset, input, options, section);
setSection(logo->run()); logo->run();
delete logo; delete logo;
resource->free(); resource->free();
} }
@@ -1591,8 +1731,8 @@ void Director::runIntro()
std::cout << "\n* SECTION: INTRO" << std::endl; std::cout << "\n* SECTION: INTRO" << std::endl;
} }
loadResources(section); loadResources(section);
intro = new Intro(renderer, screen, resource, asset, options); intro = new Intro(renderer, screen, resource, asset, input, options, section);
setSection(intro->run()); intro->run();
delete intro; delete intro;
resource->free(); resource->free();
} }
@@ -1609,8 +1749,8 @@ void Director::runTitle()
JA_PlayMusic(music); JA_PlayMusic(music);
} }
loadResources(section); loadResources(section);
title = new Title(renderer, screen, resource, asset, options); title = new Title(renderer, screen, resource, asset, input, options, section);
setSection(title->run()); title->run();
delete title; delete title;
resource->free(); resource->free();
} }
@@ -1623,8 +1763,8 @@ void Director::runCredits()
std::cout << "\n* SECTION: CREDITS" << std::endl; std::cout << "\n* SECTION: CREDITS" << std::endl;
} }
loadResources(section); loadResources(section);
credits = new Credits(renderer, screen, resource, asset, options); credits = new Credits(renderer, screen, resource, asset, input, options, section);
setSection(credits->run()); credits->run();
delete credits; delete credits;
resource->free(); resource->free();
} }
@@ -1637,12 +1777,26 @@ void Director::runDemo()
std::cout << "\n* SECTION: DEMO" << std::endl; std::cout << "\n* SECTION: DEMO" << std::endl;
} }
loadResources(section); loadResources(section);
demo = new Demo(renderer, screen, resource, asset, options, debug); demo = new Demo(renderer, screen, resource, asset, input, options, section, debug);
setSection(demo->run()); demo->run();
delete demo; delete demo;
resource->free(); resource->free();
} }
// Ejecuta la seccion en la que se solicita al usuario su ID online
void Director::runEnterID()
{
if (options->console)
{
std::cout << "\n* SECTION: ENTER_ID" << std::endl;
}
// loadResources(section);
enterID = new EnterID(renderer, screen, asset, options, section);
enterID->run();
delete enterID;
resource->free();
}
// Ejecuta la seccion del final del juego // Ejecuta la seccion del final del juego
void Director::runEnding() void Director::runEnding()
{ {
@@ -1651,8 +1805,8 @@ void Director::runEnding()
std::cout << "\n* SECTION: ENDING" << std::endl; std::cout << "\n* SECTION: ENDING" << std::endl;
} }
loadResources(section); loadResources(section);
ending = new Ending(renderer, screen, resource, asset, options); ending = new Ending(renderer, screen, resource, asset, input, options, section);
setSection(ending->run()); ending->run();
delete ending; delete ending;
resource->free(); resource->free();
} }
@@ -1665,8 +1819,8 @@ void Director::runEnding2()
std::cout << "\n* SECTION: ENDING2" << std::endl; std::cout << "\n* SECTION: ENDING2" << std::endl;
} }
loadResources(section); loadResources(section);
ending2 = new Ending2(renderer, screen, resource, asset, options); ending2 = new Ending2(renderer, screen, resource, asset, input, options, section);
setSection(ending2->run()); ending2->run();
delete ending2; delete ending2;
resource->free(); resource->free();
} }
@@ -1679,8 +1833,8 @@ void Director::runGameOver()
std::cout << "\n* SECTION: GAME OVER" << std::endl; std::cout << "\n* SECTION: GAME OVER" << std::endl;
} }
loadResources(section); loadResources(section);
gameOver = new GameOver(renderer, screen, resource, asset, options); gameOver = new GameOver(renderer, screen, resource, asset, input, options, section);
setSection(gameOver->run()); gameOver->run();
delete gameOver; delete gameOver;
resource->free(); resource->free();
} }
@@ -1694,8 +1848,8 @@ void Director::runGame()
} }
JA_StopMusic(); JA_StopMusic();
loadResources(section); loadResources(section);
game = new Game(renderer, screen, resource, asset, options, input, debug); game = new Game(renderer, screen, resource, asset, options, input, section, debug);
setSection(game->run()); game->run();
delete game; delete game;
resource->free(); resource->free();
} }
@@ -1703,9 +1857,9 @@ void Director::runGame()
void Director::run() void Director::run()
{ {
// Bucle principal // Bucle principal
while (getSection() != SECTION_PROG_QUIT) while (section->name != SECTION_PROG_QUIT)
{ {
switch (getSection()) switch (section->name)
{ {
case SECTION_PROG_LOGO: case SECTION_PROG_LOGO:
runLogo(); runLogo();
@@ -1727,6 +1881,10 @@ void Director::run()
runDemo(); runDemo();
break; break;
case SECTION_PROG_ENTER_ID:
runEnterID();
break;
case SECTION_PROG_GAME: case SECTION_PROG_GAME:
runGame(); runGame();
break; break;

View File

@@ -1,24 +1,25 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/debug.h" #include "jail_engine/debug.h"
#include "common/input.h" #include "jail_engine/input.h"
#include "common/jail_audio.h" #include "jail_engine/jail_audio.h"
#include "common/movingsprite.h" #include "jail_engine/movingsprite.h"
#include "common/resource.h" #include "jail_engine/resource.h"
#include "common/sprite.h" #include "jail_engine/sprite.h"
#include "common/text.h" #include "jail_engine/text.h"
#include "common/utils.h" #include "jail_engine/utils.h"
#include "const.h" #include "const.h"
#include "credits.h" #include "credits.h"
#include "demo.h" #include "demo.h"
#include "ending.h"
#include "ending2.h"
#include "enter_id.h"
#include "game_over.h"
#include "game.h" #include "game.h"
#include "intro.h" #include "intro.h"
#include "logo.h" #include "logo.h"
#include "title.h" #include "title.h"
#include "game_over.h"
#include "ending.h"
#include "ending2.h"
#ifndef DIRECTOR_H #ifndef DIRECTOR_H
#define DIRECTOR_H #define DIRECTOR_H
@@ -39,24 +40,25 @@ private:
Intro *intro; // Objeto para gestionar la introducción del juego Intro *intro; // Objeto para gestionar la introducción del juego
Credits *credits; // Objeto para gestionar los creditos del juego Credits *credits; // Objeto para gestionar los creditos del juego
Demo *demo; // Objeto para gestionar el modo demo, en el que se ven pantallas del juego Demo *demo; // Objeto para gestionar el modo demo, en el que se ven pantallas del juego
EnterID *enterID; // Objeto para gestionar la sección donde se solicita el ID online al usuario
Ending *ending; // Objeto para gestionar el final del juego Ending *ending; // Objeto para gestionar el final del juego
Ending2 *ending2; // Objeto para gestionar el final del juego Ending2 *ending2; // Objeto para gestionar el final del juego
GameOver *gameOver; // Objeto para gestionar el final de la partida GameOver *gameOver; // Objeto para gestionar el final de la partida
Debug *debug; // Objeto para getsionar la información de debug Debug *debug; // Objeto para getsionar la información de debug
struct options_t *options; // Variable con todas las opciones del programa struct options_t *options; // Variable con todas las opciones del programa
section_t *section; // Sección y subsección actual del programa;
// Variables // Variables
JA_Music music; // Musica del titulo JA_Music_t *music; // Musica del titulo
std::string executablePath; // Path del ejecutable std::string executablePath; // Path del ejecutable
section_t section; // Sección y subsección actual del programa;
std::string systemFolder; // Carpeta del sistema donde guardar datos std::string systemFolder; // Carpeta del sistema donde guardar datos
// Crea e inicializa las opciones del programa
void initOptions();
// Inicializa los servicios online // Inicializa los servicios online
void initOnline(); void initOnline();
// Crea e inicializa las opciones del programa
void iniOptions();
// Comprueba los parametros del programa // Comprueba los parametros del programa
void checkProgramArguments(int argc, char *argv[]); void checkProgramArguments(int argc, char *argv[]);
@@ -67,10 +69,10 @@ private:
bool saveConfig(); bool saveConfig();
// Crea la carpeta del sistema donde guardar datos // Crea la carpeta del sistema donde guardar datos
void createSystemFolder(); void createSystemFolder(std::string folder);
// Carga los recursos // Carga los recursos
void loadResources(section_t section); void loadResources(section_t *section);
// Asigna variables a partir de dos cadenas // Asigna variables a partir de dos cadenas
bool setOptions(options_t *options, std::string var, std::string value); bool setOptions(options_t *options, std::string var, std::string value);
@@ -87,15 +89,6 @@ private:
// Crea el indice de ficheros // Crea el indice de ficheros
bool setFileList(); bool setFileList();
// Obtiene el valor de la variable
Uint8 getSubsection();
// Obtiene el valor de la variable
Uint8 getSection();
// Establece el valor de la variable
void setSection(section_t section);
// Ejecuta la seccion de juego con el logo // Ejecuta la seccion de juego con el logo
void runLogo(); void runLogo();
@@ -111,6 +104,9 @@ private:
// Ejecuta la seccion de la demo, donde se ven pantallas del juego // Ejecuta la seccion de la demo, donde se ven pantallas del juego
void runDemo(); void runDemo();
// Ejecuta la seccion en la que se solicita al usuario su ID online
void runEnterID();
// Ejecuta la seccion del final del juego // Ejecuta la seccion del final del juego
void runEnding(); void runEnding();

View File

@@ -1,14 +1,16 @@
#include "ending.h" #include "ending.h"
// Constructor // Constructor
Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options) Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
{ {
// Copia los punteros // Copia los punteros
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->resource = resource; this->resource = resource;
this->asset = asset; this->asset = asset;
this->input = input;
this->options = options; this->options = options;
this->section = section;
// Reserva memoria para los punteros a objetos // Reserva memoria para los punteros a objetos
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
@@ -19,8 +21,8 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
counter = -1; counter = -1;
preCounter = 0; preCounter = 0;
coverCounter = 0; coverCounter = 0;
section.name = SECTION_PROG_ENDING; section->name = SECTION_PROG_ENDING;
section.subsection = 0; section->subsection = 0;
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
scene = 0; scene = 0;
@@ -83,14 +85,17 @@ Ending::~Ending()
// Actualiza el objeto // Actualiza el objeto
void Ending::update() void Ending::update()
{ {
// Comprueba el manejador de eventos
checkEventHandler();
// 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 > ticksSpeed)
{ {
// 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
updateCounters(); updateCounters();
@@ -119,16 +124,16 @@ void Ending::render()
screen->clean(stringToColor(options->palette, "black")); screen->clean(stringToColor(options->palette, "black"));
// Dibuja las imagenes de la escena // Dibuja las imagenes de la escena
spritePics.at(scene).sprite->render(); spritePics[scene].sprite->render();
spritePics.at(scene).coverSprite->render(); spritePics[scene].coverSprite->render();
// Dibuja los textos de la escena // Dibuja los textos de la escena
for (auto ti : scenes.at(scene).textIndex) for (auto ti : scenes[scene].textIndex)
{ {
if (counter > ti.trigger) if (counter > ti.trigger)
{ {
spriteTexts.at(ti.index).sprite->render(); spriteTexts[ti.index].sprite->render();
spriteTexts.at(ti.index).coverSprite->render(); spriteTexts[ti.index].coverSprite->render();
} }
} }
@@ -150,57 +155,45 @@ void Ending::checkEventHandler()
// Evento de salida de la aplicación // Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section->name = SECTION_PROG_QUIT;
break; break;
} }
}
}
// Comprueba las teclas que se han pulsado // Comprueba las entradas
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN)) void Ending::checkInput()
{ {
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B: if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_PROG_LOGO;
section->subsection = SUBSECTION_LOGO_TO_INTRO;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->switchBorder(); screen->switchBorder();
resource->reLoadTextures(); }
break;
case SDL_SCANCODE_F: else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode(); screen->switchVideoMode();
resource->reLoadTextures(); }
break;
case SDL_SCANCODE_F1: else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
screen->setWindowSize(1); {
resource->reLoadTextures(); screen->decWindowSize();
break; }
case SDL_SCANCODE_F2: else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
screen->setWindowSize(2); {
resource->reLoadTextures(); screen->incWindowSize();
break; }
case SDL_SCANCODE_F3: else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
screen->setWindowSize(3); {
resource->reLoadTextures();
break;
case SDL_SCANCODE_F4:
screen->setWindowSize(4);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F5:
switchPalette(); switchPalette();
break;
default:
break;
}
}
} }
} }
@@ -482,11 +475,11 @@ void Ending::iniScenes()
} }
// Bucle principal // Bucle principal
section_t Ending::run() void Ending::run()
{ {
JA_PlayMusic(music); JA_PlayMusic(music);
while (section.name == SECTION_PROG_ENDING) while (section->name == SECTION_PROG_ENDING)
{ {
update(); update();
render(); render();
@@ -494,8 +487,6 @@ section_t Ending::run()
JA_StopMusic(); JA_StopMusic();
JA_SetVolume(128); JA_SetVolume(128);
return section;
} }
// Actualiza los contadores // Actualiza los contadores
@@ -511,7 +502,7 @@ void Ending::updateCounters()
counter++; counter++;
} }
if (counter > scenes.at(scene).counterEnd - 100) if (counter > scenes[scene].counterEnd - 100)
{ {
coverCounter++; coverCounter++;
} }
@@ -522,20 +513,20 @@ void Ending::updateSpriteCovers()
{ // Actualiza la cortinilla de los textos { // Actualiza la cortinilla de los textos
if (counter % 4 == 0) if (counter % 4 == 0)
{ {
for (auto ti : scenes.at(scene).textIndex) for (auto ti : scenes[scene].textIndex)
{ {
if (counter > ti.trigger) if (counter > ti.trigger)
{ {
if (spriteTexts.at(ti.index).clipDesp > 0) if (spriteTexts[ti.index].clipDesp > 0)
{ {
spriteTexts.at(ti.index).clipDesp -= 2; spriteTexts[ti.index].clipDesp -= 2;
} }
else if (spriteTexts.at(ti.index).clipHeight > 0) else if (spriteTexts[ti.index].clipHeight > 0)
{ {
spriteTexts.at(ti.index).clipHeight -= 2; spriteTexts[ti.index].clipHeight -= 2;
spriteTexts.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 2); spriteTexts[ti.index].coverSprite->setPosY(spriteTexts[ti.index].coverSprite->getPosY() + 2);
} }
spriteTexts.at(ti.index).coverSprite->setSpriteClip(0, spriteTexts.at(ti.index).clipDesp, spriteTexts.at(ti.index).coverSprite->getWidth(), spriteTexts.at(ti.index).clipHeight); spriteTexts[ti.index].coverSprite->setSpriteClip(0, spriteTexts[ti.index].clipDesp, spriteTexts[ti.index].coverSprite->getWidth(), spriteTexts[ti.index].clipHeight);
} }
} }
} }
@@ -543,27 +534,27 @@ void Ending::updateSpriteCovers()
// Actualiza la cortinilla de las imagenes // Actualiza la cortinilla de las imagenes
if (counter % 2 == 0) if (counter % 2 == 0)
{ {
if (spritePics.at(scene).clipDesp > 0) if (spritePics[scene].clipDesp > 0)
{ {
spritePics.at(scene).clipDesp -= 2; spritePics[scene].clipDesp -= 2;
} }
else if (spritePics.at(scene).clipHeight > 0) else if (spritePics[scene].clipHeight > 0)
{ {
spritePics.at(scene).clipHeight -= 2; spritePics[scene].clipHeight -= 2;
if (spritePics.at(scene).clipHeight < 0) if (spritePics[scene].clipHeight < 0)
{ {
spritePics.at(scene).clipHeight = 0; spritePics[scene].clipHeight = 0;
} }
spritePics.at(scene).coverSprite->setPosY(spritePics.at(scene).coverSprite->getPosY() + 2); spritePics[scene].coverSprite->setPosY(spritePics[scene].coverSprite->getPosY() + 2);
} }
spritePics.at(scene).coverSprite->setSpriteClip(0, spritePics.at(scene).clipDesp, spritePics.at(scene).coverSprite->getWidth(), spritePics.at(scene).clipHeight); spritePics[scene].coverSprite->setSpriteClip(0, spritePics[scene].clipDesp, spritePics[scene].coverSprite->getWidth(), spritePics[scene].clipHeight);
} }
} }
// Comprueba si se ha de cambiar de escena // Comprueba si se ha de cambiar de escena
void Ending::checkChangeScene() void Ending::checkChangeScene()
{ {
if (counter > scenes.at(scene).counterEnd) if (counter > scenes[scene].counterEnd)
{ {
scene++; scene++;
counter = 0; counter = 0;
@@ -571,7 +562,7 @@ void Ending::checkChangeScene()
if (scene == 5) if (scene == 5)
{ {
// Termina el bucle // Termina el bucle
section.name = SECTION_PROG_ENDING2; section->name = SECTION_PROG_ENDING2;
// Mantiene los valores anteriores // Mantiene los valores anteriores
scene = 4; scene = 4;
@@ -639,20 +630,20 @@ void Ending::switchPalette()
{ {
options->palette = p_zxarne; options->palette = p_zxarne;
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1_zxarne.png")); spritePics[0].sprite->setTexture(resource->getTexture("ending1_zxarne.png"));
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2_zxarne.png")); spritePics[1].sprite->setTexture(resource->getTexture("ending2_zxarne.png"));
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3_zxarne.png")); spritePics[2].sprite->setTexture(resource->getTexture("ending3_zxarne.png"));
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4_zxarne.png")); spritePics[3].sprite->setTexture(resource->getTexture("ending4_zxarne.png"));
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5_zxarne.png")); spritePics[4].sprite->setTexture(resource->getTexture("ending5_zxarne.png"));
} }
else else
{ {
options->palette = p_zxspectrum; options->palette = p_zxspectrum;
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1.png")); spritePics[0].sprite->setTexture(resource->getTexture("ending1.png"));
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2.png")); spritePics[1].sprite->setTexture(resource->getTexture("ending2.png"));
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3.png")); spritePics[2].sprite->setTexture(resource->getTexture("ending3.png"));
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4.png")); spritePics[3].sprite->setTexture(resource->getTexture("ending4.png"));
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5.png")); spritePics[4].sprite->setTexture(resource->getTexture("ending5.png"));
} }
} }

View File

@@ -1,14 +1,15 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/jail_audio.h" #include "jail_engine/input.h"
#include "common/resource.h" #include "jail_engine/jail_audio.h"
#include "common/screen.h" #include "jail_engine/resource.h"
#include "common/sprite.h" #include "jail_engine/screen.h"
#include "common/sprite.h" #include "jail_engine/sprite.h"
#include "common/text.h" #include "jail_engine/sprite.h"
#include "common/texture.h" #include "jail_engine/text.h"
#include "common/utils.h" #include "jail_engine/texture.h"
#include "jail_engine/utils.h"
#include "const.h" #include "const.h"
#include <string> #include <string>
#include <vector> #include <vector>
@@ -54,23 +55,24 @@ private:
Screen *screen; // Objeto encargado de dibujar en pantalla Screen *screen; // Objeto encargado de dibujar en pantalla
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
Input *input; // Objeto pata gestionar la entrada
options_t *options; // Puntero a las opciones del juego options_t *options; // Puntero a las opciones del juego
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
Text *text; // Objeto para escribir texto en pantalla Text *text; // Objeto para escribir texto en pantalla
SDL_Texture *coverTexture; // Textura para cubrir el texto SDL_Texture *coverTexture; // Textura para cubrir el texto
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables // Variables
int counter; // Contador int counter; // Contador
int preCounter; // Contador previo int preCounter; // Contador previo
int coverCounter; // Contador para la cortinilla int coverCounter; // Contador para la cortinilla
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<endingTexture_t> spriteTexts; // Vector con los sprites de texto con su cortinilla std::vector<endingTexture_t> spriteTexts; // Vector con los sprites de texto con su cortinilla
std::vector<endingTexture_t> spritePics; // Vector con los sprites de texto con su cortinilla std::vector<endingTexture_t> spritePics; // Vector con los sprites de texto con su cortinilla
int scene; // Escena actual int scene; // Escena actual
std::vector<scene_t> scenes; // Vector con los textos e imagenes de cada escena std::vector<scene_t> scenes; // Vector con los textos e imagenes de cada escena
JA_Music music; // Musica que suena durante el final JA_Music_t *music; // Musica que suena durante el final
// Actualiza el objeto // Actualiza el objeto
void update(); void update();
@@ -81,6 +83,9 @@ private:
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
void checkEventHandler(); void checkEventHandler();
// Comprueba las entradas
void checkInput();
// Inicializa los textos // Inicializa los textos
void iniTexts(); void iniTexts();
@@ -113,13 +118,13 @@ private:
public: public:
// Constructor // Constructor
Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options); Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section);
// Destructor // Destructor
~Ending(); ~Ending();
// Bucle principal // Bucle principal
section_t run(); void run();
}; };
#endif #endif

View File

@@ -2,14 +2,16 @@
#include <algorithm> #include <algorithm>
// Constructor // Constructor
Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options) Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
{ {
// Copia los punteros // Copia los punteros
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->resource = resource; this->resource = resource;
this->asset = asset; this->asset = asset;
this->input = input;
this->options = options; this->options = options;
this->section = section;
// Reserva memoria para los punteros a objetos // Reserva memoria para los punteros a objetos
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
@@ -21,8 +23,8 @@ Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
preCounter = 0; preCounter = 0;
postCounter = 0; postCounter = 0;
postCounterEnabled = false; postCounterEnabled = false;
section.name = SECTION_PROG_ENDING2; section->name = SECTION_PROG_ENDING2;
section.subsection = 0; section->subsection = 0;
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
distSpriteText = 8; distSpriteText = 8;
@@ -73,14 +75,17 @@ Ending2::~Ending2()
// Actualiza el objeto // Actualiza el objeto
void Ending2::update() void Ending2::update()
{ {
// Comprueba el manejador de eventos
checkEventHandler();
// 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 > ticksSpeed)
{ {
// 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 los contadores // Actualiza los contadores
updateCounters(); updateCounters();
@@ -184,66 +189,54 @@ void Ending2::checkEventHandler()
// Evento de salida de la aplicación // Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section->name = SECTION_PROG_QUIT;
break; break;
} }
}
// Comprueba las teclas que se han pulsado }
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{ // Comprueba las entradas
switch (eventHandler->key.keysym.scancode) void Ending2::checkInput()
{ {
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT; if (input->checkInput(input_exit, REPEAT_FALSE))
break; {
section->name = SECTION_PROG_LOGO;
case SDL_SCANCODE_B: section->subsection = SUBSECTION_LOGO_TO_INTRO;
screen->switchBorder(); }
resource->reLoadTextures();
break; else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
case SDL_SCANCODE_F: screen->switchBorder();
screen->switchVideoMode(); }
resource->reLoadTextures();
break; else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
case SDL_SCANCODE_F1: screen->switchVideoMode();
screen->setWindowSize(1); }
resource->reLoadTextures();
break; else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
case SDL_SCANCODE_F2: screen->decWindowSize();
screen->setWindowSize(2); }
resource->reLoadTextures();
break; else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
case SDL_SCANCODE_F3: screen->incWindowSize();
screen->setWindowSize(3); }
resource->reLoadTextures();
break; else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
{
case SDL_SCANCODE_F4: switchPalette();
screen->setWindowSize(4);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F5:
switchPalette();
break;
default:
break;
}
}
} }
} }
// Bucle principal // Bucle principal
section_t Ending2::run() void Ending2::run()
{ {
JA_PlayMusic(music); JA_PlayMusic(music);
while (section.name == SECTION_PROG_ENDING2) while (section->name == SECTION_PROG_ENDING2)
{ {
update(); update();
render(); render();
@@ -251,8 +244,6 @@ section_t Ending2::run()
JA_StopMusic(); JA_StopMusic();
JA_SetVolume(128); JA_SetVolume(128);
return section;
} }
// Actualiza los contadores // Actualiza los contadores
@@ -275,8 +266,8 @@ void Ending2::updateCounters()
if (postCounter > 600) if (postCounter > 600)
{ {
section.name = SECTION_PROG_LOGO; section->name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_INTRO; section->subsection = SUBSECTION_LOGO_TO_INTRO;
} }
} }
@@ -288,14 +279,14 @@ void Ending2::iniSpriteList()
// Añade los valores // Añade los valores
spriteList.push_back("bin"); spriteList.push_back("bin");
spriteList.push_back("diskette"); spriteList.push_back("floppy");
spriteList.push_back("bird"); spriteList.push_back("bird");
spriteList.push_back("chip"); spriteList.push_back("chip");
spriteList.push_back("jeannine"); spriteList.push_back("jeannine");
spriteList.push_back("spark"); spriteList.push_back("spark");
spriteList.push_back("code"); spriteList.push_back("code");
spriteList.push_back("paco"); spriteList.push_back("paco");
spriteList.push_back("printer"); spriteList.push_back("elsa");
spriteList.push_back("z80"); spriteList.push_back("z80");
spriteList.push_back("bell"); spriteList.push_back("bell");
@@ -304,9 +295,9 @@ void Ending2::iniSpriteList()
spriteList.push_back("amstrad_cs"); spriteList.push_back("amstrad_cs");
spriteList.push_back("breakout"); spriteList.push_back("breakout");
spriteList.push_back("arounder_fly"); spriteList.push_back("flying_arounder");
spriteList.push_back("arounder_stop"); spriteList.push_back("stopped_arounder");
spriteList.push_back("arounder_walk"); spriteList.push_back("walking_arounder");
spriteList.push_back("arounders_door"); spriteList.push_back("arounders_door");
spriteList.push_back("arounders_machine"); spriteList.push_back("arounders_machine");
@@ -324,12 +315,12 @@ void Ending2::iniSpriteList()
spriteList.push_back("dimallas"); spriteList.push_back("dimallas");
spriteList.push_back("guitar"); spriteList.push_back("guitar");
spriteList.push_back("jb_alien"); spriteList.push_back("jailbattle_alien");
spriteList.push_back("jb_human"); spriteList.push_back("jailbattle_human");
spriteList.push_back("jailer"); spriteList.push_back("jailer_#1");
spriteList.push_back("jailer2"); spriteList.push_back("jailer_#2");
spriteList.push_back("jailer3"); spriteList.push_back("jailer_#3");
spriteList.push_back("bry"); spriteList.push_back("bry");
spriteList.push_back("upv_student"); spriteList.push_back("upv_student");
@@ -469,13 +460,13 @@ void Ending2::placeSprites()
{ {
const int x = i % 2 == 0 ? firstCol : secondCol; const int x = i % 2 == 0 ? firstCol : secondCol;
const int y = (i / 1) * (maxSpriteHeight + distSpriteText + text->getCharacterSize() + distSpriteSprite) + GAMECANVAS_HEIGHT + 40; const int y = (i / 1) * (maxSpriteHeight + distSpriteText + text->getCharacterSize() + distSpriteSprite) + GAMECANVAS_HEIGHT + 40;
const int w = sprites.at(i)->getAnimationClip(0, 0).w; const int w = sprites[i]->getAnimationClip(0, 0).w;
const int h = sprites.at(i)->getAnimationClip(0, 0).h; const int h = sprites[i]->getAnimationClip(0, 0).h;
const int dx = -(w / 2); const int dx = -(w / 2);
const int dy = i % 1 == 0 ? maxSpriteHeight - h : (int)(maxSpriteHeight * 1.5f) - h; const int dy = i % 1 == 0 ? maxSpriteHeight - h : (int)(maxSpriteHeight * 1.5f) - h;
sprites.at(i)->setRect({x + dx, y + dy, w, h}); sprites[i]->setRect({x + dx, y + dy, w, h});
sprites.at(i)->setVelY(despSpeed); sprites[i]->setVelY(despSpeed);
} }
// Recoloca el último sprite, que es el del jugador // Recoloca el último sprite, que es el del jugador
@@ -497,14 +488,14 @@ void Ending2::createSpriteTexts()
for (int i = 0; i < (int)spriteList.size(); ++i) for (int i = 0; i < (int)spriteList.size(); ++i)
{ {
// Calcula constantes // Calcula constantes
std::string txt = spriteList.at(i); std::string txt = spriteList[i];
std::replace(txt.begin(), txt.end(), '_', ' '); std::replace(txt.begin(), txt.end(), '_', ' ');
txt = txt == "player" ? "JAILDOCTOR" : txt; // Reemplaza el texto txt = txt == "player" ? "JAILDOCTOR" : txt; // Reemplaza el texto
const int w = text->lenght(txt, 1); const int w = text->lenght(txt, 1);
const int h = text->getCharacterSize(); const int h = text->getCharacterSize();
const int x = i % 2 == 0 ? firstCol : secondCol; const int x = i % 2 == 0 ? firstCol : secondCol;
const int dx = -(w / 2); const int dx = -(w / 2);
const int y = sprites.at(i)->getPosY() + sprites.at(i)->getHeight() + distSpriteText; const int y = sprites[i]->getPosY() + sprites[i]->getHeight() + distSpriteText;
// Cambia la posición del último sprite // Cambia la posición del último sprite
const int X = (i == (int)spriteList.size() - 1) ? GAMECANVAS_CENTER_X - (w / 2) : x + dx; const int X = (i == (int)spriteList.size() - 1) ? GAMECANVAS_CENTER_X - (w / 2) : x + dx;
@@ -536,7 +527,7 @@ void Ending2::createTexts()
for (int i = 0; i < (int)list.size(); ++i) for (int i = 0; i < (int)list.size(); ++i)
{ {
// Calcula constantes // Calcula constantes
const int w = text->lenght(list.at(i), 1); const int w = text->lenght(list[i], 1);
const int h = text->getCharacterSize(); const int h = text->getCharacterSize();
const int x = GAMECANVAS_CENTER_X; const int x = GAMECANVAS_CENTER_X;
const int dx = -(w / 2); const int dx = -(w / 2);
@@ -547,7 +538,7 @@ void Ending2::createTexts()
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET); texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
texture->setAsRenderTarget(renderer); texture->setAsRenderTarget(renderer);
texture->setBlendMode(SDL_BLENDMODE_BLEND); texture->setBlendMode(SDL_BLENDMODE_BLEND);
text->write(0, 0, list.at(i)); text->write(0, 0, list[i]);
// Crea el sprite // Crea el sprite
MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer); MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
@@ -565,7 +556,7 @@ void Ending2::createTexts()
for (int i = 0; i < (int)list.size(); ++i) for (int i = 0; i < (int)list.size(); ++i)
{ {
// Calcula constantes // Calcula constantes
const int w = text->lenght(list.at(i), 1); const int w = text->lenght(list[i], 1);
const int h = text->getCharacterSize(); const int h = text->getCharacterSize();
const int x = GAMECANVAS_CENTER_X; const int x = GAMECANVAS_CENTER_X;
const int dx = -(w / 2); const int dx = -(w / 2);
@@ -576,7 +567,7 @@ void Ending2::createTexts()
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET); texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
texture->setAsRenderTarget(renderer); texture->setAsRenderTarget(renderer);
texture->setBlendMode(SDL_BLENDMODE_BLEND); texture->setBlendMode(SDL_BLENDMODE_BLEND);
text->write(0, 0, list.at(i)); text->write(0, 0, list[i]);
// Crea el sprite // Crea el sprite
MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer); MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
@@ -624,7 +615,7 @@ void Ending2::updateFinalFade()
for (auto t : texts) for (auto t : texts)
{ {
t->getTexture()->setColor(colors.at(index).r, colors.at(index).g, colors.at(index).b); t->getTexture()->setColor(colors[index].r, colors[index].g, colors[index].b);
} }
} }

View File

@@ -1,14 +1,15 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/animatedsprite.h" #include "jail_engine/animatedsprite.h"
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/jail_audio.h" #include "jail_engine/input.h"
#include "common/resource.h" #include "jail_engine/jail_audio.h"
#include "common/screen.h" #include "jail_engine/resource.h"
#include "common/sprite.h" #include "jail_engine/screen.h"
#include "common/text.h" #include "jail_engine/sprite.h"
#include "common/texture.h" #include "jail_engine/text.h"
#include "common/utils.h" #include "jail_engine/texture.h"
#include "jail_engine/utils.h"
#include "const.h" #include "const.h"
#include <vector> #include <vector>
#include <string> #include <string>
@@ -25,21 +26,22 @@ private:
Screen *screen; // Objeto encargado de dibujar en pantalla Screen *screen; // Objeto encargado de dibujar en pantalla
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
SDL_Renderer *renderer; // El renderizador de la ventana SDL_Renderer *renderer; // El renderizador de la ventana
Input *input; // Objeto pata gestionar la entrada
Text *text; // Objeto para escribir texto en pantalla Text *text; // Objeto para escribir texto en pantalla
options_t *options; // Puntero a las opciones del juego options_t *options; // Puntero a las opciones del juego
std::vector<AnimatedSprite *> sprites; // Vector con todos los sprites a dibujar std::vector<AnimatedSprite *> sprites; // Vector con todos los sprites a dibujar
std::vector<MovingSprite *> spriteTexts; // Vector con los sprites de texto de los sprites std::vector<MovingSprite *> spriteTexts; // Vector con los sprites de texto de los sprites
std::vector<MovingSprite *> texts; // Vector con los sprites de texto std::vector<MovingSprite *> texts; // Vector con los sprites de texto
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables // Variables
bool counterEnabled; // Indica si está el contador habilitado bool counterEnabled; // Indica si está el contador habilitado
int preCounter; // Contador previo int preCounter; // Contador previo
int postCounter; // Contador posterior int postCounter; // Contador posterior
bool postCounterEnabled; // Indica si está habilitado el contador bool postCounterEnabled; // Indica si está habilitado el contador
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
JA_Music music; // Musica que suena durante el final JA_Music_t *music; // Musica que suena durante el final
std::vector<std::string> spriteList; // Lista con todos los sprites a dibujar std::vector<std::string> spriteList; // Lista con todos los sprites a dibujar
std::vector<color_t> colors; // Vector con los colores para el fade std::vector<color_t> colors; // Vector con los colores para el fade
int maxSpriteWidth; // El valor de ancho del sprite mas ancho int maxSpriteWidth; // El valor de ancho del sprite mas ancho
@@ -59,6 +61,9 @@ private:
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
void checkEventHandler(); void checkEventHandler();
// Comprueba las entradas
void checkInput();
// Actualiza los contadores // Actualiza los contadores
void updateCounters(); void updateCounters();
@@ -115,13 +120,13 @@ private:
public: public:
// Constructor // Constructor
Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options); Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section);
// Destructor // Destructor
~Ending2(); ~Ending2();
// Bucle principal // Bucle principal
section_t run(); void run();
}; };
#endif #endif

View File

@@ -1,9 +1,9 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/animatedsprite.h" #include "jail_engine/animatedsprite.h"
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/utils.h" #include "jail_engine/utils.h"
#include <string> #include <string>
#ifndef ENEMY_H #ifndef ENEMY_H

317
source/enter_id.cpp Normal file
View File

@@ -0,0 +1,317 @@
#include "jail_engine/jail_audio.h"
#include "jail_engine/jscore.h"
#include "const.h"
#include "enter_id.h"
#include <iostream>
// Constructor
EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new Texture(renderer, asset->get("smb2.png"));
text = new Text(asset->get("smb2.txt"), texture, renderer);
// 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);
if (textTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
// Inicializa variables
counter = 0;
ticks = 0;
ticksSpeed = 15;
pos = 0;
name[pos] = 0;
maxLenght = 15;
if (options->online.enabled && options->online.jailerID == "")
{
this->section->name = SECTION_PROG_ENTER_ID;
}
else
{
endSection();
}
// Escribe el texto en la textura
fillTexture();
}
// Destructor
EnterID::~EnterID()
{
delete eventHandler;
delete text;
delete texture;
}
// Bucle para el logo del juego
void EnterID::run()
{
// Detiene la música
JA_StopMusic();
while (section->name == SECTION_PROG_ENTER_ID)
{
update();
render();
}
}
// Comprueba el manejador de eventos
void EnterID::checkEventHandler()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section->name = SECTION_PROG_QUIT;
break;
}
// El ENTER solo se comprueba cuando se suelta, para no saltarse la siguiente sección
if ((eventHandler->type == SDL_KEYUP && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONUP))
{
if (eventHandler->key.keysym.scancode == SDL_SCANCODE_RETURN)
{
options->online.jailerID = (std::string)name;
endSection();
break;
}
}
// Comprueba las teclas que se han pulsado
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
{
if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_A && eventHandler->key.keysym.scancode <= SDL_SCANCODE_Z)
{ // Si pulsa una letra
if (pos < maxLenght)
{
name[pos++] = eventHandler->key.keysym.scancode + 61;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_1 && eventHandler->key.keysym.scancode <= SDL_SCANCODE_9)
{ // Si pulsa un número
if (pos < maxLenght)
{ // En ascii el '0' va antes del '1', pero en scancode el '0' va despues de '9'
name[pos++] = eventHandler->key.keysym.scancode + 19;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_0)
{
if (pos < maxLenght)
{
name[pos++] = 48;
name[pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_BACKSPACE)
{
if (pos > 0)
{
name[--pos] = 0;
}
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_ESCAPE)
{
section->name = SECTION_PROG_QUIT;
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F1)
{
screen->setWindowSize(1);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F2)
{
screen->setWindowSize(2);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F3)
{
screen->setWindowSize(3);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F4)
{
screen->setWindowSize(4);
break;
}
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F5)
{
switchPalette();
break;
}
}
}
}
// Actualiza las variables
void EnterID::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Comprueba el manejador de eventos
checkEventHandler();
// Actualiza el contador
counter++;
// Actualiza el cursor
cursor = (counter % 20 >= 10) ? " " : "_";
}
}
// Dibuja en pantalla
void EnterID::render()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Limpia la pantalla
screen->clean();
// Dibuja la textura con el texto en pantalla
SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
// Escribe el jailerID
const std::string jailerID = (std::string)name + cursor;
const color_t color = stringToColor(options->palette, "white");
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, (16 * 8 + 1), jailerID, 1, color);
// Vuelca el contenido del renderizador en pantalla
screen->blit();
}
// Inicializa los textos
void EnterID::iniTexts()
{
texts.clear();
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({"ONLINE CONFIGURATION:", stringToColor(options->palette, "red")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"YOU HAVE NOT SPECIFIED ANY ID", stringToColor(options->palette, "white")});
texts.push_back({"FOR THE ONLINE SERVICE", stringToColor(options->palette, "white")});
texts.push_back({"", stringToColor(options->palette, "white")});
texts.push_back({"PLEASE ENTER AN ID OR", stringToColor(options->palette, "white")});
texts.push_back({"LEAVE BLANK FOR OFFLINE MODE", 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({"JAILER_ID:", stringToColor(options->palette, "red")});
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({"", 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")});
}
// Escribe el texto en la textura
void EnterID::fillTexture()
{
// Inicializa los textos
iniTexts();
// Rellena la textura de texto
SDL_SetRenderTarget(renderer, textTexture);
color_t c = stringToColor(options->palette, "black");
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, 0xFF);
SDL_RenderClear(renderer);
// Escribe el texto en la textura
const int size = text->getCharacterSize();
int i = 0;
for (auto t : texts)
{
text->writeDX(TXT_CENTER | TXT_COLOR, PLAY_AREA_CENTER_X, i * size, t.label, 1, t.color);
i++;
}
SDL_SetRenderTarget(renderer, nullptr);
}
// Cambia la paleta
void EnterID::switchPalette()
{
options->palette = options->palette == p_zxspectrum ? p_zxarne : p_zxspectrum;
fillTexture();
}
// Inicializa los servicios online
void EnterID::initOnline()
{
if (options->online.sessionEnabled)
{ // Si ya ha iniciado la sesión, que no continue
return;
}
if (options->online.jailerID == "")
{ // Jailer ID no definido
options->online.enabled = false;
}
else
{ // Jailer ID iniciado
options->online.enabled = options->online.sessionEnabled = true;
jscore::init(options->online.server, options->online.port);
#ifdef DEBUG
const std::string caption = "IS LOGGED IN (DEBUG)";
#else
const std::string caption = "IS LOGGED IN";
#endif
screen->showNotification(options->online.jailerID, caption, 12);
if (options->console)
{
std::cout << caption << std::endl;
}
}
}
// Termina la sección
void EnterID::endSection()
{
initOnline();
section->name = (section->subsection == SUBSECTION_LOGO_TO_INTRO) ? SECTION_PROG_INTRO : SECTION_PROG_TITLE;
section->subsection = 0;
}

80
source/enter_id.h Normal file
View File

@@ -0,0 +1,80 @@
#pragma once
#include <SDL2/SDL.h>
#include "jail_engine/asset.h"
#include "jail_engine/screen.h"
#include "jail_engine/utils.h"
#include "jail_engine/text.h"
#include "jail_engine/texture.h"
#include <string>
#include <vector>
#ifndef ENTER_ID_H
#define ASK_ME_H
class EnterID
{
private:
struct captions_t
{
std::string label; // Texto a escribir
color_t color; // Color del texto
};
// Punteros y objetos
Asset *asset; // Objeto con los ficheros de recursos
options_t *options; // Puntero a las opciones del juego
Screen *screen; // Objeto encargado de dibujar en pantalla
SDL_Event *eventHandler; // Manejador de eventos
SDL_Renderer *renderer; // El renderizador de la ventana
SDL_Texture *textTexture; // Textura para dibujar el texto
Text *text; // Objeto para escribir texto en pantalla
Texture *texture; // Textura para la fuente para el texto
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
int counter; // Contador
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<captions_t> texts; // Vector con los textos
std::string cursor; // Contiene el caracter que se muestra como cursor
char name[15];
int pos;
int maxLenght; // Tamaño máximo del jailerID
// Actualiza las variables
void update();
// Dibuja en pantalla
void render();
// Comprueba el manejador de eventos
void checkEventHandler();
// Inicializa los textos
void iniTexts();
// Escribe el texto en la textura
void fillTexture();
// Cambia la paleta
void switchPalette();
// Inicializa los servicios online
void initOnline();
// Termina la sección
void endSection();
public:
// Constructor
EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, section_t *section);
// Destructor
~EnterID();
// Bucle principal
void run();
};
#endif

View File

@@ -2,15 +2,8 @@
#include <iostream> #include <iostream>
// Constructor // Constructor
Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug) Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, section_t *section, Debug *debug)
{ {
// Inicia algunas variables
board.iniClock = SDL_GetTicks();
currentRoom = "03.room";
const int x = 25;
const int y = 13;
spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
// Copia los punteros // Copia los punteros
this->resource = resource; this->resource = resource;
this->renderer = renderer; this->renderer = renderer;
@@ -19,15 +12,25 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
this->input = input; this->input = input;
this->debug = debug; this->debug = debug;
this->options = options; this->options = options;
this->section = section;
// Inicia algunas variables
board.iniClock = SDL_GetTicks();
#ifdef DEBUG #ifdef DEBUG
currentRoom = "02.room"; currentRoom = "03.room";
const int x1 = 20; const int x = 25;
const int y1 = 6; const int y = 13;
spawnPoint = {x1 * 8, y1 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL}; spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
debug->setEnabled(false);
#else
currentRoom = "03.room";
const int x = 25;
const int y = 13;
spawnPoint = {x * 8, y * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
#endif #endif
// Crea los objetos // Crea los objetos
cheevos = new Cheevos(screen, options, asset->get("cheevos.bin"));
scoreboard = new ScoreBoard(renderer, resource, asset, options, &board); scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
itemTracker = new ItemTracker(); itemTracker = new ItemTracker();
roomTracker = new RoomTracker(); roomTracker = new RoomTracker();
@@ -40,13 +43,34 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer); text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
music = JA_LoadMusic(asset->get("game.ogg").c_str()); music = JA_LoadMusic(asset->get("game.ogg").c_str());
deathSound = JA_LoadSound(asset->get("death.wav").c_str()); deathSound = JA_LoadSound(asset->get("death.wav").c_str());
stats = new Stats(asset->get("stats.csv")); stats = new Stats(asset->get("stats.csv"), asset->get("stats_buffer.csv"), options);
stats->addVisit(room->getName());
// Crea la textura para poner el nombre de la habitación
roomNameTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, text->getCharacterSize() * 2);
if (roomNameTexture == nullptr)
{
if (options->console)
{
std::cout << "Error: roomNameTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
}
}
// Establece el blend mode de la textura
SDL_SetTextureBlendMode(roomNameTexture, SDL_BLENDMODE_BLEND);
// Establece el destino de la textura
roomNameRect = {0, PLAY_AREA_HEIGHT, GAMECANVAS_WIDTH, text->getCharacterSize() * 2};
// Pone el nombre de la habitación en la textura
fillRoomNameTexture();
// Inicializa el resto de variables // Inicializa el resto de variables
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
board.lives = 9; board.lives = 9;
#ifdef DEBUG
board.lives = 9;
#endif
board.items = 0; board.items = 0;
board.rooms = 1; board.rooms = 1;
board.music = true; board.music = true;
@@ -57,14 +81,19 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
blackScreen = false; blackScreen = false;
blackScreenCounter = 0; blackScreenCounter = 0;
totalItems = getTotalItems(); totalItems = getTotalItems();
initStats();
stats->addVisit(room->getName());
const bool cheats = options->cheat.infiniteLives || options->cheat.invincible || options->cheat.jailEnabled;
cheevos->enable(!cheats); // Deshabilita los logros si hay trucos activados
section.name = SECTION_PROG_GAME; section->name = SECTION_PROG_GAME;
section.subsection = 0; section->subsection = 0;
} }
Game::~Game() Game::~Game()
{ {
// Libera la memoria de los objetos // Libera la memoria de los objetos
delete cheevos;
delete scoreboard; delete scoreboard;
delete itemTracker; delete itemTracker;
delete roomTracker; delete roomTracker;
@@ -74,6 +103,8 @@ Game::~Game()
delete text; delete text;
delete stats; delete stats;
SDL_DestroyTexture(roomNameTexture);
JA_DeleteMusic(music); JA_DeleteMusic(music);
JA_DeleteSound(deathSound); JA_DeleteSound(deathSound);
} }
@@ -87,7 +118,7 @@ void Game::checkEventHandler()
// Evento de salida de la aplicación // Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section->name = SECTION_PROG_QUIT;
screen->setBorderColor(stringToColor(options->palette, "black")); screen->setBorderColor(stringToColor(options->palette, "black"));
break; break;
} }
@@ -97,13 +128,10 @@ void Game::checkEventHandler()
reLoadTextures(); reLoadTextures();
} }
if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0)) if (eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0)
{ {
switch (eventHandler->key.keysym.scancode) switch (eventHandler->key.keysym.scancode)
{ {
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_TITLE;
break;
#ifdef DEBUG #ifdef DEBUG
case SDL_SCANCODE_G: case SDL_SCANCODE_G:
debug->switchEnabled(); debug->switchEnabled();
@@ -133,53 +161,21 @@ void Game::checkEventHandler()
break; break;
case SDL_SCANCODE_F6: case SDL_SCANCODE_F6:
screen->showText("MAMA MIRA! SIN MANOS!"); screen->showNotification("ACHIEVEMENT UNLOCKED!", "I LIKE MY MULTICOLOURED FRIENDS", 2);
break;
case SDL_SCANCODE_F7:
screen->showNotification("ACHIEVEMENT UNLOCKED!", "I LIKE MY MULTICOLOURED FRIENDS", 3);
break;
case SDL_SCANCODE_F8:
screen->showNotification("JAILDESIGNER IS LOGGED IN", "", 4);
break;
case SDL_SCANCODE_F9:
screen->showNotification("JAILDESIGNER IS LOGGED IN", "", 5);
break; break;
#endif #endif
case SDL_SCANCODE_M:
board.music = !board.music;
board.music ? JA_ResumeMusic() : JA_PauseMusic();
break;
case SDL_SCANCODE_P:
switchPause();
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: default:
break; break;
} }
@@ -187,8 +183,57 @@ void Game::checkEventHandler()
} }
} }
// Comprueba el teclado
void Game::checkInput()
{
if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_PROG_TITLE;
}
else if (input->checkInput(input_switch_music, REPEAT_FALSE))
{
board.music = !board.music;
board.music ? JA_ResumeMusic() : JA_PauseMusic();
}
else if (input->checkInput(input_pause, REPEAT_FALSE))
{
switchPause();
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->switchBorder();
reLoadTextures();
}
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode();
reLoadTextures();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
reLoadTextures();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
reLoadTextures();
}
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
{
switchPalette();
}
}
// Bucle para el juego // Bucle para el juego
section_t Game::run() void Game::run()
{ {
JA_PlayMusic(music); JA_PlayMusic(music);
if (!board.music) if (!board.music)
@@ -196,28 +241,29 @@ section_t Game::run()
JA_PauseMusic(); JA_PauseMusic();
} }
while (section.name == SECTION_PROG_GAME) while (section->name == SECTION_PROG_GAME)
{ {
update(); update();
render(); render();
} }
JA_StopMusic(); JA_StopMusic();
return section;
} }
// Actualiza el juego, las variables, comprueba la entrada, etc. // Actualiza el juego, las variables, comprueba la entrada, etc.
void Game::update() void Game::update()
{ {
// Comprueba los eventos de la cola
checkEventHandler();
// 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 > ticksSpeed)
{ {
// Actualiza el contador de ticks // Actualiza el contador de ticks
ticks = SDL_GetTicks(); ticks = SDL_GetTicks();
// Comprueba los eventos de la cola // Comprueba el teclado
checkEventHandler(); checkInput();
#ifdef DEBUG #ifdef DEBUG
debug->clear(); debug->clear();
@@ -233,6 +279,7 @@ void Game::update()
checkGameOver(); checkGameOver();
checkEndGame(); checkEndGame();
checkRestoringJail(); checkRestoringJail();
checkSomeCheevos();
scoreboard->update(); scoreboard->update();
input->update(); input->update();
@@ -252,8 +299,8 @@ void Game::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();
@@ -313,13 +360,8 @@ void Game::renderDebugInfo()
// Escribe el nombre de la pantalla // Escribe el nombre de la pantalla
void Game::renderRoomName() void Game::renderRoomName()
{ {
// Texto en el centro de la pantalla // Dibuja la textura con el nombre de la habitación
SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2}; SDL_RenderCopy(renderer, roomNameTexture, nullptr, &roomNameRect);
color_t color = stringToColor(options->palette, "white");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderFillRect(renderer, &rect);
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, 16 * 8 + 4, room->getName(), 1, room->getBGColor());
} }
// Cambia de habitación // Cambia de habitación
@@ -341,6 +383,9 @@ bool Game::changeRoom(std::string file)
// 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, board.jailEnabled, debug); room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, board.jailEnabled, debug);
// Pone el nombre de la habitación en la textura
fillRoomNameTexture();
// 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();
@@ -348,7 +393,7 @@ bool Game::changeRoom(std::string file)
{ {
// Incrementa el contador de habitaciones visitadas // Incrementa el contador de habitaciones visitadas
board.rooms++; board.rooms++;
options->rooms = board.rooms; options->stats.rooms = board.rooms;
// Actualiza las estadisticas // Actualiza las estadisticas
stats->addVisit(room->getName()); stats->addVisit(room->getName());
@@ -409,7 +454,7 @@ void Game::checkGameOver()
{ {
if (board.lives < 0 && blackScreenCounter > 17) if (board.lives < 0 && blackScreenCounter > 17)
{ {
section.name = SECTION_PROG_GAME_OVER; section->name = SECTION_PROG_GAME_OVER;
} }
} }
@@ -430,6 +475,9 @@ void Game::killPlayer()
// Actualiza las estadisticas // Actualiza las estadisticas
stats->addDeath(room->getName()); stats->addDeath(room->getName());
// Invalida el logro de pasarse el juego sin morir
cheevos->invalidate(11);
// Destruye la habitacion y el jugador // Destruye la habitacion y el jugador
delete room; delete room;
delete this->player; delete this->player;
@@ -536,7 +584,7 @@ void Game::setScoreBoardColor()
bool Game::checkEndGame() bool Game::checkEndGame()
{ {
const bool isOnTheRoom = room->getName() == "THE JAIL"; // Estar en la habitación que toca const bool isOnTheRoom = room->getName() == "THE JAIL"; // Estar en la habitación que toca
const bool haveTheItems = board.items >= int(totalItems * 0.9f); // Con mas del 90% de los items recogidos const bool haveTheItems = board.items >= int(totalItems * 0.9f) || options->cheat.jailEnabled; // Con mas del 90% de los items recogidos
const bool isOnTheDoor = player->getRect().x <= 128; // Y en la ubicación que toca (En la puerta) const bool isOnTheDoor = player->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
if (haveTheItems) if (haveTheItems)
@@ -544,15 +592,12 @@ bool Game::checkEndGame()
board.jailEnabled = true; board.jailEnabled = true;
} }
if (isOnTheRoom && haveTheItems && isOnTheDoor) if (haveTheItems && isOnTheRoom && isOnTheDoor)
{ {
section.name = SECTION_PROG_ENDING; // Comprueba los logros de completar el juego
return true; checkEndGameCheevos();
}
if (options->cheat.jailEnabled && isOnTheRoom && isOnTheDoor) section->name = SECTION_PROG_ENDING;
{
section.name = SECTION_PROG_ENDING;
return true; return true;
} }
@@ -612,11 +657,126 @@ void Game::checkRestoringJail()
} }
static int counter = 0; static int counter = 0;
if (!paused)
{
counter++; counter++;
}
// Incrementa el numero de vidas
if (counter == 100) if (counter == 100)
{ {
counter = 0; counter = 0;
board.lives++; board.lives++;
JA_PlaySound(deathSound); JA_PlaySound(deathSound);
// Invalida el logro de completar el juego sin entrar a la jail
const bool haveTheItems = board.items >= int(totalItems * 0.9f);
if (!haveTheItems)
{
cheevos->invalidate(9);
}
}
}
// Inicializa el diccionario de las estadísticas
void Game::initStats()
{
std::vector<res_room_t> *rooms = new std::vector<res_room_t>;
rooms = resource->getAllRooms();
for (auto room : *rooms)
{
stats->addDictionary(room.room->number, room.room->name);
}
stats->init();
}
// Crea la textura con el nombre de la habitación
void Game::fillRoomNameTexture()
{
// Pone la textura como destino de renderizado
SDL_SetRenderTarget(renderer, roomNameTexture);
// Rellena la textura de color
const color_t color = stringToColor(options->palette, "white");
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
SDL_RenderClear(renderer);
// Escribe el texto en la textura
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, text->getCharacterSize() / 2, room->getName(), 1, room->getBGColor());
// Deja el renderizador por defecto
SDL_SetRenderTarget(renderer, nullptr);
}
// Comprueba algunos logros
void Game::checkSomeCheevos()
{
// Logros sobre la cantidad de items
if (board.items == totalItems)
{
cheevos->unlock(4);
cheevos->unlock(3);
cheevos->unlock(2);
cheevos->unlock(1);
}
else if (board.items >= totalItems * 0.75f)
{
cheevos->unlock(3);
cheevos->unlock(2);
cheevos->unlock(1);
}
else if (board.items >= totalItems * 0.5f)
{
cheevos->unlock(2);
cheevos->unlock(1);
}
else if (board.items >= totalItems * 0.25f)
{
cheevos->unlock(1);
}
// Logros sobre las habitaciones visitadas
if (board.rooms >= 60)
{
cheevos->unlock(7);
cheevos->unlock(6);
cheevos->unlock(5);
}
else if (board.rooms >= 40)
{
cheevos->unlock(6);
cheevos->unlock(5);
}
else if (board.rooms >= 20)
{
cheevos->unlock(5);
}
}
// Comprueba los logros de completar el juego
void Game::checkEndGameCheevos()
{
// "Complete the game"
cheevos->unlock(8);
// "Complete the game without entering the jail"
cheevos->unlock(9);
// "Complete the game with all items"
if (board.items == totalItems)
{
cheevos->unlock(10);
}
// "Complete the game without dying"
cheevos->unlock(11);
// "Complete the game in under 30 minutes"
if (scoreboard->getMinutes() < 30)
{
cheevos->unlock(12);
} }
} }

View File

@@ -1,16 +1,17 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/animatedsprite.h" #include "cheevos.h"
#include "common/asset.h" #include "jail_engine/animatedsprite.h"
#include "common/debug.h" #include "jail_engine/asset.h"
#include "common/input.h" #include "jail_engine/debug.h"
#include "common/jail_audio.h" #include "jail_engine/input.h"
#include "common/resource.h" #include "jail_engine/jail_audio.h"
#include "common/screen.h" #include "jail_engine/resource.h"
#include "common/sprite.h" #include "jail_engine/screen.h"
#include "common/text.h" #include "jail_engine/sprite.h"
#include "common/utils.h" #include "jail_engine/text.h"
#include "jail_engine/utils.h"
#include "const.h" #include "const.h"
#include "item_tracker.h" #include "item_tracker.h"
#include "player.h" #include "player.h"
@@ -37,24 +38,27 @@ private:
Input *input; // Objeto pata gestionar la entrada Input *input; // Objeto pata gestionar la entrada
Text *text; // Objeto para los textos del juego Text *text; // Objeto para los textos del juego
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
Cheevos *cheevos; // Objeto encargado de gestionar los logros del juego
Resource *resource; // Objeto con los recursos Resource *resource; // Objeto con los recursos
Debug *debug; // Objeto para gestionar la información de debug Debug *debug; // Objeto para gestionar la información de debug
options_t *options; // Puntero a las opciones del juego options_t *options; // Puntero a las opciones del juego
Stats *stats; // Objeto encargado de gestionar las estadísticas Stats *stats; // Objeto encargado de gestionar las estadísticas
SDL_Texture *roomNameTexture; // Textura para escribir el nombre de la habitación
section_t *section; // Seccion actual dentro del juego
// Variables // Variables
JA_Music music; // Musica que suena durante el juego JA_Music_t *music; // Musica que suena durante el juego
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
section_t section; // Seccion actual dentro del juego
std::string currentRoom; // Fichero de la habitación actual std::string currentRoom; // Fichero de la habitación actual
playerSpawn_t spawnPoint; // Lugar de la habitación donde aparece el jugador playerSpawn_t spawnPoint; // Lugar de la habitación donde aparece el jugador
JA_Sound deathSound; // Sonido a reproducir cuando muere el jugador JA_Sound_t *deathSound; // Sonido a reproducir cuando muere el jugador
board_t board; // Estructura con los datos del marcador board_t board; // Estructura con los datos del marcador
bool paused; // Indica si el juego se encuentra en pausa bool paused; // Indica si el juego se encuentra en pausa
bool blackScreen; // Indica si la pantalla está en negro. Se utiliza para la muerte del jugador bool blackScreen; // Indica si la pantalla está en negro. Se utiliza para la muerte del jugador
int blackScreenCounter; // Contador para temporizar la pantalla en negro int blackScreenCounter; // Contador para temporizar la pantalla en negro
int totalItems; // Cantidad total de items que hay en el mapeado del juego int totalItems; // Cantidad total de items que hay en el mapeado del juego
SDL_Rect roomNameRect; // Rectangulo donde pintar la textura con el nombre de la habitación
// Actualiza el juego, las variables, comprueba la entrada, etc. // Actualiza el juego, las variables, comprueba la entrada, etc.
void update(); void update();
@@ -79,6 +83,9 @@ private:
// Cambia de habitación // Cambia de habitación
bool changeRoom(std::string file); bool changeRoom(std::string file);
// Comprueba el teclado
void checkInput();
// Comprueba si el jugador esta en el borde de la pantalla y actua // Comprueba si el jugador esta en el borde de la pantalla y actua
void checkPlayerOnBorder(); void checkPlayerOnBorder();
@@ -130,15 +137,27 @@ private:
// Da vidas al jugador cuando está en la Jail // Da vidas al jugador cuando está en la Jail
void checkRestoringJail(); void checkRestoringJail();
// Inicializa el diccionario de las estadísticas
void initStats();
// Pone el nombre de la habitación en la textura
void fillRoomNameTexture();
// Comprueba algunos logros
void checkSomeCheevos();
// Comprueba los logros de completar el juego
void checkEndGameCheevos();
public: public:
// Constructor // Constructor
Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug); Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, section_t *section, Debug *debug);
// Destructor // Destructor
~Game(); ~Game();
// Bucle para el juego // Bucle para el juego
section_t run(); void run();
}; };
#endif #endif

View File

@@ -1,14 +1,16 @@
#include "game_over.h" #include "game_over.h"
// Constructor // Constructor
GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options) GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
{ {
// Copia los punteros // Copia los punteros
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->resource = resource; this->resource = resource;
this->asset = asset; this->asset = asset;
this->input = input;
this->options = options; this->options = options;
this->section = section;
// Reserva memoria para los punteros a objetos // Reserva memoria para los punteros a objetos
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
@@ -20,17 +22,17 @@ GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, A
// Inicializa variables // Inicializa variables
preCounter = 0; preCounter = 0;
counter = 0; counter = 0;
section.name = SECTION_PROG_GAME_OVER; section->name = SECTION_PROG_GAME_OVER;
section.subsection = 0; section->subsection = 0;
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
endSection = 400; endSection = 400;
iniFade = 310; iniFade = 310;
fadeLenght = 20; fadeLenght = 20;
playerSprite->setPosX(GAMECANVAS_CENTER_X + 10); playerSprite->setPosX(GAMECANVAS_CENTER_X + 10);
playerSprite->setPosY(GAMECANVAS_CENTER_Y - 10); playerSprite->setPosY(30);
tvSprite->setPosX(GAMECANVAS_CENTER_X - tvSprite->getAnimationClip(0, 0).w - 10); tvSprite->setPosX(GAMECANVAS_CENTER_X - tvSprite->getAnimationClip(0, 0).w - 10);
tvSprite->setPosY(GAMECANVAS_CENTER_Y - 10); tvSprite->setPosY(30);
// Inicializa el vector de colores // Inicializa el vector de colores
const std::vector<std::string> colorList = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"}; const std::vector<std::string> colorList = {"white", "yellow", "cyan", "green", "magenta", "red", "blue", "black"};
@@ -55,14 +57,17 @@ GameOver::~GameOver()
// Actualiza el objeto // Actualiza el objeto
void GameOver::update() void GameOver::update()
{ {
// Comprueba el manejador de eventos
checkEventHandler();
// 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 > ticksSpeed)
{ {
// 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 color usado para renderizar los textos e imagenes // Actualiza el color usado para renderizar los textos e imagenes
updateColor(); updateColor();
@@ -82,6 +87,8 @@ void GameOver::update()
// Dibuja el final en pantalla // Dibuja el final en pantalla
void GameOver::render() void GameOver::render()
{ {
const int y = 32;
// Prepara para empezar a dibujar en la textura de juego // Prepara para empezar a dibujar en la textura de juego
screen->start(); screen->start();
@@ -89,16 +96,22 @@ void GameOver::render()
screen->clean(); screen->clean();
// Escribe el texto de GAME OVER // Escribe el texto de GAME OVER
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y - 40, "G A M E O V E R", 1, color); text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y, "G A M E O V E R", 1, color);
// Dibuja los sprites // Dibuja los sprites
playerSprite->setPosY(y + 30);
tvSprite->setPosY(y + 30);
renderSprites(); renderSprites();
// Escribe el texto con las habitaciones y los items // Escribe el texto con las habitaciones y los items
const std::string itemsTxt = std::to_string(options->items / 100) + std::to_string((options->items % 100) / 10) + std::to_string(options->items % 10); const std::string itemsTxt = std::to_string(options->stats.items / 100) + std::to_string((options->stats.items % 100) / 10) + std::to_string(options->stats.items % 10);
const std::string roomsTxt = std::to_string(options->rooms / 100) + std::to_string((options->rooms % 100) / 10) + std::to_string(options->rooms % 10); const std::string roomsTxt = std::to_string(options->stats.rooms / 100) + std::to_string((options->stats.rooms % 100) / 10) + std::to_string(options->stats.rooms % 10);
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y + 40, "ITEMS: " + itemsTxt, 1, color); text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 80, "ITEMS: " + itemsTxt, 1, color);
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y + 55, "ROOMS: " + roomsTxt, 1, color); text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 90, "ROOMS: " + roomsTxt, 1, color);
// Escribe el texto con "Tu peor pesadilla"
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 110, "YOUR WORST NIGHTMARE IS", 1, color);
text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, y + 120, options->stats.worstNightmare, 1, color);
// Vuelca el contenido del renderizador en pantalla // Vuelca el contenido del renderizador en pantalla
screen->blit(); screen->blit();
@@ -113,71 +126,56 @@ void GameOver::checkEventHandler()
// Evento de salida de la aplicación // Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section->name = SECTION_PROG_QUIT;
section.subsection = 0; section->subsection = 0;
break; 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:
break;
}
}
} }
} }
// Bucle principal // Comprueba las entradas
section_t GameOver::run() void GameOver::checkInput()
{ {
while (section.name == SECTION_PROG_GAME_OVER)
if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->switchBorder();
}
else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode();
}
else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
{
screen->decWindowSize();
}
else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
{
screen->incWindowSize();
}
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
{
switchPalette();
}
}
// Bucle principal
void GameOver::run()
{
while (section->name == SECTION_PROG_GAME_OVER)
{ {
update(); update();
render(); render();
} }
return section;
} }
// Actualiza el color usado para renderizar los textos e imagenes // Actualiza el color usado para renderizar los textos e imagenes
@@ -187,16 +185,15 @@ void GameOver::updateColor()
if (counter < half) if (counter < half)
{ {
// const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
const float step = std::min(counter, fadeLenght) / (float)fadeLenght; const float step = std::min(counter, fadeLenght) / (float)fadeLenght;
const int index = (colors.size() - 1) - int((colors.size() - 1) * step); const int index = (colors.size() - 1) - int((colors.size() - 1) * step);
color = colors.at(index); color = colors[index];
} }
else else
{ {
const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght; const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
const int index = (colors.size() - 1) * step; const int index = (colors.size() - 1) * step;
color = colors.at(index); color = colors[index];
} }
} }
@@ -232,8 +229,8 @@ void GameOver::updateCounters()
// Comprueba si ha terminado la sección // Comprueba si ha terminado la sección
else if (counter == endSection) else if (counter == endSection)
{ {
section.name = SECTION_PROG_LOGO; section->name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_TITLE; section->subsection = SUBSECTION_LOGO_TO_TITLE;
} }
} }

View File

@@ -1,14 +1,15 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/animatedsprite.h" #include "jail_engine/animatedsprite.h"
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/jail_audio.h" #include "jail_engine/input.h"
#include "common/resource.h" #include "jail_engine/jail_audio.h"
#include "common/screen.h" #include "jail_engine/resource.h"
#include "common/sprite.h" #include "jail_engine/screen.h"
#include "common/text.h" #include "jail_engine/sprite.h"
#include "common/texture.h" #include "jail_engine/text.h"
#include "common/utils.h" #include "jail_engine/texture.h"
#include "jail_engine/utils.h"
#include "const.h" #include "const.h"
#include <vector> #include <vector>
@@ -23,16 +24,17 @@ private:
Screen *screen; // Objeto encargado de dibujar en pantalla Screen *screen; // Objeto encargado de dibujar en pantalla
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
Input *input; // Objeto pata gestionar la entrada
options_t *options; // Puntero a las opciones del juego options_t *options; // Puntero a las opciones del juego
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
Text *text; // Objeto para escribir texto en pantalla Text *text; // Objeto para escribir texto en pantalla
AnimatedSprite *playerSprite; // Sprite con el jugador AnimatedSprite *playerSprite; // Sprite con el jugador
AnimatedSprite *tvSprite; // Sprite con el televisor AnimatedSprite *tvSprite; // Sprite con el televisor
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables // Variables
int preCounter; // Contador previo int preCounter; // Contador previo
int counter; // Contador int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<color_t> colors; // Vector con los colores para el fade std::vector<color_t> colors; // Vector con los colores para el fade
@@ -40,7 +42,7 @@ private:
int endSection; // Contador: cuando acaba la sección int endSection; // Contador: cuando acaba la sección
int iniFade; // Contador: cuando emiepza el fade int iniFade; // Contador: cuando emiepza el fade
int fadeLenght; // Contador: duración del fade int fadeLenght; // Contador: duración del fade
JA_Music music; // Musica que suena durante el juego JA_Music_t *music; // Musica que suena durante el juego
// Actualiza el objeto // Actualiza el objeto
void update(); void update();
@@ -51,6 +53,9 @@ private:
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
void checkEventHandler(); void checkEventHandler();
// Comprueba las entradas
void checkInput();
// Actualiza el color usado para renderizar los textos e imagenes // Actualiza el color usado para renderizar los textos e imagenes
void updateColor(); void updateColor();
@@ -65,13 +70,13 @@ private:
public: public:
// Constructor // Constructor
GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options); GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section);
// Destructor // Destructor
~GameOver(); ~GameOver();
// Bucle principal // Bucle principal
section_t run(); void run();
}; };
#endif #endif

View File

@@ -1,14 +1,16 @@
#include "intro.h" #include "intro.h"
// Constructor // Constructor
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options) Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)
{ {
// Copia la dirección de los objetos // Copia la dirección de los objetos
this->resource = resource; this->resource = resource;
this->renderer = renderer; this->renderer = renderer;
this->screen = screen; this->screen = screen;
this->asset = asset; this->asset = asset;
this->input = input;
this->options = options; this->options = options;
this->section = section;
// Reserva memoria para los punteros // Reserva memoria para los punteros
eventHandler = new SDL_Event(); eventHandler = new SDL_Event();
@@ -31,21 +33,13 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
// Inicializa variables // Inicializa variables
preCounter = 0; preCounter = 0;
counter = 0; counter = 0;
section.name = SECTION_PROG_INTRO; section->name = SECTION_PROG_INTRO;
section.subsection = 0; section->subsection = 0;
ticks = 0; ticks = 0;
ticksSpeed = 15; ticksSpeed = 15;
loadCounter = 0; loadCounter = 0;
lineCounter = 0;
loadingFirstPart = true; loadingFirstPart = true;
loadRect = {0, 0, 51, 1};
// Ls lineas que tapan la primera textura
for (int i = 0; i < 192; ++i)
{
lines[i].x1 = 0;
lines[i].x2 = 257;
lines[i].y = i;
}
// Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum // Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum
for (int i = 0; i < 192; ++i) for (int i = 0; i < 192; ++i)
@@ -90,89 +84,79 @@ void Intro::checkEventHandler()
// Evento de salida de la aplicación // Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT) if (eventHandler->type == SDL_QUIT)
{ {
section.name = SECTION_PROG_QUIT; section->name = SECTION_PROG_QUIT;
break; break;
} }
}
}
// Comprueba las teclas que se han pulsado // Comprueba las entradas
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN)) void Intro::checkInput()
{ {
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B: if (input->checkInput(input_exit, REPEAT_FALSE))
{
section->name = SECTION_PROG_QUIT;
}
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->switchBorder(); screen->switchBorder();
resource->reLoadTextures(); }
break;
case SDL_SCANCODE_F: else if (input->checkInput(input_window_fullscreen, REPEAT_FALSE))
{
screen->switchVideoMode(); screen->switchVideoMode();
resource->reLoadTextures(); }
break;
case SDL_SCANCODE_F1: else if (input->checkInput(input_window_dec_size, REPEAT_FALSE))
screen->setWindowSize(1); {
resource->reLoadTextures(); screen->decWindowSize();
break; }
case SDL_SCANCODE_F2: else if (input->checkInput(input_window_inc_size, REPEAT_FALSE))
screen->setWindowSize(2); {
resource->reLoadTextures(); screen->incWindowSize();
break; }
case SDL_SCANCODE_F3: else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
screen->setWindowSize(3); {
resource->reLoadTextures();
break;
case SDL_SCANCODE_F4:
screen->setWindowSize(4);
resource->reLoadTextures();
break;
case SDL_SCANCODE_F5:
switchPalette(); switchPalette();
break; }
default: else if (input->checkInput(input_pause, REPEAT_FALSE) || input->checkInput(input_accept, REPEAT_FALSE) || input->checkInput(input_jump, REPEAT_FALSE))
section.name = SECTION_PROG_TITLE; {
section.subsection = 0; section->name = SECTION_PROG_TITLE;
break; section->subsection = 0;
}
}
} }
} }
// Gestiona el contador de carga // Gestiona el contador de carga
void Intro::updateLoad() void Intro::updateLoad()
{ {
// Primera parte de la carga, la parte en blanco ynegro // Primera parte de la carga, la parte en blanco y negro
if (loadingFirstPart) if (loadingFirstPart)
{ {
// Cada 5 pasos el loadCounter se incrementa en uno // Cada 5 pasos el loadCounter se incrementa en uno
const int numSteps = 5; const int numSteps = 5;
const int step = 51;
loadCounter = counter / numSteps; loadCounter = counter / numSteps;
if (loadCounter < 192) if (loadCounter < 192)
{ {
const int step = 256 / numSteps; loadRect.x = step * (counter % numSteps);
lines[lineIndex[loadCounter]].x1 = step * (counter % numSteps); loadRect.y = lineIndex[loadCounter];
sprite1->setSpriteClip(loadRect);
// Elimina por completo la linea anterior sprite1->setRect(loadRect);
if (loadCounter > 0)
{
lines[lineIndex[loadCounter - 1]].x1 = 256;
} }
}
// Una vez actualizadas las 192 lineas, pasa a la segunda fase de la carga // Una vez actualizadas las 192 lineas, pasa a la segunda fase de la carga
else if (loadCounter == 192) else if (loadCounter == 192)
{ {
loadingFirstPart = false; loadingFirstPart = false;
loadCounter = 0; loadCounter = 0;
loadRect = {0, 0, 16, 8};
sprite2->setRect(loadRect);
sprite2->setSpriteClip(loadRect);
JA_PlayMusic(loadingSound3); JA_PlayMusic(loadingSound3);
} }
} }
@@ -180,70 +164,52 @@ void Intro::updateLoad()
else else
{ {
loadCounter += 2; loadCounter += 2;
loadCounter = std::min(loadCounter, 768); loadRect.x = (loadCounter * 8) % 256;
loadRect.y = (loadCounter / 32) * 8;
sprite2->setSpriteClip(loadRect);
sprite2->setRect(loadRect);
// Comprueba si ha terminado la intro
if (loadCounter >= 768)
{
section->name = SECTION_PROG_TITLE;
section->subsection = 0;
JA_StopMusic();
}
} }
} }
// Gestiona el contador interno // Gestiona el contador interno
void Intro::updateCounter() void Intro::updateCounter()
{ {
if (preCounter >= 50) (preCounter >= 50) ? counter++ : preCounter++;
{ // Si el contador previo ha llegado a 50, empieza a contar el contador normal
if (counter == 0) if (counter == 1)
{ {
JA_PlayMusic(loadingSound2); JA_PlayMusic(loadingSound2);
} }
counter++;
}
else
{ // Actualiza el precontador
preCounter++;
}
} }
// Dibuja la pantalla de carga // Dibuja la pantalla de carga
void Intro::renderLoad() void Intro::renderLoad()
{ {
// Carga 1 - Blanco y negro loadingFirstPart ? sprite1->render() : sprite2->render();
if (loadingFirstPart)
{
// Dibuja la textura de pantalla de carga en blanco y negro en pantalla
sprite1->render();
// Dibuja las 192 lineas negras sobre la textura
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
for (int i = 0; i < 192; ++i)
{
SDL_RenderDrawLine(renderer, lines[i].x1, lines[i].y, lines[i].x2, lines[i].y);
}
}
else
// Carga 2 - Color
{
sprite1->render();
SDL_Rect rect = {0, 0, 8, 8};
for (int i = 0; i < loadCounter; ++i)
{
rect.x = (i * 8) % 256;
rect.y = (i / 32) * 8;
sprite2->setRect(rect);
sprite2->setSpriteClip(rect);
sprite2->render();
}
}
} }
// Actualiza las variables // Actualiza las variables
void Intro::update() void Intro::update()
{ {
// Comprueba el manejador de eventos
checkEventHandler();
// 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 > ticksSpeed)
{ {
// 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();
// Gestiona el contador interno // Gestiona el contador interno
updateCounter(); updateCounter();
@@ -253,14 +219,6 @@ void Intro::update()
// Actualiza las notificaciones // Actualiza las notificaciones
screen->updateNotifier(); screen->updateNotifier();
// Comprueba si ha terminado la intro
if (loadCounter >= 768)
{
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
JA_StopMusic();
}
} }
} }
@@ -270,9 +228,6 @@ void Intro::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
screen->clean();
// Dibuja la pantalla de carga // Dibuja la pantalla de carga
renderLoad(); renderLoad();
@@ -281,20 +236,24 @@ void Intro::render()
} }
// Bucle para el logo del juego // Bucle para el logo del juego
section_t Intro::run() void Intro::run()
{ {
// Inicia el sonido de carga // Inicia el sonido de carga
JA_SetVolume(64); JA_SetVolume(64);
JA_PlayMusic(loadingSound1); JA_PlayMusic(loadingSound1);
while (section.name == SECTION_PROG_INTRO) // Limpia la pantalla
screen->start();
screen->clean();
screen->blit();
while (section->name == SECTION_PROG_INTRO)
{ {
update(); update();
render(); render();
} }
JA_SetVolume(128); JA_SetVolume(128);
return section;
} }
// Cambia la paleta // Cambia la paleta
@@ -312,4 +271,45 @@ void Intro::switchPalette()
sprite1->setTexture(resource->getTexture("loading_screen_bn.png")); sprite1->setTexture(resource->getTexture("loading_screen_bn.png"));
sprite2->setTexture(resource->getTexture("loading_screen_color.png")); sprite2->setTexture(resource->getTexture("loading_screen_color.png"));
} }
recreateLoadingScreen();
}
// Reconstruye la pantalla de carga
void Intro::recreateLoadingScreen()
{
// Prepara para empezar a dibujar en la textura de juego
screen->start();
// Primera parte de la carga, la parte en blanco y negro
if (loadingFirstPart)
{
const int numSteps = 5;
const int step = 51;
for (int i = 0; i <= counter; i++)
{
loadCounter = i / numSteps;
loadRect.x = step * (i % numSteps);
loadRect.y = lineIndex[loadCounter];
sprite1->setSpriteClip(loadRect);
sprite1->setRect(loadRect);
sprite1->render();
}
}
// Segunda parte de la carga, la parte de los bloques en color
else
{
for (int i = 0; i <= loadCounter; i++)
{
loadRect.x = (i * 8) % 256;
loadRect.y = (i / 32) * 8;
sprite2->setSpriteClip(loadRect);
sprite2->setRect(loadRect);
sprite2->render();
}
}
// Vuelca el contenido del renderizador en pantalla
screen->blit();
} }

View File

@@ -1,17 +1,18 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/jail_audio.h" #include "jail_engine/input.h"
#include "common/resource.h" #include "jail_engine/jail_audio.h"
#include "common/screen.h" #include "jail_engine/resource.h"
#include "common/sprite.h" #include "jail_engine/screen.h"
#include "common/utils.h" #include "jail_engine/sprite.h"
#include "jail_engine/utils.h"
#include "const.h" #include "const.h"
#include <vector> #include <vector>
#include <string> #include <string>
#include "common/text.h" #include "jail_engine/text.h"
#ifndef INTRO_H #ifndef INTRO_H
#define INTRO_H #define INTRO_H
@@ -24,27 +25,27 @@ private:
Screen *screen; // Objeto encargado de dibujar en pantalla Screen *screen; // Objeto encargado de dibujar en pantalla
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
Input *input; // Objeto pata gestionar la entrada
Texture *loadingScreenTexture1; // Textura con la pantalla de carga en blanco y negro Texture *loadingScreenTexture1; // Textura con la pantalla de carga en blanco y negro
Texture *loadingScreenTexture2; // Textura con la pantalla de carga en color Texture *loadingScreenTexture2; // Textura con la pantalla de carga en color
SDL_Event *eventHandler; // Manejador de eventos SDL_Event *eventHandler; // Manejador de eventos
Sprite *sprite1; // Sprite para manejar la textura loadingScreenTexture1 Sprite *sprite1; // Sprite para manejar la textura loadingScreenTexture1
Sprite *sprite2; // Sprite para manejar la textura loadingScreenTexture2 Sprite *sprite2; // Sprite para manejar la textura loadingScreenTexture2
options_t *options; // Puntero a las opciones del juego options_t *options; // Puntero a las opciones del juego
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables // Variables
int preCounter; // Contador previo para realizar una pausa inicial int preCounter; // Contador previo para realizar una pausa inicial
int counter; // Contador int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
int loadCounter; // Contador para controlar las cargas int loadCounter; // Contador para controlar las cargas
int lineCounter; // Contador para dibujar las lineas de carga
bool loadingFirstPart; // Para saber en que parte de la carga se encuentra bool loadingFirstPart; // Para saber en que parte de la carga se encuentra
JA_Music loadingSound1; // Sonidos para imitar la carga tipo spectrum JA_Music_t *loadingSound1; // Sonidos para imitar la carga tipo spectrum
JA_Music loadingSound2; // Sonidos para imitar la carga tipo spectrum JA_Music_t *loadingSound2; // Sonidos para imitar la carga tipo spectrum
JA_Music loadingSound3; // Sonidos para imitar la carga tipo spectrum JA_Music_t *loadingSound3; // Sonidos para imitar la carga tipo spectrum
h_line_t lines[192]; // Las 192 lineas que forman la pantalla de carga
int lineIndex[192]; // El orden en el que se procesan las 192 lineas de la pantalla de carga int lineIndex[192]; // El orden en el que se procesan las 192 lineas de la pantalla de carga
SDL_Rect loadRect; // Rectangulo para dibujar la pantalla de carga
// Actualiza las variables // Actualiza las variables
void update(); void update();
@@ -55,6 +56,9 @@ private:
// Comprueba el manejador de eventos // Comprueba el manejador de eventos
void checkEventHandler(); void checkEventHandler();
// Comprueba las entradas
void checkInput();
// Gestiona el contador interno // Gestiona el contador interno
void updateCounter(); void updateCounter();
@@ -67,15 +71,18 @@ private:
// Cambia la paleta // Cambia la paleta
void switchPalette(); void switchPalette();
// Reconstruye la pantalla de carga
void recreateLoadingScreen();
public: public:
// Constructor // Constructor
Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options); Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section);
// Destructor // Destructor
~Intro(); ~Intro();
// Bucle principal // Bucle principal
section_t run(); void run();
}; };
#endif #endif

View File

@@ -36,7 +36,7 @@ Item::~Item()
void Item::render() void Item::render()
{ {
const int index = (counter / colorChangeSpeed) % color.size(); const int index = (counter / colorChangeSpeed) % color.size();
sprite->getTexture()->setColor(color.at(index).r, color.at(index).g, color.at(index).b); sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].b);
sprite->render(); sprite->render();
sprite->getTexture()->setColor(255, 255, 255); sprite->getTexture()->setColor(255, 255, 255);
} }

View File

@@ -1,9 +1,9 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/asset.h" #include "jail_engine/asset.h"
#include "common/sprite.h" #include "jail_engine/sprite.h"
#include "common/utils.h" #include "jail_engine/utils.h"
#include <string> #include <string>
#ifndef ITEM_H #ifndef ITEM_H

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "common/utils.h" #include "jail_engine/utils.h"
#include <string> #include <string>
#include <vector> #include <vector>

View File

@@ -222,121 +222,121 @@ 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 +484,9 @@ 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 +497,9 @@ 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 +513,7 @@ 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 +528,7 @@ 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;
} }

View File

@@ -114,7 +114,7 @@ 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)
{ {

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