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182 Commits
v1.08 ... main

Author SHA1 Message Date
70d6cbfaf8 [DOC:29/10/2025] la surface ara se pillarà del .ANI
Tots els arxius .ani i .room retocats per a adequarse als canvis.
2025-10-29 14:22:36 +01:00
95dd6b4f70 [DOC:29/10/2025] w i h ja no fan falta, se pilla del .ANI 2025-10-29 12:22:20 +01:00
633936c6e8 style: arreglant capçaleres 2025-10-29 12:11:37 +01:00
95b82e5f62 fix: errors de renombrat de variables 2025-10-29 11:56:34 +01:00
ead3265bfc style: arreglades capçaleres 2025-10-29 10:58:37 +01:00
8bf9da5fb6 style: organitzada la capçalera de Room 2025-10-29 09:58:49 +01:00
cd836862c0 style: corregides les capçaleres de game/entities 2025-10-29 09:21:05 +01:00
acdad8295a actualitzats els fitxers .room a pixels per segons (la velocitat dels enemics) 2025-10-28 11:03:04 +01:00
f14a1075ab migrat Enemy a time based 2025-10-28 11:02:22 +01:00
31c84f9676 migrat Game, Player i Item a time based 2025-10-28 10:52:13 +01:00
9e8c5e13df migrat Notifier a time based 2025-10-28 10:10:47 +01:00
de8c714132 migrats els fitxers .ani a segons/frame 2025-10-28 09:49:57 +01:00
da65777a5b migrades les clases Sprite a time based 2025-10-28 09:48:58 +01:00
70b76edcbf migrat GameOver a time based 2025-10-27 19:22:36 +01:00
6af2d72ea8 linter 2025-10-27 19:03:34 +01:00
5f47c88770 linter 2025-10-27 18:56:24 +01:00
3179a08dac linter 2025-10-27 18:35:53 +01:00
b1dca32a5b linter 2025-10-27 17:39:23 +01:00
aacb14149f eliminades les opcions de configuracio de posicio de les notificacions 2025-10-27 13:24:43 +01:00
cdb9bde6aa linter 2025-10-27 13:01:11 +01:00
5d8811026d linter 2025-10-27 11:53:12 +01:00
231dcd4b3b afegida carpeta tools/linter 2025-10-27 09:22:57 +01:00
17101a3da1 optimitzada la marquesina de Title 2025-10-26 23:23:33 +01:00
87370dd11d migracio de Title a time based 2025-10-26 23:07:08 +01:00
fc17131455 mogut GlobalEvenets a core/system 2025-10-26 22:33:27 +01:00
0c87612a17 treballant en les novetats de LoadingScreen 2025-10-26 21:44:16 +01:00
96506988b6 afegida la clase Audio 2025-10-26 21:43:44 +01:00
c7b07e9351 actualitzat a la ultima versió de jail_audio 2025-10-26 21:43:29 +01:00
6d2a116d15 migracio de LoadingScreen completada 2025-10-26 19:55:25 +01:00
d1acc59319 migrant LoadingScreen a delta_time i estats 2025-10-26 19:51:08 +01:00
0388adfed8 migrat Logo a time based 2025-10-26 18:01:02 +01:00
342177a751 renombrades les clases SSprite a SurfaceSprite 2025-10-26 14:56:56 +01:00
fdea094e26 corregit el logo de jailgames 2025-10-26 14:56:24 +01:00
2eadd7d8df mes reestructuracio de fitxers de codi 2025-10-26 14:46:19 +01:00
51330db998 mogut options.section a SceneManager 2025-10-26 14:18:45 +01:00
df4965a84b canviat Options de struct a namespace 2025-10-26 14:01:08 +01:00
8f49e442de redistribuida la carpeta source 2025-10-26 13:02:45 +01:00
9676e5bc2f creada carpeta source2 2025-10-26 12:31:49 +01:00
545d471654 fix: arreglades les colisions "the static cast menner" 2025-10-16 14:14:33 +02:00
9db902c024 netejat codi mort en screen.cpp 2025-10-16 13:29:25 +02:00
7fe2523221 fix: ja funcionen els shaders 2025-10-16 12:46:02 +02:00
d5ff840445 fix: faltava fer SDL_INIT_AUDIO 2025-10-16 11:51:17 +02:00
fb5fee02e9 Ja es por jugar
Estat actual: no van els shaders. Jail_audio dona errors
2025-10-16 10:22:12 +02:00
9a4b3b04a5 Corregits mil warnings de int a float
Corregit getDisplayInfo per al calcul del zoomMax
2025-10-16 10:12:03 +02:00
e811cf0a1d apegat de mala manera els shaders del CCAE i fets uns apanyets per a vore si compila 2025-10-15 12:59:17 +02:00
e4a08d2ec7 corregides cridades a SDL3 i migrat casi tot de int a float. Falta jail_shader 2025-10-15 12:16:50 +02:00
7c102e42cc corregits mes includes
llevats els errors en texture
2025-10-15 09:14:30 +02:00
78c5333144 Redistribuits els .cpp en carpetes
Actualitzat cmake
Modificats els include de SDL2 a SDL3
2025-10-15 08:28:57 +02:00
c3415fd106 Actualizar README.md 2025-06-25 21:53:41 +02:00
428fe664bd arreglada la logica d'estats en Ending2 2025-03-21 13:24:32 +01:00
0f8de0d8b5 arreglos d'estil 2025-03-21 08:42:54 +01:00
2ee2d5c45d millorat el renderitzat amb el borde activat 2025-03-21 08:27:24 +01:00
b8cde79107 fix: en windows no es calculaven be les colisions 2025-03-20 18:45:49 +01:00
0667e2105b passat el codi de pintar el mode debug de textura a surface 2025-03-20 18:02:31 +01:00
f438e8946b style: canviar border_ a enum class 2025-03-20 14:06:58 +01:00
68c97610fb style: canvis en Game 2025-03-20 13:46:31 +01:00
7746b679b4 style: canvis en Player 2025-03-20 13:44:37 +01:00
73008992e0 fix: no actualitzava correctament la caixa de colisions del jugador al canviar d'habitació 2025-03-20 13:37:17 +01:00
d4acb38c05 Merge branch 'master' of https://gitea.sustancia.synology.me/jaildesigner/jaildoctors_dilemma 2025-03-20 08:22:39 +01:00
7aae9fb5e6 arreglos d'estil en Screen 2025-03-20 08:22:25 +01:00
a63066bd68 arreglada la paleta taronja 2025-03-19 18:07:46 +01:00
0de6117ca0 afegit comptador de frames per segon 2025-03-17 14:10:07 +01:00
a43967c279 incrementat el nivell de detall en updateLoadingProgress() 2025-03-17 13:46:38 +01:00
15ecc10d8b fix: si arrancava en pantalla completa amb shaders, no reescalava be la imatge 2025-03-16 18:55:00 +01:00
0a5996f220 afegit soport per a axis del mando 2025-03-16 17:45:07 +01:00
64ee2d1e45 actualitzat gamecontrollerdb.txt a la ultima versió 2025-03-16 17:14:01 +01:00
40dcbabfe8 afegit gif.cpp i jail_shader.cpp desde coffee_crisis_arcade_edition 2025-03-16 15:44:38 +01:00
a14f6fcf6f Mil arreglos de paletes, gifs i colors transparents
El gif del jugador de game over estava mal
2025-03-08 20:04:43 +01:00
7b3f82aa34 Establit en Cheevos el temps de les notificacions 2025-03-08 11:40:22 +01:00
3a36bf6530 Optimitzats alguns bucles en les notificacions 2025-03-08 11:38:17 +01:00
195d812d2a Les notificacions ara van per milisegons.
posibilitat d'establir el tems de una notificacio (util per a allargar les dels logros)
2025-03-08 11:29:25 +01:00
fdb85ac393 Afegida tecla per a canviar el escalat sencer 2025-03-08 10:54:44 +01:00
d4e3995d71 Millorades les paletes verda i taronja
Retocada la paleta sweetie-16
Afegida política al fitxer CMakeLists.txt
2025-03-08 10:17:22 +01:00
b885aa8c9e fix: el cursor del mouse no està amagat per defecte 2025-03-07 22:44:53 +01:00
9cf0891a04 fix: la musica del mode DEMO no era la correcta 2025-03-07 22:29:17 +01:00
09ac952404 Afegit efecte de fundit a negre per a la paleta principal i per a la secundaria. Implementat en Title 2025-03-07 14:32:35 +01:00
529bfb5e3a Eliminada paleta.cpp i mig adaptada la surface que la gastava 2025-03-07 14:12:24 +01:00
ce88596d35 No se pq el ultim commit ha deixat 4 fitxers per commitar 2025-03-07 12:21:21 +01:00
6c3e231d51 Arreglats alguns colorets que havia per ahi rebolicats
fix: Credits no estava ben portat a surfaces
2025-03-07 12:20:30 +01:00
ae5c511988 fix: tamany incorrecte per a la textura de shaders quan es desactiva el borde 2025-03-06 23:20:07 +01:00
9eaf3bc134 Retocat un poc el disseny de Title
Retocades les notificacions
2025-03-06 23:12:53 +01:00
ff309168ef Ja torna a pintar de negre la pantalla al morir 2025-03-06 22:44:44 +01:00
c5c312fc51 Ja torna a funcionar el fade del logo 2025-03-06 22:36:53 +01:00
34d34a5d91 canvi de pc 2025-03-06 22:13:13 +01:00
d339fb13b0 Canviades les paletes dels .gif
Ara es poden carregar paletes desde fitxers .pal
Reajustada la pleta general
fix: la pantalla de càrrega deixava un pixel per pintar, desde sempre
Ajustat el color del borde en el Logo i el Title per a ser igual al fondo amb les paletes de 16 colors (la del Spectrum es de 15)
2025-03-06 20:04:53 +01:00
d0e06e30c9 Ja tornen a funcionar els shaders 2025-03-06 14:24:31 +01:00
982db7f75b Ja carrega la ultima paleta seleccionada 2025-03-06 14:07:47 +01:00
68e03ac1b0 La barra de progres ja torna a estar com abans 2025-03-06 13:42:52 +01:00
537150365b Retocat el render path d'Screen 2025-03-06 13:29:39 +01:00
12e27a1062 Ja torna a funcionar el borde 2025-03-06 13:14:57 +01:00
72efa0dc46 Afegides guardes en Surface::render() per a no pintar fora del destí (no estava implementat en totes les versions de render) 2025-03-06 12:27:10 +01:00
f2bfc970bc Quan canvia de RendererSurface, torna a deixar la que havia, no la de per defecte 2025-03-06 12:09:59 +01:00
60c926a9c9 Ja funciona la roda de paletes 2025-03-06 11:45:06 +01:00
10debde847 Treballant en la caché de les paletes 2025-03-05 22:58:26 +01:00
5cc163dd14 Arreglats els endings 2025-03-05 21:57:10 +01:00
241732752a i per fi ja comença a tornar tot a la normalitat 2025-03-05 20:52:34 +01:00
5a8747cc4b val! ja pinta coses en altres surfaces 2025-03-05 19:41:55 +01:00
70a50f5117 Imposible canviar la rendererSurface 2025-03-05 18:51:36 +01:00
d41b0cb31c He posat punteros dobles i tampoc va res 2025-03-05 12:31:54 +01:00
33038e8509 canvi de pc 2025-03-05 07:44:12 +01:00
57481a1e97 Ja pinta cosetes per pantalla 2025-03-04 14:24:30 +01:00
05f91b2a94 Transició a surface acabada. Ja compila 2025-03-04 12:30:19 +01:00
c4033e3663 Transició a surface: barallantme amb tots els Color que hi ha pel codi 2025-03-03 22:58:12 +01:00
b940d627d6 Transició a surface: crec que falta room.cpp 2025-03-03 21:33:59 +01:00
b320030547 Transició a surface: ending.cpp fet 2025-03-03 20:48:31 +01:00
d7e0178602 Transició a surface: game.cpp fet 2025-03-03 19:15:24 +01:00
c9e75ad5c8 bfff, a casa a meitat enfangà.. be..
Estic acabant de convertir Title
2025-03-03 14:26:07 +01:00
8f1d1df5d6 Transició a surface: vaig per title.cpp 2025-03-02 21:56:19 +01:00
db3a0d7263 Afegides classes SSprite, SMovingSprite i SAnimatedSprite 2025-03-02 19:29:48 +01:00
636b91ae6f Afegides noves funciones a Surface 2025-03-02 18:38:17 +01:00
4b820ad6b7 Modificada la llista de fitxers 2025-03-02 18:17:37 +01:00
a4db80e116 Canviats els .png per .gif 2025-03-02 18:10:58 +01:00
2ebb285a27 fix: el brillet del cor dels credits pillava mal la posició 2025-03-02 16:51:08 +01:00
d05f18ce2d fix: amb shaders no canviava be el mode de vdeo 2025-03-02 14:56:57 +01:00
0d74a8a29f fix: s'havien fotut els dos finals, pero ja estan corregits 2025-03-02 13:43:23 +01:00
cdf0b0a694 demo.cpp a fer la mar 2025-03-02 10:41:38 +01:00
82f0992116 Llevats un parell de warnings en pLoadSurface i pLoadPal 2025-03-02 09:39:48 +01:00
b1ba5e67dc Arreglos en la estructura i format del codi 2025-03-02 09:32:25 +01:00
193dac708f canvi de pc 2025-03-02 08:09:15 +01:00
cd96be80f9 Afegit Cheevos::clearUnobtainableState(); 2025-03-01 22:49:03 +01:00
aca2be98af Arreglos en la estructura i format del codi 2025-03-01 22:36:22 +01:00
360ebfd2e6 Arreglos en la estructura i format del codi 2025-03-01 20:39:44 +01:00
5c371e7517 Arreglos en la estructura i format del codi 2025-03-01 19:33:40 +01:00
31cded15cc Arreglos en la estructura i format del codi 2025-03-01 17:01:50 +01:00
3562b139c3 Arreglos en la estructura i format del codi 2025-03-01 11:02:08 +01:00
c2040d3ded Actualitzat Makefile per al release de macos amb target x86_64-apple-macos10.15
Actualitzat el numero de versió a 1.10
2025-03-01 10:20:45 +01:00
b34f4dda42 fix: llevar el text de REDEFINE KEYS 2025-03-01 09:28:17 +01:00
4e525642a0 v1.09 2025-03-01 09:15:08 +01:00
c7db6aeaa3 canvi de pc 2025-03-01 08:11:00 +01:00
5ff04daf20 gonna fer un commit per si reventa algo: estic a meitat implementar surfaces 2025-02-28 22:58:01 +01:00
5bb2b5e7c4 fix: les notificacions ja no embruten la pantalla de càrrega 2025-02-28 14:00:59 +01:00
7a685c0cc8 fix: no pintava el efecte de carrega del borde en LoadingScreen 2025-02-28 13:40:30 +01:00
07e83fc811 Tornada a posar la musica de Title i el attract mode 2025-02-28 13:25:21 +01:00
3167251eae Eliminat el alpha de les notificacions 2025-02-28 13:13:36 +01:00
4efbb61fbc Arreglat aixina sense massa ganes Scoreboard::render() 2025-02-28 13:11:02 +01:00
3992fc08bf Afegides comprobacions de valors per al fitxer de configuració 2025-02-28 11:34:51 +01:00
366fe404ca Modes de video aclarits (sembla)
La finestra manté la posició al canviar de tamany o activar el borde
La finestra ja pot creixer mentres donde de si el escriptori
2025-02-28 09:46:55 +01:00
217781c621 lo mateix 2025-02-27 23:18:16 +01:00
212b2b481c Treballant en els modes de video 2025-02-27 21:05:01 +01:00
59e766f5c3 Nou engine de notificacions 2025-02-27 19:03:57 +01:00
2e11fec2cb canvi de pc 2025-02-27 16:51:20 +01:00
0d7ab830c9 Modificada la barra de progres de carrega de recursos per a que s'actualitze cada 5 items. Aixina ja va rapidet encara que estiga el vsync 2025-02-27 14:21:53 +01:00
0cec9f8556 Solventat bug amb el punter a ScoreboardData 2025-02-27 14:17:00 +01:00
c6474cb2da canvi de pc 2025-02-27 07:37:39 +01:00
e6fd4225a2 Ja torna a deixar jugar
Encara queden bugs per corregir
Trencat el sistema de triar la paleta, de moment
2025-02-26 20:37:29 +01:00
85ab5ea03f Singleton de ItemTracker
Arreglos menors
2025-02-26 13:07:41 +01:00
2457517f2b Afegida barra de progres en la càrrega de recursos 2025-02-26 10:05:52 +01:00
64880a427e Metodes per mostrar o amagar la finestra 2025-02-26 08:58:17 +01:00
a8e5517a77 Arreglada la cárrega de opcions i recursos
Modificats els parametros dels fitxers .ani a snake_case
2025-02-26 08:50:12 +01:00
a07a08adb7 De moment ja compila i executa, encara que no troba alguns fitxers 2025-02-25 23:03:16 +01:00
32c31a8cb6 commit de moure a un Linux a gastar eines de home 2025-02-25 19:37:08 +01:00
c9da5135b2 canvi de pc enmig de la enfangà 2025-02-25 13:18:56 +01:00
817140825a canvi de pc 2025-02-25 07:38:34 +01:00
e6f101ece6 Afegint smart pointers
Actualitzat Resources
Actualitzades les classes Sprite i derivades
Afegida nova tipografia
Actualitzat Asset
Actualitzat Text
2025-02-24 14:09:29 +01:00
48971cd5d1 canvi de pc 2025-02-24 08:52:11 +01:00
5bb5be9c33 Afinada un poc mes la classe Options 2025-02-23 20:02:55 +01:00
2ee0c70319 Reestructurant la classe Options 2025-02-23 18:12:02 +01:00
3ba4293e8a Afegit globalEvents 2025-02-23 09:53:06 +01:00
8ae686a70b globalInputs implementat en totes les seccions excepte Title i Game 2025-02-23 08:57:01 +01:00
2ac425483b Acabat amb els singletones, de moment
Arreglat els checkEvents
2025-02-22 23:39:10 +01:00
fc01676df2 Singletonejant
Borrat menu.cpp que no estava gastantse...mmm.. desde mai
2025-02-22 18:27:23 +01:00
e361d295c1 JA VA! Nomes s'havia de fer les coses be i no ser un ansias 2025-02-22 00:30:32 +01:00
f6098a479b PETA QUE NI EL PEPE KARTS 2025-02-21 22:00:33 +01:00
7a0bc5c9ae canvi de pc 2025-02-21 19:45:29 +01:00
5f68c6256f singletoning 2025-02-21 18:03:09 +01:00
debcc3409e Sanejar codi 2025-02-21 15:55:44 +01:00
c86a6496b3 Actualitzada a la ultima versió de jail_audio 2025-02-21 15:38:29 +01:00
6bb877b510 Sanejar codi 2025-02-21 14:45:41 +01:00
ec73c5fa30 Modificat CMakeLists.txt 2025-02-21 08:22:03 +01:00
4dd6c94730 Toquetechant includes 2025-02-20 13:56:07 +01:00
e1d6aff724 Toquetechant includes 2025-02-20 13:34:18 +01:00
bcb2e96069 Moguts tots els .cpp a la mateixa carpeta 2025-02-20 12:32:40 +01:00
e23f6b5ed9 Eliminat TOT el online i merdes 2025-02-20 12:07:28 +01:00
9cb57e2ff2 Implementats els shaders 2025-02-20 08:48:55 +01:00
cc0f050c50 Afegit CMakeLists.txt 2025-02-19 20:11:33 +01:00
d75a733985 Actualitzat .gitignore 2025-02-19 20:11:19 +01:00
33d91dab55 Actualitzat README.md al valencià i corregides les rutes a les imatges 2025-02-19 20:03:02 +01:00
bd6807d655 Update: createSystemFolder() ja crea la carpeta on toca en Linux 2025-02-19 19:43:56 +01:00
c6d15bb96f Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma 2025-02-19 19:36:47 +01:00
e20cc3b4bb Actualitzada la versió en info.plist 2025-02-19 19:36:33 +01:00
0baf7e5e2c Actualitzada la versió de Makefile 2025-02-19 19:36:16 +01:00
d9d4818d8a Modificado README.md 2024-08-03 09:29:51 +02:00
492 changed files with 25015 additions and 24736 deletions

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Checks:
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- { key: readability-identifier-naming.StructCase, value: CamelCase }
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
# Valores de enums en UPPER_CASE
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
# Métodos en camelBack (sin sufijos)
- { key: readability-identifier-naming.MethodCase, value: camelBack }
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
# Funciones en camelBack
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
# Parámetros en lower_case
- { key: readability-identifier-naming.ParameterCase, value: lower_case }

6
.gitignore vendored
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@@ -1,4 +1,4 @@
.vscode
.vscode/
*data/config/config.txt
*stats.txt
*.DS_Store
@@ -11,6 +11,8 @@ thumbs.db
*.zip
*.app
*_debug*
sync_jail_engine.sh
jaildoctors_dilemma*
todo
build/
linux_utils/
.claude/

788
CLAUDE.md Normal file
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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
---
# JailDoctor's Dilemma - Codebase Architecture Guide
## Overview
**JailDoctor's Dilemma** is a retro-style 2D puzzle platformer game built in C++20 using SDL3 for graphics and audio. The game features 60+ rooms, collectible items, enemies, and an achievement system. It targets multiple platforms (Windows, macOS, Linux) with a focus on retro aesthetics and precise collision detection.
**Language:** C++20
**Graphics:** SDL3, OpenGL
**Audio:** SDL3 + custom jail_audio library
**Build:** CMake 3.10+
**Game Canvas:** 256x192 pixels (retro resolution)
---
## Build Commands
### Initial Setup & Build
```bash
# From project root
mkdir -p build
cd build
cmake ..
cmake --build .
```
### Rebuild After Changes
```bash
# From build directory
cmake --build .
# Or from project root
cmake --build build
```
### Clean Build
```bash
# From build directory
cmake --build . --clean-first
# Or from project root
cmake --build build --clean-first
```
### Run the Game
```bash
# Executable is placed in project root
./jaildoctors_dilemma
```
**Important:** The build directory is `/Users/sergio/Gitea/jaildoctors_dilemma/build` and the output executable is placed in the project root directory.
### Linter (clang-tidy)
**IMPORTANT:** Always run the linter on specific files, NOT on the entire project, to avoid long execution times and errors in unrelated files.
```bash
# Analyze a specific file (RECOMMENDED)
tools/linter/run_clang-tidy.sh source/game/entities/player.cpp
# Analyze multiple specific files
tools/linter/run_clang-tidy.sh source/game/entities/player.cpp source/game/entities/enemy.cpp
# Apply fixes automatically to a specific file
tools/linter/run_clang-tidy.sh --fix source/game/entities/player.cpp
# Analyze entire project (SLOW, may have errors in defaults.hpp)
tools/linter/run_clang-tidy.sh
```
**Note:** Running the linter on the entire project can produce errors in files like `defaults.hpp` that are unrelated to your changes. Always target specific files you're working on.
---
## 1. High-Level Architecture Overview
The architecture follows a **layered, modular design** with clear separation of concerns:
```
┌─────────────────────────────────────┐
│ Application Layer │
│ (Director, Scene Manager) │
└─────────────────────────────────────┘
┌─────────────────────────────────────┐
│ Game Logic Layer │
│ (Game Scene, Entities, Gameplay) │
└─────────────────────────────────────┘
┌─────────────────────────────────────┐
│ Core Systems Layer │
│ (Rendering, Audio, Input, Resources)│
└─────────────────────────────────────┘
┌─────────────────────────────────────┐
│ SDL3 & External Libraries │
│ (jail_audio, stb_image, stb_vorbis) │
└─────────────────────────────────────┘
```
### Key Design Principles
- **Singleton Pattern:** Core systems (Director, Screen, Audio, Input, Resource, Asset) use singleton pattern for global access
- **Scene-Based Architecture:** Game flow managed through discrete scenes (Logo, Title, Loading, Game, Ending, etc.)
- **Component-Based Entities:** Player, enemies, and items are discrete entities with render/update patterns
- **Resource Management:** All assets (textures, sounds, animations, tilemaps) cached through Resource singleton
- **Delta Time:** Frame-rate independent physics using DeltaTimer class
---
## 2. Directory Structure
```
source/
├── core/ # Core engine systems
│ ├── audio/ # Audio management
│ │ └── audio.hpp/cpp # Audio singleton (music, sounds, volumes)
│ ├── input/ # Input handling
│ │ ├── input.hpp/cpp # Input manager (keyboard, gamepad)
│ │ ├── global_inputs.hpp # Global input state
│ │ └── mouse.hpp # Mouse input
│ ├── rendering/ # Graphics rendering
│ │ ├── screen.hpp/cpp # Screen/window singleton, SDL renderer
│ │ ├── surface.hpp/cpp # 8-bit indexed color surface abstraction
│ │ ├── surface_sprite.hpp # Static sprite rendering
│ │ ├── surface_animated_sprite.hpp # Animated sprite with frame data
│ │ ├── surface_moving_sprite.hpp # Moving sprite with velocity
│ │ ├── texture.hpp/cpp # SDL texture wrapper
│ │ ├── text.hpp/cpp # Text rendering system
│ │ ├── gif.hpp/cpp # GIF image loader
│ │ ├── opengl/ # OpenGL shader backend
│ │ │ └── opengl_shader.hpp/cpp # CRT shader effects
│ │ └── shader_backend.hpp # Abstract shader interface
│ ├── resources/ # Asset & Resource management
│ │ ├── asset.hpp/cpp # Asset registry (file path mapping)
│ │ └── resource.hpp/cpp # Resource singleton (loads/caches assets)
│ └── system/ # System management
│ ├── director.hpp/cpp # Main application controller
│ ├── debug.hpp/cpp # Debug info overlay
│ └── global_events.hpp/cpp # Global event broadcasting
├── game/ # Game-specific logic
│ ├── entities/ # Game objects
│ │ ├── player.hpp/cpp # Player entity with physics
│ │ ├── enemy.hpp/cpp # Enemy entities
│ │ └── item.hpp/cpp # Collectible items
│ ├── gameplay/ # Core gameplay systems
│ │ ├── room.hpp/cpp # Room/level logic, tilemap, collision
│ │ ├── room_tracker.hpp/cpp # Tracks visited rooms
│ │ ├── scoreboard.hpp/cpp # Score display & data
│ │ ├── item_tracker.hpp/cpp # Tracks collected items
│ │ ├── stats.hpp/cpp # Game statistics
│ │ └── cheevos.hpp/cpp # Achievement system
│ ├── scenes/ # Game scenes (flow states)
│ │ ├── logo.hpp/cpp # JailGames logo screen
│ │ ├── loading_screen.hpp/cpp # Resource loading progress
│ │ ├── title.hpp/cpp # Title screen & menus
│ │ ├── game.hpp/cpp # Main gameplay loop
│ │ ├── game_over.hpp/cpp # Game over screen
│ │ ├── ending.hpp/cpp # Ending sequence 1
│ │ ├── ending2.hpp/cpp # Ending sequence 2
│ │ └── credits.hpp/cpp # Credits screen
│ ├── ui/ # User interface
│ │ └── notifier.hpp/cpp # Achievement/notification display
│ ├── options.hpp/cpp # Game configuration/options
│ ├── scene_manager.hpp # Scene flow state machine
│ ├── defaults.hpp # Game defaults constants
│ └── gameplay.hpp # Gameplay constants
├── external/ # Third-party libraries
│ ├── jail_audio.hpp/cpp # Custom audio library
│ ├── jail_audio.h # C interface for jail_audio
│ ├── stb_image.h # Image loading library
│ └── stb_vorbis.h # OGG Vorbis audio decoding
├── utils/ # Utility code
│ ├── delta_timer.hpp/cpp # Frame-rate independent timing
│ ├── defines.hpp # Game constants (resolutions, block sizes)
│ └── utils.hpp/cpp # Helper functions (colors, math)
└── main.cpp # Application entry point
data/ # Game assets
├── font/ # Bitmap fonts + descriptors
├── palette/ # Color palettes (.pal files)
├── shaders/ # GLSL vertex/fragment shaders
├── room/ # Tilemaps & room definitions (01.tmx-60.tmx)
├── tilesets/ # Tileset graphics
├── enemies/ # Enemy sprites & animations
├── player/ # Player sprites & animations
├── items/ # Item sprite sheets
├── music/ # Background music (OGG)
├── sound/ # Sound effects (WAV)
├── logo/ # Logo images
├── loading/ # Loading screen graphics
├── title/ # Title screen graphics
├── ending/ # Ending sequence images
└── credits/ # Credits screen assets
```
---
## 3. Key Architectural Patterns
### 3.1 Singleton Pattern (Core Systems)
Most core systems use thread-safe singleton pattern:
```cpp
class Screen {
private:
static Screen* screen_; // Singleton instance
Screen(); // Private constructor
~Screen();
public:
static void init(); // Creates singleton
static void destroy(); // Destroys singleton
static Screen* get(); // Accesses singleton
};
```
**Singleton Systems:**
- `Screen` - Rendering, window management, palette/shader effects
- `Input` - Keyboard & gamepad input binding and checking
- `Audio` - Music and sound effect playback
- `Resource` - Asset loading, caching, streaming
- `Asset` - Asset path registry and verification
- `Director` - Main application controller
- `Cheevos` - Achievement state management
- `Debug` - Debug information overlay
### 3.2 Scene-Based State Machine
The game uses a scene manager to control application flow:
```cpp
// namespace SceneManager
enum class Scene {
LOGO, LOADING_SCREEN, TITLE, CREDITS, GAME, DEMO,
GAME_OVER, ENDING, ENDING2, QUIT
};
inline Scene current = Scene::LOGO; // Global scene state
inline Options options = ...; // Transition options
```
**Scene Hierarchy:**
- Each scene runs its own update/render loop
- `Director` switches between scenes based on `SceneManager::current`
- Scenes can request transitions via `SceneManager::current` assignment
### 3.3 Entity-Component Pattern (Simplified)
Entities (Player, Enemies, Items) have:
- **Update** - Logic, physics, animation
- **Render** - Draw to screen surface
- **Collision** - Hit detection (player collides with room, enemies, items)
### 3.4 Surface-Based Rendering Pipeline
The rendering system uses a **8-bit indexed color** pipeline:
```
SurfaceData (pixel buffer)
Surface (palette + rendering operations)
SDL_Texture (GPU texture)
SDL_Renderer (to SDL_Window)
Display
```
**Key Components:**
- `Surface` - 8-bit indexed pixel buffer with palette support
- `SurfaceSprite` - Renders a fixed region of a surface
- `SurfaceAnimatedSprite` - Frame-based animation on top of sprite
- `SurfaceMovingSprite` - Adds velocity/position to animated sprite
- Supports color replacement, palette swapping, and shader effects (CRT)
### 3.5 Tile-Based Collision System
Rooms use a sophisticated collision detection system:
```cpp
class Room {
std::vector<LineHorizontal> bottom_floors_; // Ground surfaces
std::vector<LineHorizontal> top_floors_; // Ceiling surfaces
std::vector<LineVertical> left_walls_; // Left walls
std::vector<LineVertical> right_walls_; // Right walls
std::vector<LineDiagonal> left_slopes_; // Ramps going left
std::vector<LineDiagonal> right_slopes_; // Ramps going right
std::vector<LineHorizontal> conveyor_belt_floors_; // Moving platforms
};
```
**Collision Detection:**
- Player has collision points and "feet" points for fine-grained detection
- Room provides `check*Surfaces()` methods for collision resolution
- Supports ramps, slopes, conveyor belts, and auto-surfaces
- Enemies have axis-aligned bounding boxes
### 3.6 Sprite Animation System
Animation is data-driven:
```cpp
struct AnimationData {
std::string name;
std::vector<SDL_FRect> frames; // Frame rectangles
int speed; // Milliseconds per frame
int loop; // Frame to return to (-1 = no loop)
bool completed;
int current_frame;
int counter;
};
// Loaded from .ani files (list of animation names)
// Rendered with SurfaceAnimatedSprite
```
---
## 4. System Interactions & Data Flow
### 4.1 Application Lifecycle
```
main()
Director::Director() [Initialization]
├─ Options::init() - Load game configuration
├─ Asset::init() - Register asset paths
├─ Screen::init() - Create window, SDL renderer
├─ Audio::init() - Initialize SDL audio
├─ Input::init() - Bind keyboard/gamepad controls
├─ Resource::init() - Load all game resources
└─ Cheevos::init() - Load achievement state
Director::run() [Main loop]
├─ while (SceneManager::current != QUIT)
│ ├─ Logo::run()
│ ├─ LoadingScreen::run()
│ ├─ Title::run()
│ ├─ Game::run()
│ ├─ Ending::run()
│ └─ ...
└─ return 0
Director::~Director() [Cleanup]
├─ Options::saveToFile() - Save game settings
├─ Resource::destroy()
├─ Audio::destroy()
├─ Input::destroy()
├─ Screen::destroy()
└─ Asset::destroy()
```
### 4.2 Game Scene Flow (Core Gameplay Loop)
```cpp
Game::run() {
while (game is running) {
// Update
Input::checkInput() - Get player commands
Player::update() - Physics, animation, collision
Room::update() - Enemy AI, animated tiles
checkCollisions() - Player vs enemies, items, room
checkGameOver() - Win/lose conditions
// Render
Screen::start() - Prepare for drawing
Room::renderMap() - Draw tilemap
Room::renderEnemies() - Draw enemy sprites
Room::renderItems() - Draw item sprites
Player::render() - Draw player sprite
renderScoreboard() - Draw HUD
Screen::render() - Flush to GPU
}
}
```
### 4.3 Resource Loading & Caching
```
Director::setFileList()
├─ Asset::add(file, type) - Register all assets
└─ Asset::check() - Verify files exist
Game Scene initialization
└─ Resource::init() - Loads all resources
├─ loadSounds() - WAV files
├─ loadMusics() - OGG files
├─ loadSurfaces() - GIF/PNG images
├─ loadAnimations() - .ani animation definitions
├─ loadTileMaps() - .room tilemap data
└─ loadRooms() - Room metadata
During gameplay
└─ Resource::get*(name) - Return cached resource
```
### 4.4 Input Flow
```
SDL_Event (from OS)
Input::checkInput(action)
├─ Check keyboard bindings - SDL_Scancode → InputAction
├─ Check gamepad bindings - SDL_GamepadButton → InputAction
└─ Return true if action active
Game logic uses checked inputs
└─ Player responds to actions
```
### 4.5 Audio Control Flow
```
Game code
├─ Audio::playMusic(name, loop)
├─ Audio::playSound(name, group)
└─ Audio::stopMusic()
Audio [wrapper/manager]
├─ Resource::getMusic(name)
├─ Resource::getSound(name)
└─ jail_audio C library
└─ SDL3 Audio device
```
---
## 5. Important Design Patterns & Conventions
### 5.1 Naming Conventions
**Classes:**
- `PascalCase` for classes: `Player`, `Room`, `Screen`, `Director`
- Suffix `Sprite` for sprite classes: `SurfaceSprite`, `SurfaceAnimatedSprite`
**Methods:**
- `get*()` for getters: `getWidth()`, `getRect()`
- `set*()` for setters: `setColor()`, `setPos()`
- `check*()` for boolean checks: `checkInput()`, `checkCollision()`
- `update()` for game logic updates
- `render()` for drawing
**Variables:**
- `snake_case` for member variables with `_` suffix: `x_`, `y_`, `sprite_`
- `UPPER_CASE` for constants: `BLOCK`, `MAX_VY`, `WIDTH`
- Private members: `private_member_`
**Structs for Data:**
- `XxxData` suffix: `PlayerData`, `RoomData`, `AnimationData`
- Used as initialization structures passed to constructors
### 5.2 Memory Management
- **Smart Pointers:** Uses `std::shared_ptr` for shared ownership (Surfaces, Sprites, Rooms)
- **Unique Pointers:** Uses `std::unique_ptr` for sole ownership (Director, local objects)
- **Raw Pointers:** Minimal use, mainly for singleton access or SDL objects
- **Static Allocation:** Singletons use static pointer pattern for RAII
### 5.3 Frame-Independent Physics
Uses `DeltaTimer` for delta time calculation:
```cpp
// In game loop
float delta = deltaTimer.tick(); // Get seconds since last frame
// Apply to physics
player.vy_ += gravity * delta;
player.y_ += player.vy_ * delta;
```
Provides **time scaling** for slow-motion effects.
### 5.4 Palette System
- 8-bit indexed color (256 colors per palette)
- Multiple palettes can be loaded and swapped
- `Surface::setPalette()` changes rendering colors
- Supports color replacement per-render: `renderWithColorReplace()`
- CRT shader effects can modify colors in real-time
### 5.5 Configuration System
Game settings stored in configuration file:
```cpp
namespace Options {
inline Video video{}; // Screen resolution, fullscreen, etc.
inline Audio audio{}; // Music/sound volumes
inline Notification notifications{};
inline Cheat cheats{}; // Cheat codes
inline ControlScheme keys{}; // Control mapping
inline Stats stats{}; // Game statistics
}
Options::loadFromFile(path); // Load from config.txt
Options::saveToFile(path); // Save on exit
```
### 5.6 Achievement System
```cpp
struct Achievement {
int id;
std::string caption;
std::string description;
int icon;
bool completed;
bool obtainable;
};
Cheevos::unlock(id); // Unlock achievement
Cheevos::setUnobtainable(id); // Lock achievement
Cheevos::saveToFile(); // Persist state
```
Achievements trigger notifications on unlock.
---
## 6. Technology Stack
### Core Technologies
| Component | Technology | Version | Role |
|-----------|-----------|---------|------|
| **Graphics** | SDL3 | Latest | Window, rendering, input |
| **GPU Rendering** | OpenGL | 3.2+ | Shader effects (CRT) |
| **Audio** | SDL3 Audio | Latest | Audio device, mixing |
| **Audio Decoding** | jail_audio (custom) | 1.x | OGG/WAV playback |
| **Image Loading** | stb_image | v2.x | PNG/GIF image loading |
| **Audio Decoding** | stb_vorbis | v1.x | OGG Vorbis support |
| **Language** | C++ | C++20 | Standard library features |
| **Build System** | CMake | 3.10+ | Cross-platform building |
### C++ Features Used
- **Smart Pointers:** `std::shared_ptr`, `std::unique_ptr`
- **Standard Containers:** `std::vector`, `std::array`
- **Modern Features:** `std::move`, lambda functions, constexpr
- **Namespaces:** Extensive use for organization
- **Inline Variables:** C++17 `inline` for global game state
### Platform Support
- **Windows:** MinGW/MSVC with SDL3
- **macOS:** Apple Clang, arm64 architecture, OpenGL
- **Linux:** GCC with SDL3 and OpenGL
---
## 7. Key Classes & Their Responsibilities
### Core System Classes
| Class | Purpose | Pattern |
|-------|---------|---------|
| `Director` | Main application controller, scene manager | Singleton |
| `Screen` | Rendering, window, palette management | Singleton |
| `Input` | Keyboard & gamepad input | Singleton |
| `Audio` | Music and SFX playback | Singleton |
| `Resource` | Asset caching and loading | Singleton |
| `Asset` | Asset path registry | Singleton |
| `Debug` | Debug overlay information | Singleton |
| `globalEvents` | Global SDL event handling (quit, device reset, mouse) | Namespace |
### Game Logic Classes
| Class | Purpose |
|-------|---------|
| `Game` | Main gameplay scene, orchestrates update/render |
| `Player` | Player entity with physics and animation |
| `Room` | Level data, collision detection, tilemap rendering |
| `Enemy` | Enemy entity behavior and rendering |
| `Item` | Collectible items |
| `Scoreboard` | HUD display data |
| `Cheevos` | Achievement unlock and state |
| `ItemTracker` | Tracks collected items |
| `RoomTracker` | Tracks visited rooms |
### Rendering Classes
| Class | Purpose |
|-------|---------|
| `Surface` | 8-bit indexed color pixel buffer with palette |
| `SurfaceSprite` | Renders a sprite region |
| `SurfaceAnimatedSprite` | Frame-based animation rendering |
| `SurfaceMovingSprite` | Sprite with velocity/position |
| `Text` | Text rendering system |
| `OpenGLShader` | Shader compilation and effects |
### Utility Classes
| Class | Purpose |
|-------|---------|
| `DeltaTimer` | Frame-rate independent timing |
---
## 8. Common Development Workflows
### Adding a New Input Action
1. Add to `InputAction` enum in `core/input/input.hpp`
2. Bind in `Director::initInput()`:
```cpp
Input::get()->bindKey(InputAction::NEW_ACTION, SDL_SCANCODE_X);
```
3. Check in game code:
```cpp
if (Input::get()->checkInput(InputAction::NEW_ACTION)) {
// Handle action
}
```
### Adding a New Scene
1. Create class inheriting appropriate base (usually standalone `run()` method)
2. Add to `SceneManager::Scene` enum
3. Implement in `Director::run()` switch statement
4. Set `SceneManager::current` to transition
### Adding Game Assets
1. Place file in `data/` directory
2. Register in `Director::setFileList()`:
```cpp
Asset::get()->add("/data/path/file.ext", AssetType::TYPE);
```
3. Resource loads automatically during `Resource::init()`
4. Access via: `Resource::get()->getSurface("name")`
### Modifying Collision Detection
1. Update `Room::setBottomSurfaces()`, `setLeftSlopes()`, etc.
2. Modify Player collision point generation in `Player::updateColliderPoints()`
3. Adjust tile classification in `TileType` enum
4. Test with debug visualization (F12 key)
---
## 9. Debug Features
### Available at Runtime
- **F12** - Toggle debug info overlay (FPS, player position, collision points)
- **F1/F2** - Decrease/increase window zoom
- **F3** - Toggle fullscreen mode
- **F4** - Toggle shader effects
- **F5/F6** - Next/previous palette
- **F7** - Toggle integer scaling
- **M** - Toggle music
- **B** - Toggle border display
- **P** - Pause game
### Debug Mode Compilation
In debug builds (`#ifdef DEBUG`), renders:
- Player collision boxes
- Collision point visualization
- Debug information overlay
- Special debug event handling
---
## 10. Performance Considerations
### Optimization Points
1. **Rendering:** Uses indexed color (8-bit) to reduce memory bandwidth
2. **Surfaces:** Shared smart pointers reduce copying
3. **Collision:** Pre-computed tile surface lists avoid per-frame searches
4. **Animation:** Frame-based animation reduces computation vs. bone systems
5. **Audio:** Cached music and sound effects, no runtime decoding
6. **Delta Time:** Frame-rate independent logic for smooth gameplay
### Known Limitations
- Single-threaded architecture (SDL3 requires single-thread rendering)
- Surfaces stored entirely in CPU memory (not GPU-side textures)
- Palette system requires full surface redraw when changing colors
---
## 11. File Format Reference
### Animation Files (.ani)
List of animation names, one per line:
```
default
jump
run
fall
```
### Room Data Files (.room)
Key-value pairs defining room properties:
```
number=01
name=Starting Room
bg_color=0x000000
border_color=0xFF00FF
...
```
### Tilemap Files (.tmx)
Tiled map format with tileset and collision data.
### Palette Files (.pal)
Binary 256-color palette format (256 × 4 bytes RGBA).
---
## 12. Quick Reference: Main Entry Points
### For Graphics Issues
- `Screen::render()` - Main rendering method
- `Screen::setPalete()` - Palette application
- `Surface` class - Pixel buffer operations
### For Input Issues
- `Input::checkInput()` - Input state checking
- `Director::initInput()` - Binding configuration
### For Audio Issues
- `Audio::playMusic()` - Music playback
- `Audio::playSound()` - SFX playback
- `jail_audio` library - Low-level audio operations
### For Game Logic
- `Game::run()` - Main game loop
- `Room` class - Collision and level logic
- `Player::update()` - Physics and movement
### For Asset Management
- `Asset::add()` - Asset registration
- `Resource::load()` - Asset loading
- `Director::setFileList()` - Complete asset registry
---
## 13. Future Enhancement Points
### Identified Areas for Expansion
1. **Network Play:** Stats upload to online service
2. **More Scenes:** Additional game modes
3. **Custom Rooms:** Level editor integration
4. **Audio Streaming:** Background music without loading entire file
5. **Particle System:** Visual effects for pickups/collisions
6. **Controller Feedback:** Haptic feedback for game events
7. **Accessibility:** Font scaling, color-blind modes, key remapping UI
---
## Development Notes
- **Language:** All code comments and some variable names are in Spanish (maintaining original author style)
- **Compilation:** Use CMake - automatically handles platform differences
- **Performance Profiling:** Use debug overlay (F12) for basic metrics; consider external profilers for deeper analysis
- **Common Warnings:** The codebase has been cleaned of the `struct`/`class` forward declaration inconsistency warnings that previously appeared
### Important Code Consistency Rules
1. **Forward Declarations:** Always use `class` for forward declarations of classes defined with `class` (not `struct`). The `Surface` class is defined as `class Surface` in `surface.hpp:57`, so all forward declarations must use `class Surface;`
2. **Singleton Pattern:** When creating new singletons, follow the existing pattern:
- Private static instance pointer
- Private constructor/destructor
- Public `init()`, `destroy()`, and `get()` methods
3. **Delta Time:** Always use `DeltaTimer` for frame-rate independent physics calculations
4. **Memory Management:** Prefer `std::shared_ptr` for shared resources (Surfaces, Sprites) and `std::unique_ptr` for sole ownership
---
**Last Updated:** November 2022 (per README)
**Original Author:** JailDesigner
**Repository:** Gitea (internal)

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# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(jaildoctors_dilemma VERSION 1.00)
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Exportar comandos de compilación para herramientas de análisis
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Establece la política CMP0072 para indicar cómo se debe seleccionar la implementación de OpenGL.
# En este caso, se elige la opción "GLVND", que utiliza bibliotecas modernas y modulares (libOpenGL, libGLX),
# en lugar de la biblioteca OpenGL clásica (libGL). Esto mejora la compatibilidad con drivers recientes
# y evita ambigüedades cuando se encuentran múltiples implementaciones de OpenGL en el sistema.
cmake_policy(SET CMP0072 NEW)
set(OpenGL_GL_PREFERENCE GLVND)
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE GIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
else()
set(GIT_HASH "unknown")
endif()
# Configurar archivo de versión
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES
# Core - Audio
source/core/audio/audio.cpp
# Core - Input
source/core/input/global_inputs.cpp
source/core/input/input.cpp
source/core/input/mouse.cpp
# Core - Rendering
source/core/rendering/gif.cpp
source/core/rendering/screen.cpp
source/core/rendering/surface.cpp
source/core/rendering/surface_animated_sprite.cpp
source/core/rendering/surface_moving_sprite.cpp
source/core/rendering/surface_sprite.cpp
source/core/rendering/text.cpp
source/core/rendering/texture.cpp
# Core - Resources
source/core/resources/asset.cpp
source/core/resources/resource.cpp
# Core - System
source/core/system/debug.cpp
source/core/system/director.cpp
source/core/system/global_events.cpp
# Game - Entities
source/game/entities/enemy.cpp
source/game/entities/item.cpp
source/game/entities/player.cpp
# Game - Configuration
source/game/options.cpp
# Game - Gameplay
source/game/gameplay/cheevos.cpp
source/game/gameplay/item_tracker.cpp
source/game/gameplay/room.cpp
source/game/gameplay/room_tracker.cpp
source/game/gameplay/scoreboard.cpp
source/game/gameplay/stats.cpp
# Game - Scenes
source/game/scenes/credits.cpp
source/game/scenes/ending.cpp
source/game/scenes/ending2.cpp
source/game/scenes/game.cpp
source/game/scenes/game_over.cpp
source/game/scenes/loading_screen.cpp
source/game/scenes/logo.cpp
source/game/scenes/title.cpp
# Game - UI
source/game/ui/notifier.cpp
# Utils
source/utils/delta_timer.cpp
source/utils/utils.cpp
# Main
source/main.cpp
)
# Fuentes de librerías de terceros
set(EXTERNAL_SOURCES
source/external/jail_audio.cpp
)
# Fuentes del sistema de renderizado
set(RENDERING_SOURCES
source/core/rendering/opengl/opengl_shader.cpp
)
# Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
# --- 2. AÑADIR EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source"
"${CMAKE_BINARY_DIR}"
)
# Enlazar la librería SDL3
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
# --- 4. CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
# Configuración de flags de compilación
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
# Definir _DEBUG en modo Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
# Configuración específica para cada plataforma
if(WIN32)
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
elseif(APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
set(CMAKE_OSX_ARCHITECTURES "arm64")
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()
# Configuración común para OpenGL
if(NOT WIN32)
find_package(OpenGL REQUIRED)
if(OPENGL_FOUND)
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
else()
message(FATAL_ERROR "OpenGL no encontrado")
endif()
endif()
# Especificar la ubicación del ejecutable
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})

View File

@@ -1,8 +1,8 @@
executable = jaildoctors_dilemma
source = source/*.cpp source/jail_engine/*.cpp
source = source/*.cpp
appName = JailDoctor's Dilemma
releaseFolder = jdd_release
version = v1.08
version = v1.10
# Release names
windowsRelease = $(executable)-$(version)-win32-x64.zip
@@ -10,14 +10,17 @@ macosIntelRelease = $(executable)-$(version)-macos-intel.dmg
macosAppleSiliconRelease = $(executable)-$(version)-macos-apple-silicon.dmg
linuxRelease = $(executable)-$(version)-linux.tar.gz
# Specify the C++ standard
cpp_standard = c++20
windows:
@echo off
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
g++ $(source) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe"
strip -s -R .comment -R .gnu.version "$(executable).exe" --strip-unneeded
windows_debug:
@echo off
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
g++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe"
strip -s -R .comment -R .gnu.version "$(executable)_debug.exe" --strip-unneeded
windows_release:
@@ -38,7 +41,7 @@ windows_release:
powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)"
# Build
g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
g++ $(source) -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
# Create ZIP
@@ -49,10 +52,10 @@ windows_release:
powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force}
macos:
clang++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)"
clang++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(executable)"
macos_debug:
clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o "$(executable)_debug"
clang++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lSDL2 -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(executable)_debug"
macos_release:
# Remove data and possible data from previous builds
@@ -87,7 +90,7 @@ macos_release:
ln -s /Applications "$(releaseFolder)"/Applications
# Build INTEL
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
# Build INTEL DMG
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
@@ -95,7 +98,7 @@ macos_release:
rm -f tmp.dmg
# Build APPLE SILICON
clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
clang++ $(source) -D MACOS_BUNDLE -std=$(cpp_standard) -Wall -Os -framework SDL2 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Build APPLE SILICON DMG
hdiutil create tmp.dmg -ov -volname "$(appName)" -fs HFS+ -srcfolder "$(releaseFolder)"
@@ -107,11 +110,11 @@ macos_release:
rm -rdf "$(releaseFolder)"
linux:
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)"
strip -s -R .comment -R .gnu.version "$(executable)" --strip-unneeded
linux_debug:
g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
g++ $(source) -D DEBUG -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug"
strip -s -R .comment -R .gnu.version "$(executable)_debug" --strip-unneeded
linux_release:
@@ -131,7 +134,7 @@ linux_release:
rm -f "$(releaseFolder)/data/room/standard.tsx"
# Build
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
g++ $(source) -std=$(cpp_standard) -Wall -Os -lSDL2 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)"
strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable)" --strip-unneeded
# Pack files

102
README.md
View File

@@ -1,89 +1,69 @@
# JailDoctor's Dilemma
JailDoc es un Jailer. A los Jailers les gusta empezar proyectos. A nadie le gusta terminarlos. Los Jailers viven en la Jail. A la Jail va uno a empezar proyectos. A la Jail va uno a enseñar sus proyectos. A la Jail va uno a aprender como empezar nuevos proyectos. A la Jail va uno a ayudar a sus compañeros a que empiecen nuevos proyectos.
<img src="https://php.sustancia.synology.me/images/jdd/jaildoctors_dilemma_cover_web.png" width="300" align="left" style="margin-right: 20px; margin-bottom: 10px;" alt="JailDoctor's Dilemma Cover">
JailDoc és un Jailer. Als Jailers els agrada començar projectes. A ningú li agrada acabar-los. Els Jailers viuen a la Jail. A la Jail s'hi va a començar projectes. A la Jail s'hi va a ensenyar els projectes. A la Jail s'hi va a aprendre com començar nous projectes. A la Jail s'hi va a ajudar els companys a començar nous projectes.
JailDoc és un Jailer destacat entre els Jailers. Té més projectes començats que ningú i és qui més ajuda als altres a iniciar els seus.
![JailDoctor's Dilemma - Title screen](https://php.sustancia.synology.me/images/jdd_title.png)
Però un dia, va passar una cosa inesperada. Algú va acabar un projecte. Algú va alliberar el *Puzzle Jail Facker*. Un autèntic desaprensiu.
Això va fer que JailDoc prenguera una decisió: acabaria i lliuraria un dels seus projectes. Però, quin? *JailBattle*? *Sigmasuá*? *Calculín Doom*? Quin dilema! Finalment, es va arromangar i va decidir acabar i lliurar **tots** els seus projectes inacabats. Ho aconseguirà?
<br clear="left">
JailDoc es un Jailer destacado entre los Jailers. Tiene más proyectos empezados que nadie y es el que más ayuda a que los demas empiecen los suyos.
---
## Jugabilitat
Ajuda a JailDoc a recuperar les peces dels seus projectes, que estan escampades per qualsevol racó de l'Univers Jailer. Hi ha més de **150 peces** repartides en **60 pantalles**. Algunes són senzilles, però en altres hauràs de calcular molt bé els teus moviments si no vols acabar com un *arounder* més.
Un día, ocurrió algo. Alguien terminó un proyecto. Alguien liberó el *Puzzle Jail Facker*. Algún desaprensivo.
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd/jdd_game1.png)
Quan hages recuperat la major part de les peces, dirigeix-te a la Jail per mostrar als Jailers com es finalitza un projecte. Però compte! Bry no et deixarà entrar així com així. Només aquells que han creat un *Fire Effect* o un *Facedor de Tornejos* són dignes d'aquesta fita.
---
Esto hizo que JailDoc decidiera terminar y entregar uno de sus proyectos, pero, ¿cual? ¿JailBattle? ¿Sigmasuá? ¿Calculín Doom? Menudo dilema. JailDoc se arremangó y decidió finalizar y entregar todos sus proyectos inacabados. ¿Lo logrará?
## Controls
El joc permet tant l'ús del teclat com d'un comandament. Les tecles per a jugar són les següents:
- **Cursors**: Per moure's a l'esquerra o dreta i per saltar. Es poden modificar les tecles en el fitxer de configuració, triant entre aquestes opcions:
- O, P per moure's i Q per saltar.
- A, D per moure's i W per saltar.
## Jugabilidad
- **Tecla M**: Activa o desactiva la música.
- **Tecla P**: Pausa el joc.
- **Tecla ESC**: Ix del joc si estàs jugant. Tanca el programa en qualsevol altra circumstància.
- **Tecla F1**: Disminueix la mida de la finestra.
- **Tecla F2**: Augmenta la mida de la finestra.
- **Tecla F3**: Alterna entre el mode de pantalla completa i el mode finestra.
- **Tecla F4**: Activa o desactiva els shaders.
- **Tecla F5**: Estableix la següent paleta de colors.
- **Tecla F6**: Estableix la paleta de colors prèvia.
- **Tecla F7**: Activa o desactiva el escalat exacte.
- **Tecla B**: Activa o desactiva el marge de colors.
Ayuda a JailDoc a recuperar las partes de su proyecto que estan desperdigadas por cualquier lugar del Universo Jailer. Hay mas de **150 piezas** desperdigadas por **60 pantallas**. Algunas son un paseo, pero en otras tendras que calcular muy bien tus movimientos si no quieres acabar como un arounder del montón.
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd/jdd_game2.png)
---
## Dades del programa
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd_game1.png)
El programa guarda automàticament la configuració del mode de vídeo i les estadístiques del joc a la teua carpeta personal del sistema. La ubicació d'aquesta carpeta depén del sistema operatiu que utilitzes:
- **Windows**: `C:\Users\<nom_d'usuari>\AppData\Roaming\jailgames\jaildoctors_dilemma`
- **MacOS**: `~/Library/Application Support/jailgames/jaildoctors_dilemma`
- **Linux**: `~/.jailgames/jaildoctors_dilemma`
Dins de la carpeta es troba el fitxer de configuració `config.txt`, on es pot modificar la configuració per connectar-se al servei en línia, i els fitxers `stats.csv` i `stats_buffer.csv`, que contenen informació sobre les estadístiques del joc.
Cuando consigas recuperar gran parte de las piezas desperdigadas, dirigete a la Jail a mostrar a los Jailers como se termina un proyecto. Ten en cuenta que Bry no te dejará entrar. Solo aquellos que han realizado un *Fire Effect* o un *Facedor de Tornejos* son dignos de tal privilegio.
---
## Agraïments
Gràcies, com sempre, a tots els Jailers per motivar-me a crear aquest joc i per ajudar-me en els moments de dubte en escriure el codi. I, com sempre, un agraïment especial a JailDoc per la seua unitat de *Jail_Audio* i per qualsevol altre codi, ajuda o ensenyament que haja necessitat per a completar el programa.
## Controles
Si no he perdut el compte, aquest és el quart joc que aconseguisc crear.
El juego permite tanto el uso del teclado como de un mando de control. Las teclas para manejar el juego son las siguientes:
- **Cursores**: Para mover a izquierda o derecha a JailDoc y para saltar. En el fichero de configuración se pueden cambiar las teclas por otras opciones prefijadas: O, P para moverse y Q para saltar o A, D para moverse y W para saltar.
- **Tecla M**: Activa o desactiva la música
- **Tecla P**: Pone en pausa el juego
- **Tecla ESC**: Sale del juego si estas jugando. Sale del programa en cualquier otra circunstancia
- **Tecla F1**: Disminuye el tamaño de la ventana
- **Tecla F2**: Aumenta el tamaño de la ventana
- **Tecla F3**: Cambia entre el modo de pantalla completa y el de ventana
- **Tecla F5**: Cambia la paleta de colores del juego
- **Tecla B**: Activa o desactiva el borde de colores de la pantalla cuando el programa se ejecuta en modo de ventana
![JailDoctor's Dilemma - Gameplay](https://php.sustancia.synology.me/images/jdd_game2.png)
## Datos del programa
El programa guarda automáticamente la configuración del modo de video y las estadísticas de juego en tu carpeta personal del sistema. Esta carpeta tiene una ubicación distinta en función del sistema operativo que utilices.
En **Windows** se encuentra en:
`C:\Users\<nombre_de_usuario>\AppData\Roaming\jailgames\jaildoctors_dilemma`
En **MacOS** se encuentra en:
`~/Library/Application Support/jailgames/jaildoctors_dilemma`
En **Linux** se encuentra en:
`~/./jailgames/jaildoctors_dilemma`
En la carpeta está el fichero de configuración `config.txt` donde se puede modificar la configuración para conectarse al servicio online y los ficheros `stats.csv` y `stats_buffer.csv` con información de las estadisticas de juego.
## Agradecimientos
Agradecimientos como siempre a todos los Jailers por motivarme a hacer el juego y ayudarme en los momentos de duda a la hora de escribir el código. Y, como siempre, en especial a JailDoc por su unidad de Jail_Audio y cualquier otro código/ayuda/enseñanzas que haya necesitado para terminar el programa.
Si no me he descontado, este es el cuarto juego que consigo crear.
*13 de noviembre de 2022, JailDesigner*
*13 de novembre de 2022, JailDesigner*

View File

@@ -1,9 +1,10 @@
frameWidth=8
frameHeight=8
tileSetFile=shine.gif
frame_width=8
frame_height=8
[animation]
name=default
speed=6
speed=0.1000
loop=-1
frames=0,1,2,3,4,5,6,7
[/animation]

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frameWidth=8
frameHeight=16
tileSetFile=abad.gif
frame_width=8
frame_height=16
[animation]
name=default
speed=8
speed=0.1333
loop=0
frames=0,1,2
[/animation]

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frameWidth=16
frameHeight=16
tileSetFile=abad_bell.gif
frame_width=16
frame_height=16
[animation]
name=default
speed=4
speed=0.0667
loop=0
frames=0,1,2,3,4,5,6,7,8,9
[/animation]

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frameWidth=8
frameHeight=8
tileSetFile=amstrad_cs.gif
frame_width=8
frame_height=8
[animation]
name=default
speed=4
speed=0.0667
loop=0
frames=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255
[/animation]

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