update 19-02-21

This commit is contained in:
2021-02-19 21:45:04 +01:00
parent 06bbb22ce5
commit 04c1df4352
4 changed files with 944 additions and 121 deletions

500
source/game.cpp Normal file
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#include "const.h"
#include "struct.h"
#include "game.h"
#include <iostream>
const Uint8 *keystates;
// Constructor
Game::Game()
{
}
Game::~Game()
{
}
// Iniciador
void Game::init()
{
}
// Arranca SDL y crea la ventana
bool Game::initSDL()
{
// Indicador de inicialización
bool success = true;
// Inicializa SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_HAPTIC) < 0)
{
printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Establece el filtro de la textura a nearest
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"))
{
printf("Warning: Nearest texture filtering not enabled!\n");
}
// Inicializa jail_audio
JA_Init(48000, AUDIO_S16, 2);
// Comprueba si hay algun mando conectado
if (SDL_NumJoysticks() < 1)
{
printf("Warning: No joysticks connected!\n");
mGameControllerFound = false;
}
else
{
// Carga el mando
mGameController = SDL_JoystickOpen(0);
mGameControllerFound = true;
if (mGameController == NULL)
{
printf("Warning: Unable to open game controller!\nSDL Error: %s\n", SDL_GetError());
mGameControllerFound = false;
}
else
{
printf("%i joysticks were found.\n", SDL_NumJoysticks());
std::cout << SDL_JoystickNumButtons(mGameController) << " buttons\n";
//Get controller haptic device
mControllerHaptic = SDL_HapticOpenFromJoystick(mGameController);
if (mControllerHaptic == NULL)
{
printf("Warning: Controller does not support haptics!\nSDL Error: %s\n", SDL_GetError());
}
else
{
printf("Haptics detected\n");
//Get initialize rumble
if (SDL_HapticRumbleInit(mControllerHaptic) < 0)
{
printf("Warning: Unable to initialize rumble!\nSDL Error: %s\n", SDL_GetError());
}
}
}
}
// Crea la ventana
mWindow = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, VIEW_WIDTH, VIEW_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (mWindow == NULL)
{
printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Crea un renderizador para la ventana con vsync
mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (mRenderer == NULL)
{
printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Inicializa el color de renderizado
SDL_SetRenderDrawColor(mRenderer, 0x00, 0x00, 0x00, 0xFF);
// Establece el tamaño del buffer de renderizado
SDL_RenderSetLogicalSize(mRenderer, SCREEN_WIDTH, SCREEN_HEIGHT);
// Establece el modo de mezcla
SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_BLEND);
}
// Crea un backbuffer para el renderizador
mBackbuffer = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
if (mBackbuffer == NULL)
{
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
}
}
printf("\n");
return success;
}
// Crea el indice de ficheros
void Game::setFileList()
{
// Ficheros binarios
mResource.file[FILE_MAP_VOLCANO].file = mGame.path + "/" + "../data/volcano.map";
mResource.file[FILE_CONFIG].file = mGame.path + "/" + "../data/config.bin";
// Texturas
mResource.texture[TEXTURE_ACTORS].file = mGame.path + "/" + "../media/gfx/actors.png";
mResource.texture[TEXTURE_BKG_SURFACE].file = mGame.path + "/" + "../media/gfx/bkg_surface.png";
mResource.texture[TEXTURE_FILTER].file = mGame.path + "/" + "../media/gfx/filter.png";
mResource.texture[TEXTURE_HUD].file = mGame.path + "/" + "../media/gfx/hud.png";
mResource.texture[TEXTURE_MENU_ANIMATION].file = mGame.path + "/" + "../media/gfx/menu_animation.png";
mResource.texture[TEXTURE_MENU].file = mGame.path + "/" + "../media/gfx/menu.png";
mResource.texture[TEXTURE_PLAYER].file = mGame.path + "/" + "../media/gfx/player.png";
mResource.texture[TEXTURE_TILES_SURFACE].file = mGame.path + "/" + "../media/gfx/tiles_surface.png";
mResource.texture[TEXTURE_TILES_VOLCANO].file = mGame.path + "/" + "../media/gfx/tiles_volcano.png";
// Sonidos
mResource.sound[SOUND_COIN].file = mGame.path + "/" + "../media/sound/sound_player_coin.wav";
mResource.sound[SOUND_DEATH].file = mGame.path + "/" + "../media/sound/sound_player_death.wav";
mResource.sound[SOUND_DROP_ENEMY].file = mGame.path + "/" + "../media/sound/sound_drop_enemy.wav";
mResource.sound[SOUND_DROP_SPLAT].file = mGame.path + "/" + "../media/sound/sound_drop_splat.wav";
mResource.sound[SOUND_JUMP].file = mGame.path + "/" + "../media/sound/sound_player_jump.wav";
mResource.sound[SOUND_MENU_LOGO].file = mGame.path + "/" + "../media/sound/sound_menu_logo.wav";
mResource.sound[SOUND_MENU_START].file = mGame.path + "/" + "../media/sound/sound_menu_start.wav";
// Musicas
mResource.music[MUSIC_MENU].file = mGame.path + "/" + "../media/music/music_menu.ogg";
mResource.music[MUSIC_SURFACE].file = mGame.path + "/" + "../media/music/music_surface.ogg";
mResource.music[MUSIC_VOLCANO].file = mGame.path + "/" + "../media/music/music_volcano.ogg";
}
// Comprueba que todos los ficheros existen
bool Game::checkFileList()
{
bool success = true;
std::string p;
std::string filename;
SDL_RWops *file;
// Comprueba los ficheros de musica
printf("\n>> MUSIC FILES\n");
for (Uint8 i = 0; i < TOTAL_MUSIC; i++)
{
p = mResource.music[i].file.c_str();
filename = p.substr(p.find_last_of("\\/") + 1);
file = SDL_RWFromFile(p.c_str(), "r+b");
if (file != NULL)
{
printf("Checking file %-20s [OK]\n", filename.c_str());
}
else
{
success = false;
printf("Checking file %-20s [ERROR]\n", filename.c_str());
}
SDL_RWclose(file);
}
// Comprueba los ficheros de sonidos
printf("\n>> SOUND FILES\n");
for (Uint8 i = 0; i < TOTAL_SOUND; i++)
{
p = mResource.sound[i].file.c_str();
filename = p.substr(p.find_last_of("\\/") + 1);
file = SDL_RWFromFile(p.c_str(), "r+b");
if (file != NULL)
{
printf("Checking file %-20s [OK]\n", filename.c_str());
}
else
{
success = false;
printf("Checking file %-20s [ERROR]\n", filename.c_str());
}
SDL_RWclose(file);
}
// Comprueba los ficheros con texturas
printf("\n>> TEXTURE FILES\n");
for (Uint8 i = 0; i < TOTAL_TEXTURE; i++)
{
p = mResource.texture[i].file.c_str();
filename = p.substr(p.find_last_of("\\/") + 1);
file = SDL_RWFromFile(p.c_str(), "r+b");
if (file != NULL)
{
printf("Checking file %-20s [OK]\n", filename.c_str());
}
else
{
success = false;
printf("Checking file %-20s [ERROR]\n", filename.c_str());
}
SDL_RWclose(file);
}
// Resultado
if (success)
{
printf("\n** All files OK.\n\n");
}
else
{
printf("\n** File is missing. Exiting.\n\n");
}
return success;
}
// Carga un archivo de imagen en una textura
bool Game::loadTextureFromFile(LTexture *texture, std::string path, SDL_Renderer *renderer)
{
bool success = true;
if (!texture->loadFromFile(path, renderer))
{
printf("Failed to load %s texture!\n", path.c_str());
success = false;
}
return success;
}
// Carga los recursos necesarios
bool Game::loadMedia(Uint8 section)
{
// Indicador de éxito en la carga
bool success = true;
std::string path = mGame.path + "/";
std::string p;
switch (section)
{
case GAME_SECTION_INIT:
{
p = mResource.file[FILE_CONFIG].file.c_str();
std::string filename = p.substr(p.find_last_of("\\/") + 1);
filename = p.substr(p.find_last_of("\\/") + 1);
// Abre el fichero con la configuracion de las opciones para leer en binario
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
// El fichero no existe
if (file == NULL)
{
printf("Warning: Unable to open %s file\n", filename.c_str());
// Crea el fichero para escribir
file = SDL_RWFromFile(p.c_str(), "w+b");
if (file != NULL)
{
printf("New file (%s) created!\n", filename.c_str());
// Inicializa los datos
mGame.options.fullScreenMode = 0;
SDL_RWwrite(file, &mGame.options.fullScreenMode, sizeof(mGame.options.fullScreenMode), 1);
mGame.options.windowSize = 3;
SDL_RWwrite(file, &mGame.options.windowSize, sizeof(mGame.options.windowSize), 1);
// Cierra el fichero
SDL_RWclose(file);
}
else
{
printf("Error: Unable to create file %s\n", filename.c_str());
success = false;
}
}
// El fichero existe
else
{
// Carga los datos
printf("Reading file %s\n", filename.c_str());
SDL_RWread(file, &mGame.options.fullScreenMode, sizeof(mGame.options.fullScreenMode), 1);
SDL_SetWindowFullscreen(mWindow, mGame.options.fullScreenMode);
SDL_RWread(file, &mGame.options.windowSize, sizeof(mGame.options.windowSize), 1);
SDL_SetWindowSize(mWindow, SCREEN_WIDTH * mGame.options.windowSize, SCREEN_HEIGHT * mGame.options.windowSize);
// Cierra el fichero
SDL_RWclose(file);
}
printf("\n");
// Texturas
// Sonidos
// Musicas
}
break;
case GAME_SECTION_TITLE:
{
}
break;
case GAME_SECTION_PLAYING:
{
}
break;
case GAME_SECTION_GAME_OVER_SCREEN:
{
}
break;
case GAME_SECTION_INTRO:
{
}
break;
case GAME_SECTION_DEMO:
{
}
break;
case GAME_SECTION_INSTRUCTIONS:
{
}
break;
case GAME_SECTION_LOGO:
{
}
break;
default:
{
}
break;
}
return success;
}
// Descrga los recursos necesarios
bool Game::unLoadMedia(Uint8 section)
{
// Indicador de éxito en la carga
bool success = true;
std::string path = mGame.path + "/";
std::string p;
switch (section)
{
case GAME_SECTION_INIT:
{
p = mResource.file[FILE_CONFIG].file;
std::string filename = p.substr(p.find_last_of("\\/") + 1);
// Abre el fichero de puntuación para escribir
SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b");
if (file != NULL)
{
// Guardamos los datos
SDL_RWwrite(file, &mGame.options.fullScreenMode, sizeof(Uint32), 1);
SDL_RWwrite(file, &mGame.options.windowSize, sizeof(Uint8), 1);
printf("Writing file %s\n", filename.c_str());
// Cerramos el fichero
SDL_RWclose(file);
}
else
{
printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError());
}
}
break;
case GAME_SECTION_TITLE:
{
}
break;
case GAME_SECTION_PLAYING:
{
}
break;
case GAME_SECTION_GAME_OVER_SCREEN:
{
}
break;
case GAME_SECTION_INTRO:
{
}
break;
case GAME_SECTION_DEMO:
{
}
break;
case GAME_SECTION_INSTRUCTIONS:
{
}
break;
case GAME_SECTION_LOGO:
{
}
break;
default:
{
}
break;
}
return success;
}
// Establece el valor de la variable
void Game::setPath(std::string path)
{
mGame.path = path.substr(0, path.find_last_of("\\/"));
}
// Obtiene el valor de la variable
Uint8 Game::getGameSection()
{
return mGame.section;
}
// Establece el valor de la variable
void Game::setGameSection(Uint8 section)
{
mGame.section = section;
}
// Cambia el valor de la variable de modo de pantalla completa
void Game::changeFullScreenMode()
{
switch (mGame.options.fullScreenMode)
{
case 0:
mGame.options.fullScreenMode = SDL_WINDOW_FULLSCREEN;
break;
case SDL_WINDOW_FULLSCREEN:
mGame.options.fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
break;
case SDL_WINDOW_FULLSCREEN_DESKTOP:
mGame.options.fullScreenMode = 0;
break;
default:
mGame.options.fullScreenMode = 0;
break;
}
}
// Bucle para el logo del juego
void Game::runLogo()
{
}
// Bucle para la intro del juego
void Game::runIntro()
{
}
// Bucle para el titulo del juego
void Game::runTitle()
{
}
// Bucle para el juego
void Game::runGame()
{
}