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

@@ -1,11 +1,27 @@
#include "balloon.h"
// Constructor
Balloon::Balloon()
Balloon::Balloon(SDL_Renderer *gRenderer)
{
this->gRenderer = gRenderer;
gBalloonTexture = new LTexture(gRenderer);
// Carga los gráficos de los globos
if (!gBalloonTexture->loadFromFile("media/gfx/balloon.png"))
{
printf("Failed to load balloon texture!\n");
}
init(0, 0, NO_KIND, BALLON_VELX_POSITIVE, 0);
}
// Destructor
Balloon::~Balloon()
{
gBalloonTexture->free();
}
// Inicializador
void Balloon::init(int x, int y, Uint8 kind, float velx, Uint16 creationtimer)
{
@@ -133,7 +149,7 @@ void Balloon::init(int x, int y, Uint8 kind, float velx, Uint16 creationtimer)
}
// Textura con los gráficos del sprite
mSprite.setTexture(gBalloonTexture);
mSprite.setTexture(*gBalloonTexture);
// Alto y ancho del sprite
mSprite.setWidth(mWidth);

View File

@@ -3,7 +3,6 @@
#include "sprite.h"
#include "const.h"
#include "globals.h"
#include "globals2.h"
#ifndef BALLOON_H
#define BALLOON_H
@@ -13,7 +12,10 @@ class Balloon
{
public:
// Constructor
Balloon();
Balloon(SDL_Renderer *gRenderer);
// Destructor
~Balloon();
// Inicializador
void init(int x, int y, Uint8 kind, float velx, Uint16 creationtimer);
@@ -97,6 +99,11 @@ public:
Circle &getCollider();
private:
// El renderizador de la ventana
SDL_Renderer *gRenderer;
LTexture *gBalloonTexture;
// Posición X,Y del objeto globo
float mPosX;
int mPosY;

View File

@@ -1,11 +1,27 @@
#include "bullet.h"
// Constructor
Bullet::Bullet()
Bullet::Bullet(SDL_Renderer *gRenderer)
{
this->gRenderer = gRenderer;
gBulletTexture = new LTexture(gRenderer);
// Carga los gráficos de las balas
if (!gBulletTexture->loadFromFile("media/gfx/bullet.png"))
{
printf("Failed to load bullet texture!\n");
}
init(0, 0, NO_KIND);
}
// Destructor
Bullet::~Bullet()
{
gBulletTexture->free();
}
// Iniciador
void Bullet::init(int x, int y, int kind)
{
@@ -24,7 +40,7 @@ void Bullet::init(int x, int y, int kind)
mKind = kind;
// Textura con los gráficos del objeto
mSprite.setTexture(gBulletTexture);
mSprite.setTexture(*gBulletTexture);
// Alto y ancho del sprite
mSprite.setWidth(mWidth);

View File

@@ -3,7 +3,6 @@
#include "sprite.h"
#include "const.h"
#include "globals.h"
#include "globals2.h"
#ifndef BULLET_H
#define BULLET_H
@@ -13,7 +12,10 @@ class Bullet
{
public:
// Constructor
Bullet();
Bullet(SDL_Renderer *gRenderer);
// Destructor
~Bullet();
// Iniciador
void init(int x, int y, int kind);
@@ -54,6 +56,11 @@ public:
Circle &getCollider();
private:
// El renderizador de la ventana
SDL_Renderer *gRenderer;
LTexture *gBulletTexture;
// Posición X/Y del objeto
int mPosX;
int mPosY;

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;

View File

@@ -18,7 +18,7 @@ class GameDirector
{
public:
// Constructor
GameDirector();
GameDirector(SDL_Renderer *gRenderer);
// Destructor
~GameDirector();
@@ -129,6 +129,9 @@ public:
void runPausedGame();
private:
// El renderizador de la ventana
SDL_Renderer *gRenderer = NULL;
// Objetos con la música del juego
Mix_Music *gTitleMusic = NULL;
Mix_Music *gPlayingMusic = NULL;
@@ -140,21 +143,28 @@ private:
// Manejador para el mando 1
SDL_Joystick *gGameController = NULL;
// Texturas
LTexture *gGameBackgroundTexture;
LTexture *gTitleBackgroundTexture;
LTexture *gWhiteFontTexture;
LTexture *gBlackFontTexture;
LTexture *gMiscTexture;
// Manejador de eventos
SDL_Event eventHandler;
// El jugador
Player player;
Player *player;
// Vector con los objetos globo
Balloon balloon[50];
Balloon *balloon[50];
#ifdef TEST
Balloon balloonTest;
Bullet bulletTest;
#endif
// Vector con los objetos bala
Bullet bullet[50];
Bullet *bullet[50];
// Fondo del juego
Background gameBackground;
@@ -169,10 +179,10 @@ private:
Text blackText;
// Menu de la pantalla de título
Menu menuTitle;
Menu *menuTitle;
// Menú de la pantalla de pausa
Menu menuPause;
Menu *menuPause;
// Indicador para el bucle principal
Uint8 mGameStatus;

View File

@@ -15,9 +15,4 @@ struct Circle
Uint8 r;
};
//El renderizador de la ventana
SDL_Renderer *gRenderer = NULL;
#endif

View File

@@ -1,19 +0,0 @@
#pragma once
#include "ltexture.h"
#ifndef GLOBALS2_H
#define GLOBALS2_H
//Texturas con gráficos
LTexture gPlayerTexture;
LTexture gGameBackgroundTexture;
LTexture gTitleBackgroundTexture;
LTexture gWhiteFontTexture;
LTexture gBlackFontTexture;
LTexture gMenuTexture;
LTexture gBalloonTexture;
LTexture gBulletTexture;
LTexture gMiscTexture;
#endif

View File

@@ -1,7 +1,9 @@
#include "ltexture.h"
LTexture::LTexture()
LTexture::LTexture(SDL_Renderer *gRenderer)
{
this->gRenderer = gRenderer;
// Initialize
mTexture = NULL;
mWidth = 0;

View File

@@ -13,7 +13,7 @@ class LTexture
{
public:
// Initializes variables
LTexture();
LTexture(SDL_Renderer *gRenderer);
// Deallocates memory
~LTexture();
@@ -55,6 +55,9 @@ class LTexture
Uint32 getPixel32(unsigned int x, unsigned int y);
private:
// El renderizador de la ventana
SDL_Renderer *gRenderer = NULL;
// The actual hardware texture
SDL_Texture *mTexture;
void *mPixels;

View File

@@ -43,7 +43,6 @@ un tipo asociado diferente a NO_KIND
#include "const.h"
#include "gamedirector.h"
#include "globals.h"
#include "globals2.h"
#include "ltexture.h"
#include "menu.h"
#include "player.h"
@@ -57,6 +56,9 @@ un tipo asociado diferente a NO_KIND
// La ventana donde dibujamos
SDL_Window *gWindow = NULL;
// El renderizador de la ventana
SDL_Renderer *gRenderer = NULL;
// Arranca SDL y crea la ventana
bool init();
@@ -131,91 +133,9 @@ bool init()
return success;
}
//Carga todos los recursos
bool loadMedia()
{
//Indicador de éxito en la carga
bool success = true;
//Carga los gráficos del jugador
if (!gPlayerTexture.loadFromFile("media/gfx/player.png"))
{
printf("Failed to load player texture!\n");
success = false;
}
//Carga los gráficos de los globos
if (!gBalloonTexture.loadFromFile("media/gfx/balloon.png"))
{
printf("Failed to load balloon texture!\n");
success = false;
}
//Carga los gráficos de las balas
if (!gBulletTexture.loadFromFile("media/gfx/bullet.png"))
{
printf("Failed to load bullet texture!\n");
success = false;
}
//Carga los gráficos del fondo del juego
if (!gGameBackgroundTexture.loadFromFile("media/gfx/background.png"))
{
printf("Failed to load game background texture!\n");
success = false;
}
//Carga los gráficos del fondo de la pantalla de titulo
if (!gTitleBackgroundTexture.loadFromFile("media/gfx/title.png"))
{
printf("Failed to load title texture!\n");
success = false;
}
//Carga varios gráficos para varios propósitos
if (!gMiscTexture.loadFromFile("media/gfx/misc.png"))
{
printf("Failed to load misc texture!\n");
success = false;
}
//Carga los gráficos para el menu
if (!gMenuTexture.loadFromFile("media/gfx/menu.png"))
{
printf("Failed to load menu texture!\n");
success = false;
}
//Carga los gráficos para el texto blanco
if (!gWhiteFontTexture.loadFromFile("media/gfx/white_font.png"))
{
printf("Failed to load white font texture!\n");
success = false;
}
//Carga los gráficos para el texto negro
if (!gBlackFontTexture.loadFromFile("media/gfx/black_font.png"))
{
printf("Failed to load black font texture!\n");
success = false;
}
return success;
}
// Libera todos los recursos y cierra SDL
void close()
{
//Libera todas las imagenes
gPlayerTexture.free();
gGameBackgroundTexture.free();
gTitleBackgroundTexture.free();
gWhiteFontTexture.free();
gBlackFontTexture.free();
gMenuTexture.free();
gBalloonTexture.free();
gMiscTexture.free();
// Destruye la ventana
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
@@ -237,15 +157,9 @@ int main(int argc, char *args[])
}
else
{
//Carga los recursos
if (!loadMedia())
{
printf("Failed to load media!\n");
}
else
{
// Crea el objeto gameDirector
GameDirector gameDirector;
GameDirector gameDirector(gRenderer);
// Inicializa el objeto gameDirector
gameDirector.init();

View File

@@ -1,11 +1,26 @@
#include "menu.h"
// Constructor
Menu::Menu()
Menu::Menu(SDL_Renderer *gRenderer)
{
this->gRenderer = gRenderer;
gMenuTexture = new LTexture(gRenderer);
// Carga los gráficos para el menu
if (!gMenuTexture->loadFromFile("media/gfx/menu.png"))
{
printf("Failed to load menu texture!\n");
}
init(0, 0, 0, MENU_BACKGROUND_SOLID);
}
// Destructor
Menu::~Menu()
{
gMenuTexture->free();
}
// Inicializador
void Menu::init(int x, int y, int offset_sprite_selector, int backgroundType)
{
@@ -29,7 +44,7 @@ void Menu::init(int x, int y, int offset_sprite_selector, int backgroundType)
mSelectorSprite.setHeight(8);
mSelectorSprite.setPosX(0);
mSelectorSprite.setPosY(0);
mSelectorSprite.setTexture(gMenuTexture);
mSelectorSprite.setTexture(*gMenuTexture);
mSelectorSprite.setSpriteClip(offset_sprite_selector, 0, mSelectorSprite.getWidth(), mSelectorSprite.getHeight());
// Elementos del menu

View File

@@ -3,7 +3,6 @@
#include "sprite.h"
#include "const.h"
#include "globals.h"
#include "globals2.h"
#include "text.h"
#ifndef MENU_H
@@ -14,7 +13,10 @@ class Menu
{
public:
// Constructor
Menu();
Menu(SDL_Renderer *gRenderer);
// Destructor
~Menu();
// Inicializador
void init(int x, int y, int offset_sprite_selector, int backgroundType);
@@ -56,6 +58,11 @@ public:
void addItem(std::string text);
private:
// El renderizador de la ventana
SDL_Renderer *gRenderer;
LTexture *gMenuTexture;
// Posicion X/Y del texto del primer elemento del menu
int mPosX;
int mPosY;

View File

@@ -1,11 +1,27 @@
#include "player.h"
// Constructor
Player::Player()
Player::Player(SDL_Renderer *gRenderer)
{
this->gRenderer = gRenderer;
gPlayerTexture = new LTexture(gRenderer);
// Carga los gráficos del jugador
if (!gPlayerTexture->loadFromFile("media/gfx/player.png"))
{
printf("Failed to load player texture!\n");
}
init();
}
// Destructor
Player::~Player()
{
gPlayerTexture->free();
}
// Iniciador
void Player::init()
{
@@ -52,7 +68,7 @@ void Player::init()
mSprite.setPosY(mPosY);
// Set sprite sheet
mSprite.setTexture(gPlayerTexture);
mSprite.setTexture(*gPlayerTexture);
// Set status
mStatus = PLAYER_STATE_STOPPED;

View File

@@ -3,7 +3,6 @@
#include "spriteanimated.h"
#include "const.h"
#include "globals.h"
#include "globals2.h"
#ifndef PLAYER_H
#define PLAYER_H
@@ -13,7 +12,10 @@ class Player
{
public:
// Constructor
Player();
Player(SDL_Renderer *gRenderer);
// DEstructor
~Player();
// Iniciador
void init();
@@ -70,6 +72,11 @@ public:
Circle &getCollider();
private:
// El renderizador de la ventana
SDL_Renderer *gRenderer;
LTexture *gPlayerTexture;
// Posición X, Y del jugador
float mPosX;
int mPosY;

View File

@@ -51,7 +51,6 @@ public:
// Establece el valor de la variable
void setTexture(LTexture &texture);
private:
// Posición X,Y donde dibujar el sprite
int mPosX;

View File

@@ -38,7 +38,8 @@ void Text::init(LTexture *texture)
// Escribe el texto en pantalla
void Text::write(int x, int y, std::string text)
{;
{
;
for (Uint8 i = 0; i < text.length(); ++i)
{
mSprite.setSpriteClip(mOffset[int(text[i])].x, mOffset[int(text[i])].y, 8, 8);

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