Compare commits
6 Commits
v0.1.0
...
dc91ef4140
| Author | SHA1 | Date | |
|---|---|---|---|
| dc91ef4140 | |||
| 4ed9fd07a2 | |||
| ec29a2362b | |||
| 067ef4b6e4 | |||
| ddc3a0b9b0 | |||
| 87eebe730d |
@@ -1,7 +1,7 @@
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||||
# CMakeLists.txt
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cmake_minimum_required(VERSION 3.10)
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project(pollo VERSION 0.1.0)
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project(pollo VERSION 0.1.1)
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# Info del proyecto para version.h
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set(PROJECT_LONG_NAME "Los pollos hermanos")
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7
Makefile
7
Makefile
@@ -451,7 +451,6 @@ rpi_release:
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CROSS_CXX := x86_64-w64-mingw32-g++
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CROSS_STRIP := x86_64-w64-mingw32-strip
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CROSS_WINDRES := x86_64-w64-mingw32-windres
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CROSS_ZIP_FILE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
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CROSS_CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections \
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-Wl,--gc-sections -static-libstdc++ -static-libgcc \
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@@ -504,10 +503,10 @@ windows_cross:
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$(CROSS_STRIP) -s "$(RELEASE_FOLDER)/$(APP_NAME).exe"
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# 6. Empaquetar
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@echo "Empaquetando en $(CROSS_ZIP_FILE)..."
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cd $(RELEASE_FOLDER) && zip -r ../$(CROSS_ZIP_FILE) .
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@echo "Empaquetando en $(WINDOWS_RELEASE)..."
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cd $(RELEASE_FOLDER) && zip -r ../$(WINDOWS_RELEASE) .
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$(RMDIR) "$(RELEASE_FOLDER)"
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@echo "✓ Release de Windows (Cross) completado: $(CROSS_ZIP_FILE)"
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@echo "✓ Release de Windows (Cross) completado: $(WINDOWS_RELEASE)"
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# ==============================================================================
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# SETUP
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@@ -57,6 +57,8 @@ assets:
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rooms:
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- type: ROOM
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path: ${PREFIX}/data/room/03.yaml
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- type: ROOM
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path: ${PREFIX}/data/room/04.yaml
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# TILESETS
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tilesets:
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@@ -69,14 +71,6 @@ assets:
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path: ${PREFIX}/data/player/player.gif
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- type: ANIMATION
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path: ${PREFIX}/data/player/player.yaml
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- type: BITMAP
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path: ${PREFIX}/data/player/player2.gif
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- type: ANIMATION
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path: ${PREFIX}/data/player/player2.yaml
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- type: BITMAP
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path: ${PREFIX}/data/player/player_game_over.gif
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- type: ANIMATION
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path: ${PREFIX}/data/player/player_game_over.yaml
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# MUSIC
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music:
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@@ -84,16 +78,6 @@ assets:
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path: ${PREFIX}/data/music/574070_KUVO_Farewell_to_school.ogg
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- type: MUSIC
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path: ${PREFIX}/data/music/574071_EA_DTV.ogg
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- type: MUSIC
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path: ${PREFIX}/data/music/574072_Scalesmann_Kaleidoscope.ogg
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- type: MUSIC
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path: ${PREFIX}/data/music/574073_KUVO_We_are_us.ogg
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- type: MUSIC
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path: ${PREFIX}/data/music/574219_nq_core_vet.ogg
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- type: MUSIC
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path: ${PREFIX}/data/music/575111_nq_Zak_McDrucken.ogg
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- type: MUSIC
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path: ${PREFIX}/data/music/576109_Pator_Parallel_Visions.ogg
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# SOUNDS
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sounds:
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Before Width: | Height: | Size: 223 B |
@@ -1,20 +0,0 @@
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# player2 animation
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tileSetFile: player2.gif
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frameWidth: 8
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frameHeight: 16
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animations:
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- name: stand
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speed: 0.1333
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loop: 0
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frames: [0]
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- name: walk
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speed: 0.1333
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loop: 0
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frames: [0, 1, 2, 3, 4, 5, 6, 7]
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- name: walk_menu
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speed: 0.0
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loop: 0
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frames: [0, 1, 2, 3, 4, 5, 6, 7]
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Before Width: | Height: | Size: 225 B |
@@ -1,10 +0,0 @@
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# player_game_over animation
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tileSetFile: player_game_over.gif
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frameWidth: 19
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frameHeight: 18
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animations:
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- name: default
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speed: 0.1
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loop: 0
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frames: [0, 1, 2, 3]
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53
data/room/04.tmx
Normal file
53
data/room/04.tmx
Normal file
@@ -0,0 +1,53 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<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">
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<tileset firstgid="1" source="//wsl.localhost/Debian/home/sergio/gitea/pollo/data/tilesets/standard.tsx"/>
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<tileset firstgid="577" source="//wsl.localhost/Debian/home/sergio/gitea/pollo/data/tilesets/walls.tsx"/>
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||||
<layer id="1" name="Capa de patrones 1" width="40" height="20">
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||||
<data encoding="csv">
|
||||
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34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,142,0,0,0,0,0,0,34,0,0,0,0,0,0,
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||||
34,0,0,0,0,0,0,0,0,71,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,0,0,0,0,0,0,
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34,31,31,31,31,31,31,31,31,31,31,31,31,0,0,0,0,0,0,0,0,0,0,260,0,0,0,0,0,0,260,0,0,34,0,95,96,0,0,34,
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34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,365,365,365,365,365,365,365,365,365,34,
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||||
34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,175,175,175,175,175,0,0,0,0,0,0,293,293,293,293,293,293,293,293,293,34,
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||||
34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,263,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,
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34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,287,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,
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||||
34,367,367,367,367,367,367,367,367,367,367,367,367,367,367,0,0,0,0,0,0,287,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,134,
|
||||
34,295,295,295,295,295,295,295,295,295,295,295,295,295,295,0,0,0,0,0,0,287,0,0,0,0,0,0,0,142,0,0,0,0,0,0,0,0,0,134,
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||||
34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,287,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,
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||||
34,0,0,0,0,381,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,311,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,
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||||
34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34,34
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="2" name="Capa de patrones 2" width="40" height="20">
|
||||
<data encoding="csv">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,577,577,577,0,0,0,0,0,
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||||
577,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,577,0,0,0,0,0,577,
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577,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,577,0,0,0,0,0,577,
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577,577,577,577,577,577,577,577,577,577,577,577,577,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,577,0,0,0,0,0,577,
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|
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|
||||
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|
||||
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|
||||
577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577,577
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
85
data/room/04.yaml
Normal file
85
data/room/04.yaml
Normal 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
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 8.6 KiB After Width: | Height: | Size: 9.0 KiB |
@@ -182,8 +182,6 @@ auto Director::checkProgramArguments(std::vector<std::string> const& args) -> st
|
||||
Options::cheats.infinite_lives = Options::Cheat::State::ENABLED;
|
||||
} else if (argument == "--invincible") {
|
||||
Options::cheats.invincible = Options::Cheat::State::ENABLED;
|
||||
} else if (argument == "--jailEnabled") {
|
||||
Options::cheats.jail_is_open = Options::Cheat::State::ENABLED;
|
||||
} else if (argument == "--altSkin") {
|
||||
Options::cheats.alternate_skin = Options::Cheat::State::ENABLED;
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace Defaults {
|
||||
// Dimensiones del canvas del juego (usa GameCanvas como fuente única)
|
||||
namespace Canvas {
|
||||
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
|
||||
|
||||
// --- WINDOW ---
|
||||
@@ -39,8 +39,8 @@ constexpr const char* PALETTE_NAME = "cpc"; // Paleta por defect
|
||||
// --- BORDER ---
|
||||
namespace Border {
|
||||
constexpr bool ENABLED = true; // Borde activado por defecto
|
||||
constexpr int WIDTH = 32; // Ancho del borde por defecto
|
||||
constexpr int HEIGHT = 24; // Alto del borde por defecto
|
||||
constexpr int WIDTH = 40; // Ancho del borde por defecto (400x300 total)
|
||||
constexpr int HEIGHT = 50; // Alto del borde por defecto (400x300 total)
|
||||
} // namespace Border
|
||||
|
||||
// --- AUDIO ---
|
||||
@@ -73,7 +73,6 @@ constexpr const char* NOTIFY = "notify.wav"; // Sonido de notificación
|
||||
namespace Cheat {
|
||||
constexpr bool INFINITE_LIVES = false; // Vidas infinitas desactivadas 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
|
||||
} // namespace Cheat
|
||||
|
||||
|
||||
@@ -16,6 +16,10 @@
|
||||
|
||||
class Player {
|
||||
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 ---
|
||||
enum class State {
|
||||
ON_GROUND, // En suelo plano o conveyor belt
|
||||
@@ -72,10 +76,6 @@ class Player {
|
||||
#endif
|
||||
|
||||
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 ---
|
||||
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
|
||||
|
||||
@@ -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_);
|
||||
|
||||
initializeRoom(*room);
|
||||
openTheJail(); // Abre la Jail si se da el caso
|
||||
|
||||
// Crea el mapa de colisiones (necesita 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
|
||||
void Room::renderMap() {
|
||||
tilemap_renderer_->render();
|
||||
|
||||
@@ -124,5 +124,4 @@ class Room {
|
||||
|
||||
// --- Funciones ---
|
||||
void initializeRoom(const Data& room); // Inicializa los valores
|
||||
void openTheJail(); // Abre la jail para poder entrar
|
||||
};
|
||||
@@ -41,7 +41,7 @@ class RoomLoader {
|
||||
*
|
||||
* El formato YAML esperado incluye:
|
||||
* - 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)
|
||||
* - items: lista de items (opcional)
|
||||
*/
|
||||
@@ -64,8 +64,8 @@ class RoomLoader {
|
||||
|
||||
/**
|
||||
* @brief Convierte un tilemap 2D a vector 1D flat
|
||||
* @param tilemap_2d Array 2D de tiles (24 rows × 40 cols)
|
||||
* @return Vector 1D flat con 960 elementos
|
||||
* @param tilemap_2d Array 2D de tiles (20 rows × 40 cols)
|
||||
* @return Vector 1D flat con 800 elementos
|
||||
*/
|
||||
static auto flattenTilemap(const std::vector<std::vector<int>>& tilemap_2d) -> std::vector<int>;
|
||||
|
||||
|
||||
@@ -96,23 +96,8 @@ void Scoreboard::setPaused(bool value) {
|
||||
|
||||
// Actualiza el color de la cantidad de items recogidos
|
||||
void Scoreboard::updateItemsColor(float delta_time) {
|
||||
if (!data_->jail_is_open) {
|
||||
return;
|
||||
}
|
||||
|
||||
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) {
|
||||
// No hay animación de color de items en este juego
|
||||
items_color_ = stringToColor("white");
|
||||
} else {
|
||||
items_color_ = stringToColor("magenta");
|
||||
}
|
||||
}
|
||||
|
||||
// Devuelve la cantidad de minutos de juego transcurridos
|
||||
@@ -129,9 +114,9 @@ void Scoreboard::fillTexture() {
|
||||
// Limpia la textura
|
||||
surface_->clear(stringToColor("black"));
|
||||
|
||||
// Anclas
|
||||
constexpr int LINE1 = Tile::SIZE;
|
||||
constexpr int LINE2 = 3 * Tile::SIZE;
|
||||
// Anclas (ajustadas para scoreboard de 40px)
|
||||
constexpr int LINE1 = 6; // Reducido de 8 para ajuste proporcional
|
||||
constexpr int LINE2 = 20; // Reducido de 24 para ajuste proporcional
|
||||
|
||||
// Dibuja las vidas
|
||||
// Calcular desplazamiento basado en tiempo
|
||||
|
||||
@@ -19,7 +19,6 @@ class Scoreboard {
|
||||
bool music{true}; // Indica si ha de sonar la música durante el juego
|
||||
Uint8 color{0}; // Color para escribir el texto del marcador
|
||||
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
|
||||
|
||||
@@ -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 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
|
||||
|
||||
// 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 {
|
||||
return infinite_lives == State::ENABLED || invincible == State::ENABLED || jail_is_open == State::ENABLED;
|
||||
return infinite_lives == State::ENABLED || invincible == State::ENABLED;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -33,16 +33,16 @@
|
||||
|
||||
// Constructor
|
||||
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_)),
|
||||
room_tracker_(std::make_shared<RoomTracker>()),
|
||||
mode_(mode),
|
||||
#ifdef _DEBUG
|
||||
current_room_("03.yaml"),
|
||||
spawn_data_(Player::SpawnData(25 * Tile::SIZE, 21 * Tile::SIZE, 0, 0, 0, Player::State::ON_GROUND, Flip::LEFT))
|
||||
current_room_("04.yaml"),
|
||||
spawn_data_(Player::SpawnData(25 * Tile::SIZE, PlayArea::BOTTOM - Player::HEIGHT - Tile::SIZE, 0, 0, 0, Player::State::ON_GROUND, Flip::LEFT))
|
||||
#else
|
||||
current_room_("03.yaml"),
|
||||
spawn_data_(Player::SpawnData(25 * Tile::SIZE, 13 * Tile::SIZE, 0, 0, 0, Player::State::ON_GROUND, Flip::LEFT))
|
||||
current_room_("04.yaml"),
|
||||
spawn_data_(Player::SpawnData(25 * Tile::SIZE, 21 * Tile::SIZE, 0, 0, 0, Player::State::ON_GROUND, Flip::LEFT))
|
||||
#endif
|
||||
{
|
||||
// Crea objetos e inicializa variables
|
||||
@@ -173,12 +173,12 @@ void Game::updatePlaying(float delta_time) {
|
||||
#else
|
||||
player_->update(delta_time);
|
||||
#endif
|
||||
checkPlayerIsOnBorder();
|
||||
checkPlayerAndItems();
|
||||
checkPlayerAndEnemies();
|
||||
checkIfPlayerIsAlive();
|
||||
checkEndGame();
|
||||
checkRestoringJail(delta_time);
|
||||
handlePlayerIsOnBorder();
|
||||
handlePlayerAndItemsCollisions();
|
||||
handlePlayerAndEnemiesCollisions();
|
||||
handleIfPlayerIsAlive();
|
||||
isGameCompleted();
|
||||
restAtJail(delta_time);
|
||||
break;
|
||||
|
||||
case Mode::DEMO:
|
||||
@@ -450,11 +450,6 @@ void Game::handleDebugEvents(const SDL_Event& event) {
|
||||
player_->setColor();
|
||||
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:
|
||||
Screen::get()->toggleDebugInfo();
|
||||
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
|
||||
void Game::checkPlayerIsOnBorder() {
|
||||
void Game::handlePlayerIsOnBorder() {
|
||||
if (player_->isOnBorder()) {
|
||||
const auto BORDER = player_->getBorder();
|
||||
const auto ROOM_NAME = room_->getRoom(BORDER);
|
||||
@@ -602,7 +597,7 @@ void Game::checkPlayerIsOnBorder() {
|
||||
}
|
||||
|
||||
// Comprueba las colisiones del jugador con los enemigos
|
||||
auto Game::checkPlayerAndEnemies() -> bool {
|
||||
auto Game::handlePlayerAndEnemiesCollisions() -> bool {
|
||||
const bool DEATH = room_->enemyCollision(player_->getCollider());
|
||||
if (DEATH) {
|
||||
killPlayer();
|
||||
@@ -611,12 +606,12 @@ auto Game::checkPlayerAndEnemies() -> bool {
|
||||
}
|
||||
|
||||
// Comprueba las colisiones del jugador con los objetos
|
||||
void Game::checkPlayerAndItems() {
|
||||
void Game::handlePlayerAndItemsCollisions() {
|
||||
room_->itemCollision(player_->getCollider());
|
||||
}
|
||||
|
||||
// Comprueba si el jugador esta vivo
|
||||
void Game::checkIfPlayerIsAlive() {
|
||||
void Game::handleIfPlayerIsAlive() {
|
||||
if (!player_->isAlive()) {
|
||||
killPlayer();
|
||||
}
|
||||
@@ -652,13 +647,11 @@ void Game::setScoreBoardColor() {
|
||||
}
|
||||
|
||||
// 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 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)
|
||||
|
||||
scoreboard_data_->jail_is_open = HAVE_THE_ITEMS;
|
||||
|
||||
if (HAVE_THE_ITEMS && IS_ON_THE_ROOM && IS_ON_THE_DOOR) {
|
||||
// Iniciar transición de fade en vez de cambio inmediato de escena
|
||||
transitionToState(State::FADE_TO_ENDING);
|
||||
@@ -691,7 +684,7 @@ void Game::togglePause() {
|
||||
}
|
||||
|
||||
// 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) {
|
||||
jail_restore_time_ = 0.0F; // Reset timer cuando no está en la Jail
|
||||
return;
|
||||
@@ -728,8 +721,7 @@ void Game::fillRoomNameTexture() {
|
||||
|
||||
// Inicializa al jugador
|
||||
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_animations, .room = std::move(room)};
|
||||
const Player::Data PLAYER{.spawn_data = spawn_point, .animations_path = "player.yaml", .room = std::move(room)};
|
||||
player_ = std::make_shared<Player>(PLAYER);
|
||||
}
|
||||
|
||||
|
||||
@@ -71,16 +71,16 @@ class Game {
|
||||
void renderPostFadeEnding(); // Renderiza el juego en estado POST_FADE_ENDING (pantalla negra)
|
||||
auto changeRoom(const std::string& room_path) -> bool; // Cambia de habitación
|
||||
void handleInput(); // Comprueba el teclado
|
||||
void checkPlayerIsOnBorder(); // Comprueba si el jugador esta en el borde de la pantalla y actua
|
||||
auto checkPlayerAndEnemies() -> bool; // Comprueba las colisiones del jugador con los enemigos
|
||||
void checkPlayerAndItems(); // Comprueba las colisiones del jugador con los objetos
|
||||
void checkIfPlayerIsAlive(); // Comprueba si el jugador esta vivo
|
||||
void handlePlayerIsOnBorder(); // Comprueba si el jugador esta en el borde de la pantalla y actua
|
||||
auto handlePlayerAndEnemiesCollisions() -> bool; // Comprueba las colisiones del jugador con los enemigos
|
||||
void handlePlayerAndItemsCollisions(); // Comprueba las colisiones del jugador con los objetos
|
||||
void handleIfPlayerIsAlive(); // Comprueba si el jugador esta vivo
|
||||
void killPlayer(); // Mata al jugador
|
||||
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
|
||||
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 checkSomeCheevos(); // Comprueba algunos logros
|
||||
void checkEndGameCheevos(); // Comprueba los logros de completar el juego
|
||||
|
||||
@@ -10,7 +10,7 @@ constexpr int HALF_SIZE = SIZE / 2;
|
||||
|
||||
namespace GameCanvas {
|
||||
constexpr int WIDTH = 320;
|
||||
constexpr int HEIGHT = 240;
|
||||
constexpr int HEIGHT = 200;
|
||||
constexpr int CENTER_X = WIDTH / 2;
|
||||
constexpr int FIRST_QUARTER_X = WIDTH / 4;
|
||||
constexpr int THIRD_QUARTER_X = (WIDTH / 4) * 3;
|
||||
@@ -26,22 +26,22 @@ constexpr int Y = 0;
|
||||
|
||||
// Dimensiones 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_COUNT = TILE_COLS * TILE_ROWS; // 960 tiles totales
|
||||
constexpr int TILE_ROWS = 20; // Alto del mapa en tiles
|
||||
constexpr int TILE_COUNT = TILE_COLS * TILE_ROWS; // 800 tiles totales
|
||||
|
||||
// Dimensiones en pixels
|
||||
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)
|
||||
constexpr int LEFT = X;
|
||||
constexpr int TOP = Y;
|
||||
constexpr int RIGHT = X + WIDTH; // 320
|
||||
constexpr int BOTTOM = Y + HEIGHT; // 192
|
||||
constexpr int BOTTOM = Y + HEIGHT; // 160
|
||||
|
||||
// Puntos de referencia
|
||||
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_Y = HEIGHT / 4;
|
||||
} // namespace PlayArea
|
||||
@@ -49,17 +49,17 @@ constexpr int QUARTER_Y = HEIGHT / 4;
|
||||
namespace ScoreboardArea {
|
||||
// Origen (justo debajo de PlayArea)
|
||||
constexpr int X = 0;
|
||||
constexpr int Y = PlayArea::BOTTOM; // 192
|
||||
constexpr int Y = PlayArea::BOTTOM; // 160
|
||||
|
||||
// Dimensiones
|
||||
constexpr int WIDTH = GameCanvas::WIDTH; // 320
|
||||
constexpr int HEIGHT = (6 * Tile::SIZE); // 48
|
||||
constexpr int HEIGHT = (5 * Tile::SIZE); // 40
|
||||
|
||||
// Bordes
|
||||
constexpr int LEFT = X;
|
||||
constexpr int TOP = Y;
|
||||
constexpr int RIGHT = X + WIDTH;
|
||||
constexpr int BOTTOM = Y + HEIGHT; // 240
|
||||
constexpr int BOTTOM = Y + HEIGHT; // 200
|
||||
} // namespace ScoreboardArea
|
||||
|
||||
namespace Collision {
|
||||
|
||||
Reference in New Issue
Block a user