Compare commits
17 Commits
45f9a5b494
...
master
| Author | SHA1 | Date | |
|---|---|---|---|
| 47f16b7c14 | |||
| 8610431893 | |||
| 57c569677b | |||
| b949436cd7 | |||
| 49f2c244ae | |||
| 73407e9a14 | |||
| f24d3ea1ee | |||
| fbe31fb7d6 | |||
| 150d94454c | |||
| eb185755c2 | |||
| 543e65d925 | |||
| 80e89489a6 | |||
| 420f7e84a0 | |||
| c65bad49d9 | |||
| df323dcd4d | |||
| 8bdb2fdf29 | |||
| 911061899d |
2
.gitignore
vendored
@@ -3,4 +3,4 @@
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desktop.ini
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thumbs.db
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bin/*
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config.txt
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config.txt
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13
Makefile
@@ -1,6 +1,15 @@
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executable = volcano_2022
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source = source/*.cpp source/common/*.cpp
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windows:
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@echo off
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if not exist bin\ (mkdir bin)
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g++ $(source) -std=c++11 -Wall -O2 -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o bin/$(executable).exe
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strip -s -R .comment -R .gnu.version bin/$(executable).exe --strip-unneeded
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macos:
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mkdir -p bin
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g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/volcano_macos
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g++ $(source) -std=c++11 -Wall -O2 -lSDL2 -ffunction-sections -fdata-sections -o bin/$(executable)_macos
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linux:
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mkdir -p bin
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g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/volcano_linux
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g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o bin/$(executable)_linux
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strip -s -R .comment -R .gnu.version bin/$(executable)_linux --strip-unneeded
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Before Width: | Height: | Size: 1.2 KiB |
@@ -1,9 +0,0 @@
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frame_width=16
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frame_height=16
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[animation]
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name=default
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speed=8
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loop=0
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frames=0,1,2,3,4,5
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[/animation]
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Before Width: | Height: | Size: 1.5 KiB |
@@ -1,9 +0,0 @@
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frame_width=16
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frame_height=16
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[animation]
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name=default
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speed=6
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loop=0
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frames=0,1,2,3,4,5
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[/animation]
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Before Width: | Height: | Size: 1.6 KiB |
9
data/actors/enemies/gusano.ani
Normal file
@@ -0,0 +1,9 @@
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frameWidth=24
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frameHeight=16
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[animation]
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name=default
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speed=8
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loop=0
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frames=0,1,2,3,4,5,6,7,8
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[/animation]
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BIN
data/actors/enemies/gusano.png
Normal file
|
After Width: | Height: | Size: 1.6 KiB |
9
data/actors/enemies/limon.ani
Normal file
@@ -0,0 +1,9 @@
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frameWidth=16
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frameHeight=16
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[animation]
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name=default
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speed=8
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loop=0
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frames=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16
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[/animation]
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BIN
data/actors/enemies/limon.png
Normal file
|
After Width: | Height: | Size: 2.5 KiB |
@@ -1,9 +1,9 @@
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frame_width=16
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frame_height=16
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frameWidth=16
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frameHeight=16
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[animation]
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name=default
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speed=8
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loop=0
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frames=0,1,2,3,4,5,6,7,8,9,10,11
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frames=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17
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[/animation]
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|
Before Width: | Height: | Size: 992 B After Width: | Height: | Size: 1.8 KiB |
@@ -1,9 +1,9 @@
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frame_width=16
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frame_height=16
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frameWidth=16
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frameHeight=16
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[animation]
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name=default
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speed=8
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loop=0
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frames=0,1,2,3,4,5
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frames=0,1,2,3,4,5,6
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[/animation]
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BIN
data/actors/enemies/pulga.png
Normal file
|
After Width: | Height: | Size: 1.0 KiB |
9
data/actors/enemies/setita.ani
Normal file
@@ -0,0 +1,9 @@
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frameWidth=16
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frameHeight=16
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[animation]
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name=default
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speed=8
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loop=0
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frames=15,16,17,18,19,20,21,22,23,24,25,26,27,28
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[/animation]
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||||
BIN
data/actors/enemies/setita.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
9
data/actors/enemies/setita_venenosa.ani
Normal file
@@ -0,0 +1,9 @@
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frameWidth=16
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frameHeight=16
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|
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[animation]
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name=default
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speed=8
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loop=0
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frames=15,16,17,18,19,20,21,22,23,24,25,26,27,28
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[/animation]
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||||
BIN
data/actors/enemies/setita_venenosa.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
9
data/actors/enemies/seton.ani
Normal file
@@ -0,0 +1,9 @@
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frameWidth=16
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frameHeight=16
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|
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[animation]
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name=default
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||||
speed=8
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loop=0
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||||
frames=17,18,19,20,21,22,23,24,25,26,27,28,29,30
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[/animation]
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BIN
data/actors/enemies/seton.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
@@ -1,9 +0,0 @@
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frame_width=16
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frame_height=16
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||||
|
||||
[animation]
|
||||
name=default
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||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5
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||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 1.2 KiB |
@@ -1,5 +1,5 @@
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
frameWidth=16
|
||||
frameHeight=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
frame_width=16
|
||||
frame_height=8
|
||||
frameWidth=16
|
||||
frameHeight=8
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
fullScreenMode=0
|
||||
windowSize=2
|
||||
filter=FILTER_NEAREST
|
||||
vSync=true
|
||||
integerScale=true
|
||||
keepAspect=true
|
||||
borderEnabled=false
|
||||
borderSize=0.100000
|
||||
@@ -1,5 +1,5 @@
|
||||
frame_width=320
|
||||
frame_height=240
|
||||
frameWidth=320
|
||||
frameHeight=240
|
||||
|
||||
[animation]
|
||||
name=intro
|
||||
|
||||
@@ -3,12 +3,12 @@ tileset=manzana.png
|
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animation=manzana.ani
|
||||
width=16
|
||||
height=16
|
||||
x=22
|
||||
x=25
|
||||
y=25
|
||||
vx=0.4
|
||||
vy=0
|
||||
x1=15
|
||||
x1=18
|
||||
y1=25
|
||||
x2=27
|
||||
x2=33
|
||||
y2=25
|
||||
[/path]
|
||||
@@ -1,17 +1,14 @@
|
||||
tileset_img=surface.png
|
||||
enemy_file=01.ene
|
||||
tilemap=01.tmx
|
||||
tileset=tiles_surface.png
|
||||
enemyFile=01.ene
|
||||
bgColor1=0,171,159
|
||||
bgColor2=144,225,231
|
||||
bgScroll=true
|
||||
|
||||
room_up=0
|
||||
room_down=0
|
||||
room_left=04.map
|
||||
room_right=02.map
|
||||
|
||||
[tilemap]
|
||||
01.tmx
|
||||
[/tilemap]
|
||||
roomUp=0
|
||||
roomDown=0
|
||||
roomLeft=04.map
|
||||
roomRight=02.map
|
||||
|
||||
[actors]
|
||||
|
||||
|
||||
@@ -1,18 +1,12 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="1">
|
||||
<tileset firstgid="1" source="surface.tsx"/>
|
||||
<tileset firstgid="5626" source="tile_class.tsx"/>
|
||||
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="1">
|
||||
<tileset firstgid="1" source="tiles_surface.tsx"/>
|
||||
<tileset firstgid="5626" source="tile_kind.tsx"/>
|
||||
<layer id="5" name="estatico" width="40" height="30">
|
||||
<data encoding="csv">
|
||||
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@@ -22,6 +16,10 @@
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@@ -31,6 +29,8 @@
|
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|
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|
||||
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@@ -48,23 +48,23 @@
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@@ -1,14 +1,14 @@
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[path]
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tileset=flying_eye.png
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animation=flying_eye.ani
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tileset=gusano.png
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animation=gusano.ani
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vy=0
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y2=25
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[/path]
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@@ -1,18 +1,11 @@
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tileset_img=surface.png
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enemy_file=02.ene
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tilemap=02.tmx
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tileset=tiles_surface.png
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enemyFile=02.ene
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bgColor2=144,225,231
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bgScroll=true
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room_up=0
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room_down=03.map
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room_left=01.map
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room_right=05.map
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[tilemap]
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02.tmx
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[/tilemap]
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[actors]
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[/actors]
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roomUp=0
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roomDown=03.map
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roomLeft=01.map
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@@ -1,7 +1,41 @@
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<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="5626" source="tile_class.tsx"/>
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<tileset firstgid="1" source="tiles_surface.tsx"/>
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<tileset firstgid="5626" source="tile_kind.tsx"/>
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@@ -1,7 +1,7 @@
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<tileset firstgid="1" source="tiles_surface.tsx"/>
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59
data/map/04.ene
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[/path]
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[path]
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100
data/map/04.tmx
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@@ -1,17 +1,10 @@
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tileset_img=surface.png
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tilemap=05.tmx
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tileset=tiles_surface.png
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bgColor1=0,171,159
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bgColor2=144,225,231
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bgScroll=true
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room_up=0
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room_down=06.map
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room_left=02.map
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room_right=07.map
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[tilemap]
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05.tmx
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[/tilemap]
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[actors]
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[/actors]
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roomUp=0
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roomDown=06.map
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roomLeft=02.map
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roomRight=07.map
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177
data/map/05.tmx
@@ -1,19 +1,12 @@
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<editorsettings>
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<export target="05..tmj" format="json"/>
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</editorsettings>
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<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="5626" source="tile_class.tsx"/>
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<layer id="4" name="fondo" width="40" height="30">
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<tileset firstgid="1" source="tiles_surface.tsx"/>
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<tileset firstgid="5626" source="tile_kind.tsx"/>
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<layer id="5" name="estatico" width="40" height="30" visible="0">
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@@ -1,12 +1,9 @@
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tileset_img=surface.png
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tilemap=06.tmx
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tileset=tiles_surface.png
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bgColor1=143,86,59
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[tilemap]
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@@ -1,7 +1,41 @@
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</layer>
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<data encoding="csv">
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@@ -1,12 +1,9 @@
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tileset_img=surface.png
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tilemap=07.tmx
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tileset=tiles_surface.png
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bgColor1=0,171,159
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bgColor2=144,225,231
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room_up=08.map
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room_left=05.map
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[tilemap]
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roomUp=08.map
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roomDown=0
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roomLeft=05.map
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roomRight=0
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="1" source="tiles_surface.tsx"/>
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<layer id="1" name="Mapa" width="40" height="30">
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<data encoding="csv">
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@@ -1,12 +1,9 @@
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tileset_img=surface.png
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tilemap=08.tmx
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tileset=tiles_surface.png
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bgColor1=0,171,159
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bgColor2=144,225,231
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room_up=0
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room_down=07.map
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room_left=10.map
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room_right=09.map
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[tilemap]
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08.tmx
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roomRight=09.map
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="3" nextobjectid="1">
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<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="1" source="tiles_surface.tsx"/>
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<layer id="1" name="Mapa" width="40" height="30">
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@@ -1,12 +1,9 @@
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tileset_img=surface.png
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tilemap=09.tmx
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tileset=tiles_surface.png
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bgColor1=0,171,159
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bgColor2=144,225,231
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room_up=0
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room_down=0
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room_left=08.map
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room_right=0
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[tilemap]
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roomDown=0
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roomRight=0
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset firstgid="1" source="surface.tsx"/>
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<tileset firstgid="1" source="tiles_surface.tsx"/>
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<layer id="1" name="Mapa" width="40" height="30">
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@@ -1,12 +1,9 @@
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tileset_img=surface.png
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tileset=tiles_surface.png
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bgColor1=0,171,159
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bgColor2=144,225,231
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room_down=05.map
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[tilemap]
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[/tilemap]
|
||||
roomUp=0
|
||||
roomDown=05.map
|
||||
roomLeft=10.map
|
||||
roomRight=08.map
|
||||
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="3" nextobjectid="1">
|
||||
<tileset firstgid="1" source="surface.tsx"/>
|
||||
<tileset firstgid="1" source="tiles_surface.tsx"/>
|
||||
<layer id="1" name="Mapa" width="40" height="30">
|
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<data encoding="csv">
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|
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|
Before Width: | Height: | Size: 34 KiB |
|
Before Width: | Height: | Size: 105 B After Width: | Height: | Size: 105 B |
@@ -1,4 +1,4 @@
|
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<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.9" tiledversion="1.9.2" name="tile_class" tilewidth="8" tileheight="8" tilecount="3" columns="3">
|
||||
<image source="tile_class.png" width="24" height="8"/>
|
||||
<image source="tile_kind.png" width="24" height="8"/>
|
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</tileset>
|
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BIN
data/map/tiles_surface.png
Normal file
|
After Width: | Height: | Size: 48 KiB |
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
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<tileset version="1.9" tiledversion="1.9.2" name="tiles_surface" tilewidth="8" tileheight="8" tilecount="5625" columns="75">
|
||||
<image source="surface.png" width="600" height="600"/>
|
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<image source="tiles_surface.png" width="600" height="600"/>
|
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<tile id="0" class="trasnparente"/>
|
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<tile id="1" class="trasnparente"/>
|
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<tile id="2" class="trasnparente"/>
|
||||
@@ -1,14 +0,0 @@
|
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[path]
|
||||
tileset=walking_eye.png
|
||||
animation=walking_eye.ani
|
||||
width=16
|
||||
height=16
|
||||
x=22
|
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y=20
|
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vx=0.4
|
||||
vy=0
|
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x1=22
|
||||
y1=20
|
||||
x2=27
|
||||
y2=20
|
||||
[/path]
|
||||
@@ -1,74 +0,0 @@
|
||||
tileset_img=surface.png
|
||||
enemy_file=01.ene
|
||||
bgColor1=0,171,159
|
||||
bgColor2=144,225,231
|
||||
|
||||
room_up=0
|
||||
room_down=0
|
||||
room_left=04.map
|
||||
room_right=02.map
|
||||
|
||||
[tilemap]
|
||||
01.tmx
|
||||
[/tilemap]
|
||||
|
||||
[actors]
|
||||
|
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[moving platform]
|
||||
tileset=moving_platform.png
|
||||
animation=moving_platform.ani
|
||||
width=16
|
||||
height=8
|
||||
x=9
|
||||
y=11
|
||||
vx=0.3
|
||||
vy=0
|
||||
x1=9
|
||||
y1=11
|
||||
x2=15
|
||||
y2=11
|
||||
[/moving platform]
|
||||
|
||||
[moving platform]
|
||||
tileset=moving_platform.png
|
||||
animation=moving_platform.ani
|
||||
width=16
|
||||
height=8
|
||||
x=20
|
||||
y=14
|
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vx=0
|
||||
vy=0.3
|
||||
x1=20
|
||||
y1=14
|
||||
x2=20
|
||||
y2=21
|
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[/moving platform]
|
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|
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[diamond]
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tileset=diamond.png
|
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animation=diamond.ani
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||||
width=16
|
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height=16
|
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x=1
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y=10
|
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[/diamond]
|
||||
|
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[diamond]
|
||||
tileset=diamond.png
|
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animation=diamond.ani
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width=16
|
||||
height=16
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x=24
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y=10
|
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[/diamond]
|
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|
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[diamond]
|
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tileset=diamond.png
|
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animation=diamond.ani
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width=16
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height=16
|
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x=25
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y=12
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[/diamond]
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|
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[/actors]
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@@ -1,34 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
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<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="26" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
|
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<tileset firstgid="1" source="surface.tsx"/>
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<layer id="1" name="Capa de patrones 1" width="40" height="26">
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<data encoding="csv">
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279,280,291,292,279,280,279,291,292,280,279,280,291,292,279,280,279,280,281,281,282,281,282,281,281,282,281,282,279,280,279,280,291,292,279,280,291,292,279,280,
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</data>
|
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</layer>
|
||||
</map>
|
||||
@@ -1,14 +0,0 @@
|
||||
[path]
|
||||
tileset=flying_eye.png
|
||||
animation=flying_eye.ani
|
||||
width=16
|
||||
height=16
|
||||
x=9
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y=12
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vx=0
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vy=0.3
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x1=9
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y1=12
|
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x2=9
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y2=20
|
||||
[/path]
|
||||
@@ -1,89 +0,0 @@
|
||||
tileset_img=surface.png
|
||||
enemy_file=02.ene
|
||||
bgColor1=0,171,159
|
||||
bgColor2=144,225,231
|
||||
|
||||
room_up=0
|
||||
room_down=03.map
|
||||
room_left=01.map
|
||||
room_right=05.map
|
||||
|
||||
[tilemap]
|
||||
02.tmx
|
||||
[/tilemap]
|
||||
|
||||
[actors]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=5
|
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y=13
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
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width=16
|
||||
height=16
|
||||
x=8
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y=7
|
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[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=12
|
||||
y=11
|
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[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=16
|
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y=17
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
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animation=diamond.ani
|
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width=16
|
||||
height=16
|
||||
x=18
|
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y=15
|
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[/diamond]
|
||||
|
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[diamond]
|
||||
tileset=diamond.png
|
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animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=20
|
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y=13
|
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[/diamond]
|
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[diamond]
|
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=27
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y=9
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=33
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y=14
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[/diamond]
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[/actors]
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@@ -1,34 +0,0 @@
|
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<?xml version="1.0" encoding="UTF-8"?>
|
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<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="26" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
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<tileset firstgid="1" source="surface.tsx"/>
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<layer id="1" name="Capa de patrones 1" width="40" height="26">
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@@ -1,44 +0,0 @@
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[path]
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[/path]
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@@ -1,44 +0,0 @@
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</map>
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tileset_img=surface.png
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@@ -1,34 +0,0 @@
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@@ -1,76 +0,0 @@
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@@ -1,37 +0,0 @@
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||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 576,
|
||||
"y": 208
|
||||
},
|
||||
{
|
||||
"fileName": "07.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 896,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "08.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 896,
|
||||
"y": -208
|
||||
},
|
||||
{
|
||||
"fileName": "09.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 1216,
|
||||
"y": -208
|
||||
},
|
||||
{
|
||||
"fileName": "10.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 576,
|
||||
"y": -208
|
||||
}
|
||||
],
|
||||
"onlyShowAdjacentMaps": false,
|
||||
"type": "world"
|
||||
}
|
||||
|
Before Width: | Height: | Size: 51 KiB |
@@ -1,5 +1,5 @@
|
||||
frame_width=16
|
||||
frame_height=24
|
||||
frameWidth=16
|
||||
frameHeight=24
|
||||
|
||||
[animation]
|
||||
name=stand
|
||||
@@ -17,14 +17,14 @@ frames=14,15,16,17,18,19,20,21,22,23,24
|
||||
|
||||
[animation]
|
||||
name=jump
|
||||
speed=4
|
||||
speed=2
|
||||
loop=-1
|
||||
frames=28,29,30,31,32,33,34,35,36,37,38,39,40,41
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=death
|
||||
speed=10
|
||||
speed=8
|
||||
loop=-1
|
||||
frames=42,43,44,45,46,47,48,49,50,51,52,52,52,52,52,52,52,52
|
||||
frames=42,43,44,45,46,47,48,49,50,51,52,52,52,52,52,52,52
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
@@ -15,7 +15,7 @@ Actor::Actor(actor_t actor)
|
||||
renderer = actor.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture(renderer, asset->get(actor.tileset));
|
||||
texture = new Texture(renderer, asset->get(actor.tileset));
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get(actor.animation));
|
||||
|
||||
// Obten el resto de valores
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "animatedsprite.h"
|
||||
#include "common/animatedsprite.h"
|
||||
#include "common/asset.h"
|
||||
#include "common/utils.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef ACTOR_H
|
||||
@@ -39,12 +39,15 @@ struct actor_t
|
||||
class Actor
|
||||
{
|
||||
protected:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
LTexture *texture; // Textura con los graficos del enemigo
|
||||
// Objetos y punteros
|
||||
AnimatedSprite *sprite; // Sprite del enemigo
|
||||
SDL_Rect collider; // Caja de colisión
|
||||
actor_name_e name; // Nombre del actor
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
Texture *texture; // Textura con los graficos del enemigo
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
|
||||
// Variables
|
||||
SDL_Rect collider; // Caja de colisión
|
||||
actor_name_e name; // Nombre del actor
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
|
||||
@@ -18,8 +18,6 @@ public:
|
||||
|
||||
// Destructor
|
||||
~ActorDiamond();
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
class ActorMovingPlatform : public Actor
|
||||
{
|
||||
private:
|
||||
// Variables
|
||||
SDL_Point p1; // Punto 1 (inicial) de la ruta
|
||||
SDL_Point p2; // Punto 2 (final) de la ruta
|
||||
|
||||
|
||||
@@ -1,287 +0,0 @@
|
||||
|
||||
#include "animatedsprite.h"
|
||||
|
||||
// Constructor
|
||||
AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::string file)
|
||||
{
|
||||
// Copia los punteros
|
||||
setTexture(texture);
|
||||
setRenderer(renderer);
|
||||
|
||||
// Carga las animaciones
|
||||
load(file);
|
||||
|
||||
// Inicializa variables
|
||||
currentAnimation = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
AnimatedSprite::~AnimatedSprite()
|
||||
{
|
||||
for (auto &a : animation)
|
||||
{
|
||||
a.frames.clear();
|
||||
}
|
||||
animation.clear();
|
||||
}
|
||||
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int AnimatedSprite::getIndex(std::string name)
|
||||
{
|
||||
int index = -1;
|
||||
|
||||
for (auto a : animation)
|
||||
{
|
||||
index++;
|
||||
if (a.name == name)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
}
|
||||
|
||||
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Calcula el frame correspondiente a la animación
|
||||
void AnimatedSprite::animate()
|
||||
{
|
||||
if (!enabled || animation[currentAnimation].speed == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Calcula el frame actual a partir del contador
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
|
||||
|
||||
// Si alcanza el final de la animación, reinicia el contador de la animación
|
||||
// en función de la variable loop y coloca el nuevo frame
|
||||
if (animation[currentAnimation].currentFrame >= (int)animation[currentAnimation].frames.size())
|
||||
{
|
||||
if (animation[currentAnimation].loop == -1)
|
||||
{ // Si no hay loop, deja el último frame
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
|
||||
animation[currentAnimation].completed = true;
|
||||
}
|
||||
else
|
||||
{ // Si hay loop, vuelve al frame indicado
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
|
||||
}
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
|
||||
|
||||
// Incrementa el contador de la animacion
|
||||
animation[currentAnimation].counter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void AnimatedSprite::setCurrentFrame(int num)
|
||||
{
|
||||
// Descarta valores fuera de rango
|
||||
if (num >= (int)animation[currentAnimation].frames.size())
|
||||
{
|
||||
num = 0;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable
|
||||
animation[currentAnimation].counter = animation[currentAnimation].speed * num;
|
||||
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
|
||||
}
|
||||
|
||||
// Establece el valor del contador
|
||||
void AnimatedSprite::setAnimationCounter(std::string name, int num)
|
||||
{
|
||||
animation[getIndex(name)].counter = num;
|
||||
}
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
|
||||
{
|
||||
animation[getIndex(name)].counter = speed;
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void AnimatedSprite::setAnimationLoop(std::string name, int loop)
|
||||
{
|
||||
animation[getIndex(name)].loop = loop;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
|
||||
{
|
||||
animation[getIndex(name)].completed = value;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool AnimatedSprite::animationIsCompleted()
|
||||
{
|
||||
return animation[currentAnimation].completed;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
|
||||
{
|
||||
return animation[getIndex(name)].frames[index];
|
||||
}
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool AnimatedSprite::load(std::string filePath)
|
||||
{
|
||||
int frames_per_row = 0;
|
||||
int frame_width = 0;
|
||||
int frame_height = 0;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
const std::string filename = filePath.substr(filePath.find_last_of("\\/") + 1);
|
||||
std::ifstream file(filePath);
|
||||
std::string line;
|
||||
|
||||
// El fichero se puede abrir
|
||||
if (file.good())
|
||||
{
|
||||
// Procesa el fichero linea a linea
|
||||
printf("Reading file %s\n", filename.c_str());
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
|
||||
if (line == "[animation]")
|
||||
{
|
||||
t_animation buffer;
|
||||
buffer.counter = 0;
|
||||
buffer.currentFrame = 0;
|
||||
buffer.completed = false;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "name")
|
||||
{
|
||||
buffer.name = line.substr(pos + 1, line.length());
|
||||
}
|
||||
else if (line.substr(0, pos) == "speed")
|
||||
{
|
||||
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "loop")
|
||||
{
|
||||
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "frames")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(line.substr(pos + 1, line.length()));
|
||||
std::string tmp;
|
||||
SDL_Rect rect = {0, 0, frame_width, frame_height};
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
int num_tile = std::stoi(tmp);
|
||||
rect.x = (num_tile % frames_per_row) * frame_width;
|
||||
rect.y = (num_tile / frames_per_row) * frame_height;
|
||||
buffer.frames.push_back(rect);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
} while (line != "[/animation]");
|
||||
|
||||
// Añade la animación al vector de animaciones
|
||||
animation.push_back(buffer);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "frames_per_row")
|
||||
{
|
||||
frames_per_row = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frame_width")
|
||||
{
|
||||
frame_width = std::stoi(line.substr(pos + 1, line.length()));
|
||||
|
||||
// Normaliza valores
|
||||
if (frames_per_row == 0)
|
||||
{
|
||||
frames_per_row = texture->getWidth() / frame_width;
|
||||
}
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frame_height")
|
||||
{
|
||||
frame_height = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Closing file %s\n\n", filename.c_str());
|
||||
file.close();
|
||||
}
|
||||
// El fichero no se puede abrir
|
||||
else
|
||||
{
|
||||
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Pone un valor por defecto
|
||||
setPos({0, 0, frame_width, frame_height});
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Establece la animacion actual
|
||||
void AnimatedSprite::setCurrentAnimation(std::string name)
|
||||
{
|
||||
const int newAnimation = getIndex(name);
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation[currentAnimation].currentFrame = 0;
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void AnimatedSprite::update()
|
||||
{
|
||||
animate();
|
||||
MovingSprite::update();
|
||||
}
|
||||
510
source/common/animatedsprite.cpp
Normal file
@@ -0,0 +1,510 @@
|
||||
#include "animatedsprite.h"
|
||||
|
||||
// Constructor
|
||||
AnimatedSprite::AnimatedSprite(Texture *texture, SDL_Renderer *renderer, std::string file, std::vector<std::string> *buffer)
|
||||
{
|
||||
// Copia los punteros
|
||||
setTexture(texture);
|
||||
setRenderer(renderer);
|
||||
|
||||
// Carga las animaciones
|
||||
if (file != "")
|
||||
{
|
||||
loadFromFile(file);
|
||||
}
|
||||
|
||||
else if (buffer)
|
||||
{
|
||||
loadFromVector(buffer);
|
||||
}
|
||||
|
||||
// Inicializa variables
|
||||
currentAnimation = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
AnimatedSprite::~AnimatedSprite()
|
||||
{
|
||||
for (auto &a : animation)
|
||||
{
|
||||
a.frames.clear();
|
||||
}
|
||||
animation.clear();
|
||||
}
|
||||
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int AnimatedSprite::getIndex(std::string name)
|
||||
{
|
||||
int index = -1;
|
||||
|
||||
for (auto a : animation)
|
||||
{
|
||||
index++;
|
||||
if (a.name == name)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
}
|
||||
|
||||
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Calcula el frame correspondiente a la animación
|
||||
void AnimatedSprite::animate()
|
||||
{
|
||||
if (!enabled || animation.at(currentAnimation).speed == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Calcula el frame actual a partir del contador
|
||||
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).counter / animation.at(currentAnimation).speed;
|
||||
|
||||
// Si alcanza el final de la animación, reinicia el contador de la animación
|
||||
// en función de la variable loop y coloca el nuevo frame
|
||||
if (animation.at(currentAnimation).currentFrame >= (int)animation.at(currentAnimation).frames.size())
|
||||
{
|
||||
if (animation.at(currentAnimation).loop == -1)
|
||||
{ // Si no hay loop, deja el último frame
|
||||
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).frames.size();
|
||||
animation.at(currentAnimation).completed = true;
|
||||
}
|
||||
else
|
||||
{ // Si hay loop, vuelve al frame indicado
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).loop;
|
||||
}
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation.at(currentAnimation).frames.at(animation.at(currentAnimation).currentFrame));
|
||||
|
||||
// Incrementa el contador de la animacion
|
||||
animation.at(currentAnimation).counter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene el numero de frames de la animación actual
|
||||
int AnimatedSprite::getNumFrames()
|
||||
{
|
||||
return (int)animation.at(currentAnimation).frames.size();
|
||||
}
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void AnimatedSprite::setCurrentFrame(int num)
|
||||
{
|
||||
// Descarta valores fuera de rango
|
||||
if (num >= (int)animation.at(currentAnimation).frames.size())
|
||||
{
|
||||
num = 0;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable
|
||||
animation.at(currentAnimation).counter = animation.at(currentAnimation).speed * num;
|
||||
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation.at(currentAnimation).frames.at(animation.at(currentAnimation).currentFrame));
|
||||
}
|
||||
|
||||
// Establece el valor del contador
|
||||
void AnimatedSprite::setAnimationCounter(std::string name, int num)
|
||||
{
|
||||
animation.at(getIndex(name)).counter = num;
|
||||
}
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
|
||||
{
|
||||
animation.at(getIndex(name)).counter = speed;
|
||||
}
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void AnimatedSprite::setAnimationSpeed(int index, int speed)
|
||||
{
|
||||
animation.at(index).counter = speed;
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void AnimatedSprite::setAnimationLoop(std::string name, int loop)
|
||||
{
|
||||
animation.at(getIndex(name)).loop = loop;
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void AnimatedSprite::setAnimationLoop(int index, int loop)
|
||||
{
|
||||
animation.at(index).loop = loop;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
|
||||
{
|
||||
animation.at(getIndex(name)).completed = value;
|
||||
}
|
||||
|
||||
// OLD - Establece el valor de la variable
|
||||
void AnimatedSprite::setAnimationCompleted(int index, bool value)
|
||||
{
|
||||
animation.at(index).completed = value;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool AnimatedSprite::animationIsCompleted()
|
||||
{
|
||||
return animation.at(currentAnimation).completed;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
|
||||
{
|
||||
return animation.at(getIndex(name)).frames.at(index);
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect AnimatedSprite::getAnimationClip(int indexA, Uint8 indexF)
|
||||
{
|
||||
return animation.at(indexA).frames.at(indexF);
|
||||
}
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool AnimatedSprite::loadFromFile(std::string filePath)
|
||||
{
|
||||
int framesPerRow = 0;
|
||||
int frameWidth = 0;
|
||||
int frameHeight = 0;
|
||||
int maxTiles = 0;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
const std::string filename = filePath.substr(filePath.find_last_of("\\/") + 1);
|
||||
std::ifstream file(filePath);
|
||||
std::string line;
|
||||
|
||||
// El fichero se puede abrir
|
||||
if (file.good())
|
||||
{
|
||||
// Procesa el fichero linea a linea
|
||||
std::cout << "Loading animation from file: " << filePath.c_str() << std::endl;
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
|
||||
if (line == "[animation]")
|
||||
{
|
||||
t_animation buffer;
|
||||
buffer.counter = 0;
|
||||
buffer.currentFrame = 0;
|
||||
buffer.completed = false;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "name")
|
||||
{
|
||||
buffer.name = line.substr(pos + 1, line.length());
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "speed")
|
||||
{
|
||||
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "loop")
|
||||
{
|
||||
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frames")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(line.substr(pos + 1, line.length()));
|
||||
std::string tmp;
|
||||
SDL_Rect rect = {0, 0, frameWidth, frameHeight};
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
// Comprueba que el tile no sea mayor que el maximo indice permitido
|
||||
const int numTile = std::stoi(tmp) > maxTiles ? 0 : std::stoi(tmp);
|
||||
rect.x = (numTile % framesPerRow) * frameWidth;
|
||||
rect.y = (numTile / framesPerRow) * frameHeight;
|
||||
buffer.frames.push_back(rect);
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
} while (line != "[/animation]");
|
||||
|
||||
// Añade la animación al vector de animaciones
|
||||
animation.push_back(buffer);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "framesPerRow")
|
||||
{
|
||||
framesPerRow = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frameWidth")
|
||||
{
|
||||
frameWidth = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frameHeight")
|
||||
{
|
||||
frameHeight = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Normaliza valores
|
||||
if (framesPerRow == 0 && frameWidth > 0)
|
||||
{
|
||||
framesPerRow = texture->getWidth() / frameWidth;
|
||||
}
|
||||
|
||||
if (maxTiles == 0 && frameWidth > 0 && frameHeight > 0)
|
||||
{
|
||||
const int w = texture->getWidth() / frameWidth;
|
||||
const int h = texture->getHeight() / frameHeight;
|
||||
maxTiles = w * h;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
file.close();
|
||||
}
|
||||
// El fichero no se puede abrir
|
||||
else
|
||||
{
|
||||
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Pone un valor por defecto
|
||||
setRect({0, 0, frameWidth, frameHeight});
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Carga la animación desde un vector
|
||||
bool AnimatedSprite::loadFromVector(std::vector<std::string> *source)
|
||||
{
|
||||
// Inicializa variables
|
||||
int framesPerRow = 0;
|
||||
int frameWidth = 0;
|
||||
int frameHeight = 0;
|
||||
int maxTiles = 0;
|
||||
|
||||
// Indicador de éxito en el proceso
|
||||
bool success = true;
|
||||
std::string line;
|
||||
|
||||
// Recorre todo el vector
|
||||
int index = 0;
|
||||
while (index < (int)source->size())
|
||||
{
|
||||
// Lee desde el vector
|
||||
line = source->at(index);
|
||||
|
||||
// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
|
||||
if (line == "[animation]")
|
||||
{
|
||||
t_animation buffer;
|
||||
buffer.counter = 0;
|
||||
buffer.currentFrame = 0;
|
||||
buffer.completed = false;
|
||||
|
||||
do
|
||||
{
|
||||
// Aumenta el indice para leer la siguiente linea
|
||||
index++;
|
||||
line = source->at(index);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "name")
|
||||
{
|
||||
buffer.name = line.substr(pos + 1, line.length());
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "speed")
|
||||
{
|
||||
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "loop")
|
||||
{
|
||||
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frames")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(line.substr(pos + 1, line.length()));
|
||||
std::string tmp;
|
||||
SDL_Rect rect = {0, 0, frameWidth, frameHeight};
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
// Comprueba que el tile no sea mayor que el maximo indice permitido
|
||||
const int numTile = std::stoi(tmp) > maxTiles ? 0 : std::stoi(tmp);
|
||||
rect.x = (numTile % framesPerRow) * frameWidth;
|
||||
rect.y = (numTile / framesPerRow) * frameHeight;
|
||||
buffer.frames.push_back(rect);
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
std::cout << "Warning: unknown parameter " << line.substr(0, pos).c_str() << std::endl;
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
} while (line != "[/animation]");
|
||||
|
||||
// Añade la animación al vector de animaciones
|
||||
animation.push_back(buffer);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "framesPerRow")
|
||||
{
|
||||
framesPerRow = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frameWidth")
|
||||
{
|
||||
frameWidth = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frameHeight")
|
||||
{
|
||||
frameHeight = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
std::cout << "Warning: unknown parameter " << line.substr(0, pos).c_str() << std::endl;
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Normaliza valores
|
||||
if (framesPerRow == 0 && frameWidth > 0)
|
||||
{
|
||||
framesPerRow = texture->getWidth() / frameWidth;
|
||||
}
|
||||
|
||||
if (maxTiles == 0 && frameWidth > 0 && frameHeight > 0)
|
||||
{
|
||||
const int w = texture->getWidth() / frameWidth;
|
||||
const int h = texture->getHeight() / frameHeight;
|
||||
maxTiles = w * h;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Una vez procesada la linea, aumenta el indice para pasar a la siguiente
|
||||
index++;
|
||||
}
|
||||
|
||||
// Pone un valor por defecto
|
||||
setRect({0, 0, frameWidth, frameHeight});
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Establece la animacion actual
|
||||
void AnimatedSprite::setCurrentAnimation(std::string name)
|
||||
{
|
||||
const int newAnimation = getIndex(name);
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece la animacion actual
|
||||
void AnimatedSprite::setCurrentAnimation(int index)
|
||||
{
|
||||
const int newAnimation = index;
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void AnimatedSprite::update()
|
||||
{
|
||||
animate();
|
||||
MovingSprite::update();
|
||||
}
|
||||
|
||||
// Establece el rectangulo para un frame de una animación
|
||||
void AnimatedSprite::setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h)
|
||||
{
|
||||
animation.at(index_animation).frames.push_back({x, y, w, h});
|
||||
}
|
||||
|
||||
// OLD - Establece el contador para todas las animaciones
|
||||
void AnimatedSprite::setAnimationCounter(int value)
|
||||
{
|
||||
for (auto &a : animation)
|
||||
{
|
||||
a.counter = value;
|
||||
}
|
||||
}
|
||||
|
||||
// Reinicia la animación
|
||||
void AnimatedSprite::resetAnimation()
|
||||
{
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
}
|
||||
@@ -1,74 +1,97 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "movingsprite.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
|
||||
#ifndef ANIMATEDSPRITE_H
|
||||
#define ANIMATEDSPRITE_H
|
||||
|
||||
// Clase AnimatedSprite
|
||||
class AnimatedSprite : public MovingSprite
|
||||
{
|
||||
private:
|
||||
struct t_animation
|
||||
{
|
||||
std::string name; // Nombre de la animacion
|
||||
std::vector<SDL_Rect> frames; // Cada uno de los frames que componen la animación
|
||||
int speed; // Velocidad de la animación
|
||||
int loop; // Indica a que frame vuelve la animación al terminar. -1 para que no vuelva
|
||||
bool completed; // Indica si ha finalizado la animación
|
||||
int currentFrame; // Frame actual
|
||||
int counter; // Contador para las animaciones
|
||||
};
|
||||
std::vector<t_animation> animation; // Vector con las diferentes animaciones
|
||||
int currentAnimation; // Animacion activa
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "");
|
||||
|
||||
// Destructor
|
||||
~AnimatedSprite();
|
||||
|
||||
// Calcula el frame correspondiente a la animación actual
|
||||
void animate();
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void setCurrentFrame(int num);
|
||||
|
||||
// Establece el valor del contador
|
||||
void setAnimationCounter(std::string name, int num);
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void setAnimationSpeed(std::string name, int speed);
|
||||
|
||||
// Establece el frame al que vuelve la animación al finalizar
|
||||
void setAnimationLoop(std::string name, int loop);
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setAnimationCompleted(std::string name, bool value);
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool animationIsCompleted();
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect getAnimationClip(std::string name, Uint8 index);
|
||||
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int getIndex(std::string name);
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool load(std::string filePath);
|
||||
|
||||
// Establece la animacion actual
|
||||
void setCurrentAnimation(std::string name = "default");
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
};
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "movingsprite.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef ANIMATEDSPRITE_H
|
||||
#define ANIMATEDSPRITE_H
|
||||
|
||||
// Clase AnimatedSprite
|
||||
class AnimatedSprite : public MovingSprite
|
||||
{
|
||||
private:
|
||||
struct t_animation
|
||||
{
|
||||
std::string name; // Nombre de la animacion
|
||||
std::vector<SDL_Rect> frames; // Cada uno de los frames que componen la animación
|
||||
int speed; // Velocidad de la animación
|
||||
int loop; // Indica a que frame vuelve la animación al terminar. -1 para que no vuelva
|
||||
bool completed; // Indica si ha finalizado la animación
|
||||
int currentFrame; // Frame actual
|
||||
int counter; // Contador para las animaciones
|
||||
};
|
||||
|
||||
// Variables
|
||||
std::vector<t_animation> animation; // Vector con las diferentes animaciones
|
||||
int currentAnimation; // Animacion activa
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
AnimatedSprite(Texture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::vector<std::string> *buffer = nullptr);
|
||||
|
||||
// Destructor
|
||||
~AnimatedSprite();
|
||||
|
||||
// Calcula el frame correspondiente a la animación actual
|
||||
void animate();
|
||||
|
||||
// Obtiene el numero de frames de la animación actual
|
||||
int getNumFrames();
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void setCurrentFrame(int num);
|
||||
|
||||
// Establece el valor del contador
|
||||
void setAnimationCounter(std::string name, int num);
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void setAnimationSpeed(std::string name, int speed);
|
||||
void setAnimationSpeed(int index, int speed);
|
||||
|
||||
// Establece el frame al que vuelve la animación al finalizar
|
||||
void setAnimationLoop(std::string name, int loop);
|
||||
void setAnimationLoop(int index, int loop);
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setAnimationCompleted(std::string name, bool value);
|
||||
void setAnimationCompleted(int index, bool value);
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool animationIsCompleted();
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect getAnimationClip(std::string name, Uint8 index);
|
||||
SDL_Rect getAnimationClip(int indexA, Uint8 indexF);
|
||||
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int getIndex(std::string name);
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool loadFromFile(std::string filePath);
|
||||
|
||||
// Carga la animación desde un vector
|
||||
bool loadFromVector(std::vector<std::string> *source);
|
||||
|
||||
// Establece la animacion actual
|
||||
void setCurrentAnimation(std::string name = "default");
|
||||
void setCurrentAnimation(int index = 0);
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
|
||||
// OLD - Establece el rectangulo para un frame de una animación
|
||||
void setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h);
|
||||
|
||||
// OLD - Establece el contador para todas las animaciones
|
||||
void setAnimationCounter(int value);
|
||||
|
||||
// Reinicia la animación
|
||||
void resetAnimation();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -4,7 +4,7 @@
|
||||
Asset::Asset(std::string path)
|
||||
{
|
||||
executablePath = path;
|
||||
longest_name = 0;
|
||||
longestName = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -16,13 +16,13 @@ Asset::~Asset()
|
||||
void Asset::add(std::string file, enum assetType type, bool required)
|
||||
{
|
||||
item_t temp;
|
||||
temp.file = executablePath + "/.." + file;
|
||||
temp.file = executablePath + file;
|
||||
temp.type = type;
|
||||
temp.required = required;
|
||||
fileList.push_back(temp);
|
||||
|
||||
const std::string filename = file.substr(file.find_last_of("\\/") + 1);
|
||||
longest_name = SDL_max(longest_name, filename.size());
|
||||
longestName = SDL_max(longestName, filename.size());
|
||||
}
|
||||
|
||||
// Devuelve el fichero de un elemento de la lista a partir de una cadena
|
||||
@@ -48,7 +48,7 @@ bool Asset::check()
|
||||
printf("\n** Checking files.\n");
|
||||
|
||||
// Comprueba la lista de ficheros clasificandolos por tipo
|
||||
for (int type = 0; type < maxAssetType; ++type)
|
||||
for (int type = 0; type < t_maxAssetType; ++type)
|
||||
{
|
||||
// Comprueba si hay ficheros de ese tipo
|
||||
bool any = false;
|
||||
@@ -106,7 +106,7 @@ bool Asset::checkFile(std::string path)
|
||||
SDL_RWclose(file);
|
||||
}
|
||||
|
||||
const std::string s = "Checking file %-" + std::to_string(longest_name) + "s [" + result + "]\n";
|
||||
const std::string s = "Checking file %-" + std::to_string(longestName) + "s [" + result + "]\n";
|
||||
printf(s.c_str(), filename.c_str());
|
||||
|
||||
return success;
|
||||
@@ -117,39 +117,39 @@ std::string Asset::getTypeName(int type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case bitmap:
|
||||
case t_bitmap:
|
||||
return "BITMAP";
|
||||
break;
|
||||
|
||||
case music:
|
||||
case t_music:
|
||||
return "MUSIC";
|
||||
break;
|
||||
|
||||
case sound:
|
||||
case t_sound:
|
||||
return "SOUND";
|
||||
break;
|
||||
|
||||
case font:
|
||||
case t_font:
|
||||
return "FONT";
|
||||
break;
|
||||
|
||||
case lang:
|
||||
case t_lang:
|
||||
return "LANG";
|
||||
break;
|
||||
|
||||
case data:
|
||||
case t_data:
|
||||
return "DATA";
|
||||
break;
|
||||
|
||||
case room:
|
||||
case t_room:
|
||||
return "ROOM";
|
||||
break;
|
||||
|
||||
case enemy:
|
||||
case t_enemy:
|
||||
return "ENEMY";
|
||||
break;
|
||||
|
||||
case item:
|
||||
case t_item:
|
||||
return "ITEM";
|
||||
break;
|
||||
|
||||
@@ -9,16 +9,16 @@
|
||||
|
||||
enum assetType
|
||||
{
|
||||
bitmap,
|
||||
music,
|
||||
sound,
|
||||
font,
|
||||
lang,
|
||||
data,
|
||||
room,
|
||||
enemy,
|
||||
item,
|
||||
maxAssetType
|
||||
t_bitmap,
|
||||
t_music,
|
||||
t_sound,
|
||||
t_font,
|
||||
t_lang,
|
||||
t_data,
|
||||
t_room,
|
||||
t_enemy,
|
||||
t_item,
|
||||
t_maxAssetType
|
||||
};
|
||||
|
||||
// Clase Asset
|
||||
@@ -33,10 +33,10 @@ private:
|
||||
bool required; // Indica si es un fichero que debe de existir
|
||||
};
|
||||
|
||||
int longest_name; // Contiene la longitud del nombre de fichero mas largo
|
||||
|
||||
std::vector<item_t> fileList;
|
||||
std::string executablePath;
|
||||
// Variables
|
||||
int longestName; // Contiene la longitud del nombre de fichero mas largo
|
||||
std::vector<item_t> fileList; // Lista con las rutas a los ficheros de recursos
|
||||
std::string executablePath; // Ruta con la ubicación del ejecutable
|
||||
|
||||
// Comprueba que existe un fichero
|
||||
bool checkFile(std::string path);
|
||||
@@ -5,16 +5,11 @@
|
||||
#ifndef CONST_H
|
||||
#define CONST_H
|
||||
|
||||
// Textos
|
||||
#define WINDOW_CAPTION "Volcano"
|
||||
#define TEXT_COPYRIGHT "2016,2022 JAILDESIGNER & JAILBROTHER"
|
||||
#define VERSION "0.6"
|
||||
|
||||
// Tamaño de bloque
|
||||
#define BLOCK 8
|
||||
#define HALF_BLOCK 4
|
||||
|
||||
// Tamaño de la pantalla virtual
|
||||
// Tamaño de la pantalla de juego
|
||||
#define GAMECANVAS_WIDTH 320
|
||||
#define GAMECANVAS_HEIGHT 240
|
||||
|
||||
@@ -60,15 +55,6 @@ const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
|
||||
#define SECTION_PROG_GAME 4
|
||||
#define SECTION_PROG_QUIT 5
|
||||
|
||||
// Subsecciones
|
||||
#define SUBSECTION_GAME_PLAY 0
|
||||
#define SUBSECTION_GAME_PAUSE 1
|
||||
#define SUBSECTION_GAME_GAMEOVER 2
|
||||
#define SUBSECTION_TITLE_1 3
|
||||
#define SUBSECTION_TITLE_2 4
|
||||
#define SUBSECTION_TITLE_3 5
|
||||
#define SUBSECTION_TITLE_INSTRUCTIONS 6
|
||||
|
||||
// Colores
|
||||
const color_t borderColor = {0x27, 0x27, 0x36};
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "const.h"
|
||||
#include "utils.h"
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "const.h"
|
||||
#include "screen.h"
|
||||
#include "text.h"
|
||||
#include <vector>
|
||||
#include "utils.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef DEBUG_H
|
||||
#define DEBUG_H
|
||||
@@ -16,10 +16,13 @@
|
||||
class Debug
|
||||
{
|
||||
private:
|
||||
// Objetos y punteros
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Asset *asset; // Objeto con los ficheros de recursos
|
||||
Text *text; // Objeto encargado de escribir texto en pantalla
|
||||
|
||||
// Variables
|
||||
std::vector<std::string> slot; // Vector con los textos a escribir
|
||||
std::vector<std::string> log; // Vector con los textos a escribir
|
||||
int x; // Posicion donde escribir el texto de debug
|
||||
@@ -8,35 +8,35 @@ Input::Input(std::string file)
|
||||
dbPath = file;
|
||||
|
||||
// Inicializa las variables
|
||||
for (int i = 0; i < 17; ++i)
|
||||
{
|
||||
keyBindings[i].scancode = 0;
|
||||
keyBindings[i].active = false;
|
||||
keyBindings_t kb;
|
||||
kb.scancode = 0;
|
||||
kb.active = false;
|
||||
keyBindings.resize(17, kb);
|
||||
|
||||
gameControllerBindings[i].button = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
gameControllerBindings[i].active = false;
|
||||
}
|
||||
GameControllerBindings_t gcb;
|
||||
gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
gcb.active = false;
|
||||
gameControllerBindings.resize(17, gcb);
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
discoverGameController();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Input::~Input()
|
||||
{
|
||||
for (int i = 0; i < numGamepads; ++i)
|
||||
connectedControllers[i] = nullptr;
|
||||
}
|
||||
|
||||
// Asigna uno de los posibles inputs a una tecla del teclado
|
||||
void Input::bindKey(Uint8 input, SDL_Scancode code)
|
||||
{
|
||||
keyBindings[input].scancode = code;
|
||||
keyBindings.at(input).scancode = code;
|
||||
}
|
||||
|
||||
// Asigna uno de los posibles inputs a un botón del mando
|
||||
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
|
||||
{
|
||||
gameControllerBindings[input].button = button;
|
||||
gameControllerBindings.at(input).button = button;
|
||||
}
|
||||
|
||||
// Comprueba si un input esta activo
|
||||
@@ -48,24 +48,28 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
if (device == INPUT_USE_ANY)
|
||||
index = 0;
|
||||
|
||||
if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY))
|
||||
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
|
||||
{
|
||||
const Uint8 *mKeystates = SDL_GetKeyboardState(NULL);
|
||||
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
|
||||
|
||||
if (repeat)
|
||||
{
|
||||
if (mKeystates[keyBindings[input].scancode] != 0)
|
||||
if (keyStates[keyBindings.at(input).scancode] != 0)
|
||||
{
|
||||
successKeyboard = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
successKeyboard = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!keyBindings[input].active)
|
||||
if (!keyBindings.at(input).active)
|
||||
{
|
||||
if (mKeystates[keyBindings[input].scancode] != 0)
|
||||
if (keyStates[keyBindings.at(input).scancode] != 0)
|
||||
{
|
||||
keyBindings[input].active = true;
|
||||
keyBindings.at(input).active = true;
|
||||
successKeyboard = true;
|
||||
}
|
||||
else
|
||||
@@ -75,9 +79,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mKeystates[keyBindings[input].scancode] == 0)
|
||||
if (keyStates[keyBindings.at(input).scancode] == 0)
|
||||
{
|
||||
keyBindings[input].active = false;
|
||||
keyBindings.at(input).active = false;
|
||||
successKeyboard = false;
|
||||
}
|
||||
else
|
||||
@@ -93,18 +97,22 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
{
|
||||
if (repeat)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
|
||||
{
|
||||
successGameController = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
successGameController = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!gameControllerBindings[input].active)
|
||||
if (!gameControllerBindings.at(input).active)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
|
||||
{
|
||||
gameControllerBindings[input].active = true;
|
||||
gameControllerBindings.at(input).active = true;
|
||||
successGameController = true;
|
||||
}
|
||||
else
|
||||
@@ -114,9 +122,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) == 0)
|
||||
{
|
||||
gameControllerBindings[input].active = false;
|
||||
gameControllerBindings.at(input).active = false;
|
||||
successGameController = false;
|
||||
}
|
||||
else
|
||||
@@ -133,38 +141,39 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
// Comprueba si hay almenos un input activo
|
||||
bool Input::checkAnyInput(int device, int index)
|
||||
{
|
||||
bool successKeyboard = false;
|
||||
bool successGameController = false;
|
||||
|
||||
if (device == INPUT_USE_ANY)
|
||||
index = 0;
|
||||
|
||||
if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY))
|
||||
{
|
||||
const Uint8 *mKeystates = SDL_GetKeyboardState(NULL);
|
||||
index = 0;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 17; ++i)
|
||||
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
|
||||
{
|
||||
const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
|
||||
|
||||
for (int i = 0; i < (int)keyBindings.size(); ++i)
|
||||
{
|
||||
if (mKeystates[keyBindings[i].scancode] != 0)
|
||||
if (mKeystates[keyBindings.at(i).scancode] != 0)
|
||||
{
|
||||
successKeyboard |= true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gameControllerFound())
|
||||
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
|
||||
{
|
||||
if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY)
|
||||
{
|
||||
for (int i = 0; i < 17; ++i)
|
||||
for (int i = 0; i < (int)gameControllerBindings.size(); ++i)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(i).button) != 0)
|
||||
{
|
||||
successGameController |= true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return (successKeyboard || successGameController);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
@@ -173,34 +182,42 @@ bool Input::discoverGameController()
|
||||
bool found = false;
|
||||
|
||||
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
|
||||
{
|
||||
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
}
|
||||
|
||||
if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0)
|
||||
{
|
||||
printf("Error, could not load %s file: %s\n", dbPath.c_str(), SDL_GetError());
|
||||
}
|
||||
|
||||
int nJoysticks = SDL_NumJoysticks();
|
||||
const int nJoysticks = SDL_NumJoysticks();
|
||||
numGamepads = 0;
|
||||
|
||||
// Cuenta el numero de mandos
|
||||
for (int i = 0; i < nJoysticks; ++i)
|
||||
{
|
||||
if (SDL_IsGameController(i))
|
||||
{
|
||||
numGamepads++;
|
||||
}
|
||||
}
|
||||
|
||||
printf("** Checking for game controllers ...\n");
|
||||
printf("%i joysticks found, %i are gamepads\n\n", nJoysticks, numGamepads);
|
||||
printf("\nChecking for game controllers...\n");
|
||||
printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads);
|
||||
|
||||
if (numGamepads > 0)
|
||||
{
|
||||
found = true;
|
||||
|
||||
for (int i = 0; i < numGamepads; ++i)
|
||||
for (int i = 0; i < numGamepads; i++)
|
||||
{
|
||||
// Abre el mando y lo añade a la lista
|
||||
SDL_GameController *pad = SDL_GameControllerOpen(i);
|
||||
if (SDL_GameControllerGetAttached(pad) == 1)
|
||||
{
|
||||
connectedControllers.push_back(pad);
|
||||
std::string separator(" #");
|
||||
const std::string separator(" #");
|
||||
std::string name = SDL_GameControllerNameForIndex(i);
|
||||
name.resize(25);
|
||||
name = name + separator + std::to_string(i);
|
||||
@@ -208,10 +225,11 @@ bool Input::discoverGameController()
|
||||
controllerNames.push_back(name);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// mGameController = connectedControllers[0];
|
||||
SDL_GameControllerEventState(SDL_ENABLE);
|
||||
}
|
||||
|
||||
@@ -222,18 +240,26 @@ bool Input::discoverGameController()
|
||||
bool Input::gameControllerFound()
|
||||
{
|
||||
if (numGamepads > 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Obten el nombre de un mando de juego
|
||||
std::string Input::getControllerName(int index)
|
||||
{
|
||||
if (numGamepads > 0)
|
||||
return controllerNames[index];
|
||||
{
|
||||
return controllerNames.at(index);
|
||||
}
|
||||
else
|
||||
{
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
// Obten el numero de mandos conectados
|
||||
@@ -41,19 +41,22 @@ private:
|
||||
Uint8 scancode; // Scancode asociado
|
||||
bool active; // Indica si está activo
|
||||
};
|
||||
keyBindings_t keyBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
|
||||
struct GameControllerBindings_t
|
||||
{
|
||||
SDL_GameControllerButton button; // GameControllerButton asociado
|
||||
bool active; // Indica si está activo
|
||||
};
|
||||
GameControllerBindings_t gameControllerBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
|
||||
std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
|
||||
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
|
||||
int numGamepads; // Numero de mandos conectados
|
||||
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
|
||||
// Objetos y punteros
|
||||
std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
|
||||
|
||||
// Variables
|
||||
std::vector<keyBindings_t> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
std::vector<GameControllerBindings_t> gameControllerBindings; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
|
||||
int numGamepads; // Numero de mandos conectados
|
||||
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
bool discoverGameController();
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
|
||||