Quitadas todas las variables globales y transformadas en punteros

This commit is contained in:
2022-10-20 18:24:12 +02:00
parent 596bf2c4a5
commit b4e76a4c7d
25 changed files with 848 additions and 781 deletions

View File

@@ -27,8 +27,10 @@ bool checkCollision(Circle &a, Circle &b)
}
// Constructor
GameDirector::GameDirector()
GameDirector::GameDirector(SDL_Renderer *gRenderer)
{
this->gRenderer = gRenderer;
init();
}
@@ -50,6 +52,34 @@ GameDirector::~GameDirector()
// Libera el mando
SDL_JoystickClose(gGameController);
gGameController = NULL;
// Libera texturas
gGameBackgroundTexture->free();
gTitleBackgroundTexture->free();
gWhiteFontTexture->free();
gBlackFontTexture->free();
gMiscTexture->free();
// Libera objetos
delete player;
delete menuPause;
delete menuTitle;
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
if (balloon[i])
{
delete balloon[i];
}
}
for (int i = 0; i < mMaxBullets; i++)
{
if (bullet[i])
{
delete bullet[i];
}
}
}
// Iniciador
@@ -83,6 +113,41 @@ void GameDirector::init()
printf("Failed to load bullet sound effect! SDL_mixer Error: %s\n", Mix_GetError());
}
gGameBackgroundTexture = new LTexture(gRenderer);
// Carga los gráficos del fondo del juego
if (!gGameBackgroundTexture->loadFromFile("media/gfx/background.png"))
{
printf("Failed to load game background texture!\n");
}
gTitleBackgroundTexture = new LTexture(gRenderer);
// Carga los gráficos del fondo de la pantalla de titulo
if (!gTitleBackgroundTexture->loadFromFile("media/gfx/title.png"))
{
printf("Failed to load title texture!\n");
}
gMiscTexture = new LTexture(gRenderer);
// Carga varios gráficos para varios propósitos
if (!gMiscTexture->loadFromFile("media/gfx/misc.png"))
{
printf("Failed to load misc texture!\n");
}
gWhiteFontTexture = new LTexture(gRenderer);
// Carga los gráficos para el texto blanco
if (!gWhiteFontTexture->loadFromFile("media/gfx/white_font.png"))
{
printf("Failed to load white font texture!\n");
}
gBlackFontTexture = new LTexture(gRenderer);
// Carga los gráficos para el texto negro
if (!gBlackFontTexture->loadFromFile("media/gfx/black_font.png"))
{
printf("Failed to load black font texture!\n");
}
// Comprueba los mandos
if (SDL_NumJoysticks() < 1)
{
@@ -115,7 +180,8 @@ void GameDirector::init()
mGetReady = true;
// Objeto jugador
player.init();
player = new Player(gRenderer);
player->init();
// Establece a cero todos los valores del vector de objetos globo
resetBalloons();
@@ -139,26 +205,28 @@ void GameDirector::init()
#endif
// Los fondos
gameBackground.init(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT - (0 * BLOCK), &gGameBackgroundTexture);
titleBackground.init(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, &gTitleBackgroundTexture);
gameBackground.init(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT - (0 * BLOCK), gGameBackgroundTexture);
titleBackground.init(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, gTitleBackgroundTexture);
// Objetos texto, uno de cada color
whiteText.init(&gWhiteFontTexture);
blackText.init(&gBlackFontTexture);
whiteText.init(gWhiteFontTexture);
blackText.init(gBlackFontTexture);
// Inicializa el objeto con el menu del titulo
menuTitle.init(0, 16 * BLOCK, MENU_SELECTOR_WHITE, MENU_BACKGROUND_TRANSPARENT);
menuTitle.addItem("START");
menuTitle.addItem("EXIT");
menuTitle.setBackgroundColor(0, 0, 0, 255);
menuTitle.centerMenuOnScreen();
menuTitle = new Menu(gRenderer);
menuTitle->init(0, 16 * BLOCK, MENU_SELECTOR_WHITE, MENU_BACKGROUND_TRANSPARENT);
menuTitle->addItem("START");
menuTitle->addItem("EXIT");
menuTitle->setBackgroundColor(0, 0, 0, 255);
menuTitle->centerMenuOnScreen();
// Inicializa el objeto con el menu de pausa
menuPause.init(0, 12 * BLOCK, MENU_SELECTOR_WHITE, MENU_BACKGROUND_SOLID);
menuPause.addItem("CONTINUE");
menuPause.addItem("EXIT TO TITLE");
menuPause.setBackgroundColor(0x73, 0x27, 0x5c, 255);
menuPause.centerMenuOnScreen();
menuPause = new Menu(gRenderer);
menuPause->init(0, 12 * BLOCK, MENU_SELECTOR_WHITE, MENU_BACKGROUND_SOLID);
menuPause->addItem("CONTINUE");
menuPause->addItem("EXIT TO TITLE");
menuPause->setBackgroundColor(0x73, 0x27, 0x5c, 255);
menuPause->centerMenuOnScreen();
}
// Hace una pausa de milisegundos
@@ -242,9 +310,9 @@ void GameDirector::moveBalloons()
{
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
if (balloon[i].isActive())
if (balloon[i]->isActive())
{
balloon[i].move();
balloon[i]->move();
}
}
}
@@ -254,9 +322,9 @@ void GameDirector::renderBalloons()
{
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
if (balloon[i].isActive())
if (balloon[i]->isActive())
{
balloon[i].render();
balloon[i]->render();
}
}
}
@@ -268,7 +336,7 @@ Uint8 GameDirector::getBallonFreeIndex()
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
if (balloon[i].isActive() == false)
if (balloon[i]->isActive() == false)
{
index = i;
break;
@@ -282,7 +350,8 @@ Uint8 GameDirector::getBallonFreeIndex()
Uint8 GameDirector::createNewBalloon(int x, int y, Uint8 kind, float velx, Uint16 creationtimer)
{
Uint8 index = getBallonFreeIndex();
balloon[index].init(x, y, kind, velx, creationtimer);
balloon[index] = new Balloon(gRenderer);
balloon[index]->init(x, y, kind, velx, creationtimer);
return index;
}
@@ -291,38 +360,38 @@ void GameDirector::resetBalloons()
{
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
balloon[i].erase();
balloon[i]->erase();
}
}
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
void GameDirector::popBalloon(Uint8 index)
{
if (balloon[index].isActive())
if (balloon[index]->isActive())
{
Uint8 kind = balloon[index].getKind();
Uint8 kind = balloon[index]->getKind();
Uint8 freeIndex = 0;
switch (kind)
{
// Si es del tipo más pequeño, simplemente elimina el globo
case BALLOON_1:
balloon[index].erase();
balloon[index]->erase();
break;
// En cualquier otro caso, crea dos globos de un tipo inferior
default:
freeIndex = getBallonFreeIndex();
balloon[freeIndex].init(0, balloon[index].getPosY(), balloon[index].getKind() - 1, BALLON_VELX_NEGATIVE, 0);
balloon[freeIndex].allignTo(balloon[index].getPosX() + (balloon[index].getWidth() / 2));
balloon[freeIndex].setVelY(-2.5);
balloon[freeIndex]->init(0, balloon[index]->getPosY(), balloon[index]->getKind() - 1, BALLON_VELX_NEGATIVE, 0);
balloon[freeIndex]->allignTo(balloon[index]->getPosX() + (balloon[index]->getWidth() / 2));
balloon[freeIndex]->setVelY(-2.5);
freeIndex = getBallonFreeIndex();
balloon[freeIndex].init(0, balloon[index].getPosY(), balloon[index].getKind() - 1, BALLON_VELX_POSITIVE, 0);
balloon[freeIndex].allignTo(balloon[index].getPosX() + (balloon[index].getWidth() / 2));
balloon[freeIndex].setVelY(-2.5);
balloon[freeIndex]->init(0, balloon[index]->getPosY(), balloon[index]->getKind() - 1, BALLON_VELX_POSITIVE, 0);
balloon[freeIndex]->allignTo(balloon[index]->getPosX() + (balloon[index]->getWidth() / 2));
balloon[freeIndex]->setVelY(-2.5);
// Elimina el globo
balloon[index].erase();
balloon[index]->erase();
break;
}
}
@@ -333,9 +402,9 @@ void GameDirector::stopAllBalloons()
{
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
if (balloon[i].isActive())
if (balloon[i]->isActive())
{
balloon[i].setStop(true);
balloon[i]->setStop(true);
}
}
}
@@ -345,9 +414,9 @@ void GameDirector::startAllBalloons()
{
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
if (balloon[i].isActive())
if (balloon[i]->isActive())
{
balloon[i].setStop(false);
balloon[i]->setStop(false);
}
}
}
@@ -358,7 +427,7 @@ Uint8 GameDirector::countBalloons()
Uint8 num = 0;
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
if (balloon[i].isActive())
if (balloon[i]->isActive())
{
++num;
}
@@ -372,9 +441,9 @@ bool GameDirector::checkPlayerBallonCollision()
bool result = false;
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
if (balloon[i].isActive())
if (balloon[i]->isActive())
{
if (checkCollision(player.getCollider(), balloon[i].getCollider()))
if (checkCollision(player->getCollider(), balloon[i]->getCollider()))
{
result = true;
break;
@@ -391,16 +460,16 @@ void GameDirector::processBulletBallonCollision()
{
for (Uint8 j = 0; j < mMaxBullets; j++)
{
if (balloon[i].isActive() && !(balloon[i].isInvulnerable()) && bullet[j].isActive())
if (balloon[i]->isActive() && !(balloon[i]->isInvulnerable()) && bullet[j]->isActive())
{
if (checkCollision(balloon[i].getCollider(), bullet[j].getCollider()))
if (checkCollision(balloon[i]->getCollider(), bullet[j]->getCollider()))
{
player.addScore(balloon[i].getScore());
setScore(player.getScore());
player->addScore(balloon[i]->getScore());
setScore(player->getScore());
updateHiScore();
popBalloon(i);
Mix_PlayChannel(-1, gPopBalloonFX, 0);
bullet[j].erase();
bullet[j]->erase();
calculateMenaceLevel();
break;
}
@@ -414,9 +483,9 @@ void GameDirector::moveBullets()
{
for (Uint8 i = 0; i < mMaxBullets; i++)
{
if (bullet[i].isActive())
if (bullet[i]->isActive())
{
bullet[i].move();
bullet[i]->move();
}
}
}
@@ -426,9 +495,9 @@ void GameDirector::renderBullets()
{
for (Uint8 i = 0; i < mMaxBullets; i++)
{
if (bullet[i].isActive())
if (bullet[i]->isActive())
{
bullet[i].render();
bullet[i]->render();
}
}
}
@@ -440,7 +509,7 @@ Uint8 GameDirector::getBulletFreeIndex()
for (int i = 0; i < mMaxBullets; i++)
{
if (bullet[i].isActive() == false)
if (bullet[i]->isActive() == false)
{
index = i;
break;
@@ -455,14 +524,16 @@ void GameDirector::resetBullets()
{
for (Uint8 i = 0; i < mMaxBullets; i++)
{
bullet[i].init(0, 0, NO_KIND);
bullet[i]->init(0, 0, NO_KIND);
}
}
// Crea un objeto bala
void GameDirector::createBullet(int x, int y, Uint8 kind)
{
bullet[getBulletFreeIndex()].init(x, y, kind);
const int index = getBulletFreeIndex();
bullet[index] = new Bullet(gRenderer);
bullet[index]->init(x, y, kind);
}
// Calcula y establece el valor de amenaza en funcion de los globos activos
@@ -471,7 +542,7 @@ void GameDirector::calculateMenaceLevel()
mMenaceLevel = 0;
for (Uint8 i = 0; i < mMaxBalloons; i++)
{
switch (balloon[i].getKind())
switch (balloon[i]->getKind())
{
case BALLOON_1:
mMenaceLevel += 1;
@@ -514,7 +585,7 @@ void GameDirector::checkMenaceLevel()
Uint8 index = 0;
// Obtiene el centro del jugador en el eje X
int x = player.getPosX() + (player.getWidth() / 2);
int x = player->getPosX() + (player->getWidth() / 2);
// Crea un globo sobre el jugador en dirección hacia el centro
if (x < (PLAY_AREA_WIDTH / 2))
@@ -525,7 +596,7 @@ void GameDirector::checkMenaceLevel()
{
index = createNewBalloon(0, PLAY_AREA_TOP + BLOCK - 37, BALLOON_4, BALLON_VELX_NEGATIVE, 400);
}
balloon[index].allignTo(x);
balloon[index]->allignTo(x);
// Recalcula el nivel de amenaza con el nuevo globo
calculateMenaceLevel();
@@ -541,26 +612,26 @@ void GameDirector::checkGameInput()
// Si está pulsada la tecla izquierda o el mando hacia la izquierda
if ((keystates[SDL_SCANCODE_LEFT] != 0) || (SDL_JoystickGetAxis(gGameController, 0) < -JOYSTICK_DEAD_ZONE))
{
player.checkInput(INPUT_LEFT);
player->checkInput(INPUT_LEFT);
}
// Si está pulsada la tecla derecha o el mando hacia la derecha
else if ((keystates[SDL_SCANCODE_RIGHT] != 0) || (SDL_JoystickGetAxis(gGameController, 0) > JOYSTICK_DEAD_ZONE))
{
player.checkInput(INPUT_RIGHT);
player->checkInput(INPUT_RIGHT);
}
// Ninguna de las dos direcciones pulsadas
else
{
player.checkInput(NO_INPUT);
player->checkInput(NO_INPUT);
}
// Comprobamos la tecla o el botón de disparo central
if ((SDL_JoystickGetButton(gGameController, BUTTON_X)) || (keystates[SDL_SCANCODE_W] != 0))
{
if (player.canFire())
if (player->canFire())
{
createBullet(player.getPosX() + (player.getWidth() / 2) - 4, player.getPosY(), BULLET_UP);
player.setFireCooldown(10);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY(), BULLET_UP);
player->setFireCooldown(10);
// Reproduce el sonido de disparo
Mix_PlayChannel(-1, gBulletFX, 0);
@@ -570,10 +641,10 @@ void GameDirector::checkGameInput()
// Comprobamos la tecla o el botón de disparo izquierdo
if ((SDL_JoystickGetButton(gGameController, BUTTON_Y)) || (keystates[SDL_SCANCODE_Q] != 0))
{
if (player.canFire())
if (player->canFire())
{
createBullet(player.getPosX() + (player.getWidth() / 2) - 4, player.getPosY(), BULLET_LEFT);
player.setFireCooldown(10);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY(), BULLET_LEFT);
player->setFireCooldown(10);
// Reproduce el sonido de disparo
Mix_PlayChannel(-1, gBulletFX, 0);
@@ -583,10 +654,10 @@ void GameDirector::checkGameInput()
// Comprobamos la tecla o el botón de disparo derecho
if ((SDL_JoystickGetButton(gGameController, BUTTON_A)) || (keystates[SDL_SCANCODE_E] != 0))
{
if (player.canFire())
if (player->canFire())
{
createBullet(player.getPosX() + (player.getWidth() / 2) - 4, player.getPosY(), BULLET_RIGHT);
player.setFireCooldown(10);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY(), BULLET_RIGHT);
player->setFireCooldown(10);
// Reproduce el sonido de disparo
Mix_PlayChannel(-1, gBulletFX, 0);
@@ -795,7 +866,7 @@ void GameDirector::renderGetReady()
if (mGetReady)
{
Sprite sprite;
sprite.setTexture(gMiscTexture);
sprite.setTexture(*gMiscTexture);
sprite.setWidth(53);
sprite.setHeight(10);
sprite.setPosX((PLAY_AREA_WIDTH / 2) - (sprite.getWidth() / 2));
@@ -837,27 +908,27 @@ void GameDirector::runTitle()
// Dibuja los objetos
titleBackground.render();
menuTitle.render(whiteText);
menuTitle->render(whiteText);
// Actualiza la pantalla
SDL_RenderPresent(gRenderer);
// Comprueba las entradas para el menu
checkMenuInput(&menuTitle);
checkMenuInput(menuTitle);
// Comprueba si se ha seleccionado algún item del menú
switch (menuTitle.getItemSelected())
switch (menuTitle->getItemSelected())
{
case 0:
setGameStatus(GAME_STATE_PLAYING);
menuTitle.resetMenu();
menuTitle->resetMenu();
renderTransition(1);
Mix_HaltMusic();
SDL_Delay(1200);
break;
case 1:
setGameStatus(GAME_STATE_QUIT);
menuTitle.resetMenu();
menuTitle->resetMenu();
renderTransition(1);
Mix_HaltMusic();
break;
@@ -938,7 +1009,7 @@ void GameDirector::runGame()
}
// Actualiza el jugador
player.update();
player->update();
// Mueve los globos
moveBalloons();
@@ -979,9 +1050,9 @@ void GameDirector::runGame()
}
#endif
// whiteText.write(0, 0, std::to_string(mMenaceLevelThreshold));
// whiteText.write(0, BLOCK, std::to_string(player.getPosX() + player.getWidth()));
// whiteText.write(0, BLOCK, std::to_string(player->getPosX() + player->getWidth()));
renderBullets();
player.render();
player->render();
renderScoreBoard(whiteText);
renderGetReady();
@@ -1006,26 +1077,26 @@ void GameDirector::runPausedGame()
gameBackground.render();
renderBalloons();
renderBullets();
player.render();
player->render();
renderScoreBoard(whiteText);
menuPause.render(whiteText);
menuPause->render(whiteText);
// Limpia la pantalla
SDL_RenderPresent(gRenderer);
// Comprueba las entradas para el menu
checkMenuInput(&menuPause);
checkMenuInput(menuPause);
// Comprueba si se ha seleccionado algún item del menú
switch (menuPause.getItemSelected())
switch (menuPause->getItemSelected())
{
case 0:
setGameStatus(GAME_STATE_PLAYING);
menuPause.resetMenu();
menuPause->resetMenu();
break;
case 1:
setGameStatus(GAME_STATE_TITLE);
menuPause.resetMenu();
menuPause->resetMenu();
renderTransition(1);
init();
break;