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6 Commits

Author SHA1 Message Date
dc91ef4140 Merge branch 'main' of https://gitea.sustancia.synology.me/JailDesigner/pollo 2025-11-26 09:22:52 +01:00
4ed9fd07a2 eliminat codi del JDD 2025-11-26 09:22:37 +01:00
ec29a2362b provant a 320x200 2025-11-25 22:54:57 +01:00
067ef4b6e4 canvi de pc 2025-11-25 21:51:54 +01:00
ddc3a0b9b0 eliminats fitxers sobrants 2025-11-25 17:02:58 +01:00
87eebe730d corregit el nom de release de windows_cross
muntat a versio 0.1.1
2025-11-25 14:02:54 +01:00
27 changed files with 203 additions and 164 deletions

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@@ -1,7 +1,7 @@
# CMakeLists.txt # CMakeLists.txt
cmake_minimum_required(VERSION 3.10) cmake_minimum_required(VERSION 3.10)
project(pollo VERSION 0.1.0) project(pollo VERSION 0.1.1)
# Info del proyecto para version.h # Info del proyecto para version.h
set(PROJECT_LONG_NAME "Los pollos hermanos") set(PROJECT_LONG_NAME "Los pollos hermanos")

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@@ -451,7 +451,6 @@ rpi_release:
CROSS_CXX := x86_64-w64-mingw32-g++ CROSS_CXX := x86_64-w64-mingw32-g++
CROSS_STRIP := x86_64-w64-mingw32-strip CROSS_STRIP := x86_64-w64-mingw32-strip
CROSS_WINDRES := x86_64-w64-mingw32-windres CROSS_WINDRES := x86_64-w64-mingw32-windres
CROSS_ZIP_FILE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
CROSS_CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections \ CROSS_CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections \
-Wl,--gc-sections -static-libstdc++ -static-libgcc \ -Wl,--gc-sections -static-libstdc++ -static-libgcc \
@@ -504,10 +503,10 @@ windows_cross:
$(CROSS_STRIP) -s "$(RELEASE_FOLDER)/$(APP_NAME).exe" $(CROSS_STRIP) -s "$(RELEASE_FOLDER)/$(APP_NAME).exe"
# 6. Empaquetar # 6. Empaquetar
@echo "Empaquetando en $(CROSS_ZIP_FILE)..." @echo "Empaquetando en $(WINDOWS_RELEASE)..."
cd $(RELEASE_FOLDER) && zip -r ../$(CROSS_ZIP_FILE) . cd $(RELEASE_FOLDER) && zip -r ../$(WINDOWS_RELEASE) .
$(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) "$(RELEASE_FOLDER)"
@echo "✓ Release de Windows (Cross) completado: $(CROSS_ZIP_FILE)" @echo "✓ Release de Windows (Cross) completado: $(WINDOWS_RELEASE)"
# ============================================================================== # ==============================================================================
# SETUP # SETUP

View File

@@ -57,6 +57,8 @@ assets:
rooms: rooms:
- type: ROOM - type: ROOM
path: ${PREFIX}/data/room/03.yaml path: ${PREFIX}/data/room/03.yaml
- type: ROOM
path: ${PREFIX}/data/room/04.yaml
# TILESETS # TILESETS
tilesets: tilesets:
@@ -69,14 +71,6 @@ assets:
path: ${PREFIX}/data/player/player.gif path: ${PREFIX}/data/player/player.gif
- type: ANIMATION - type: ANIMATION
path: ${PREFIX}/data/player/player.yaml path: ${PREFIX}/data/player/player.yaml
- type: BITMAP
path: ${PREFIX}/data/player/player2.gif
- type: ANIMATION
path: ${PREFIX}/data/player/player2.yaml
- type: BITMAP
path: ${PREFIX}/data/player/player_game_over.gif
- type: ANIMATION
path: ${PREFIX}/data/player/player_game_over.yaml
# MUSIC # MUSIC
music: music:
@@ -84,16 +78,6 @@ assets:
path: ${PREFIX}/data/music/574070_KUVO_Farewell_to_school.ogg path: ${PREFIX}/data/music/574070_KUVO_Farewell_to_school.ogg
- type: MUSIC - type: MUSIC
path: ${PREFIX}/data/music/574071_EA_DTV.ogg path: ${PREFIX}/data/music/574071_EA_DTV.ogg
- type: MUSIC
path: ${PREFIX}/data/music/574072_Scalesmann_Kaleidoscope.ogg
- type: MUSIC
path: ${PREFIX}/data/music/574073_KUVO_We_are_us.ogg
- type: MUSIC
path: ${PREFIX}/data/music/574219_nq_core_vet.ogg
- type: MUSIC
path: ${PREFIX}/data/music/575111_nq_Zak_McDrucken.ogg
- type: MUSIC
path: ${PREFIX}/data/music/576109_Pator_Parallel_Visions.ogg
# SOUNDS # SOUNDS
sounds: sounds:

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@@ -1,20 +0,0 @@
# player2 animation
tileSetFile: player2.gif
frameWidth: 8
frameHeight: 16
animations:
- name: stand
speed: 0.1333
loop: 0
frames: [0]
- name: walk
speed: 0.1333
loop: 0
frames: [0, 1, 2, 3, 4, 5, 6, 7]
- name: walk_menu
speed: 0.0
loop: 0
frames: [0, 1, 2, 3, 4, 5, 6, 7]

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@@ -1,10 +0,0 @@
# player_game_over animation
tileSetFile: player_game_over.gif
frameWidth: 19
frameHeight: 18
animations:
- name: default
speed: 0.1
loop: 0
frames: [0, 1, 2, 3]

53
data/room/04.tmx Normal file
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@@ -0,0 +1,53 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="40" height="20" tilewidth="8" tileheight="8" infinite="0" nextlayerid="3" nextobjectid="1">
<tileset firstgid="1" source="//wsl.localhost/Debian/home/sergio/gitea/pollo/data/tilesets/standard.tsx"/>
<tileset firstgid="577" source="//wsl.localhost/Debian/home/sergio/gitea/pollo/data/tilesets/walls.tsx"/>
<layer id="1" name="Capa de patrones 1" width="40" height="20">
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</data>
</layer>
<layer id="2" name="Capa de patrones 2" width="40" height="20">
<data encoding="csv">
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</map>

85
data/room/04.yaml Normal file
View File

@@ -0,0 +1,85 @@
# VOID MAIN
room:
name: "VOID MAIN"
bgColor: blue
border: mauve
tileSetFile: standard.gif
# Conexiones de la habitación (null = sin conexión)
connections:
up: null
down: null
left: null
right: null
# Colores de los objetos
itemColor1: magenta
itemColor2: pastel_magenta
# Dirección de la cinta transportadora: left, none, right
conveyorBelt: left
# Tilemap: 20 filas x 40 columnas (320x160 pixeles @ 8px/tile)
# Indices de tiles (-1 = vacio)
tilemap:
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, 33, 33, -1, -1, -1, -1, -1]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 141, -1, -1, -1, -1, -1, -1, 33, -1, -1, -1, -1, -1, -1]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, 70, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, -1, -1, -1, -1, -1, -1]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, -1, -1, -1, -1, -1, 33]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 33, -1, 70, 71, -1, -1, 33]
- [33, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 259, -1, -1, -1, -1, -1, -1, 259, -1, -1, 33, -1, 94, 95, -1, -1, 33]
- [33, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33, -1, -1, -1, -1, -1, 33]
- [33, 30, 30, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33]
- [33, 30, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 141, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 141, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 364, 364, 364, 364, 364, 364, 364, 364, 364, 33]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 174, 174, 174, 174, 174, -1, -1, -1, -1, -1, -1, 292, 292, 292, 292, 292, 292, 292, 292, 292, 33]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 262, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 286, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33]
- [33, 366, 366, 366, 366, 366, 366, 366, 366, 366, 366, 366, 366, 366, 366, -1, -1, -1, -1, -1, -1, 286, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 133]
- [33, 294, 294, 294, 294, 294, 294, 294, 294, 294, 294, 294, 294, 294, 294, -1, -1, -1, -1, -1, -1, 286, -1, -1, -1, -1, -1, -1, -1, 141, -1, -1, -1, -1, -1, -1, -1, -1, -1, 133]
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 286, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33]
- [33, -1, -1, -1, -1, 380, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 310, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33]
- [33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33, 33]
# Collisionmap: 20 filas x 40 columnas
# Indices de colision (-1 = vacio, 1 = solido, 2 = plataforma)
collisionmap:
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 1, 1, -1, -1, -1, -1, -1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, -1, -1, -1, -1, -1, 1]
- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, -1, -1, -1, -1, -1, 1]
- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, -1, -1, -1, -1, -1, 1]
- [1, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1]
- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
# Enemigos en esta habitación
enemies:
- animation: code.yaml
position: {x: 1, y: 17}
velocity: {x: 24.0, y: 0}
boundaries:
position1: {x: 1, y: 17}
position2: {x: 16, y: 17}
color: yellow
# Objetos en esta habitación
items:
- tileSetFile: items.gif
tile: 42
position: {x: 25, y: 7}
counter: 1

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@@ -182,8 +182,6 @@ auto Director::checkProgramArguments(std::vector<std::string> const& args) -> st
Options::cheats.infinite_lives = Options::Cheat::State::ENABLED; Options::cheats.infinite_lives = Options::Cheat::State::ENABLED;
} else if (argument == "--invincible") { } else if (argument == "--invincible") {
Options::cheats.invincible = Options::Cheat::State::ENABLED; Options::cheats.invincible = Options::Cheat::State::ENABLED;
} else if (argument == "--jailEnabled") {
Options::cheats.jail_is_open = Options::Cheat::State::ENABLED;
} else if (argument == "--altSkin") { } else if (argument == "--altSkin") {
Options::cheats.alternate_skin = Options::Cheat::State::ENABLED; Options::cheats.alternate_skin = Options::Cheat::State::ENABLED;
} }

View File

@@ -17,7 +17,7 @@ namespace Defaults {
// Dimensiones del canvas del juego (usa GameCanvas como fuente única) // Dimensiones del canvas del juego (usa GameCanvas como fuente única)
namespace Canvas { namespace Canvas {
constexpr int WIDTH = GameCanvas::WIDTH; // Ancho del canvas del juego (320) constexpr int WIDTH = GameCanvas::WIDTH; // Ancho del canvas del juego (320)
constexpr int HEIGHT = GameCanvas::HEIGHT; // Alto del canvas del juego (240) constexpr int HEIGHT = GameCanvas::HEIGHT; // Alto del canvas del juego (200)
} // namespace Canvas } // namespace Canvas
// --- WINDOW --- // --- WINDOW ---
@@ -39,8 +39,8 @@ constexpr const char* PALETTE_NAME = "cpc"; // Paleta por defect
// --- BORDER --- // --- BORDER ---
namespace Border { namespace Border {
constexpr bool ENABLED = true; // Borde activado por defecto constexpr bool ENABLED = true; // Borde activado por defecto
constexpr int WIDTH = 32; // Ancho del borde por defecto constexpr int WIDTH = 40; // Ancho del borde por defecto (400x300 total)
constexpr int HEIGHT = 24; // Alto del borde por defecto constexpr int HEIGHT = 50; // Alto del borde por defecto (400x300 total)
} // namespace Border } // namespace Border
// --- AUDIO --- // --- AUDIO ---
@@ -73,7 +73,6 @@ constexpr const char* NOTIFY = "notify.wav"; // Sonido de notificación
namespace Cheat { namespace Cheat {
constexpr bool INFINITE_LIVES = false; // Vidas infinitas desactivadas por defecto constexpr bool INFINITE_LIVES = false; // Vidas infinitas desactivadas por defecto
constexpr bool INVINCIBLE = false; // Invencibilidad desactivada por defecto constexpr bool INVINCIBLE = false; // Invencibilidad desactivada por defecto
constexpr bool JAIL_IS_OPEN = false; // Jail abierta desactivada por defecto
constexpr bool ALTERNATE_SKIN = false; // Skin alternativa desactivada por defecto constexpr bool ALTERNATE_SKIN = false; // Skin alternativa desactivada por defecto
} // namespace Cheat } // namespace Cheat

View File

@@ -16,6 +16,10 @@
class Player { class Player {
public: public:
// --- Constantes de tamaño ---
static constexpr int WIDTH = 8; // Ancho del jugador en pixels
static constexpr int HEIGHT = 16; // Alto del jugador en pixels
// --- Enums y Structs --- // --- Enums y Structs ---
enum class State { enum class State {
ON_GROUND, // En suelo plano o conveyor belt ON_GROUND, // En suelo plano o conveyor belt
@@ -72,10 +76,6 @@ class Player {
#endif #endif
private: private:
// --- Constantes de tamaño ---
static constexpr int WIDTH = 8; // Ancho del jugador en pixels
static constexpr int HEIGHT = 16; // Alto del jugador en pixels
// --- Constantes de movimiento horizontal --- // --- Constantes de movimiento horizontal ---
static constexpr float WALK_VELOCITY = 50.0F; // Velocidad al caminar (inmediata) en pixels/segundo static constexpr float WALK_VELOCITY = 50.0F; // Velocidad al caminar (inmediata) en pixels/segundo
static constexpr float RUN_VELOCITY = 80.0F; // Velocidad al correr en pixels/segundo static constexpr float RUN_VELOCITY = 80.0F; // Velocidad al correr en pixels/segundo

View File

@@ -25,7 +25,6 @@ Room::Room(const std::string& room_path, std::shared_ptr<Scoreboard::Data> data)
item_manager_ = std::make_unique<ItemManager>(room->name, data_); item_manager_ = std::make_unique<ItemManager>(room->name, data_);
initializeRoom(*room); initializeRoom(*room);
openTheJail(); // Abre la Jail si se da el caso
// Crea el mapa de colisiones (necesita collision_data_, conveyor_belt_direction_) // Crea el mapa de colisiones (necesita collision_data_, conveyor_belt_direction_)
collision_map_ = std::make_unique<CollisionMap>(collision_data_, conveyor_belt_direction_); collision_map_ = std::make_unique<CollisionMap>(collision_data_, conveyor_belt_direction_);
@@ -81,28 +80,6 @@ void Room::initializeRoom(const Data& room) {
} }
} }
// Abre la jail para poder entrar
void Room::openTheJail() {
if (data_->jail_is_open && name_ == "THE JAIL") {
// Elimina el último enemigo (Bry debe ser el último enemigo definido en el fichero)
if (!enemy_manager_->isEmpty()) {
enemy_manager_->removeLastEnemy();
}
// Abre las puertas (tanto en tilemap para renderizado como en collisionmap para colisiones)
constexpr int TILE_A = 16 + (13 * MAP_WIDTH);
constexpr int TILE_B = 16 + (14 * MAP_WIDTH);
if (TILE_A < tile_map_.size()) {
tile_map_[TILE_A] = -1; // Renderizado: vacío
collision_data_[TILE_A] = -1; // Colisiones: vacío
}
if (TILE_B < tile_map_.size()) {
tile_map_[TILE_B] = -1; // Renderizado: vacío
collision_data_[TILE_B] = -1; // Colisiones: vacío
}
}
}
// Dibuja el mapa en pantalla // Dibuja el mapa en pantalla
void Room::renderMap() { void Room::renderMap() {
tilemap_renderer_->render(); tilemap_renderer_->render();

View File

@@ -124,5 +124,4 @@ class Room {
// --- Funciones --- // --- Funciones ---
void initializeRoom(const Data& room); // Inicializa los valores void initializeRoom(const Data& room); // Inicializa los valores
void openTheJail(); // Abre la jail para poder entrar
}; };

View File

@@ -41,7 +41,7 @@ class RoomLoader {
* *
* El formato YAML esperado incluye: * El formato YAML esperado incluye:
* - room: configuración general * - room: configuración general
* - tilemap: array 2D de 24x40 tiles (convertido a vector 1D de 960 elementos) * - tilemap: array 2D de 20x40 tiles (convertido a vector 1D de 800 elementos)
* - enemies: lista de enemigos (opcional) * - enemies: lista de enemigos (opcional)
* - items: lista de items (opcional) * - items: lista de items (opcional)
*/ */
@@ -64,8 +64,8 @@ class RoomLoader {
/** /**
* @brief Convierte un tilemap 2D a vector 1D flat * @brief Convierte un tilemap 2D a vector 1D flat
* @param tilemap_2d Array 2D de tiles (24 rows × 40 cols) * @param tilemap_2d Array 2D de tiles (20 rows × 40 cols)
* @return Vector 1D flat con 960 elementos * @return Vector 1D flat con 800 elementos
*/ */
static auto flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int>; static auto flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int>;

View File

@@ -96,23 +96,8 @@ void Scoreboard::setPaused(bool value) {
// Actualiza el color de la cantidad de items recogidos // Actualiza el color de la cantidad de items recogidos
void Scoreboard::updateItemsColor(float delta_time) { void Scoreboard::updateItemsColor(float delta_time) {
if (!data_->jail_is_open) { // No hay animación de color de items en este juego
return; items_color_ = stringToColor("white");
}
items_color_timer_ += delta_time;
// Resetear timer cada 2 ciclos (0.666s total)
if (items_color_timer_ >= ITEMS_COLOR_BLINK_DURATION * 2.0F) {
items_color_timer_ = 0.0F;
}
// Alternar color cada ITEMS_COLOR_BLINK_DURATION
if (items_color_timer_ < ITEMS_COLOR_BLINK_DURATION) {
items_color_ = stringToColor("white");
} else {
items_color_ = stringToColor("magenta");
}
} }
// Devuelve la cantidad de minutos de juego transcurridos // Devuelve la cantidad de minutos de juego transcurridos
@@ -129,9 +114,9 @@ void Scoreboard::fillTexture() {
// Limpia la textura // Limpia la textura
surface_->clear(stringToColor("black")); surface_->clear(stringToColor("black"));
// Anclas // Anclas (ajustadas para scoreboard de 40px)
constexpr int LINE1 = Tile::SIZE; constexpr int LINE1 = 6; // Reducido de 8 para ajuste proporcional
constexpr int LINE2 = 3 * Tile::SIZE; constexpr int LINE2 = 20; // Reducido de 24 para ajuste proporcional
// Dibuja las vidas // Dibuja las vidas
// Calcular desplazamiento basado en tiempo // Calcular desplazamiento basado en tiempo

View File

@@ -13,13 +13,12 @@ class Scoreboard {
public: public:
// Tipos anidados // Tipos anidados
struct Data { struct Data {
int items{0}; // Lleva la cuenta de los objetos recogidos int items{0}; // Lleva la cuenta de los objetos recogidos
int lives{0}; // Lleva la cuenta de las vidas restantes del jugador int lives{0}; // Lleva la cuenta de las vidas restantes del jugador
int rooms{0}; // Lleva la cuenta de las habitaciones visitadas int rooms{0}; // Lleva la cuenta de las habitaciones visitadas
bool music{true}; // Indica si ha de sonar la música durante el juego bool music{true}; // Indica si ha de sonar la música durante el juego
Uint8 color{0}; // Color para escribir el texto del marcador Uint8 color{0}; // Color para escribir el texto del marcador
Uint32 ini_clock{0}; // Tiempo inicial para calcular el tiempo transcurrido Uint32 ini_clock{0}; // Tiempo inicial para calcular el tiempo transcurrido
bool jail_is_open{false}; // Indica si se puede entrar a la Jail
}; };
// Métodos públicos // Métodos públicos

View File

@@ -38,12 +38,11 @@ struct Cheat {
State infinite_lives{Defaults::Cheat::INFINITE_LIVES ? State::ENABLED : State::DISABLED}; // Indica si el jugador dispone de vidas infinitas State infinite_lives{Defaults::Cheat::INFINITE_LIVES ? State::ENABLED : State::DISABLED}; // Indica si el jugador dispone de vidas infinitas
State invincible{Defaults::Cheat::INVINCIBLE ? State::ENABLED : State::DISABLED}; // Indica si el jugador puede morir State invincible{Defaults::Cheat::INVINCIBLE ? State::ENABLED : State::DISABLED}; // Indica si el jugador puede morir
State jail_is_open{Defaults::Cheat::JAIL_IS_OPEN ? State::ENABLED : State::DISABLED}; // Indica si la Jail está abierta
State alternate_skin{Defaults::Cheat::ALTERNATE_SKIN ? State::ENABLED : State::DISABLED}; // Indica si se usa una skin diferente para el jugador State alternate_skin{Defaults::Cheat::ALTERNATE_SKIN ? State::ENABLED : State::DISABLED}; // Indica si se usa una skin diferente para el jugador
// Método para comprobar si alguno de los tres primeros trucos está activo // Método para comprobar si alguno de los trucos está activo
[[nodiscard]] auto enabled() const -> bool { [[nodiscard]] auto enabled() const -> bool {
return infinite_lives == State::ENABLED || invincible == State::ENABLED || jail_is_open == State::ENABLED; return infinite_lives == State::ENABLED || invincible == State::ENABLED;
} }
}; };

View File

@@ -33,16 +33,16 @@
// Constructor // Constructor
Game::Game(Mode mode) Game::Game(Mode mode)
: scoreboard_data_(std::make_shared<Scoreboard::Data>(0, 9, 0, true, 0, SDL_GetTicks(), Options::cheats.jail_is_open == Options::Cheat::State::ENABLED)), : scoreboard_data_(std::make_shared<Scoreboard::Data>(0, 9, 0, true, 0, SDL_GetTicks())),
scoreboard_(std::make_shared<Scoreboard>(scoreboard_data_)), scoreboard_(std::make_shared<Scoreboard>(scoreboard_data_)),
room_tracker_(std::make_shared<RoomTracker>()), room_tracker_(std::make_shared<RoomTracker>()),
mode_(mode), mode_(mode),
#ifdef _DEBUG #ifdef _DEBUG
current_room_("03.yaml"), current_room_("04.yaml"),
spawn_data_(Player::SpawnData(25 * Tile::SIZE, 21 * Tile::SIZE, 0, 0, 0, Player::State::ON_GROUND, Flip::LEFT)) spawn_data_(Player::SpawnData(25 * Tile::SIZE, PlayArea::BOTTOM - Player::HEIGHT - Tile::SIZE, 0, 0, 0, Player::State::ON_GROUND, Flip::LEFT))
#else #else
current_room_("03.yaml"), current_room_("04.yaml"),
spawn_data_(Player::SpawnData(25 * Tile::SIZE, 13 * Tile::SIZE, 0, 0, 0, Player::State::ON_GROUND, Flip::LEFT)) spawn_data_(Player::SpawnData(25 * Tile::SIZE, 21 * Tile::SIZE, 0, 0, 0, Player::State::ON_GROUND, Flip::LEFT))
#endif #endif
{ {
// Crea objetos e inicializa variables // Crea objetos e inicializa variables
@@ -173,12 +173,12 @@ void Game::updatePlaying(float delta_time) {
#else #else
player_->update(delta_time); player_->update(delta_time);
#endif #endif
checkPlayerIsOnBorder(); handlePlayerIsOnBorder();
checkPlayerAndItems(); handlePlayerAndItemsCollisions();
checkPlayerAndEnemies(); handlePlayerAndEnemiesCollisions();
checkIfPlayerIsAlive(); handleIfPlayerIsAlive();
checkEndGame(); isGameCompleted();
checkRestoringJail(delta_time); restAtJail(delta_time);
break; break;
case Mode::DEMO: case Mode::DEMO:
@@ -450,11 +450,6 @@ void Game::handleDebugEvents(const SDL_Event& event) {
player_->setColor(); player_->setColor();
break; break;
case SDLK_3:
Options::cheats.jail_is_open = Options::cheats.jail_is_open == Options::Cheat::State::ENABLED ? Options::Cheat::State::DISABLED : Options::Cheat::State::ENABLED;
Notifier::get()->show({std::string("JAIL IS OPEN ") + (Options::cheats.jail_is_open == Options::Cheat::State::ENABLED ? "ENABLED" : "DISABLED")}, Notifier::Style::DEFAULT, -1, true);
break;
case SDLK_0: case SDLK_0:
Screen::get()->toggleDebugInfo(); Screen::get()->toggleDebugInfo();
break; break;
@@ -581,7 +576,7 @@ auto Game::changeRoom(const std::string& room_path) -> bool {
} }
// Comprueba si el jugador esta en el borde de la pantalla // Comprueba si el jugador esta en el borde de la pantalla
void Game::checkPlayerIsOnBorder() { void Game::handlePlayerIsOnBorder() {
if (player_->isOnBorder()) { if (player_->isOnBorder()) {
const auto BORDER = player_->getBorder(); const auto BORDER = player_->getBorder();
const auto ROOM_NAME = room_->getRoom(BORDER); const auto ROOM_NAME = room_->getRoom(BORDER);
@@ -602,7 +597,7 @@ void Game::checkPlayerIsOnBorder() {
} }
// Comprueba las colisiones del jugador con los enemigos // Comprueba las colisiones del jugador con los enemigos
auto Game::checkPlayerAndEnemies() -> bool { auto Game::handlePlayerAndEnemiesCollisions() -> bool {
const bool DEATH = room_->enemyCollision(player_->getCollider()); const bool DEATH = room_->enemyCollision(player_->getCollider());
if (DEATH) { if (DEATH) {
killPlayer(); killPlayer();
@@ -611,12 +606,12 @@ auto Game::checkPlayerAndEnemies() -> bool {
} }
// Comprueba las colisiones del jugador con los objetos // Comprueba las colisiones del jugador con los objetos
void Game::checkPlayerAndItems() { void Game::handlePlayerAndItemsCollisions() {
room_->itemCollision(player_->getCollider()); room_->itemCollision(player_->getCollider());
} }
// Comprueba si el jugador esta vivo // Comprueba si el jugador esta vivo
void Game::checkIfPlayerIsAlive() { void Game::handleIfPlayerIsAlive() {
if (!player_->isAlive()) { if (!player_->isAlive()) {
killPlayer(); killPlayer();
} }
@@ -652,12 +647,10 @@ void Game::setScoreBoardColor() {
} }
// Comprueba si ha finalizado el juego // Comprueba si ha finalizado el juego
auto Game::checkEndGame() -> bool { auto Game::isGameCompleted() -> bool {
const bool IS_ON_THE_ROOM = room_->getName() == "THE JAIL"; // Estar en la habitación que toca const bool IS_ON_THE_ROOM = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
const bool HAVE_THE_ITEMS = scoreboard_data_->items >= int(total_items_ * 0.9F) || Options::cheats.jail_is_open == Options::Cheat::State::ENABLED; // Con mas del 90% de los items recogidos const bool HAVE_THE_ITEMS = scoreboard_data_->items >= int(total_items_ * 0.9F); // Con mas del 90% de los items recogidos
const bool IS_ON_THE_DOOR = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta) const bool IS_ON_THE_DOOR = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
scoreboard_data_->jail_is_open = HAVE_THE_ITEMS;
if (HAVE_THE_ITEMS && IS_ON_THE_ROOM && IS_ON_THE_DOOR) { if (HAVE_THE_ITEMS && IS_ON_THE_ROOM && IS_ON_THE_DOOR) {
// Iniciar transición de fade en vez de cambio inmediato de escena // Iniciar transición de fade en vez de cambio inmediato de escena
@@ -691,7 +684,7 @@ void Game::togglePause() {
} }
// Da vidas al jugador cuando está en la Jail // Da vidas al jugador cuando está en la Jail
void Game::checkRestoringJail(float delta_time) { void Game::restAtJail(float delta_time) {
if (room_->getName() != "THE JAIL" || scoreboard_data_->lives == 9) { if (room_->getName() != "THE JAIL" || scoreboard_data_->lives == 9) {
jail_restore_time_ = 0.0F; // Reset timer cuando no está en la Jail jail_restore_time_ = 0.0F; // Reset timer cuando no está en la Jail
return; return;
@@ -728,8 +721,7 @@ void Game::fillRoomNameTexture() {
// Inicializa al jugador // Inicializa al jugador
void Game::initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room) { void Game::initPlayer(const Player::SpawnData& spawn_point, std::shared_ptr<Room> room) {
std::string player_animations = Options::cheats.alternate_skin == Options::Cheat::State::ENABLED ? "player2.yaml" : "player.yaml"; const Player::Data PLAYER{.spawn_data = spawn_point, .animations_path = "player.yaml", .room = std::move(room)};
const Player::Data PLAYER{.spawn_data = spawn_point, .animations_path = player_animations, .room = std::move(room)};
player_ = std::make_shared<Player>(PLAYER); player_ = std::make_shared<Player>(PLAYER);
} }

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@@ -71,16 +71,16 @@ class Game {
void renderPostFadeEnding(); // Renderiza el juego en estado POST_FADE_ENDING (pantalla negra) void renderPostFadeEnding(); // Renderiza el juego en estado POST_FADE_ENDING (pantalla negra)
auto changeRoom(const std::string& room_path) -> bool; // Cambia de habitación auto changeRoom(const std::string& room_path) -> bool; // Cambia de habitación
void handleInput(); // Comprueba el teclado void handleInput(); // Comprueba el teclado
void checkPlayerIsOnBorder(); // Comprueba si el jugador esta en el borde de la pantalla y actua void handlePlayerIsOnBorder(); // Comprueba si el jugador esta en el borde de la pantalla y actua
auto checkPlayerAndEnemies() -> bool; // Comprueba las colisiones del jugador con los enemigos auto handlePlayerAndEnemiesCollisions() -> bool; // Comprueba las colisiones del jugador con los enemigos
void checkPlayerAndItems(); // Comprueba las colisiones del jugador con los objetos void handlePlayerAndItemsCollisions(); // Comprueba las colisiones del jugador con los objetos
void checkIfPlayerIsAlive(); // Comprueba si el jugador esta vivo void handleIfPlayerIsAlive(); // Comprueba si el jugador esta vivo
void killPlayer(); // Mata al jugador void killPlayer(); // Mata al jugador
void setScoreBoardColor(); // Pone el color del marcador en función del color del borde de la habitación void setScoreBoardColor(); // Pone el color del marcador en función del color del borde de la habitación
auto checkEndGame() -> bool; // Comprueba si ha finalizado el juego auto isGameCompleted() -> bool; // Comprueba si ha finalizado el juego
static auto getTotalItems() -> int; // Obtiene la cantidad total de items que hay en el mapeado del juego static auto getTotalItems() -> int; // Obtiene la cantidad total de items que hay en el mapeado del juego
void togglePause(); // Pone el juego en pausa void togglePause(); // Pone el juego en pausa
void checkRestoringJail(float delta_time); // Da vidas al jugador cuando está en la Jail void restAtJail(float delta_time); // Da vidas al jugador cuando está en la Jail
void fillRoomNameTexture(); // Pone el nombre de la habitación en la textura void fillRoomNameTexture(); // Pone el nombre de la habitación en la textura
void checkSomeCheevos(); // Comprueba algunos logros void checkSomeCheevos(); // Comprueba algunos logros
void checkEndGameCheevos(); // Comprueba los logros de completar el juego void checkEndGameCheevos(); // Comprueba los logros de completar el juego

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@@ -10,7 +10,7 @@ constexpr int HALF_SIZE = SIZE / 2;
namespace GameCanvas { namespace GameCanvas {
constexpr int WIDTH = 320; constexpr int WIDTH = 320;
constexpr int HEIGHT = 240; constexpr int HEIGHT = 200;
constexpr int CENTER_X = WIDTH / 2; constexpr int CENTER_X = WIDTH / 2;
constexpr int FIRST_QUARTER_X = WIDTH / 4; constexpr int FIRST_QUARTER_X = WIDTH / 4;
constexpr int THIRD_QUARTER_X = (WIDTH / 4) * 3; constexpr int THIRD_QUARTER_X = (WIDTH / 4) * 3;
@@ -26,22 +26,22 @@ constexpr int Y = 0;
// Dimensiones en tiles // Dimensiones en tiles
constexpr int TILE_COLS = 40; // Ancho del mapa en tiles constexpr int TILE_COLS = 40; // Ancho del mapa en tiles
constexpr int TILE_ROWS = 24; // Alto del mapa en tiles constexpr int TILE_ROWS = 20; // Alto del mapa en tiles
constexpr int TILE_COUNT = TILE_COLS * TILE_ROWS; // 960 tiles totales constexpr int TILE_COUNT = TILE_COLS * TILE_ROWS; // 800 tiles totales
// Dimensiones en pixels // Dimensiones en pixels
constexpr int WIDTH = TILE_COLS * Tile::SIZE; // 320 constexpr int WIDTH = TILE_COLS * Tile::SIZE; // 320
constexpr int HEIGHT = TILE_ROWS * Tile::SIZE; // 192 constexpr int HEIGHT = TILE_ROWS * Tile::SIZE; // 160
// Bordes (derivados, útiles para colisiones) // Bordes (derivados, útiles para colisiones)
constexpr int LEFT = X; constexpr int LEFT = X;
constexpr int TOP = Y; constexpr int TOP = Y;
constexpr int RIGHT = X + WIDTH; // 320 constexpr int RIGHT = X + WIDTH; // 320
constexpr int BOTTOM = Y + HEIGHT; // 192 constexpr int BOTTOM = Y + HEIGHT; // 160
// Puntos de referencia // Puntos de referencia
constexpr int CENTER_X = X + (WIDTH / 2); // 160 constexpr int CENTER_X = X + (WIDTH / 2); // 160
constexpr int CENTER_Y = Y + (HEIGHT / 2); // 96 constexpr int CENTER_Y = Y + (HEIGHT / 2); // 80
constexpr int QUARTER_X = WIDTH / 4; constexpr int QUARTER_X = WIDTH / 4;
constexpr int QUARTER_Y = HEIGHT / 4; constexpr int QUARTER_Y = HEIGHT / 4;
} // namespace PlayArea } // namespace PlayArea
@@ -49,17 +49,17 @@ constexpr int QUARTER_Y = HEIGHT / 4;
namespace ScoreboardArea { namespace ScoreboardArea {
// Origen (justo debajo de PlayArea) // Origen (justo debajo de PlayArea)
constexpr int X = 0; constexpr int X = 0;
constexpr int Y = PlayArea::BOTTOM; // 192 constexpr int Y = PlayArea::BOTTOM; // 160
// Dimensiones // Dimensiones
constexpr int WIDTH = GameCanvas::WIDTH; // 320 constexpr int WIDTH = GameCanvas::WIDTH; // 320
constexpr int HEIGHT = (6 * Tile::SIZE); // 48 constexpr int HEIGHT = (5 * Tile::SIZE); // 40
// Bordes // Bordes
constexpr int LEFT = X; constexpr int LEFT = X;
constexpr int TOP = Y; constexpr int TOP = Y;
constexpr int RIGHT = X + WIDTH; constexpr int RIGHT = X + WIDTH;
constexpr int BOTTOM = Y + HEIGHT; // 240 constexpr int BOTTOM = Y + HEIGHT; // 200
} // namespace ScoreboardArea } // namespace ScoreboardArea
namespace Collision { namespace Collision {