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685
source/director.cpp
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685
source/director.cpp
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@@ -0,0 +1,685 @@
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#include "const.h"
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#include "struct.h"
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#include "director.h"
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#include <iostream>
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const Uint8 *keystates;
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// Constructor
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Director::Director(std::string _path)
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{
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// Crea todos los objetos del juego
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initObjects();
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// Inicializa todas las variables
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init(_path);
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}
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Director::~Director()
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{
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// Borra todos los objetos del juego
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deleteObjects();
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// Destruye la ventana
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SDL_DestroyRenderer(renderer);
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SDL_DestroyTexture(backbuffer);
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SDL_DestroyWindow(window);
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backbuffer = nullptr;
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renderer = nullptr;
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window = nullptr;
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// Sal del subsistema SDL
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SDL_Quit();
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}
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// Inicializa todas las variables
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void Director::init(std::string _path)
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{
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setPath(_path);
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section = NONE;
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gameControllerFound = false;
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for (int i = 0; i < 360; i++)
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sen[i] = sin(i * 3.14 / 180);
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for (int i = 0; i < TOTAL_SCORE_DATA; i++)
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scoreData[i] = 0;
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initOptions();
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quit = false;
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}
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// Inicializa las variables de las opciones
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void Director::initOptions()
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{
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options.fullScreenMode = 0;
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options.fullScreenModePrevious = 0;
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options.windowSize = 0;
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options.windowSizePrevious = 0;
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}
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// Inicializa las variables del juego
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void Director::initGame()
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{
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// Variables
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game.score = 0;
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game.section = 0;
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game.paused = false;
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game.ticks = 0;
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game.ticksSpeed = GAME_SPEED;
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game.counter = 0;
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// Player
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resource.texture[TEXTURE_PLAYER].texture = new LTexture();
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loadTextureFromFile(resource.texture[TEXTURE_PLAYER].texture, resource.texture[TEXTURE_PLAYER].file, renderer);
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player = new Player(renderer, resource.texture[TEXTURE_PLAYER].texture);
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// Map
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resource.texture[TEXTURE_ACTORS].texture = new LTexture();
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loadTextureFromFile(resource.texture[TEXTURE_ACTORS].texture, resource.texture[TEXTURE_ACTORS].file, renderer);
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resource.texture[TEXTURE_BKG_SURFACE].texture = new LTexture();
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loadTextureFromFile(resource.texture[TEXTURE_BKG_SURFACE].texture, resource.texture[TEXTURE_BKG_SURFACE].file, renderer);
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resource.texture[TEXTURE_TILES_VOLCANO].texture = new LTexture();
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loadTextureFromFile(resource.texture[TEXTURE_TILES_VOLCANO].texture, resource.texture[TEXTURE_TILES_VOLCANO].file, renderer);
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map = new Map(renderer, resource.texture[TEXTURE_TILES_VOLCANO].texture, resource.texture[TEXTURE_ACTORS].texture,
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resource.texture[TEXTURE_BKG_SURFACE].texture, resource.file[FILE_MAP_VOLCANO].file);
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}
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// Limpia las variables del juego
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void Director::quitGame()
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{
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// Player
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delete player;
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player = nullptr;
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delete resource.texture[TEXTURE_PLAYER].texture;
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resource.texture[TEXTURE_PLAYER].texture = nullptr;
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// Map
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delete map;
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map = nullptr;
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delete resource.texture[TEXTURE_TILES_VOLCANO].texture;
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resource.texture[TEXTURE_TILES_VOLCANO].texture = nullptr;
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delete resource.texture[TEXTURE_ACTORS].texture;
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resource.texture[TEXTURE_ACTORS].texture = nullptr;
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delete resource.texture[TEXTURE_BKG_SURFACE].texture;
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resource.texture[TEXTURE_BKG_SURFACE].texture = nullptr;
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}
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// Arranca SDL y crea la ventana
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bool Director::initSDL()
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{
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// Indicador de inicialización
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bool success = true;
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// Inicializa SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_HAPTIC) < 0)
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{
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printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Establece el filtro de la textura a nearest
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"))
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{
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printf("Warning: Nearest texture filtering not enabled!\n");
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}
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// Inicializa jail_audio
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JA_Init(48000, AUDIO_S16, 2);
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// Comprueba si hay algun mando conectado
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if (SDL_NumJoysticks() < 1)
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{
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printf("Warning: No joysticks connected!\n");
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gameControllerFound = false;
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}
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else
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{
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// Carga el mando
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gameController = SDL_JoystickOpen(0);
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gameControllerFound = true;
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if (gameController == NULL)
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{
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printf("Warning: Unable to open game controller!\nSDL Error: %s\n", SDL_GetError());
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gameControllerFound = false;
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}
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else
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{
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printf("%i joysticks were found.\n", SDL_NumJoysticks());
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std::cout << SDL_JoystickNumButtons(gameController) << " buttons\n";
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//Get controller haptic device
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controllerHaptic = SDL_HapticOpenFromJoystick(gameController);
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if (controllerHaptic == NULL)
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{
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printf("Warning: Controller does not support haptics!\nSDL Error: %s\n", SDL_GetError());
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}
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else
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{
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printf("Haptics detected\n");
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//Get initialize rumble
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if (SDL_HapticRumbleInit(controllerHaptic) < 0)
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{
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printf("Warning: Unable to initialize rumble!\nSDL Error: %s\n", SDL_GetError());
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}
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}
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}
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}
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// Crea la ventana
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window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, VIEW_WIDTH, VIEW_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
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if (window == NULL)
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{
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printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Crea un renderizador para la ventana con vsync
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (renderer == NULL)
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{
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printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Inicializa el color de renderizado
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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// Establece el tamaño del buffer de renderizado
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SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
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// Establece el modo de mezcla
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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}
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// Crea un backbuffer para el renderizador
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backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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if (backbuffer == NULL)
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{
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printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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}
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}
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printf("\n");
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return success;
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}
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// Crea los objetos del programa
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void Director::initObjects()
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{
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eventHandler = new SDL_Event();
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text.white = new Text();
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}
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// Borra los objetos del programa
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void Director::deleteObjects()
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{
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delete eventHandler;
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delete text.white;
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eventHandler = nullptr;
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text.white = nullptr;
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}
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// Crea el indice de ficheros de recursos
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void Director::setResourceList()
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{
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// Ficheros binarios
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resource.file[FILE_MAP_VOLCANO].file = path + "/" + "../data/volcano.map";
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resource.file[FILE_CONFIG].file = path + "/" + "../data/config.bin";
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// Texturas
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resource.texture[TEXTURE_ACTORS].file = path + "/" + "../media/gfx/actors.png";
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resource.texture[TEXTURE_BKG_SURFACE].file = path + "/" + "../media/gfx/bkg_surface.png";
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resource.texture[TEXTURE_FILTER].file = path + "/" + "../media/gfx/filter.png";
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resource.texture[TEXTURE_HUD].file = path + "/" + "../media/gfx/hud.png";
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resource.texture[TEXTURE_MENU_ANIMATION].file = path + "/" + "../media/gfx/menu_animation.png";
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resource.texture[TEXTURE_MENU].file = path + "/" + "../media/gfx/menu.png";
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resource.texture[TEXTURE_PLAYER].file = path + "/" + "../media/gfx/player.png";
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resource.texture[TEXTURE_TILES_SURFACE].file = path + "/" + "../media/gfx/tiles_surface.png";
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resource.texture[TEXTURE_TILES_VOLCANO].file = path + "/" + "../media/gfx/tiles_volcano.png";
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for (Uint8 i = 0; i < TOTAL_TEXTURE; i++)
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resource.texture[i].texture = nullptr;
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// Sonidos
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resource.sound[SOUND_COIN].file = path + "/" + "../media/sound/sound_player_coin.wav";
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resource.sound[SOUND_DEATH].file = path + "/" + "../media/sound/sound_player_death.wav";
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resource.sound[SOUND_DROP_ENEMY].file = path + "/" + "../media/sound/sound_drop_enemy.wav";
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resource.sound[SOUND_DROP_SPLAT].file = path + "/" + "../media/sound/sound_drop_splat.wav";
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resource.sound[SOUND_JUMP].file = path + "/" + "../media/sound/sound_player_jump.wav";
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resource.sound[SOUND_MENU_LOGO].file = path + "/" + "../media/sound/sound_menu_logo.wav";
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resource.sound[SOUND_MENU_START].file = path + "/" + "../media/sound/sound_menu_start.wav";
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for (Uint8 i = 0; i < TOTAL_SOUND; i++)
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resource.sound[i].sound = nullptr;
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// Musicas
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resource.music[MUSIC_MENU].file = path + "/" + "../media/music/music_menu.ogg";
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resource.music[MUSIC_SURFACE].file = path + "/" + "../media/music/music_surface.ogg";
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resource.music[MUSIC_VOLCANO].file = path + "/" + "../media/music/music_volcano.ogg";
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for (Uint8 i = 0; i < TOTAL_TEXTURE; i++)
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resource.music[i].music = nullptr;
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}
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// Comprueba que todos los ficheros de recursos existen
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bool Director::checkResourceList()
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{
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bool success = true;
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std::string p;
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std::string filename;
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SDL_RWops *file;
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// Comprueba los ficheros de musica
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printf("\n>> MUSIC FILES\n");
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for (Uint8 i = 0; i < TOTAL_MUSIC; i++)
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{
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p = resource.music[i].file.c_str();
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filename = p.substr(p.find_last_of("\\/") + 1);
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file = SDL_RWFromFile(p.c_str(), "r+b");
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if (file != NULL)
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{
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printf("Checking file %-20s [OK]\n", filename.c_str());
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}
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else
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{
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success = false;
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printf("Checking file %-20s [ERROR]\n", filename.c_str());
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}
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SDL_RWclose(file);
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}
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// Comprueba los ficheros de sonidos
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printf("\n>> SOUND FILES\n");
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for (Uint8 i = 0; i < TOTAL_SOUND; i++)
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{
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p = resource.sound[i].file.c_str();
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filename = p.substr(p.find_last_of("\\/") + 1);
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file = SDL_RWFromFile(p.c_str(), "r+b");
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if (file != NULL)
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{
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printf("Checking file %-20s [OK]\n", filename.c_str());
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}
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else
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{
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success = false;
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printf("Checking file %-20s [ERROR]\n", filename.c_str());
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}
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SDL_RWclose(file);
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}
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// Comprueba los ficheros con texturas
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printf("\n>> TEXTURE FILES\n");
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for (Uint8 i = 0; i < TOTAL_TEXTURE; i++)
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{
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p = resource.texture[i].file.c_str();
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filename = p.substr(p.find_last_of("\\/") + 1);
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file = SDL_RWFromFile(p.c_str(), "r+b");
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if (file != NULL)
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{
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printf("Checking file %-20s [OK]\n", filename.c_str());
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}
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else
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{
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success = false;
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printf("Checking file %-20s [ERROR]\n", filename.c_str());
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}
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SDL_RWclose(file);
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}
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// Resultado
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if (success)
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{
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printf("\n** All files OK.\n\n");
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}
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else
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{
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printf("\n** File is missing. Exiting.\n\n");
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}
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return success;
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}
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// Inicializa la variable con los ficheros de recursos
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bool Director::initResourceList()
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{
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setResourceList();
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return checkResourceList();
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}
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// Carga un archivo de imagen en una textura
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bool Director::loadTextureFromFile(LTexture *texture, std::string path, SDL_Renderer *renderer)
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{
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bool success = true;
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if (!texture->loadFromFile(path, renderer))
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{
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printf("Failed to load %s texture!\n", path.c_str());
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success = false;
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}
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return success;
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}
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// Carga los recursos necesarios
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bool Director::loadMedia(Uint8 section)
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{
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// Indicador de éxito en la carga
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bool success = true;
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std::string p;
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switch (section)
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{
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case GAME_SECTION_INIT:
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{
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p = resource.file[FILE_CONFIG].file.c_str();
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std::string filename = p.substr(p.find_last_of("\\/") + 1);
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filename = p.substr(p.find_last_of("\\/") + 1);
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// Abre el fichero con la configuracion de las opciones para leer en binario
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SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b");
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// El fichero no existe
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if (file == NULL)
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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// Crea el fichero para escribir
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file = SDL_RWFromFile(p.c_str(), "w+b");
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if (file != NULL)
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{
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printf("New file (%s) created!\n", filename.c_str());
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// Inicializa los datos
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options.fullScreenMode = 0;
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SDL_RWwrite(file, &options.fullScreenMode, sizeof(options.fullScreenMode), 1);
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options.windowSize = 3;
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SDL_RWwrite(file, &options.windowSize, sizeof(options.windowSize), 1);
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// Cierra el fichero
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SDL_RWclose(file);
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}
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else
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{
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printf("Error: Unable to create file %s\n", filename.c_str());
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success = false;
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}
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}
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// El fichero existe
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else
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{
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// Carga los datos
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printf("Reading file %s\n", filename.c_str());
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SDL_RWread(file, &options.fullScreenMode, sizeof(options.fullScreenMode), 1);
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SDL_SetWindowFullscreen(window, options.fullScreenMode);
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SDL_RWread(file, &options.windowSize, sizeof(options.windowSize), 1);
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SDL_SetWindowSize(window, SCREEN_WIDTH * options.windowSize, SCREEN_HEIGHT * options.windowSize);
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// Cierra el fichero
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SDL_RWclose(file);
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}
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printf("\n");
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// Texturas
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// Sonidos
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// Musicas
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}
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break;
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case GAME_SECTION_TITLE:
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{
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}
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break;
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case GAME_SECTION_PLAYING:
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{
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}
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break;
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case GAME_SECTION_GAME_OVER_SCREEN:
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{
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}
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break;
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case GAME_SECTION_INTRO:
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{
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}
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break;
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case GAME_SECTION_DEMO:
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{
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}
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break;
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case GAME_SECTION_INSTRUCTIONS:
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{
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}
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break;
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case GAME_SECTION_LOGO:
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{
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}
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break;
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default:
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{
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}
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break;
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}
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return success;
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}
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// Descrga los recursos necesarios
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bool Director::unLoadMedia(Uint8 section)
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{
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// Indicador de éxito en la carga
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bool success = true;
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std::string p;
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switch (section)
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||||
{
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||||
case GAME_SECTION_INIT:
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{
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p = resource.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, &options.fullScreenMode, sizeof(Uint32), 1);
|
||||
SDL_RWwrite(file, &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 Director::setPath(std::string _path)
|
||||
{
|
||||
path = _path.substr(0, _path.find_last_of("\\/"));
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
Uint8 Director::getGameSection()
|
||||
{
|
||||
return game.section;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Director::changeGameSection(_section sectionPrevious, _section sectionNext)
|
||||
{
|
||||
switch (sectionPrevious)
|
||||
{
|
||||
case GAME:
|
||||
quitGame();
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
switch (sectionNext)
|
||||
{
|
||||
case GAME:
|
||||
initGame();
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
game.section = sectionNext;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable de modo de pantalla completa
|
||||
void Director::changeFullScreenMode()
|
||||
{
|
||||
switch (options.fullScreenMode)
|
||||
{
|
||||
case 0:
|
||||
options.fullScreenMode = SDL_WINDOW_FULLSCREEN;
|
||||
break;
|
||||
case SDL_WINDOW_FULLSCREEN:
|
||||
options.fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
break;
|
||||
case SDL_WINDOW_FULLSCREEN_DESKTOP:
|
||||
options.fullScreenMode = 0;
|
||||
break;
|
||||
|
||||
default:
|
||||
options.fullScreenMode = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba si hay que salir
|
||||
bool Director::isRunning()
|
||||
{
|
||||
return !quit;
|
||||
}
|
||||
|
||||
// Bucle para el logo del juego
|
||||
void Director::runLogo()
|
||||
{
|
||||
}
|
||||
|
||||
// Bucle para la intro del juego
|
||||
void Director::runIntro()
|
||||
{
|
||||
}
|
||||
|
||||
// Bucle para el titulo del juego
|
||||
void Director::runTitle()
|
||||
{
|
||||
}
|
||||
|
||||
// Bucle para el juego
|
||||
void Director::runGame()
|
||||
{
|
||||
// Actualiza la lógica del juego
|
||||
updateGame();
|
||||
|
||||
// Pinta la sección de juego
|
||||
renderGame();
|
||||
}
|
||||
|
||||
// Actualiza la lógica del juego
|
||||
void Director::updateGame()
|
||||
{
|
||||
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
|
||||
if (SDL_GetTicks() - game.ticks > game.ticksSpeed)
|
||||
{
|
||||
// Actualiza el contador de ticks
|
||||
game.ticks = SDL_GetTicks();
|
||||
|
||||
// Comprueba los eventos que hay en la cola
|
||||
while (SDL_PollEvent(eventHandler) != 0)
|
||||
{
|
||||
// Evento de salida de la aplicación
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
quit = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
game.counter++;
|
||||
map->update();
|
||||
player->update();
|
||||
}
|
||||
}
|
||||
|
||||
// Pinta la sección de juego
|
||||
void Director::renderGame()
|
||||
{
|
||||
// Limpia la pantalla
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Dibuja los objetos
|
||||
map->render();
|
||||
player->render();
|
||||
|
||||
// Muestra el backbuffer en pantalla
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
Reference in New Issue
Block a user