Borrado todo el código y vuelta a empezar

This commit is contained in:
2022-08-11 09:19:49 +02:00
parent 1301ef6a27
commit 57ddf60c1b
24 changed files with 125 additions and 1336 deletions

View File

@@ -1,224 +1,12 @@
#include "const.h"
#include "map.h"
// Constructor
Map::Map(SDL_Renderer *renderer, std::string file, Asset *asset)
Map::Map()
{
this->asset = asset;
this->renderer = renderer;
texture_tile = new LTexture();
texture_actor = new LTexture();
texture_bg = new LTexture();
loadTextureFromFile(texture_tile, asset->get("tiles_volcano.png"), renderer);
loadTextureFromFile(texture_actor, asset->get("actors.png"), renderer);
loadTextureFromFile(texture_bg, asset->get("bg_surface.png"), renderer);
sprite_tile = new AnimatedSprite(texture_tile, renderer);
sprite_actor = new AnimatedSprite(texture_actor, renderer);
const SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
background = new Sprite(rect, texture_bg, renderer);
music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
src_rect = {0, 0, 0, 0};
dst_rect = {0, 0, 0, 0};
w = 0;
h = 0;
room = 0;
loadFromFile(file);
}
// Destructor
Map::~Map()
{
texture_tile->unload();
delete texture_tile;
texture_tile = nullptr;
texture_actor->unload();
delete texture_actor;
texture_actor = nullptr;
texture_bg->unload();
delete texture_bg;
texture_bg = nullptr;
delete sprite_tile;
sprite_tile = nullptr;
delete sprite_actor;
sprite_actor = nullptr;
delete background;
background = nullptr;
delete[] tile;
delete[] actor;
JA_DeleteMusic(music);
}
// Carga el mapa a partir de un fichero
void Map::loadFromFile(std::string path)
{
std::string filename = path.substr(path.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(path.c_str(), "r+b");
Uint8 *w;
Uint8 *h;
if (file == NULL)
{
printf("Warning: Unable to open %s file\n", filename.c_str());
}
else
{
printf("Reading file %s\n", filename.c_str());
SDL_RWread(file, &w, sizeof(Uint8), 1);
SDL_RWread(file, &h, sizeof(Uint8), 1);
long size = (*w) * (*h);
tile = new Uint8[size];
actor = new Uint8[size];
for (long i = 0; i < size; i++)
SDL_RWread(file, &tile[i], sizeof(Uint8), 1);
for (long i = 0; i < size; i++)
SDL_RWread(file, &actor[i], sizeof(Uint8), 1);
SDL_RWclose(file);
}
}
// Actualiza todas las variables
void Map::update()
{
background->setPosX(0);
background->setPosY(0);
}
// Dibuja el objeto
void Map::render()
{
background->render();
}
// Obtiene el valor del tile de la habitación actual
Uint8 Map::getTile(int x, int y)
{
const long room_x = (room % 12) * ROOM_WIDTH_IN_TILES;
const long room_y = (room / 12) * ROOM_HEIGHT_IN_TILES;
return tile[(room_x + x) + (room_y + y) * w];
}
// Obtiene el tipo de tile segun su ubicación en la textura
Uint8 Map::readMapTile(Uint8 x, Uint8 y)
{
const Uint8 tile = getTile(x, y);
if (tile >= 0 && tile <= 63)
{
return TILE_BACKGROUND;
}
else if (tile >= 64 && tile <= 143)
{
return TILE_PLATFORM;
}
else if (tile >= 144 && tile <= 175)
{
return TILE_TRAVESABLE_PLATFORM;
}
else if (tile >= 176 && tile <= 207)
{
return TILE_KILLING_PLATFORM;
}
else if (tile >= 208 && tile <= 255)
{
return TILE_ACTOR;
}
else
{
return 0;
}
}
// Obtiene el valor del actor en esa ubicación
Uint8 Map::getActor(Uint8 x, Uint8 y)
{
long room_x = (room % 12) * ROOM_WIDTH_IN_TILES;
long room_y = (room / 12) * ROOM_HEIGHT_IN_TILES;
return actor[(room_x + x) + (room_y + y) * w];
}
// Establece el valor del actor en esa ubicación
void Map::setActor(Uint8 x, Uint8 y, Uint8 valor)
{
long room_x = (room % 12) * ROOM_WIDTH_IN_TILES;
long room_y = (room / 12) * ROOM_HEIGHT_IN_TILES;
actor[(room_x + x) + (room_y + y) * w] = valor;
}
// Carga las texturas del mapa en función de la zona
void Map::setMapGFX(Uint8 zone)
{
switch (zone)
{
case ZONE_SURFACE:
loadTextureFromFile(texture_tile, asset->get("tiles_surface.png").c_str(), renderer);
loadTextureFromFile(texture_bg, asset->get("bg_surface.png").c_str(), renderer);
break;
case ZONE_VOLCANO:
loadTextureFromFile(texture_tile, asset->get("tiles_volcano.png").c_str(), renderer);
loadTextureFromFile(texture_bg, asset->get("bg_surface.png").c_str(), renderer);
break;
}
}
// Carga las musica del juego en función de la zona
void Map::setMapMusic(Uint8 zone)
{
switch (zone)
{
case ZONE_SURFACE:
music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
break;
case ZONE_VOLCANO:
music = JA_LoadMusic(asset->get("music_volcano.ogg").c_str());
break;
}
}
// Comprueba si se ha cambiado de zona
bool Map::checkZoneChange(int room)
{
Uint8 _zone = 0;
if ((room >= 0) && (room <= 23))
_zone = ZONE_SURFACE;
else if ((room >= 24) && (room <= 255))
_zone = ZONE_VOLCANO;
if (_zone == zone)
return false;
else
return true;
}
// Cambia la zona del mapa
void Map::setZone(int room)
{
if ((room >= 0) && (room <= 23))
zone = ZONE_SURFACE;
else if ((room >= 24) && (room <= 255))
zone = ZONE_VOLCANO;
setMapGFX(zone);
setMapMusic(zone);
JA_PlayMusic(music, -1);
}