17 Commits

Author SHA1 Message Date
47f16b7c14 Añadiendo enemigos nuevos 2022-10-21 21:50:38 +02:00
8610431893 Hay que arreglar el mapa 5 2022-10-20 20:31:45 +02:00
57c569677b Actualizado animatedsprite.cpp 2022-10-20 09:18:23 +02:00
b949436cd7 Renombrada la clase ltexture a texture 2022-10-18 13:56:06 +02:00
49f2c244ae Reestructurado el orden de declaracion de las variables en las clases separado por variables y objetos y punteros 2022-10-18 12:35:45 +02:00
73407e9a14 Eliminar 'data/config/config.txt' 2022-10-18 10:08:26 +02:00
f24d3ea1ee Actualizado gitignore 2022-10-18 10:07:39 +02:00
fbe31fb7d6 Corregidas las rutas a los ficheros de recursos 2022-10-18 09:44:22 +02:00
150d94454c Reorganizados los .cpp i .h en la carpeta common 2022-10-18 09:31:33 +02:00
eb185755c2 Actualizado Makefile 2022-10-10 09:10:49 +02:00
543e65d925 Modificado gitignore 2022-10-09 21:52:32 +02:00
80e89489a6 Modificados algunos recursos 2022-10-09 19:38:40 +02:00
420f7e84a0 Modificados dos mapas 2022-09-24 20:08:15 +02:00
c65bad49d9 Añadidos nuevos tiles de fondo 2022-09-24 19:53:56 +02:00
df323dcd4d Modificado el nombre de algunas variables 2022-09-24 19:38:31 +02:00
8bdb2fdf29 Cambios en animaciones y tiles 2022-09-24 17:26:29 +02:00
911061899d Optimizada la carga del mapa 2022-09-24 11:05:22 +02:00
138 changed files with 2705 additions and 4097 deletions

2
.gitignore vendored
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@@ -3,4 +3,4 @@
desktop.ini
thumbs.db
bin/*
config.txt
config.txt

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@@ -1,6 +1,15 @@
executable = volcano_2022
source = source/*.cpp source/common/*.cpp
windows:
@echo off
if not exist bin\ (mkdir bin)
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
strip -s -R .comment -R .gnu.version bin/$(executable).exe --strip-unneeded
macos:
mkdir -p bin
g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/volcano_macos
g++ $(source) -std=c++11 -Wall -O2 -lSDL2 -ffunction-sections -fdata-sections -o bin/$(executable)_macos
linux:
mkdir -p bin
g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/volcano_linux
g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o bin/$(executable)_linux
strip -s -R .comment -R .gnu.version bin/$(executable)_linux --strip-unneeded

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@@ -1,9 +0,0 @@
frame_width=16
frame_height=16
[animation]
name=default
speed=8
loop=0
frames=0,1,2,3,4,5
[/animation]

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@@ -1,9 +0,0 @@
frame_width=16
frame_height=16
[animation]
name=default
speed=6
loop=0
frames=0,1,2,3,4,5
[/animation]

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@@ -0,0 +1,9 @@
frameWidth=24
frameHeight=16
[animation]
name=default
speed=8
loop=0
frames=0,1,2,3,4,5,6,7,8
[/animation]

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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=8
loop=0
frames=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16
[/animation]

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@@ -1,9 +1,9 @@
frame_width=16
frame_height=16
frameWidth=16
frameHeight=16
[animation]
name=default
speed=8
loop=0
frames=0,1,2,3,4,5,6,7,8,9,10,11
frames=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17
[/animation]

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@@ -1,9 +1,9 @@
frame_width=16
frame_height=16
frameWidth=16
frameHeight=16
[animation]
name=default
speed=8
loop=0
frames=0,1,2,3,4,5
frames=0,1,2,3,4,5,6
[/animation]

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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=8
loop=0
frames=15,16,17,18,19,20,21,22,23,24,25,26,27,28
[/animation]

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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=8
loop=0
frames=15,16,17,18,19,20,21,22,23,24,25,26,27,28
[/animation]

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@@ -0,0 +1,9 @@
frameWidth=16
frameHeight=16
[animation]
name=default
speed=8
loop=0
frames=17,18,19,20,21,22,23,24,25,26,27,28,29,30
[/animation]

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@@ -1,9 +0,0 @@
frame_width=16
frame_height=16
[animation]
name=default
speed=8
loop=0
frames=0,1,2,3,4,5
[/animation]

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@@ -1,5 +1,5 @@
frame_width=16
frame_height=16
frameWidth=16
frameHeight=16
[animation]
name=default

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@@ -1,5 +1,5 @@
frame_width=16
frame_height=8
frameWidth=16
frameHeight=8
[animation]
name=default

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@@ -1,8 +0,0 @@
fullScreenMode=0
windowSize=2
filter=FILTER_NEAREST
vSync=true
integerScale=true
keepAspect=true
borderEnabled=false
borderSize=0.100000

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@@ -1,5 +1,5 @@
frame_width=320
frame_height=240
frameWidth=320
frameHeight=240
[animation]
name=intro

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@@ -3,12 +3,12 @@ tileset=manzana.png
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]

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@@ -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]

View File

@@ -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">
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View File

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View File

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View File

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View File

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View File

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View File

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View File

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281,281,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
315,315,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,281,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
315,315,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,281,315,316,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
315,315,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,281,315,316,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
315,315,281,282,315,316,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,281,315,316,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,
315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316
</data>
</layer>
</map>

View File

@@ -1,12 +0,0 @@
tileset_img=surface.png
bgColor1=0,171,159
bgColor2=144,225,231
room_up=0
room_down=05.map
room_left=10.map
room_right=08.map
[tilemap]
10.tmx
[/tilemap]

View File

@@ -1,34 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<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">
<tileset firstgid="1" source="surface.tsx"/>
<layer id="1" name="Capa de patrones 1" width="40" height="26">
<data encoding="csv">
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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</data>
</layer>
</map>

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View File

@@ -1,76 +0,0 @@
{
"maps": [
{
"fileName": "02.tmx",
"height": 208,
"width": 320,
"x": 256,
"y": 0
},
{
"fileName": "01.tmx",
"height": 208,
"width": 320,
"x": -64,
"y": 0
},
{
"fileName": "03.tmx",
"height": 208,
"width": 320,
"x": 256,
"y": 208
},
{
"fileName": "04.tmx",
"height": 208,
"width": 320,
"x": -384,
"y": 0
},
{
"fileName": "05.tmx",
"height": 208,
"width": 320,
"x": 576,
"y": 0
},
{
"fileName": "06.tmx",
"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"
}

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View File

@@ -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]

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View File

@@ -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

View File

@@ -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

View File

@@ -18,8 +18,6 @@ public:
// Destructor
~ActorDiamond();
};
#endif

View File

@@ -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

View File

@@ -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();
}

View 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;
}

View File

@@ -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

View File

@@ -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;

View File

@@ -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);

View File

@@ -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};

View File

@@ -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

View File

@@ -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

View File

@@ -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();

View File

@@ -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 };

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