Compare commits
24 Commits
| Author | SHA1 | Date | |
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| d7c49a0578 | |||
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| 06ecabc676 | |||
| 5d89a3057e | |||
| 75228cc451 | |||
| 357eec20b1 | |||
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| 6557dea2bb | |||
| 2caea7ba6e |
2
Makefile
@@ -2,7 +2,7 @@ executable = jaildoctors_dilemma
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source = source/*.cpp source/common/*.cpp
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appName = JailDoctor's Dilemma
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releaseFolder = jdd_release
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version = v1.06.2
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version = v1.07
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# Release names
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windowsRelease = $(executable)-$(version)-win32-x64.zip
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@@ -1,4 +1,4 @@
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# JailDoctor's Dilemma (v1.06.2)
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# JailDoctor's Dilemma (v1.07)
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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.
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|
Before Width: | Height: | Size: 271 B After Width: | Height: | Size: 271 B |
@@ -3,7 +3,7 @@ frameHeight=16
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[animation]
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name=default
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speed=8
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speed=4
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loop=0
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frames=0,1,2,3
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frames=0,1,2,3,4,5,6,7
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[/animation]
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|
Before Width: | Height: | Size: 239 B After Width: | Height: | Size: 357 B |
@@ -3,9 +3,9 @@
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<tileset firstgid="1" source="standard.tsx"/>
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@@ -1,6 +1,6 @@
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name=ROAD TO THE JAIL
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bgColor=black
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border=cyan
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border=blue
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tileMapFile=02.tmx
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tileSetFile=standard.png
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roomUp=0
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@@ -3,22 +3,22 @@
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<tileset firstgid="1" source="standard.tsx"/>
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</map>
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@@ -11,8 +11,8 @@ itemColor1=bright_green
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itemColor2=green
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[enemy]
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tileSetFile=diskette.png
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animation=diskette.ani
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tileSetFile=floppy.png
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animation=floppy.ani
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@@ -10,7 +10,7 @@
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@@ -11,8 +11,8 @@ itemColor1=red
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itemColor2=magenta
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[enemy]
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tileSetFile=diskette.png
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animation=diskette.ani
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tileSetFile=floppy.png
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animation=floppy.ani
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width=16
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height=16
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x=9
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@@ -27,8 +27,8 @@ color=green
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[/enemy]
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[enemy]
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tileSetFile=diskette.png
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animation=diskette.ani
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tileSetFile=floppy.png
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animation=floppy.ani
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x=1
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@@ -11,8 +11,8 @@ itemColor1=yellow
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itemColor2=red
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[enemy]
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tileSetFile=diskette.png
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animation=diskette.ani
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tileSetFile=floppy.png
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animation=floppy.ani
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x=5
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@@ -27,8 +27,8 @@ color=green
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[/enemy]
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[enemy]
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animation=diskette.ani
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animation=floppy.ani
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@@ -3,16 +3,16 @@
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|
||||
0,0,0,0,38,0,0,0,0,0,0,241,241,0,0,0,0,0,0,241,241,0,0,0,0,0,0,38,0,0,0,0,
|
||||
|
||||
@@ -9,8 +9,8 @@ roomLeft=26.room
|
||||
roomRight=0
|
||||
|
||||
#[enemy]
|
||||
#tileSetFile=diskette.png
|
||||
#animation=diskette.ani
|
||||
#tileSetFile=floppy.png
|
||||
#animation=floppy.ani
|
||||
#width=16
|
||||
#height=16
|
||||
#x=2
|
||||
|
||||
@@ -3,17 +3,17 @@
|
||||
<tileset firstgid="1" source="standard.tsx"/>
|
||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
||||
<data encoding="csv">
|
||||
90,89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,89,90,41,235,235,0,0,235,235,41,89,90,89,
|
||||
89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,89,90,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,89,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,235,0,0,0,0,0,0,
|
||||
90,89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,89,94,41,235,235,0,0,235,235,41,89,90,89,
|
||||
89,94,215,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,214,215,0,0,0,0,0,0,0,0,214,89,90,
|
||||
214,215,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,214,89,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,235,0,0,0,0,0,214,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,235,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,0,0,
|
||||
94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,
|
||||
94,215,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,
|
||||
89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,415,415,415,415,
|
||||
94,215,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,415,415,415,415,
|
||||
89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,0,0,0,
|
||||
90,89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
89,90,89,94,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
|
||||
@@ -11,8 +11,8 @@ itemColor1=green
|
||||
itemColor2=red
|
||||
|
||||
[enemy]
|
||||
tileSetFile=diskette.png
|
||||
animation=diskette.ani
|
||||
tileSetFile=floppy.png
|
||||
animation=floppy.ani
|
||||
width=16
|
||||
height=16
|
||||
x=20
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
name=STATIC
|
||||
name=BE CAREFUL WITH THE FUSE
|
||||
bgColor=black
|
||||
border=bright_cyan
|
||||
tileMapFile=36.tmx
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
name=P.A.C.O. ON THE GO
|
||||
bgColor=black
|
||||
border=black
|
||||
border=blue
|
||||
tileMapFile=42.tmx
|
||||
tileSetFile=standard.png
|
||||
roomUp=0
|
||||
@@ -23,7 +23,7 @@ x1=10
|
||||
y1=2
|
||||
x2=10
|
||||
y2=11
|
||||
color=green
|
||||
color=magenta
|
||||
[/enemy]
|
||||
|
||||
[enemy]
|
||||
|
||||
@@ -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,
|
||||
36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,
|
||||
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,
|
||||
36,0,0,0,0,0,0,0,305,0,0,0,0,305,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
36,0,0,0,305,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
36,0,0,0,0,0,0,0,306,0,0,0,0,306,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
36,0,0,0,306,0,0,0,0,0,0,0,0,0,0,0,0,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
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,
|
||||
36,0,415,421,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,415,415,0,0,421,415,0,0,0,0,0,0,
|
||||
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,
|
||||
|
||||
@@ -11,6 +11,22 @@ itemColor1=red
|
||||
itemColor2=magenta
|
||||
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]
|
||||
tileSetFile=heavy.png
|
||||
|
||||
@@ -9,8 +9,8 @@ roomLeft=0
|
||||
roomRight=49.room
|
||||
|
||||
[enemy]
|
||||
tileSetFile=diskette.png
|
||||
animation=diskette.ani
|
||||
tileSetFile=floppy.png
|
||||
animation=floppy.ani
|
||||
width=16
|
||||
height=16
|
||||
x=7
|
||||
@@ -25,8 +25,8 @@ color=magenta
|
||||
[/enemy]
|
||||
|
||||
[enemy]
|
||||
tileSetFile=diskette.png
|
||||
animation=diskette.ani
|
||||
tileSetFile=floppy.png
|
||||
animation=floppy.ani
|
||||
width=16
|
||||
height=16
|
||||
x=20
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
||||
<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,
|
||||
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,42,
|
||||
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,
|
||||
42,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
name=P.A.C.O WORKSHOP
|
||||
name=P.A.C.O. WORKSHOP
|
||||
bgColor=black
|
||||
border=yellow
|
||||
tileMapFile=53.tmx
|
||||
|
||||
|
Before Width: | Height: | Size: 8.8 KiB After Width: | Height: | Size: 8.8 KiB |
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |
|
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |
|
Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 6.3 KiB |
|
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 6.5 KiB |
@@ -23,11 +23,11 @@
|
||||
<key>CFBundlePackageType</key>
|
||||
<string>APPL</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
<string>1.0.6.2</string>
|
||||
<string>1.0.7</string>
|
||||
<key>CFBundleSignature</key>
|
||||
<string>????</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1.0.6.2</string>
|
||||
<string>1.0.7</string>
|
||||
<key>CSResourcesFileMapped</key>
|
||||
<true/>
|
||||
<key>LSMinimumSystemVersion</key>
|
||||
|
||||
@@ -222,121 +222,121 @@ int AnimatedSprite::getIndex(std::string name)
|
||||
// Calcula el frame correspondiente a la animación
|
||||
void AnimatedSprite::animate()
|
||||
{
|
||||
if (!enabled || animation.at(currentAnimation).speed == 0)
|
||||
if (!enabled || animation[currentAnimation].speed == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// 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
|
||||
// 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
|
||||
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).frames.size();
|
||||
animation.at(currentAnimation).completed = true;
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
|
||||
animation[currentAnimation].completed = true;
|
||||
}
|
||||
else
|
||||
{ // Si hay loop, vuelve al frame indicado
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).loop;
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
|
||||
}
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// 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
|
||||
animation.at(currentAnimation).counter++;
|
||||
animation[currentAnimation].counter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene el numero de frames de la animación actual
|
||||
int AnimatedSprite::getNumFrames()
|
||||
{
|
||||
return (int)animation.at(currentAnimation).frames.size();
|
||||
return (int)animation[currentAnimation].frames.size();
|
||||
}
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void AnimatedSprite::setCurrentFrame(int num)
|
||||
{
|
||||
// Descarta valores fuera de rango
|
||||
if (num >= (int)animation.at(currentAnimation).frames.size())
|
||||
if (num >= (int)animation[currentAnimation].frames.size())
|
||||
{
|
||||
num = 0;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable
|
||||
animation.at(currentAnimation).currentFrame = num;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation[currentAnimation].currentFrame = num;
|
||||
animation[currentAnimation].counter = 0;
|
||||
|
||||
// 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
|
||||
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
|
||||
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
|
||||
void AnimatedSprite::setAnimationSpeed(int index, int speed)
|
||||
{
|
||||
animation.at(index).counter = speed;
|
||||
animation[index].counter = speed;
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
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
|
||||
void AnimatedSprite::setAnimationLoop(int index, int loop)
|
||||
{
|
||||
animation.at(index).loop = loop;
|
||||
animation[index].loop = loop;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
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
|
||||
void AnimatedSprite::setAnimationCompleted(int index, bool value)
|
||||
{
|
||||
animation.at(index).completed = value;
|
||||
animation[index].completed = value;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool AnimatedSprite::animationIsCompleted()
|
||||
{
|
||||
return animation.at(currentAnimation).completed;
|
||||
return animation[currentAnimation].completed;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
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
|
||||
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
|
||||
@@ -484,9 +484,9 @@ void AnimatedSprite::setCurrentAnimation(std::string name)
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
animation[currentAnimation].currentFrame = 0;
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -497,9 +497,9 @@ void AnimatedSprite::setCurrentAnimation(int index)
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
animation[currentAnimation].currentFrame = 0;
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -513,7 +513,7 @@ void AnimatedSprite::update()
|
||||
// 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)
|
||||
{
|
||||
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
|
||||
@@ -528,7 +528,7 @@ void AnimatedSprite::setAnimationCounter(int value)
|
||||
// Reinicia la animación
|
||||
void AnimatedSprite::resetAnimation()
|
||||
{
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
animation[currentAnimation].currentFrame = 0;
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].completed = false;
|
||||
}
|
||||
@@ -34,13 +34,13 @@ void Input::update()
|
||||
// Asigna inputs a teclas
|
||||
void Input::bindKey(Uint8 input, SDL_Scancode code)
|
||||
{
|
||||
keyBindings.at(input).scancode = code;
|
||||
keyBindings[input].scancode = code;
|
||||
}
|
||||
|
||||
// Asigna inputs a botones del mando
|
||||
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
|
||||
{
|
||||
gameControllerBindings.at(input).button = button;
|
||||
gameControllerBindings[input].button = button;
|
||||
}
|
||||
|
||||
// Comprueba si un input esta activo
|
||||
@@ -65,7 +65,7 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
|
||||
if (repeat)
|
||||
{
|
||||
if (keyStates[keyBindings.at(input).scancode] != 0)
|
||||
if (keyStates[keyBindings[input].scancode] != 0)
|
||||
{
|
||||
successKeyboard = true;
|
||||
}
|
||||
@@ -76,11 +76,11 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!keyBindings.at(input).active)
|
||||
if (!keyBindings[input].active)
|
||||
{
|
||||
if (keyStates[keyBindings.at(input).scancode] != 0)
|
||||
if (keyStates[keyBindings[input].scancode] != 0)
|
||||
{
|
||||
keyBindings.at(input).active = true;
|
||||
keyBindings[input].active = true;
|
||||
successKeyboard = true;
|
||||
}
|
||||
else
|
||||
@@ -90,9 +90,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (keyStates[keyBindings.at(input).scancode] == 0)
|
||||
if (keyStates[keyBindings[input].scancode] == 0)
|
||||
{
|
||||
keyBindings.at(input).active = false;
|
||||
keyBindings[input].active = false;
|
||||
successKeyboard = false;
|
||||
}
|
||||
else
|
||||
@@ -108,7 +108,7 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
{
|
||||
if (repeat)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
|
||||
{
|
||||
successGameController = true;
|
||||
}
|
||||
@@ -119,11 +119,11 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!gameControllerBindings.at(input).active)
|
||||
if (!gameControllerBindings[input].active)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
|
||||
{
|
||||
gameControllerBindings.at(input).active = true;
|
||||
gameControllerBindings[input].active = true;
|
||||
successGameController = true;
|
||||
}
|
||||
else
|
||||
@@ -133,9 +133,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) == 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0)
|
||||
{
|
||||
gameControllerBindings.at(input).active = false;
|
||||
gameControllerBindings[input].active = false;
|
||||
successGameController = false;
|
||||
}
|
||||
else
|
||||
@@ -163,7 +163,7 @@ bool Input::checkAnyInput(int device, int index)
|
||||
|
||||
for (int i = 0; i < (int)keyBindings.size(); ++i)
|
||||
{
|
||||
if (mKeystates[keyBindings.at(i).scancode] != 0)
|
||||
if (mKeystates[keyBindings[i].scancode] != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -176,7 +176,7 @@ bool Input::checkAnyInput(int device, int index)
|
||||
{
|
||||
for (int i = 0; i < (int)gameControllerBindings.size(); ++i)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(i).button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -277,7 +277,7 @@ std::string Input::getControllerName(int index)
|
||||
{
|
||||
if (numGamepads > 0)
|
||||
{
|
||||
return controllerNames.at(index);
|
||||
return controllerNames[index];
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#ifndef JA_USESDLMIXER
|
||||
#include "jail_audio.h"
|
||||
#include "stb_vorbis.c"
|
||||
#include <SDL2/SDL.h>
|
||||
@@ -11,7 +12,7 @@ struct JA_Sound_t {
|
||||
};
|
||||
|
||||
struct JA_Channel_t {
|
||||
JA_Sound sound;
|
||||
JA_Sound_t *sound;
|
||||
int pos {0};
|
||||
int times {0};
|
||||
JA_Channel_state state { JA_CHANNEL_FREE };
|
||||
@@ -25,7 +26,7 @@ struct JA_Music_t {
|
||||
JA_Music_state state {JA_MUSIC_INVALID};
|
||||
};
|
||||
|
||||
JA_Music current_music{NULL};
|
||||
JA_Music_t *current_music{NULL};
|
||||
JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
|
||||
|
||||
int JA_freq {48000};
|
||||
@@ -86,7 +87,7 @@ void JA_Quit() {
|
||||
sdlAudioDevice = 0;
|
||||
}
|
||||
|
||||
JA_Music JA_LoadMusic(const char* filename) {
|
||||
JA_Music_t *JA_LoadMusic(const char* filename) {
|
||||
int chan, samplerate;
|
||||
|
||||
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
|
||||
@@ -98,7 +99,7 @@ JA_Music JA_LoadMusic(const char* filename) {
|
||||
if (fread(buffer, fsize, 1, f)!=1) return NULL;
|
||||
fclose(f);
|
||||
|
||||
JA_Music music = new JA_Music_t();
|
||||
JA_Music_t *music = new JA_Music_t();
|
||||
|
||||
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
|
||||
free(buffer);
|
||||
@@ -121,7 +122,7 @@ JA_Music JA_LoadMusic(const char* filename) {
|
||||
return music;
|
||||
}
|
||||
|
||||
void JA_PlayMusic(JA_Music music, const int loop) {
|
||||
void JA_PlayMusic(JA_Music_t *music, const int loop) {
|
||||
if (current_music != NULL) {
|
||||
current_music->pos = 0;
|
||||
current_music->state = JA_MUSIC_STOPPED;
|
||||
@@ -153,21 +154,21 @@ JA_Music_state JA_GetMusicState() {
|
||||
return current_music->state;
|
||||
}
|
||||
|
||||
void JA_DeleteMusic(JA_Music music) {
|
||||
void JA_DeleteMusic(JA_Music_t *music) {
|
||||
if (current_music == music) current_music = NULL;
|
||||
free(music->output);
|
||||
delete music;
|
||||
}
|
||||
|
||||
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length) {
|
||||
JA_Sound sound = new JA_Sound_t();
|
||||
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
|
||||
JA_Sound_t *sound = new JA_Sound_t();
|
||||
sound->buffer = buffer;
|
||||
sound->length = length;
|
||||
return sound;
|
||||
}
|
||||
|
||||
JA_Sound JA_LoadSound(const char* filename) {
|
||||
JA_Sound sound = new JA_Sound_t();
|
||||
JA_Sound_t *JA_LoadSound(const char* filename) {
|
||||
JA_Sound_t *sound = new JA_Sound_t();
|
||||
SDL_AudioSpec wavSpec;
|
||||
SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length);
|
||||
|
||||
@@ -184,7 +185,7 @@ JA_Sound JA_LoadSound(const char* filename) {
|
||||
return sound;
|
||||
}
|
||||
|
||||
int JA_PlaySound(JA_Sound sound, const int loop) {
|
||||
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
|
||||
int channel = 0;
|
||||
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
|
||||
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
|
||||
@@ -196,7 +197,7 @@ int JA_PlaySound(JA_Sound sound, const int loop) {
|
||||
return channel;
|
||||
}
|
||||
|
||||
void JA_DeleteSound(JA_Sound sound) {
|
||||
void JA_DeleteSound(JA_Sound_t *sound) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].sound == sound) JA_StopChannel(i);
|
||||
}
|
||||
@@ -247,3 +248,4 @@ int JA_SetVolume(int volume) {
|
||||
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
|
||||
return JA_volume;
|
||||
}
|
||||
#endif
|
||||
@@ -4,27 +4,27 @@
|
||||
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
|
||||
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED };
|
||||
|
||||
typedef struct JA_Sound_t *JA_Sound;
|
||||
typedef struct JA_Music_t *JA_Music;
|
||||
struct JA_Sound_t;
|
||||
struct JA_Music_t;
|
||||
|
||||
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels);
|
||||
void JA_Quit();
|
||||
|
||||
JA_Music JA_LoadMusic(const char* filename);
|
||||
void JA_PlayMusic(JA_Music music, const int loop = -1);
|
||||
JA_Music_t *JA_LoadMusic(const char* filename);
|
||||
void JA_PlayMusic(JA_Music_t *music, const int loop = -1);
|
||||
void JA_PauseMusic();
|
||||
void JA_ResumeMusic();
|
||||
void JA_StopMusic();
|
||||
JA_Music_state JA_GetMusicState();
|
||||
void JA_DeleteMusic(JA_Music music);
|
||||
void JA_DeleteMusic(JA_Music_t *music);
|
||||
|
||||
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length);
|
||||
JA_Sound JA_LoadSound(const char* filename);
|
||||
int JA_PlaySound(JA_Sound sound, const int loop = 0);
|
||||
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length);
|
||||
JA_Sound_t *JA_LoadSound(const char* filename);
|
||||
int JA_PlaySound(JA_Sound_t *sound, const int loop = 0);
|
||||
void JA_PauseChannel(const int channel);
|
||||
void JA_ResumeChannel(const int channel);
|
||||
void JA_StopChannel(const int channel);
|
||||
JA_Channel_state JA_GetChannelState(const int channel);
|
||||
void JA_DeleteSound(JA_Sound sound);
|
||||
void JA_DeleteSound(JA_Sound_t *sound);
|
||||
|
||||
int JA_SetVolume(int volume);
|
||||
101
source/common/jail_audio_sdlmixer.cpp
Normal file
@@ -0,0 +1,101 @@
|
||||
#ifdef JA_USESDLMIXER
|
||||
#include "jail_audio.h"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_mixer.h>
|
||||
#include <stdio.h>
|
||||
|
||||
struct JA_Sound_t {}; // Dummy structs
|
||||
struct JA_Music_t {};
|
||||
|
||||
int JA_freq {48000};
|
||||
SDL_AudioFormat JA_format {AUDIO_S16};
|
||||
Uint8 JA_channels {2};
|
||||
|
||||
void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
|
||||
JA_freq = freq;
|
||||
JA_format = format;
|
||||
JA_channels = channels;
|
||||
Mix_OpenAudio(JA_freq, JA_format, JA_channels, 1024);
|
||||
}
|
||||
|
||||
void JA_Quit() {
|
||||
Mix_CloseAudio();
|
||||
}
|
||||
|
||||
JA_Music_t *JA_LoadMusic(const char* filename) {
|
||||
return (JA_Music_t*)Mix_LoadMUS(filename);
|
||||
}
|
||||
|
||||
void JA_PlayMusic(JA_Music_t *music, const int loop) {
|
||||
Mix_PlayMusic((Mix_Music*)music, loop);
|
||||
}
|
||||
|
||||
void JA_PauseMusic() {
|
||||
Mix_PauseMusic();
|
||||
}
|
||||
|
||||
void JA_ResumeMusic() {
|
||||
Mix_ResumeMusic();
|
||||
}
|
||||
|
||||
void JA_StopMusic() {
|
||||
Mix_HaltMusic();
|
||||
}
|
||||
|
||||
JA_Music_state JA_GetMusicState() {
|
||||
if (Mix_PausedMusic()) {
|
||||
return JA_MUSIC_PAUSED;
|
||||
} else if (Mix_PlayingMusic()) {
|
||||
return JA_MUSIC_PLAYING;
|
||||
} else {
|
||||
return JA_MUSIC_STOPPED;
|
||||
}
|
||||
}
|
||||
|
||||
void JA_DeleteMusic(JA_Music_t *music) {
|
||||
Mix_FreeMusic((Mix_Music*)music);
|
||||
}
|
||||
|
||||
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
JA_Sound_t *JA_LoadSound(const char* filename) {
|
||||
JA_Sound_t *sound = (JA_Sound_t*)Mix_LoadWAV(filename);
|
||||
return sound;
|
||||
}
|
||||
|
||||
int JA_PlaySound(JA_Sound_t *sound, const int loop) {
|
||||
return Mix_PlayChannel(-1, (Mix_Chunk*)sound, loop);
|
||||
}
|
||||
|
||||
void JA_DeleteSound(JA_Sound_t *sound) {
|
||||
Mix_FreeChunk((Mix_Chunk*)sound);
|
||||
}
|
||||
|
||||
void JA_PauseChannel(const int channel) {
|
||||
Mix_Pause(channel);
|
||||
}
|
||||
|
||||
void JA_ResumeChannel(const int channel) {
|
||||
Mix_Resume(channel);
|
||||
}
|
||||
|
||||
void JA_StopChannel(const int channel) {
|
||||
Mix_HaltChannel(channel);
|
||||
}
|
||||
|
||||
JA_Channel_state JA_GetChannelState(const int channel) {
|
||||
if (Mix_Paused(channel)) {
|
||||
return JA_CHANNEL_PAUSED;
|
||||
} else if (Mix_Playing(channel)) {
|
||||
return JA_CHANNEL_PLAYING;
|
||||
} else {
|
||||
return JA_CHANNEL_FREE;
|
||||
}
|
||||
}
|
||||
|
||||
int JA_SetVolume(int volume) {
|
||||
return Mix_Volume(-1, volume);
|
||||
}
|
||||
#endif
|
||||
@@ -458,7 +458,7 @@ void Menu::setSelectorPos(int index)
|
||||
if (index < (int)item.size())
|
||||
{
|
||||
selector.index = index;
|
||||
selector.rect.y = selector.y = selector.originY = selector.targetY = item.at(selector.index).rect.y;
|
||||
selector.rect.y = selector.y = selector.originY = selector.targetY = item[selector.index].rect.y;
|
||||
selector.rect.w = rectBG.rect.w;
|
||||
selector.rect.x = rectBG.rect.x;
|
||||
selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
|
||||
@@ -486,13 +486,13 @@ void Menu::reset()
|
||||
{
|
||||
itemSelected = MENU_NO_OPTION;
|
||||
selector.index = 0;
|
||||
selector.originY = selector.targetY = selector.y = item.at(0).rect.y;
|
||||
selector.originH = selector.targetH = item.at(0).rect.h;
|
||||
selector.originY = selector.targetY = selector.y = item[0].rect.y;
|
||||
selector.originH = selector.targetH = item[0].rect.h;
|
||||
selector.moving = false;
|
||||
selector.resizing = false;
|
||||
|
||||
// Si el primer elemento no es seleccionable, incrementa el selector
|
||||
if (!item.at(selector.index).selectable)
|
||||
if (!item[selector.index].selectable)
|
||||
{
|
||||
increaseSelectorIndex();
|
||||
setSelectorPos(selector.index);
|
||||
@@ -524,18 +524,18 @@ void Menu::reorganize()
|
||||
bool Menu::increaseSelectorIndex()
|
||||
{
|
||||
// Obten las coordenadas del elemento actual
|
||||
selector.y = selector.originY = item.at(selector.index).rect.y;
|
||||
selector.y = selector.originY = item[selector.index].rect.y;
|
||||
selector.h = selector.originH = getSelectorHeight(selector.index);
|
||||
|
||||
// Calcula cual es el siguiente elemento
|
||||
++selector.index %= item.size();
|
||||
while (!item.at(selector.index).selectable)
|
||||
while (!item[selector.index].selectable)
|
||||
{
|
||||
++selector.index %= item.size();
|
||||
}
|
||||
|
||||
// Establece las coordenadas y altura de destino
|
||||
selector.targetY = item.at(selector.index).rect.y;
|
||||
selector.targetY = item[selector.index].rect.y;
|
||||
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
|
||||
|
||||
selector.targetH = getSelectorHeight(selector.index);
|
||||
@@ -554,7 +554,7 @@ bool Menu::increaseSelectorIndex()
|
||||
bool Menu::decreaseSelectorIndex()
|
||||
{
|
||||
// Obten las coordenadas del elemento actual
|
||||
selector.y = selector.originY = item.at(selector.index).rect.y;
|
||||
selector.y = selector.originY = item[selector.index].rect.y;
|
||||
selector.h = selector.originH = getSelectorHeight(selector.index);
|
||||
|
||||
// Calcula cual es el siguiente elemento
|
||||
@@ -567,7 +567,7 @@ bool Menu::decreaseSelectorIndex()
|
||||
selector.index--;
|
||||
}
|
||||
|
||||
while (!item.at(selector.index).selectable)
|
||||
while (!item[selector.index].selectable)
|
||||
{
|
||||
if (selector.index == 0)
|
||||
{
|
||||
@@ -580,7 +580,7 @@ bool Menu::decreaseSelectorIndex()
|
||||
}
|
||||
|
||||
// Establece las coordenadas y altura de destino
|
||||
selector.targetY = item.at(selector.index).rect.y;
|
||||
selector.targetY = item[selector.index].rect.y;
|
||||
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
|
||||
|
||||
selector.targetH = getSelectorHeight(selector.index);
|
||||
@@ -630,29 +630,29 @@ void Menu::render()
|
||||
if (i == selector.index)
|
||||
{
|
||||
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
|
||||
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, color);
|
||||
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, color);
|
||||
}
|
||||
|
||||
else if (item.at(i).selectable)
|
||||
else if (item[i].selectable)
|
||||
{
|
||||
text->write(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label);
|
||||
text->write(item[i].rect.x, item[i].rect.y, item[i].label);
|
||||
}
|
||||
|
||||
else if (item.at(i).greyed)
|
||||
else if (item[i].greyed)
|
||||
{
|
||||
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, colorGreyed);
|
||||
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, colorGreyed);
|
||||
}
|
||||
|
||||
else
|
||||
{ // No seleccionable
|
||||
if ((item.at(i).linkedUp) && (i == selector.index + 1))
|
||||
if ((item[i].linkedUp) && (i == selector.index + 1))
|
||||
{
|
||||
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
|
||||
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, color);
|
||||
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, color);
|
||||
}
|
||||
else // No enlazado con el de arriba
|
||||
{
|
||||
text->write(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label);
|
||||
text->write(item[i].rect.x, item[i].rect.y, item[i].label);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -822,7 +822,7 @@ void Menu::addItem(std::string text, int hPaddingDown, bool selectable, bool gre
|
||||
|
||||
if (item.size() > 1)
|
||||
{
|
||||
if (item.at(item.size() - 2).linkedDown)
|
||||
if (item[item.size() - 2].linkedDown)
|
||||
{
|
||||
item.back().linkedUp = true;
|
||||
}
|
||||
@@ -835,9 +835,9 @@ void Menu::addItem(std::string text, int hPaddingDown, bool selectable, bool gre
|
||||
// Cambia el texto de un item
|
||||
void Menu::setItemCaption(int index, std::string text)
|
||||
{
|
||||
item.at(index).label = text;
|
||||
item.at(index).rect.w = this->text->lenght(item.at(index).label);
|
||||
item.at(index).rect.h = this->text->getCharacterSize();
|
||||
item[index].label = text;
|
||||
item[index].rect.w = this->text->lenght(item[index].label);
|
||||
item[index].rect.h = this->text->getCharacterSize();
|
||||
reorganize();
|
||||
}
|
||||
|
||||
@@ -914,42 +914,42 @@ int Menu::findHeight()
|
||||
// Recoloca los elementos del menu en el eje Y
|
||||
void Menu::replaceElementsOnY()
|
||||
{
|
||||
item.at(0).rect.y = y;
|
||||
item[0].rect.y = y;
|
||||
|
||||
for (int i = 1; i < (int)item.size(); i++)
|
||||
{
|
||||
item.at(i).rect.y = item.at(i - 1).rect.y + item.at(i - 1).rect.h + item.at(i - 1).hPaddingDown;
|
||||
item[i].rect.y = item[i - 1].rect.y + item[i - 1].rect.h + item[i - 1].hPaddingDown;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el estado seleccionable de un item
|
||||
void Menu::setSelectable(int index, bool value)
|
||||
{
|
||||
item.at(index).selectable = value;
|
||||
item[index].selectable = value;
|
||||
}
|
||||
|
||||
// Establece el estado agrisado de un item
|
||||
void Menu::setGreyed(int index, bool value)
|
||||
{
|
||||
item.at(index).greyed = value;
|
||||
item[index].greyed = value;
|
||||
}
|
||||
|
||||
// Establece el estado de enlace de un item
|
||||
void Menu::setLinkedDown(int index, bool value)
|
||||
{
|
||||
item.at(index).linkedDown = value;
|
||||
item[index].linkedDown = value;
|
||||
}
|
||||
|
||||
// Calcula la altura del selector
|
||||
int Menu::getSelectorHeight(int value)
|
||||
{
|
||||
if (item.at(value).linkedDown)
|
||||
if (item[value].linkedDown)
|
||||
{
|
||||
return item.at(value).rect.h + item.at(value).hPaddingDown + item.at(value + 1).rect.h;
|
||||
return item[value].rect.h + item[value].hPaddingDown + item[value + 1].rect.h;
|
||||
}
|
||||
else
|
||||
{
|
||||
return item.at(value).rect.h;
|
||||
return item[value].rect.h;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -91,9 +91,9 @@ private:
|
||||
bool isCenteredOnY; // Variable para saber si el menu debe estar centrado respecto a un punto en el eje Y
|
||||
bool areElementsCenteredOnX; // Variable para saber si los elementos van centrados en el eje X
|
||||
int widestItem; // Anchura del elemento más ancho
|
||||
JA_Sound soundAccept; // Sonido al aceptar o elegir una opción del menu
|
||||
JA_Sound soundCancel; // Sonido al cancelar el menu
|
||||
JA_Sound soundMove; // Sonido al mover el selector
|
||||
JA_Sound_t* soundAccept; // Sonido al aceptar o elegir una opción del menu
|
||||
JA_Sound_t* soundCancel; // Sonido al cancelar el menu
|
||||
JA_Sound_t* soundMove; // Sonido al mover el selector
|
||||
color_t colorGreyed; // Color para los elementos agrisados
|
||||
rectangle_t rectBG; // Rectangulo de fondo del menu
|
||||
std::vector<item_t> item; // Estructura para cada elemento del menu
|
||||
|
||||
@@ -38,7 +38,7 @@ void Notify::render()
|
||||
{
|
||||
for (int i = (int)notifications.size() - 1; i >= 0; --i)
|
||||
{
|
||||
notifications.at(i).sprite->render();
|
||||
notifications[i].sprite->render();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,63 +47,63 @@ void Notify::update()
|
||||
{
|
||||
for (int i = 0; i < (int)notifications.size(); ++i)
|
||||
{
|
||||
notifications.at(i).counter++;
|
||||
notifications[i].counter++;
|
||||
|
||||
// Comprueba los estados
|
||||
if (notifications.at(i).state == ns_rising)
|
||||
if (notifications[i].state == ns_rising)
|
||||
{
|
||||
const float step = ((float)notifications.at(i).counter / notifications.at(i).travelDist);
|
||||
const float step = ((float)notifications[i].counter / notifications[i].travelDist);
|
||||
const int alpha = 255 * step;
|
||||
|
||||
if (options->notifications.posV == pos_top)
|
||||
{
|
||||
notifications.at(i).rect.y++;
|
||||
notifications[i].rect.y++;
|
||||
}
|
||||
else
|
||||
{
|
||||
notifications.at(i).rect.y--;
|
||||
notifications[i].rect.y--;
|
||||
}
|
||||
notifications.at(i).texture->setAlpha(alpha);
|
||||
notifications[i].texture->setAlpha(alpha);
|
||||
|
||||
if (notifications.at(i).rect.y == notifications.at(i).y)
|
||||
if (notifications[i].rect.y == notifications[i].y)
|
||||
{
|
||||
notifications.at(i).state = ns_stay;
|
||||
notifications.at(i).texture->setAlpha(255);
|
||||
notifications.at(i).counter = 0;
|
||||
notifications[i].state = ns_stay;
|
||||
notifications[i].texture->setAlpha(255);
|
||||
notifications[i].counter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
else if (notifications.at(i).state == ns_stay)
|
||||
else if (notifications[i].state == ns_stay)
|
||||
{
|
||||
if (notifications.at(i).counter == waitTime)
|
||||
if (notifications[i].counter == waitTime)
|
||||
{
|
||||
notifications.at(i).state = ns_vanishing;
|
||||
notifications.at(i).counter = 0;
|
||||
notifications[i].state = ns_vanishing;
|
||||
notifications[i].counter = 0;
|
||||
}
|
||||
}
|
||||
else if (notifications.at(i).state == ns_vanishing)
|
||||
else if (notifications[i].state == ns_vanishing)
|
||||
{
|
||||
|
||||
const float step = (notifications.at(i).counter / (float)notifications.at(i).travelDist);
|
||||
const float step = (notifications[i].counter / (float)notifications[i].travelDist);
|
||||
const int alpha = 255 * (1 - step);
|
||||
|
||||
if (options->notifications.posV == pos_top)
|
||||
{
|
||||
notifications.at(i).rect.y--;
|
||||
notifications[i].rect.y--;
|
||||
}
|
||||
else
|
||||
{
|
||||
notifications.at(i).rect.y++;
|
||||
notifications[i].rect.y++;
|
||||
}
|
||||
notifications.at(i).texture->setAlpha(alpha);
|
||||
notifications[i].texture->setAlpha(alpha);
|
||||
|
||||
if (notifications.at(i).rect.y == notifications.at(i).y - notifications.at(i).travelDist)
|
||||
if (notifications[i].rect.y == notifications[i].y - notifications[i].travelDist)
|
||||
{
|
||||
notifications.at(i).state = ns_finished;
|
||||
notifications[i].state = ns_finished;
|
||||
}
|
||||
}
|
||||
|
||||
notifications.at(i).sprite->setRect(notifications.at(i).rect);
|
||||
notifications[i].sprite->setRect(notifications[i].rect);
|
||||
}
|
||||
|
||||
clearFinishedNotifications();
|
||||
@@ -114,10 +114,10 @@ void Notify::clearFinishedNotifications()
|
||||
{
|
||||
for (int i = (int)notifications.size() - 1; i >= 0; --i)
|
||||
{
|
||||
if (notifications.at(i).state == ns_finished)
|
||||
if (notifications[i].state == ns_finished)
|
||||
{
|
||||
delete notifications.at(i).sprite;
|
||||
delete notifications.at(i).texture;
|
||||
delete notifications[i].sprite;
|
||||
delete notifications[i].texture;
|
||||
notifications.erase(notifications.begin() + i);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -57,7 +57,7 @@ private:
|
||||
color_t bgColor; // Color de fondo de las notificaciones
|
||||
int waitTime; // Tiempo que se ve la notificación
|
||||
std::vector<notification_t> notifications; // La lista de notificaciones activas
|
||||
JA_Sound sound; // Sonido a reproducir cuando suena la notificación
|
||||
JA_Sound_t* sound; // Sonido a reproducir cuando suena la notificación
|
||||
|
||||
// Elimina las notificaciones finalizadas
|
||||
void clearFinishedNotifications();
|
||||
|
||||
@@ -344,7 +344,7 @@ void Screen::renderSpectrumFade()
|
||||
const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght;
|
||||
const int max = spectrumColor.size() - 1;
|
||||
const int index = max + (0 - max) * step;
|
||||
const color_t c = spectrumColor.at(index);
|
||||
const color_t c = spectrumColor[index];
|
||||
SDL_SetTextureColorMod(gameCanvas, c.r, c.g, c.b);
|
||||
}
|
||||
|
||||
@@ -383,9 +383,9 @@ void Screen::renderNotifications()
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight);
|
||||
//SDL_RenderSetLogicalSize(renderer, notificationLogicalWidth, notificationLogicalHeight);
|
||||
notify->render();
|
||||
SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
|
||||
//SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
|
||||
}
|
||||
|
||||
// Establece el tamaño de las notificaciones
|
||||
|
||||
@@ -27,12 +27,12 @@ Sprite::Sprite(int x, int y, int w, int h, Texture *texture, SDL_Renderer *rende
|
||||
Sprite::Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
// Establece la posición X,Y del sprite
|
||||
x = rect.x;
|
||||
y = rect.y;
|
||||
this->x = rect.x;
|
||||
this->y = rect.y;
|
||||
|
||||
// Establece el alto y el ancho del sprite
|
||||
w = rect.w;
|
||||
h = rect.h;
|
||||
this->w = rect.w;
|
||||
this->h = rect.h;
|
||||
|
||||
// Establece el puntero al renderizador de la ventana
|
||||
this->renderer = renderer;
|
||||
|
||||
@@ -103,6 +103,7 @@ bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer, bool verbos
|
||||
}
|
||||
|
||||
// Return success
|
||||
stbi_image_free(data);
|
||||
texture = newTexture;
|
||||
return texture != nullptr;
|
||||
}
|
||||
|
||||
@@ -101,6 +101,7 @@ struct cheat_t
|
||||
struct online_t
|
||||
{
|
||||
bool enabled; // Indica si se quiere usar el modo online o no
|
||||
bool sessionEnabled; // Indica ya se ha hecho login
|
||||
std::string server; // Servidor para los servicios online
|
||||
int port; // Puerto del servidor
|
||||
std::string gameID; // Identificador del juego para los servicios online
|
||||
|
||||
@@ -200,7 +200,7 @@ void Credits::fillTexture()
|
||||
}
|
||||
|
||||
// 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;
|
||||
text->writeColored(posX, 176, "}", stringToColor(options->palette, "bright_red"));
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
|
||||
rooms.push_back("44.room");
|
||||
|
||||
roomIndex = 0;
|
||||
currentRoom = rooms.at(roomIndex);
|
||||
currentRoom = rooms[roomIndex];
|
||||
|
||||
// Copia los punteros
|
||||
this->resource = resource;
|
||||
@@ -40,7 +40,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
|
||||
board.lives = 9;
|
||||
board.items = 0;
|
||||
board.rooms = 1;
|
||||
board.jailEnabled = options->cheat.jailEnabled;
|
||||
board.jailEnabled = false;
|
||||
board.music = true;
|
||||
setScoreBoardColor();
|
||||
|
||||
@@ -164,8 +164,8 @@ void Demo::render()
|
||||
{
|
||||
// Prepara para dibujar el frame
|
||||
screen->start();
|
||||
screen->clean(room->getBGColor());
|
||||
|
||||
// Dibuja los elementos del juego en orden
|
||||
room->renderMap();
|
||||
room->renderEnemies();
|
||||
room->renderItems();
|
||||
@@ -260,7 +260,7 @@ void Demo::checkRoomChange()
|
||||
}
|
||||
else
|
||||
{
|
||||
changeRoom(rooms.at(roomIndex));
|
||||
changeRoom(rooms[roomIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@ Director::Director(int argc, char *argv[])
|
||||
section.subsection = SUBSECTION_LOGO_TO_INTRO;
|
||||
|
||||
#ifdef DEBUG
|
||||
section.name = SECTION_PROG_GAME;
|
||||
section.name = SECTION_PROG_LOGO;
|
||||
#endif
|
||||
|
||||
// Crea e inicializa las opciones del programa
|
||||
@@ -129,6 +129,10 @@ void Director::initOptions()
|
||||
options->borderHeight = 24;
|
||||
options->palette = p_zxspectrum;
|
||||
|
||||
#ifdef GAME_CONSOLE
|
||||
options->windowSize = 2;
|
||||
#endif
|
||||
|
||||
// Estos valores no se guardan en el fichero de configuraci´ón
|
||||
options->console = false;
|
||||
options->cheat.infiniteLives = false;
|
||||
@@ -140,6 +144,7 @@ void Director::initOptions()
|
||||
|
||||
// Opciones online
|
||||
options->online.enabled = true;
|
||||
options->online.sessionEnabled = false;
|
||||
options->online.server = "jaildoctor.duckdns.org";
|
||||
options->online.port = 9911;
|
||||
#ifdef DEBUG
|
||||
@@ -581,7 +586,7 @@ void Director::loadResources(section_t section)
|
||||
textureList.push_back("demon.png");
|
||||
textureList.push_back("heavy.png");
|
||||
textureList.push_back("dimallas.png");
|
||||
textureList.push_back("diskette.png");
|
||||
textureList.push_back("floppy.png");
|
||||
textureList.push_back("dong.png");
|
||||
textureList.push_back("guitar.png");
|
||||
textureList.push_back("jailbattle_alien.png");
|
||||
@@ -644,7 +649,7 @@ void Director::loadResources(section_t section)
|
||||
animationList.push_back("demon.ani");
|
||||
animationList.push_back("heavy.ani");
|
||||
animationList.push_back("dimallas.ani");
|
||||
animationList.push_back("diskette.ani");
|
||||
animationList.push_back("floppy.ani");
|
||||
animationList.push_back("dong.ani");
|
||||
animationList.push_back("guitar.ani");
|
||||
animationList.push_back("jailbattle_alien.ani");
|
||||
@@ -755,7 +760,7 @@ void Director::loadResources(section_t section)
|
||||
textureList.push_back("crosshair.png");
|
||||
textureList.push_back("demon.png");
|
||||
textureList.push_back("dimallas.png");
|
||||
textureList.push_back("diskette.png");
|
||||
textureList.push_back("floppy.png");
|
||||
textureList.push_back("dong.png");
|
||||
textureList.push_back("guitar.png");
|
||||
textureList.push_back("heavy.png");
|
||||
@@ -836,7 +841,7 @@ void Director::loadResources(section_t section)
|
||||
animationList.push_back("crosshair.ani");
|
||||
animationList.push_back("demon.ani");
|
||||
animationList.push_back("dimallas.ani");
|
||||
animationList.push_back("diskette.ani");
|
||||
animationList.push_back("floppy.ani");
|
||||
animationList.push_back("dong.ani");
|
||||
animationList.push_back("guitar.ani");
|
||||
animationList.push_back("heavy.ani");
|
||||
@@ -1230,14 +1235,14 @@ void Director::initInput()
|
||||
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
|
||||
input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
|
||||
|
||||
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_B);
|
||||
input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
|
||||
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_START);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
|
||||
}
|
||||
|
||||
@@ -1533,8 +1538,8 @@ bool Director::setFileList()
|
||||
asset->add(prefix + "/data/enemies/demon.png", t_bitmap);
|
||||
asset->add(prefix + "/data/enemies/dimallas.ani", t_data);
|
||||
asset->add(prefix + "/data/enemies/dimallas.png", t_bitmap);
|
||||
asset->add(prefix + "/data/enemies/diskette.ani", t_data);
|
||||
asset->add(prefix + "/data/enemies/diskette.png", t_bitmap);
|
||||
asset->add(prefix + "/data/enemies/floppy.ani", t_data);
|
||||
asset->add(prefix + "/data/enemies/floppy.png", t_bitmap);
|
||||
asset->add(prefix + "/data/enemies/dong.ani", t_data);
|
||||
asset->add(prefix + "/data/enemies/dong.png", t_bitmap);
|
||||
asset->add(prefix + "/data/enemies/guitar.ani", t_data);
|
||||
|
||||
@@ -49,7 +49,7 @@ private:
|
||||
|
||||
// Variables
|
||||
section_t section; // Sección y subsección actual del programa;
|
||||
JA_Music music; // Musica del titulo
|
||||
JA_Music_t* music; // Musica del titulo
|
||||
std::string executablePath; // Path del ejecutable
|
||||
std::string systemFolder; // Carpeta del sistema donde guardar datos
|
||||
|
||||
|
||||
@@ -119,16 +119,16 @@ void Ending::render()
|
||||
screen->clean(stringToColor(options->palette, "black"));
|
||||
|
||||
// Dibuja las imagenes de la escena
|
||||
spritePics.at(scene).sprite->render();
|
||||
spritePics.at(scene).coverSprite->render();
|
||||
spritePics[scene].sprite->render();
|
||||
spritePics[scene].coverSprite->render();
|
||||
|
||||
// Dibuja los textos de la escena
|
||||
for (auto ti : scenes.at(scene).textIndex)
|
||||
for (auto ti : scenes[scene].textIndex)
|
||||
{
|
||||
if (counter > ti.trigger)
|
||||
{
|
||||
spriteTexts.at(ti.index).sprite->render();
|
||||
spriteTexts.at(ti.index).coverSprite->render();
|
||||
spriteTexts[ti.index].sprite->render();
|
||||
spriteTexts[ti.index].coverSprite->render();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -511,7 +511,7 @@ void Ending::updateCounters()
|
||||
counter++;
|
||||
}
|
||||
|
||||
if (counter > scenes.at(scene).counterEnd - 100)
|
||||
if (counter > scenes[scene].counterEnd - 100)
|
||||
{
|
||||
coverCounter++;
|
||||
}
|
||||
@@ -522,20 +522,20 @@ void Ending::updateSpriteCovers()
|
||||
{ // Actualiza la cortinilla de los textos
|
||||
if (counter % 4 == 0)
|
||||
{
|
||||
for (auto ti : scenes.at(scene).textIndex)
|
||||
for (auto ti : scenes[scene].textIndex)
|
||||
{
|
||||
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.at(ti.index).coverSprite->setPosY(spriteTexts.at(ti.index).coverSprite->getPosY() + 2);
|
||||
spriteTexts[ti.index].clipHeight -= 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 +543,27 @@ void Ending::updateSpriteCovers()
|
||||
// Actualiza la cortinilla de las imagenes
|
||||
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;
|
||||
if (spritePics.at(scene).clipHeight < 0)
|
||||
spritePics[scene].clipHeight -= 2;
|
||||
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
|
||||
void Ending::checkChangeScene()
|
||||
{
|
||||
if (counter > scenes.at(scene).counterEnd)
|
||||
if (counter > scenes[scene].counterEnd)
|
||||
{
|
||||
scene++;
|
||||
counter = 0;
|
||||
@@ -639,20 +639,20 @@ void Ending::switchPalette()
|
||||
{
|
||||
options->palette = p_zxarne;
|
||||
|
||||
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1_zxarne.png"));
|
||||
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2_zxarne.png"));
|
||||
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3_zxarne.png"));
|
||||
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4_zxarne.png"));
|
||||
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5_zxarne.png"));
|
||||
spritePics[0].sprite->setTexture(resource->getTexture("ending1_zxarne.png"));
|
||||
spritePics[1].sprite->setTexture(resource->getTexture("ending2_zxarne.png"));
|
||||
spritePics[2].sprite->setTexture(resource->getTexture("ending3_zxarne.png"));
|
||||
spritePics[3].sprite->setTexture(resource->getTexture("ending4_zxarne.png"));
|
||||
spritePics[4].sprite->setTexture(resource->getTexture("ending5_zxarne.png"));
|
||||
}
|
||||
else
|
||||
{
|
||||
options->palette = p_zxspectrum;
|
||||
|
||||
spritePics.at(0).sprite->setTexture(resource->getTexture("ending1.png"));
|
||||
spritePics.at(1).sprite->setTexture(resource->getTexture("ending2.png"));
|
||||
spritePics.at(2).sprite->setTexture(resource->getTexture("ending3.png"));
|
||||
spritePics.at(3).sprite->setTexture(resource->getTexture("ending4.png"));
|
||||
spritePics.at(4).sprite->setTexture(resource->getTexture("ending5.png"));
|
||||
spritePics[0].sprite->setTexture(resource->getTexture("ending1.png"));
|
||||
spritePics[1].sprite->setTexture(resource->getTexture("ending2.png"));
|
||||
spritePics[2].sprite->setTexture(resource->getTexture("ending3.png"));
|
||||
spritePics[3].sprite->setTexture(resource->getTexture("ending4.png"));
|
||||
spritePics[4].sprite->setTexture(resource->getTexture("ending5.png"));
|
||||
}
|
||||
}
|
||||
@@ -70,7 +70,7 @@ private:
|
||||
std::vector<endingTexture_t> spritePics; // Vector con los sprites de texto con su cortinilla
|
||||
int scene; // Escena actual
|
||||
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
|
||||
void update();
|
||||
|
||||
@@ -288,7 +288,7 @@ void Ending2::iniSpriteList()
|
||||
|
||||
// Añade los valores
|
||||
spriteList.push_back("bin");
|
||||
spriteList.push_back("diskette");
|
||||
spriteList.push_back("floppy");
|
||||
spriteList.push_back("bird");
|
||||
spriteList.push_back("chip");
|
||||
spriteList.push_back("jeannine");
|
||||
@@ -469,13 +469,13 @@ void Ending2::placeSprites()
|
||||
{
|
||||
const int x = i % 2 == 0 ? firstCol : secondCol;
|
||||
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 h = sprites.at(i)->getAnimationClip(0, 0).h;
|
||||
const int w = sprites[i]->getAnimationClip(0, 0).w;
|
||||
const int h = sprites[i]->getAnimationClip(0, 0).h;
|
||||
const int dx = -(w / 2);
|
||||
const int dy = i % 1 == 0 ? maxSpriteHeight - h : (int)(maxSpriteHeight * 1.5f) - h;
|
||||
|
||||
sprites.at(i)->setRect({x + dx, y + dy, w, h});
|
||||
sprites.at(i)->setVelY(despSpeed);
|
||||
sprites[i]->setRect({x + dx, y + dy, w, h});
|
||||
sprites[i]->setVelY(despSpeed);
|
||||
}
|
||||
|
||||
// Recoloca el último sprite, que es el del jugador
|
||||
@@ -497,14 +497,14 @@ void Ending2::createSpriteTexts()
|
||||
for (int i = 0; i < (int)spriteList.size(); ++i)
|
||||
{
|
||||
// Calcula constantes
|
||||
std::string txt = spriteList.at(i);
|
||||
std::string txt = spriteList[i];
|
||||
std::replace(txt.begin(), txt.end(), '_', ' ');
|
||||
txt = txt == "player" ? "JAILDOCTOR" : txt; // Reemplaza el texto
|
||||
const int w = text->lenght(txt, 1);
|
||||
const int h = text->getCharacterSize();
|
||||
const int x = i % 2 == 0 ? firstCol : secondCol;
|
||||
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
|
||||
const int X = (i == (int)spriteList.size() - 1) ? GAMECANVAS_CENTER_X - (w / 2) : x + dx;
|
||||
@@ -536,7 +536,7 @@ void Ending2::createTexts()
|
||||
for (int i = 0; i < (int)list.size(); ++i)
|
||||
{
|
||||
// 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 x = GAMECANVAS_CENTER_X;
|
||||
const int dx = -(w / 2);
|
||||
@@ -547,7 +547,7 @@ void Ending2::createTexts()
|
||||
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
|
||||
texture->setAsRenderTarget(renderer);
|
||||
texture->setBlendMode(SDL_BLENDMODE_BLEND);
|
||||
text->write(0, 0, list.at(i));
|
||||
text->write(0, 0, list[i]);
|
||||
|
||||
// Crea el sprite
|
||||
MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
|
||||
@@ -565,7 +565,7 @@ void Ending2::createTexts()
|
||||
for (int i = 0; i < (int)list.size(); ++i)
|
||||
{
|
||||
// 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 x = GAMECANVAS_CENTER_X;
|
||||
const int dx = -(w / 2);
|
||||
@@ -576,7 +576,7 @@ void Ending2::createTexts()
|
||||
texture->createBlank(renderer, w, h, SDL_TEXTUREACCESS_TARGET);
|
||||
texture->setAsRenderTarget(renderer);
|
||||
texture->setBlendMode(SDL_BLENDMODE_BLEND);
|
||||
text->write(0, 0, list.at(i));
|
||||
text->write(0, 0, list[i]);
|
||||
|
||||
// Crea el sprite
|
||||
MovingSprite *sprite = new MovingSprite(x + dx, y, w, h, 0.0f, despSpeed, 0.0f, 0.0f, texture, renderer);
|
||||
@@ -624,7 +624,7 @@ void Ending2::updateFinalFade()
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ private:
|
||||
section_t section; // Estado del bucle principal para saber si continua o se sale
|
||||
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
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<color_t> colors; // Vector con los colores para el fade
|
||||
int maxSpriteWidth; // El valor de ancho del sprite mas ancho
|
||||
|
||||
@@ -281,6 +281,11 @@ void EnterID::switchPalette()
|
||||
// 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
|
||||
|
||||
@@ -289,10 +294,14 @@ void EnterID::initOnline()
|
||||
else
|
||||
{ // Jailer ID iniciado
|
||||
|
||||
options->online.enabled = true;
|
||||
options->online.enabled = options->online.sessionEnabled = true;
|
||||
jscore::init(options->online.server, options->online.port);
|
||||
|
||||
#ifdef DEBUG
|
||||
const std::string caption = options->online.jailerID + " IS LOGGED IN (DEBUG)";
|
||||
#else
|
||||
const std::string caption = options->online.jailerID + " IS LOGGED IN";
|
||||
#endif
|
||||
screen->showNotification(caption);
|
||||
if (options->console)
|
||||
{
|
||||
|
||||
@@ -42,6 +42,25 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
|
||||
deathSound = JA_LoadSound(asset->get("death.wav").c_str());
|
||||
stats = new Stats(asset->get("stats.csv"), asset->get("stats_buffer.csv"), options);
|
||||
|
||||
// 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
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
@@ -78,6 +97,8 @@ Game::~Game()
|
||||
delete text;
|
||||
delete stats;
|
||||
|
||||
SDL_DestroyTexture(roomNameTexture);
|
||||
|
||||
JA_DeleteMusic(music);
|
||||
JA_DeleteSound(deathSound);
|
||||
}
|
||||
@@ -256,8 +277,8 @@ void Game::render()
|
||||
{
|
||||
// Prepara para dibujar el frame
|
||||
screen->start();
|
||||
screen->clean(room->getBGColor());
|
||||
|
||||
// Dibuja los elementos del juego en orden
|
||||
room->renderMap();
|
||||
room->renderEnemies();
|
||||
room->renderItems();
|
||||
@@ -317,13 +338,8 @@ void Game::renderDebugInfo()
|
||||
// Escribe el nombre de la pantalla
|
||||
void Game::renderRoomName()
|
||||
{
|
||||
// Texto en el centro de la pantalla
|
||||
SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2};
|
||||
color_t color = stringToColor(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());
|
||||
// Dibuja la textura con el nombre de la habitación
|
||||
SDL_RenderCopy(renderer, roomNameTexture, nullptr, &roomNameRect);
|
||||
}
|
||||
|
||||
// Cambia de habitación
|
||||
@@ -345,6 +361,9 @@ bool Game::changeRoom(std::string file)
|
||||
// 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);
|
||||
|
||||
// Pone el nombre de la habitación en la textura
|
||||
fillRoomNameTexture();
|
||||
|
||||
// Pone el color del marcador en función del color del borde de la habitación
|
||||
setScoreBoardColor();
|
||||
|
||||
@@ -540,7 +559,7 @@ void Game::setScoreBoardColor()
|
||||
bool Game::checkEndGame()
|
||||
{
|
||||
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)
|
||||
|
||||
if (haveTheItems)
|
||||
@@ -548,13 +567,7 @@ bool Game::checkEndGame()
|
||||
board.jailEnabled = true;
|
||||
}
|
||||
|
||||
if (isOnTheRoom && haveTheItems && isOnTheDoor)
|
||||
{
|
||||
section.name = SECTION_PROG_ENDING;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (options->cheat.jailEnabled && isOnTheRoom && isOnTheDoor)
|
||||
if (haveTheItems && isOnTheRoom && isOnTheDoor)
|
||||
{
|
||||
section.name = SECTION_PROG_ENDING;
|
||||
return true;
|
||||
@@ -616,7 +629,12 @@ void Game::checkRestoringJail()
|
||||
}
|
||||
|
||||
static int counter = 0;
|
||||
|
||||
if (!paused)
|
||||
{
|
||||
counter++;
|
||||
}
|
||||
|
||||
if (counter == 100)
|
||||
{
|
||||
counter = 0;
|
||||
@@ -638,3 +656,21 @@ void Game::initStats()
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -41,20 +41,22 @@ private:
|
||||
Debug *debug; // Objeto para gestionar la información de debug
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
Stats *stats; // Objeto encargado de gestionar las estadísticas
|
||||
SDL_Texture *roomNameTexture; // Textura para escribir el nombre de la habitación
|
||||
|
||||
// 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 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
|
||||
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
|
||||
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
|
||||
int blackScreenCounter; // Contador para temporizar la pantalla en negro
|
||||
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.
|
||||
void update();
|
||||
@@ -133,6 +135,9 @@ private:
|
||||
// Inicializa el diccionario de las estadísticas
|
||||
void initStats();
|
||||
|
||||
// Pone el nombre de la habitación en la textura
|
||||
void fillRoomNameTexture();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug);
|
||||
|
||||
@@ -198,13 +198,13 @@ void GameOver::updateColor()
|
||||
// const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
|
||||
const float step = std::min(counter, fadeLenght) / (float)fadeLenght;
|
||||
const int index = (colors.size() - 1) - int((colors.size() - 1) * step);
|
||||
color = colors.at(index);
|
||||
color = colors[index];
|
||||
}
|
||||
else
|
||||
{
|
||||
const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
|
||||
const int index = (colors.size() - 1) * step;
|
||||
color = colors.at(index);
|
||||
color = colors[index];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@ private:
|
||||
int endSection; // Contador: cuando acaba la sección
|
||||
int iniFade; // Contador: cuando emiepza el 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
|
||||
void update();
|
||||
|
||||
@@ -36,16 +36,8 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
loadCounter = 0;
|
||||
lineCounter = 0;
|
||||
loadingFirstPart = true;
|
||||
|
||||
// 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;
|
||||
}
|
||||
loadRect = {0, 0, 51, 1};
|
||||
|
||||
// Establece el orden de las lineas para imitar el direccionamiento de memoria del spectrum
|
||||
for (int i = 0; i < 192; ++i)
|
||||
@@ -134,7 +126,7 @@ void Intro::checkEventHandler()
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F5:
|
||||
switchPalette();
|
||||
//switchPalette();
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -154,25 +146,24 @@ void Intro::updateLoad()
|
||||
{
|
||||
// Cada 5 pasos el loadCounter se incrementa en uno
|
||||
const int numSteps = 5;
|
||||
const int step = 51;
|
||||
loadCounter = counter / numSteps;
|
||||
|
||||
if (loadCounter < 192)
|
||||
{
|
||||
const int step = 256 / numSteps;
|
||||
lines[lineIndex[loadCounter]].x1 = step * (counter % numSteps);
|
||||
|
||||
// Elimina por completo la linea anterior
|
||||
if (loadCounter > 0)
|
||||
{
|
||||
lines[lineIndex[loadCounter - 1]].x1 = 256;
|
||||
loadRect.x = step * (counter % numSteps);
|
||||
loadRect.y = lineIndex[loadCounter];
|
||||
sprite1->setSpriteClip(loadRect);
|
||||
sprite1->setRect(loadRect);
|
||||
}
|
||||
}
|
||||
|
||||
// Una vez actualizadas las 192 lineas, pasa a la segunda fase de la carga
|
||||
else if (loadCounter == 192)
|
||||
{
|
||||
loadingFirstPart = false;
|
||||
loadCounter = 0;
|
||||
loadRect = {0, 0, 16, 8};
|
||||
sprite2->setRect(loadRect);
|
||||
sprite2->setSpriteClip(loadRect);
|
||||
JA_PlayMusic(loadingSound3);
|
||||
}
|
||||
}
|
||||
@@ -180,57 +171,36 @@ void Intro::updateLoad()
|
||||
else
|
||||
{
|
||||
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
|
||||
void Intro::updateCounter()
|
||||
{
|
||||
if (preCounter >= 50)
|
||||
{ // Si el contador previo ha llegado a 50, empieza a contar el contador normal
|
||||
if (counter == 0)
|
||||
(preCounter >= 50) ? counter++ : preCounter++;
|
||||
|
||||
if (counter == 1)
|
||||
{
|
||||
JA_PlayMusic(loadingSound2);
|
||||
}
|
||||
counter++;
|
||||
}
|
||||
else
|
||||
{ // Actualiza el precontador
|
||||
preCounter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja la pantalla de carga
|
||||
void Intro::renderLoad()
|
||||
{
|
||||
// Carga 1 - Blanco y negro
|
||||
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();
|
||||
}
|
||||
}
|
||||
loadingFirstPart ? sprite1->render() : sprite2->render();
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
@@ -253,14 +223,6 @@ void Intro::update()
|
||||
|
||||
// Actualiza las notificaciones
|
||||
screen->updateNotifier();
|
||||
|
||||
// Comprueba si ha terminado la intro
|
||||
if (loadCounter >= 768)
|
||||
{
|
||||
section.name = SECTION_PROG_TITLE;
|
||||
section.subsection = 0;
|
||||
JA_StopMusic();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -270,9 +232,6 @@ void Intro::render()
|
||||
// Prepara para empezar a dibujar en la textura de juego
|
||||
screen->start();
|
||||
|
||||
// Limpia la pantalla
|
||||
screen->clean();
|
||||
|
||||
// Dibuja la pantalla de carga
|
||||
renderLoad();
|
||||
|
||||
|
||||
@@ -38,13 +38,12 @@ private:
|
||||
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
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
|
||||
JA_Music loadingSound1; // Sonidos para imitar la carga tipo spectrum
|
||||
JA_Music loadingSound2; // Sonidos para imitar la carga tipo spectrum
|
||||
JA_Music loadingSound3; // Sonidos para imitar la carga tipo spectrum
|
||||
h_line_t lines[192]; // Las 192 lineas que forman la pantalla de carga
|
||||
JA_Music_t* loadingSound1; // Sonidos para imitar la carga tipo spectrum
|
||||
JA_Music_t* loadingSound2; // Sonidos para imitar la carga tipo spectrum
|
||||
JA_Music_t* loadingSound3; // Sonidos para imitar la carga tipo spectrum
|
||||
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
|
||||
void update();
|
||||
|
||||
@@ -36,7 +36,7 @@ Item::~Item()
|
||||
void Item::render()
|
||||
{
|
||||
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->getTexture()->setColor(255, 255, 255);
|
||||
}
|
||||
|
||||
@@ -26,13 +26,13 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
|
||||
sprite.back()->setSpriteClip(0, i, texture->getWidth(), 1);
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
sprite.at(i)->setPosX(256 + (i * 3));
|
||||
sprite[i]->setPosX(256 + (i * 3));
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite.at(i)->setPosX(-181 - (i * 3));
|
||||
sprite[i]->setPosX(-181 - (i * 3));
|
||||
}
|
||||
sprite.at(i)->setPosY(83 + i);
|
||||
sprite[i]->setPosY(83 + i);
|
||||
}
|
||||
|
||||
// Inicializa variables
|
||||
@@ -142,22 +142,22 @@ void Logo::updateJAILGAMES()
|
||||
{
|
||||
const int speed = 8;
|
||||
const int dest = 37;
|
||||
if (sprite.at(i)->getPosX() != 37)
|
||||
if (sprite[i]->getPosX() != 37)
|
||||
{
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
sprite.at(i)->incPosX(-speed);
|
||||
if (sprite.at(i)->getPosX() < dest)
|
||||
sprite[i]->incPosX(-speed);
|
||||
if (sprite[i]->getPosX() < dest)
|
||||
{
|
||||
sprite.at(i)->setPosX(dest);
|
||||
sprite[i]->setPosX(dest);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite.at(i)->incPosX(speed);
|
||||
if (sprite.at(i)->getPosX() > dest)
|
||||
sprite[i]->incPosX(speed);
|
||||
if (sprite[i]->getPosX() > dest)
|
||||
{
|
||||
sprite.at(i)->setPosX(dest);
|
||||
sprite[i]->setPosX(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -173,72 +173,72 @@ void Logo::updateTextureColors()
|
||||
|
||||
if (counter == ini + inc * 0)
|
||||
{
|
||||
texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
|
||||
texture2->setColor(color[0].r, color[0].g, color[0].b);
|
||||
}
|
||||
else if (counter == ini + inc * 1)
|
||||
{
|
||||
texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
|
||||
texture2->setColor(color[1].r, color[1].g, color[1].b);
|
||||
}
|
||||
else if (counter == ini + inc * 2)
|
||||
{
|
||||
texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
|
||||
texture2->setColor(color[2].r, color[2].g, color[2].b);
|
||||
}
|
||||
else if (counter == ini + inc * 3)
|
||||
{
|
||||
texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
|
||||
texture2->setColor(color[3].r, color[3].g, color[3].b);
|
||||
}
|
||||
else if (counter == ini + inc * 4)
|
||||
{
|
||||
texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
|
||||
texture2->setColor(color[4].r, color[4].g, color[4].b);
|
||||
}
|
||||
else if (counter == ini + inc * 5)
|
||||
{
|
||||
texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
|
||||
texture2->setColor(color[5].r, color[5].g, color[5].b);
|
||||
}
|
||||
else if (counter == ini + inc * 6)
|
||||
{
|
||||
texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
|
||||
texture2->setColor(color[6].r, color[6].g, color[6].b);
|
||||
}
|
||||
|
||||
else if (counter == ini + inc * 7)
|
||||
{
|
||||
texture2->setColor(color.at(7).r, color.at(7).g, color.at(7).b);
|
||||
texture2->setColor(color[7].r, color[7].g, color[7].b);
|
||||
}
|
||||
|
||||
else if (counter == initFade + inc * 0)
|
||||
{
|
||||
texture->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
|
||||
texture2->setColor(color.at(6).r, color.at(6).g, color.at(6).b);
|
||||
texture->setColor(color[6].r, color[6].g, color[6].b);
|
||||
texture2->setColor(color[6].r, color[6].g, color[6].b);
|
||||
}
|
||||
else if (counter == initFade + inc * 1)
|
||||
{
|
||||
texture->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
|
||||
texture2->setColor(color.at(5).r, color.at(5).g, color.at(5).b);
|
||||
texture->setColor(color[5].r, color[5].g, color[5].b);
|
||||
texture2->setColor(color[5].r, color[5].g, color[5].b);
|
||||
}
|
||||
else if (counter == initFade + inc * 2)
|
||||
{
|
||||
texture->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
|
||||
texture2->setColor(color.at(4).r, color.at(4).g, color.at(4).b);
|
||||
texture->setColor(color[4].r, color[4].g, color[4].b);
|
||||
texture2->setColor(color[4].r, color[4].g, color[4].b);
|
||||
}
|
||||
else if (counter == initFade + inc * 3)
|
||||
{
|
||||
texture->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
|
||||
texture2->setColor(color.at(3).r, color.at(3).g, color.at(3).b);
|
||||
texture->setColor(color[3].r, color[3].g, color[3].b);
|
||||
texture2->setColor(color[3].r, color[3].g, color[3].b);
|
||||
}
|
||||
else if (counter == initFade + inc * 4)
|
||||
{
|
||||
texture->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
|
||||
texture2->setColor(color.at(2).r, color.at(2).g, color.at(2).b);
|
||||
texture->setColor(color[2].r, color[2].g, color[2].b);
|
||||
texture2->setColor(color[2].r, color[2].g, color[2].b);
|
||||
}
|
||||
else if (counter == initFade + inc * 5)
|
||||
{
|
||||
texture->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
|
||||
texture2->setColor(color.at(1).r, color.at(1).g, color.at(1).b);
|
||||
texture->setColor(color[1].r, color[1].g, color[1].b);
|
||||
texture2->setColor(color[1].r, color[1].g, color[1].b);
|
||||
}
|
||||
else if (counter == initFade + inc * 6)
|
||||
{
|
||||
texture->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
|
||||
texture2->setColor(color.at(0).r, color.at(0).g, color.at(0).b);
|
||||
texture->setColor(color[0].r, color[0].g, color[0].b);
|
||||
texture2->setColor(color[0].r, color[0].g, color[0].b);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -81,8 +81,8 @@ public:
|
||||
SDL_Rect lastPosition; // Contiene la ultima posición del jugador, por si hay que deshacer algun movimiento
|
||||
int jumpIni; // Valor del eje Y en el que se inicia el salto
|
||||
float maxVY; // Velocidad máxima que puede alcanzar al desplazarse en vertical
|
||||
std::vector<JA_Sound> jumpSound; // Vecor con todos los sonidos del salto
|
||||
std::vector<JA_Sound> fallSound; // Vecor con todos los sonidos de la caída
|
||||
std::vector<JA_Sound_t*> jumpSound; // Vecor con todos los sonidos del salto
|
||||
std::vector<JA_Sound_t*> fallSound; // Vecor con todos los sonidos de la caída
|
||||
int jumpCounter; // Cuenta el tiempo de salto
|
||||
int fallCounter; // Cuenta el tiempo de caida
|
||||
bool alive; // Indica si el jugador esta vivo o no
|
||||
|
||||
113
source/room.cpp
@@ -473,7 +473,7 @@ Room::Room(room_t *room, SDL_Renderer *renderer, Screen *screen, Asset *asset, o
|
||||
setAnimatedTiles();
|
||||
|
||||
// Crea la textura para el mapa de tiles de la habitación
|
||||
mapTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
||||
mapTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||
if (mapTexture == nullptr)
|
||||
{
|
||||
if (options->console)
|
||||
@@ -534,8 +534,9 @@ color_t Room::getBorderColor()
|
||||
// Crea la textura con el mapeado de la habitación
|
||||
void Room::fillMapTexture()
|
||||
{
|
||||
const color_t color = stringToColor(options->palette, bgColor);
|
||||
SDL_SetRenderTarget(renderer, mapTexture);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Los tileSetFiles son de 20x20 tiles. El primer tile es el 0. Cuentan hacia la derecha y hacia abajo
|
||||
@@ -548,13 +549,13 @@ void Room::fillMapTexture()
|
||||
// Al cargar el mapa en memoria, se resta uno, por tanto los tiles vacios son -1
|
||||
// Tampoco hay que dibujar los tiles animados que estan en la fila 19 (indices)
|
||||
const int index = (y * mapWidth) + x;
|
||||
const bool a = (tileMap.at(index) >= 18 * tileSetWidth) && (tileMap.at(index) < 19 * tileSetWidth);
|
||||
const bool b = tileMap.at(index) > -1;
|
||||
const bool a = (tileMap[index] >= 18 * tileSetWidth) && (tileMap[index] < 19 * tileSetWidth);
|
||||
const bool b = tileMap[index] > -1;
|
||||
|
||||
if (b && !a)
|
||||
{
|
||||
clip.x = (tileMap.at(index) % tileSetWidth) * tileSize;
|
||||
clip.y = (tileMap.at(index) / tileSetWidth) * tileSize;
|
||||
clip.x = (tileMap[index] % tileSetWidth) * tileSize;
|
||||
clip.y = (tileMap[index] / tileSetWidth) * tileSize;
|
||||
texture->render(renderer, x * tileSize, y * tileSize, &clip);
|
||||
|
||||
#ifdef DEBUG
|
||||
@@ -664,7 +665,8 @@ void Room::fillMapTexture()
|
||||
void Room::renderMap()
|
||||
{
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
SDL_RenderCopy(renderer, mapTexture, nullptr, nullptr);
|
||||
SDL_Rect dest = {0, 0, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, mapTexture, nullptr, &dest);
|
||||
|
||||
// Dibuja los tiles animados
|
||||
#ifdef DEBUG
|
||||
@@ -763,37 +765,37 @@ tile_e Room::getTile(int index)
|
||||
if (onRange)
|
||||
{
|
||||
// Las filas 0-8 son de tiles t_wall
|
||||
if ((tileMap.at(index) >= 0) && (tileMap.at(index) < 9 * tileSetWidth))
|
||||
if ((tileMap[index] >= 0) && (tileMap[index] < 9 * tileSetWidth))
|
||||
{
|
||||
return t_wall;
|
||||
}
|
||||
|
||||
// Las filas 9-17 son de tiles t_passable
|
||||
else if ((tileMap.at(index) >= 9 * tileSetWidth) && (tileMap.at(index) < 18 * tileSetWidth))
|
||||
else if ((tileMap[index] >= 9 * tileSetWidth) && (tileMap[index] < 18 * tileSetWidth))
|
||||
{
|
||||
return t_passable;
|
||||
}
|
||||
|
||||
// Las filas 18-20 es de tiles t_animated
|
||||
else if ((tileMap.at(index) >= 18 * tileSetWidth) && (tileMap.at(index) < 21 * tileSetWidth))
|
||||
else if ((tileMap[index] >= 18 * tileSetWidth) && (tileMap[index] < 21 * tileSetWidth))
|
||||
{
|
||||
return t_animated;
|
||||
}
|
||||
|
||||
// La fila 21 es de tiles t_slope_r
|
||||
else if ((tileMap.at(index) >= 21 * tileSetWidth) && (tileMap.at(index) < 22 * tileSetWidth))
|
||||
else if ((tileMap[index] >= 21 * tileSetWidth) && (tileMap[index] < 22 * tileSetWidth))
|
||||
{
|
||||
return t_slope_r;
|
||||
}
|
||||
|
||||
// La fila 22 es de tiles t_slope_l
|
||||
else if ((tileMap.at(index) >= 22 * tileSetWidth) && (tileMap.at(index) < 23 * tileSetWidth))
|
||||
else if ((tileMap[index] >= 22 * tileSetWidth) && (tileMap[index] < 23 * tileSetWidth))
|
||||
{
|
||||
return t_slope_l;
|
||||
}
|
||||
|
||||
// La fila 23 es de tiles t_kill
|
||||
else if ((tileMap.at(index) >= 23 * tileSetWidth) && (tileMap.at(index) < 24 * tileSetWidth))
|
||||
else if ((tileMap[index] >= 23 * tileSetWidth) && (tileMap[index] < 24 * tileSetWidth))
|
||||
{
|
||||
return t_kill;
|
||||
}
|
||||
@@ -820,10 +822,10 @@ bool Room::itemCollision(SDL_Rect &rect)
|
||||
{
|
||||
for (int i = 0; i < (int)items.size(); ++i)
|
||||
{
|
||||
if (checkCollision(rect, items.at(i)->getCollider()))
|
||||
if (checkCollision(rect, items[i]->getCollider()))
|
||||
{
|
||||
itemTracker->addItem(name, items.at(i)->getPos());
|
||||
delete items.at(i);
|
||||
itemTracker->addItem(name, items[i]->getPos());
|
||||
delete items[i];
|
||||
items.erase(items.begin() + i);
|
||||
JA_PlaySound(itemSound);
|
||||
*itemsPicked = *itemsPicked + 1;
|
||||
@@ -955,14 +957,14 @@ void Room::setBottomSurfaces()
|
||||
do
|
||||
{
|
||||
h_line_t line;
|
||||
line.x1 = (tile.at(i) % mapWidth) * tileSize;
|
||||
line.y = ((tile.at(i) / mapWidth) * tileSize) + tileSize - 1;
|
||||
line.x1 = (tile[i] % mapWidth) * tileSize;
|
||||
line.y = ((tile[i] / mapWidth) * tileSize) + tileSize - 1;
|
||||
lastOne = i;
|
||||
i++;
|
||||
|
||||
if (i <= (int)tile.size() - 1)
|
||||
{
|
||||
while (tile.at(i) == tile.at(i - 1) + 1)
|
||||
while (tile[i] == tile[i - 1] + 1)
|
||||
{
|
||||
lastOne = i;
|
||||
if (i == (int)tile.size() - 1)
|
||||
@@ -973,11 +975,11 @@ void Room::setBottomSurfaces()
|
||||
}
|
||||
}
|
||||
|
||||
line.x2 = ((tile.at(lastOne) % mapWidth) * tileSize) + tileSize - 1;
|
||||
line.x2 = ((tile[lastOne] % mapWidth) * tileSize) + tileSize - 1;
|
||||
bottomSurfaces.push_back(line);
|
||||
if (i <= (int)tile.size() - 1)
|
||||
{
|
||||
if (tile.at(i) == -1)
|
||||
if (tile[i] == -1)
|
||||
{ // Si el siguiente elemento es un separador, hay que saltarlo
|
||||
i++;
|
||||
}
|
||||
@@ -1018,14 +1020,14 @@ void Room::setTopSurfaces()
|
||||
do
|
||||
{
|
||||
h_line_t line;
|
||||
line.x1 = (tile.at(i) % mapWidth) * tileSize;
|
||||
line.y = (tile.at(i) / mapWidth) * tileSize;
|
||||
line.x1 = (tile[i] % mapWidth) * tileSize;
|
||||
line.y = (tile[i] / mapWidth) * tileSize;
|
||||
lastOne = i;
|
||||
i++;
|
||||
|
||||
if (i <= (int)tile.size() - 1)
|
||||
{
|
||||
while (tile.at(i) == tile.at(i - 1) + 1)
|
||||
while (tile[i] == tile[i - 1] + 1)
|
||||
{
|
||||
lastOne = i;
|
||||
if (i == (int)tile.size() - 1)
|
||||
@@ -1036,11 +1038,11 @@ void Room::setTopSurfaces()
|
||||
}
|
||||
}
|
||||
|
||||
line.x2 = ((tile.at(lastOne) % mapWidth) * tileSize) + tileSize - 1;
|
||||
line.x2 = ((tile[lastOne] % mapWidth) * tileSize) + tileSize - 1;
|
||||
topSurfaces.push_back(line);
|
||||
if (i <= (int)tile.size() - 1)
|
||||
{
|
||||
if (tile.at(i) == -1)
|
||||
if (tile[i] == -1)
|
||||
{ // Si el siguiente elemento es un separador, hay que saltarlo
|
||||
i++;
|
||||
}
|
||||
@@ -1080,9 +1082,9 @@ void Room::setLeftSurfaces()
|
||||
do
|
||||
{
|
||||
v_line_t line;
|
||||
line.x = (tile.at(i) % mapWidth) * tileSize;
|
||||
line.y1 = ((tile.at(i) / mapWidth) * tileSize);
|
||||
while (tile.at(i) + mapWidth == tile.at(i + 1))
|
||||
line.x = (tile[i] % mapWidth) * tileSize;
|
||||
line.y1 = ((tile[i] / mapWidth) * tileSize);
|
||||
while (tile[i] + mapWidth == tile[i + 1])
|
||||
{
|
||||
if (i == (int)tile.size() - 1)
|
||||
{
|
||||
@@ -1090,7 +1092,7 @@ void Room::setLeftSurfaces()
|
||||
}
|
||||
i++;
|
||||
}
|
||||
line.y2 = ((tile.at(i) / mapWidth) * tileSize) + tileSize - 1;
|
||||
line.y2 = ((tile[i] / mapWidth) * tileSize) + tileSize - 1;
|
||||
leftSurfaces.push_back(line);
|
||||
i++;
|
||||
} while (i < (int)tile.size() - 1);
|
||||
@@ -1128,9 +1130,9 @@ void Room::setRightSurfaces()
|
||||
do
|
||||
{
|
||||
v_line_t line;
|
||||
line.x = ((tile.at(i) % mapWidth) * tileSize) + tileSize - 1;
|
||||
line.y1 = ((tile.at(i) / mapWidth) * tileSize);
|
||||
while (tile.at(i) + mapWidth == tile.at(i + 1))
|
||||
line.x = ((tile[i] % mapWidth) * tileSize) + tileSize - 1;
|
||||
line.y1 = ((tile[i] / mapWidth) * tileSize);
|
||||
while (tile[i] + mapWidth == tile[i + 1])
|
||||
{
|
||||
if (i == (int)tile.size() - 1)
|
||||
{
|
||||
@@ -1138,7 +1140,7 @@ void Room::setRightSurfaces()
|
||||
}
|
||||
i++;
|
||||
}
|
||||
line.y2 = ((tile.at(i) / mapWidth) * tileSize) + tileSize - 1;
|
||||
line.y2 = ((tile[i] / mapWidth) * tileSize) + tileSize - 1;
|
||||
rightSurfaces.push_back(line);
|
||||
i++;
|
||||
} while (i < (int)tile.size() - 1);
|
||||
@@ -1165,14 +1167,14 @@ void Room::setLeftSlopes()
|
||||
while (found.size() > 0)
|
||||
{
|
||||
d_line_t line;
|
||||
line.x1 = (found.at(0) % mapWidth) * tileSize;
|
||||
line.y1 = (found.at(0) / mapWidth) * tileSize;
|
||||
int lookingFor = found.at(0) + mapWidth + 1;
|
||||
int lastOneFound = found.at(0);
|
||||
line.x1 = (found[0] % mapWidth) * tileSize;
|
||||
line.y1 = (found[0] / mapWidth) * tileSize;
|
||||
int lookingFor = found[0] + mapWidth + 1;
|
||||
int lastOneFound = found[0];
|
||||
found.erase(found.begin());
|
||||
for (int i = 0; i < (int)found.size(); ++i)
|
||||
{
|
||||
if (found.at(i) == lookingFor)
|
||||
if (found[i] == lookingFor)
|
||||
{
|
||||
lastOneFound = lookingFor;
|
||||
lookingFor += mapWidth + 1;
|
||||
@@ -1206,14 +1208,14 @@ void Room::setRightSlopes()
|
||||
while (found.size() > 0)
|
||||
{
|
||||
d_line_t line;
|
||||
line.x1 = ((found.at(0) % mapWidth) * tileSize) + tileSize - 1;
|
||||
line.y1 = (found.at(0) / mapWidth) * tileSize;
|
||||
int lookingFor = found.at(0) + mapWidth - 1;
|
||||
int lastOneFound = found.at(0);
|
||||
line.x1 = ((found[0] % mapWidth) * tileSize) + tileSize - 1;
|
||||
line.y1 = (found[0] / mapWidth) * tileSize;
|
||||
int lookingFor = found[0] + mapWidth - 1;
|
||||
int lastOneFound = found[0];
|
||||
found.erase(found.begin());
|
||||
for (int i = 0; i < (int)found.size(); ++i)
|
||||
{
|
||||
if (found.at(i) == lookingFor)
|
||||
if (found[i] == lookingFor)
|
||||
{
|
||||
lastOneFound = lookingFor;
|
||||
lookingFor += mapWidth - 1;
|
||||
@@ -1256,14 +1258,14 @@ void Room::setAutoSurfaces()
|
||||
do
|
||||
{
|
||||
h_line_t line;
|
||||
line.x1 = (tile.at(i) % mapWidth) * tileSize;
|
||||
line.y = (tile.at(i) / mapWidth) * tileSize;
|
||||
line.x1 = (tile[i] % mapWidth) * tileSize;
|
||||
line.y = (tile[i] / mapWidth) * tileSize;
|
||||
lastOne = i;
|
||||
i++;
|
||||
|
||||
if (i <= (int)tile.size() - 1)
|
||||
{
|
||||
while (tile.at(i) == tile.at(i - 1) + 1)
|
||||
while (tile[i] == tile[i - 1] + 1)
|
||||
{
|
||||
lastOne = i;
|
||||
if (i == (int)tile.size() - 1)
|
||||
@@ -1274,11 +1276,11 @@ void Room::setAutoSurfaces()
|
||||
}
|
||||
}
|
||||
|
||||
line.x2 = ((tile.at(lastOne) % mapWidth) * tileSize) + tileSize - 1;
|
||||
line.x2 = ((tile[lastOne] % mapWidth) * tileSize) + tileSize - 1;
|
||||
autoSurfaces.push_back(line);
|
||||
if (i <= (int)tile.size() - 1)
|
||||
{
|
||||
if (tile.at(i) == -1)
|
||||
if (tile[i] == -1)
|
||||
{ // Si el siguiente elemento es un separador, hay que saltarlo
|
||||
i++;
|
||||
}
|
||||
@@ -1299,9 +1301,9 @@ void Room::setAnimatedTiles()
|
||||
const int x = (i % mapWidth) * tileSize;
|
||||
const int y = (i / mapWidth) * tileSize;
|
||||
|
||||
// TileMap.at(i) es el tile a poner
|
||||
const int xc = (tileMap.at(i) % tileSetWidth) * tileSize;
|
||||
const int yc = (tileMap.at(i) / tileSetWidth) * tileSize;
|
||||
// TileMap[i] es el tile a poner
|
||||
const int xc = (tileMap[i] % tileSetWidth) * tileSize;
|
||||
const int yc = (tileMap[i] / tileSetWidth) * tileSize;
|
||||
|
||||
aTile_t at;
|
||||
at.sprite = new Sprite(x, y, 8, 8, texture, renderer);
|
||||
@@ -1522,9 +1524,6 @@ void Room::openTheJail()
|
||||
{
|
||||
if (name == "THE JAIL")
|
||||
{
|
||||
// Cambia el color de fondo
|
||||
bgColor = "red";
|
||||
|
||||
// Elimina el último enemigo (Bry debe ser el ultimo enemigo definido en el fichero)
|
||||
delete enemies.back();
|
||||
enemies.pop_back();
|
||||
@@ -1532,7 +1531,7 @@ void Room::openTheJail()
|
||||
// Abre las puertas
|
||||
const int tileA = 16 + (13 * 32);
|
||||
const int tileB = 16 + (14 * 32);
|
||||
tileMap.at(tileA) = -1;
|
||||
tileMap.at(tileB) = -1;
|
||||
tileMap[tileA] = -1;
|
||||
tileMap[tileB] = -1;
|
||||
}
|
||||
}
|
||||
@@ -104,7 +104,7 @@ private:
|
||||
std::string tileMapFile; // Fichero con el mapa de indices de tile
|
||||
std::vector<int> tileMap; // Indice de los tiles a dibujar en la habitación
|
||||
int autoSurfaceDirection; // Sentido en el que arrastran las superficies automáticas de la habitación
|
||||
JA_Sound itemSound; // Sonido producido al coger un objeto
|
||||
JA_Sound_t *itemSound; // Sonido producido al coger un objeto
|
||||
std::vector<h_line_t> bottomSurfaces; // Lista con las superficies inferiores de la habitación
|
||||
std::vector<h_line_t> topSurfaces; // Lista con las superficies superiores de la habitación
|
||||
std::vector<v_line_t> leftSurfaces; // Lista con las superficies laterales de la parte izquierda de la habitación
|
||||
|
||||
@@ -60,7 +60,7 @@ void Stats::addDeath(std::string name)
|
||||
const int index = findByName(name, bufferList);
|
||||
if (index != -1)
|
||||
{
|
||||
bufferList.at(index).died++;
|
||||
bufferList[index].died++;
|
||||
}
|
||||
|
||||
// En caso contrario crea la entrada
|
||||
@@ -84,7 +84,7 @@ void Stats::addVisit(std::string name)
|
||||
const int index = findByName(name, bufferList);
|
||||
if (index != -1)
|
||||
{
|
||||
bufferList.at(index).visited++;
|
||||
bufferList[index].visited++;
|
||||
}
|
||||
|
||||
// En caso contrario crea la entrada
|
||||
@@ -304,8 +304,8 @@ void Stats::updateListFromBuffer()
|
||||
|
||||
if (index != -1)
|
||||
{ // Encontrado. Aumenta sus estadisticas
|
||||
list.at(index).visited += buffer.visited;
|
||||
list.at(index).died += buffer.died;
|
||||
list[index].visited += buffer.visited;
|
||||
list[index].died += buffer.died;
|
||||
}
|
||||
else
|
||||
{ // En caso contrario crea la entrada
|
||||
|
||||
@@ -30,7 +30,6 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?";
|
||||
// longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!!";
|
||||
for (int i = 0; i < (int)longText.length(); ++i)
|
||||
{
|
||||
letter_t l;
|
||||
@@ -39,9 +38,24 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
|
||||
l.enabled = false;
|
||||
letters.push_back(l);
|
||||
}
|
||||
letters.at(0).enabled = true;
|
||||
letters[0].enabled = true;
|
||||
marqueeSpeed = 3;
|
||||
|
||||
// Crea el cartel de PRESS ENTER
|
||||
const std::string caption = "PRESS ENTER TO PLAY";
|
||||
const color_t textColor = stringToColor(options->palette, "white");
|
||||
const color_t strokeColor = stringToColor(options->palette, "bright_blue");
|
||||
|
||||
// Crea la textura
|
||||
pressEnterTexture = new Texture(renderer);
|
||||
pressEnterTexture->createBlank(renderer, text->lenght(caption) + 2, text->getCharacterSize() + 2, SDL_TEXTUREACCESS_TARGET);
|
||||
pressEnterTexture->setAsRenderTarget(renderer);
|
||||
pressEnterTexture->setBlendMode(SDL_BLENDMODE_BLEND);
|
||||
text->writeDX(TXT_COLOR | TXT_STROKE, 1, 1, caption, 1, textColor, 1, strokeColor);
|
||||
|
||||
// Crea el sprite
|
||||
pressEnterSprite = new Sprite(128 - (pressEnterTexture->getWidth() / 2), 192 / 5 * 4, pressEnterTexture->getWidth(), pressEnterTexture->getHeight(), pressEnterTexture, renderer);
|
||||
|
||||
// Cambia el color del borde
|
||||
screen->setBorderColor(stringToColor(options->palette, "bright_blue"));
|
||||
}
|
||||
@@ -51,6 +65,8 @@ Title::~Title()
|
||||
{
|
||||
delete eventHandler;
|
||||
delete sprite;
|
||||
delete pressEnterSprite;
|
||||
delete pressEnterTexture;
|
||||
delete text;
|
||||
}
|
||||
|
||||
@@ -70,6 +86,12 @@ void Title::checkEventHandler()
|
||||
// Comprueba las teclas que se han pulsado
|
||||
if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
|
||||
{
|
||||
if (eventHandler->type == SDL_JOYBUTTONDOWN)
|
||||
{
|
||||
section.name = SECTION_PROG_GAME;
|
||||
section.subsection = 0;
|
||||
}
|
||||
|
||||
switch (eventHandler->key.keysym.scancode)
|
||||
{
|
||||
case SDL_SCANCODE_ESCAPE:
|
||||
@@ -133,20 +155,20 @@ void Title::updateMarquee()
|
||||
{
|
||||
for (int i = 0; i < (int)letters.size(); ++i)
|
||||
{
|
||||
if (letters.at(i).enabled)
|
||||
if (letters[i].enabled)
|
||||
{
|
||||
letters.at(i).x -= marqueeSpeed;
|
||||
if (letters.at(i).x < -10)
|
||||
letters[i].x -= marqueeSpeed;
|
||||
if (letters[i].x < -10)
|
||||
{
|
||||
letters.at(i).enabled = false;
|
||||
letters[i].enabled = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (i > 0 && letters.at(i - 1).x < 256 && letters.at(i - 1).enabled)
|
||||
if (i > 0 && letters[i - 1].x < 256 && letters[i - 1].enabled)
|
||||
{
|
||||
letters.at(i).enabled = true;
|
||||
letters.at(i).x = letters.at(i - 1).x + text->lenght(letters.at(i - 1).letter) + 1;
|
||||
letters[i].enabled = true;
|
||||
letters[i].x = letters[i - 1].x + text->lenght(letters[i - 1].letter) + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -186,7 +208,7 @@ void Title::update()
|
||||
screen->updateNotifier();
|
||||
|
||||
// Comprueba si ha terminado la marquesina y acaba con el titulo
|
||||
if (letters.at(letters.size() - 1).x < -10)
|
||||
if (letters[letters.size() - 1].x < -10)
|
||||
{
|
||||
section.name = SECTION_PROG_CREDITS;
|
||||
section.subsection = 0;
|
||||
@@ -200,27 +222,13 @@ void Title::render()
|
||||
// Prepara para empezar a dibujar en la textura de juego
|
||||
screen->start();
|
||||
|
||||
// Limpia la pantalla
|
||||
screen->clean();
|
||||
|
||||
// Dibuja el fondo del titulo
|
||||
sprite->render();
|
||||
|
||||
// Dibuja el texto de PRESS ENTER TO PLAY
|
||||
// SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
|
||||
// const SDL_Rect rect = {0, 192 / 5 * 4, 256, 8};
|
||||
// SDL_RenderFillRect(renderer, &rect);
|
||||
// if (counter % 80 < 60)
|
||||
//{
|
||||
// text->writeCentered(256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY");
|
||||
//}
|
||||
|
||||
// Dibuja el texto de PRESS ENTER TO PLAY
|
||||
if (counter % 80 < 60)
|
||||
{
|
||||
const color_t textColor = stringToColor(options->palette, "white");
|
||||
const color_t strokeColor = stringToColor(options->palette, "bright_blue");
|
||||
text->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, 256 / 2, 192 / 5 * 4, "PRESS ENTER TO PLAY", 1, textColor, 1, strokeColor);
|
||||
pressEnterSprite->render();
|
||||
}
|
||||
|
||||
// Dibuja la marquesina
|
||||
|
||||
@@ -34,6 +34,8 @@ private:
|
||||
Sprite *sprite; // Sprite para manejar la textura
|
||||
Text *text; // Objeto para escribir texto en pantalla
|
||||
options_t *options; // Puntero a las opciones del juego
|
||||
Texture *pressEnterTexture; // Textura con los graficos de PRESS ENTER
|
||||
Sprite *pressEnterSprite; // Sprite para manejar la textura de PRESS ENTER
|
||||
|
||||
// Variables
|
||||
int counter; // Contador
|
||||
|
||||