281 lines
6.3 KiB
C++
281 lines
6.3 KiB
C++
#include "demo.h"
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// Constructor
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Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Debug *debug)
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{
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// Inicia algunas variables
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board.iniClock = SDL_GetTicks();
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rooms.push_back("04.room");
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rooms.push_back("54.room");
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rooms.push_back("20.room");
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rooms.push_back("09.room");
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rooms.push_back("05.room");
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rooms.push_back("11.room");
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rooms.push_back("31.room");
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rooms.push_back("44.room");
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roomIndex = 0;
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currentRoom = rooms[roomIndex];
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// Copia los punteros
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this->resource = resource;
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this->renderer = renderer;
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this->asset = asset;
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this->screen = screen;
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this->debug = debug;
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this->options = options;
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// Crea los objetos
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itemTracker = new ItemTracker();
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scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
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room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, false, debug);
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eventHandler = new SDL_Event();
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text = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer);
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// Inicializa el resto de variables
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counter = 0;
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roomTime = 400;
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ticks = 0;
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ticksSpeed = 15;
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board.lives = 9;
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board.items = 0;
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board.rooms = 1;
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board.jailEnabled = false;
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board.music = true;
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setScoreBoardColor();
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section.name = SECTION_PROG_DEMO;
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section.subsection = 0;
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}
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Demo::~Demo()
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{
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// Libera la memoria de los objetos
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delete itemTracker;
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delete scoreboard;
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delete room;
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delete eventHandler;
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delete text;
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}
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// Comprueba los eventos de la cola
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void Demo::checkEventHandler()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section.name = SECTION_PROG_QUIT;
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screen->setBorderColor(stringToColor(options->palette, "black"));
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break;
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}
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// Comprueba las teclas que se han pulsado
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if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
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{
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switch (eventHandler->key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_QUIT;
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break;
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case SDL_SCANCODE_B:
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screen->switchBorder();
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reLoadTextures();
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break;
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case SDL_SCANCODE_F:
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screen->switchVideoMode();
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reLoadTextures();
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break;
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case SDL_SCANCODE_F1:
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screen->setWindowSize(1);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F2:
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screen->setWindowSize(2);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F3:
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screen->setWindowSize(3);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F4:
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screen->setWindowSize(4);
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reLoadTextures();
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break;
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case SDL_SCANCODE_F5:
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switchPalette();
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break;
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default:
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section.name = SECTION_PROG_TITLE;
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section.subsection = 0;
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break;
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}
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}
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}
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}
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// Bucle para el juego
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section_t Demo::run()
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{
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while (section.name == SECTION_PROG_DEMO)
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{
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update();
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render();
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}
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return section;
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}
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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void Demo::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Comprueba los eventos de la cola
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checkEventHandler();
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// Actualiza los objetos
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room->update();
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scoreboard->update();
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screen->updateFX();
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checkRoomChange();
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// Actualiza las notificaciones
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screen->updateNotifier();
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}
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}
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// Pinta los objetos en pantalla
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void Demo::render()
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{
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// Prepara para dibujar el frame
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screen->start();
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// Dibuja los elementos del juego en orden
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room->renderMap();
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room->renderEnemies();
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room->renderItems();
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renderRoomName();
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scoreboard->render();
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screen->renderFX();
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// Actualiza la pantalla
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screen->blit();
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}
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// Escribe el nombre de la pantalla
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void Demo::renderRoomName()
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{
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// Texto en el centro de la pantalla
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SDL_Rect rect = {0, 16 * BLOCK, PLAY_AREA_WIDTH, BLOCK * 2};
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color_t color = stringToColor(options->palette, "white");
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
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SDL_RenderFillRect(renderer, &rect);
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, 16 * 8 + 4, room->getName(), 1, room->getBGColor());
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}
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// Recarga todas las texturas
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void Demo::reLoadTextures()
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{
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if (options->console)
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{
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std::cout << "** RELOAD REQUESTED" << std::endl;
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}
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room->reLoadTexture();
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scoreboard->reLoadTexture();
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text->reLoadTexture();
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}
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// Cambia la paleta
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void Demo::switchPalette()
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{
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// Modifica la variable
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if (options->palette == p_zxspectrum)
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{
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options->palette = p_zxarne;
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}
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else
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{
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options->palette = p_zxspectrum;
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}
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room->reLoadPalette();
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scoreboard->reLoadPalette();
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// Pone el color del marcador en función del color del borde de la habitación
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setScoreBoardColor();
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}
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// Cambia de habitación
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bool Demo::changeRoom(std::string file)
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{
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// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
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if (file != "0")
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// Verifica que exista el fichero que se va a cargar
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if (asset->get(file) != "")
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{
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// Elimina la habitación actual
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delete room;
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room = nullptr;
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// Crea un objeto habitación nuevo a partir del fichero
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room = new Room(resource->getRoom(file), renderer, screen, asset, options, itemTracker, &board.items, false, debug);
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// Pone el color del marcador en función del color del borde de la habitación
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setScoreBoardColor();
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return true;
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}
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return false;
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}
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// Comprueba si se ha de cambiar de habitación
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void Demo::checkRoomChange()
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{
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counter++;
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if (counter == roomTime)
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{
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counter = 0;
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roomIndex++;
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if (roomIndex == (int)rooms.size())
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{
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section.name = SECTION_PROG_LOGO;
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section.subsection = SUBSECTION_LOGO_TO_TITLE;
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}
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else
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{
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changeRoom(rooms[roomIndex]);
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}
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}
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}
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// Pone el color del marcador en función del color del borde de la habitación
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void Demo::setScoreBoardColor()
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{
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// Obtiene el color del borde
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const color_t c = room->getBorderColor();
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// Si el color es negro lo cambia a blanco
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const color_t cBlack = stringToColor(options->palette, "black");
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board.color = colorAreEqual(c, cBlack) ? stringToColor(options->palette, "white") : c;
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// Si el color es negro brillante lo cambia a blanco
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const color_t cBrightBlack = stringToColor(options->palette, "bright_black");
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board.color = colorAreEqual(c, cBrightBlack) ? stringToColor(options->palette, "white") : c;
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} |