109 Commits
v0.2 ... master

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
45f9a5b494 Añadida una capa estática de fondo 2022-09-24 07:32:48 +02:00
330185720d Añadida la animación de morir 2022-09-24 00:03:05 +02:00
e18db352e0 Trabajando en la muerte del jugador 2022-09-23 21:06:21 +02:00
4cf09d1535 Añadido input al scoreboard 2022-09-23 20:43:31 +02:00
48f84d28bd Trabajando en las colisiones con los enemigos 2022-09-23 19:50:40 +02:00
eac0236c60 Capa de fondo con posibilidad de scroll 2022-09-23 17:32:09 +02:00
afe5b52b6b trabajando en el movimiento easing del marcador 2022-09-23 14:09:36 +02:00
52d0c182f3 Trabajando en el marcador 2022-09-22 22:22:27 +02:00
1d9e5ff27d Trabajando en el marcador 2022-09-22 21:39:41 +02:00
96c0ddf8ed Marcador transparente. Area de juego ocupa toda la pantalla 2022-09-22 20:50:34 +02:00
44c9bb0a44 Prueba falsa de marcador transparente 2022-09-22 13:15:56 +02:00
c97063e728 Separados los elementos de la pantalla en diferentes texturas 2022-09-22 12:42:37 +02:00
5806f7352f Recarga de texturas en el cambio de modo de video 2022-09-22 08:27:28 +02:00
e517ef62c8 Actualizado animatedsprite para no requerir frames_per_row 2022-09-22 08:19:16 +02:00
170b245573 Actualizado gitignore 2022-09-21 22:55:14 +02:00
bc0bd2a4e2 Trabajando en el marcador 2022-09-21 22:41:08 +02:00
488e603ca5 Añadida la capa de fondo al mapa 2022-09-21 21:06:09 +02:00
5f99fe3550 Modificados algunos mapas con los nuevos tiles 2022-09-21 19:39:23 +02:00
d31ab28a12 Añadida la clase debug 2022-09-21 19:24:27 +02:00
241c63340c Ya guarda el fichero de configuración 2022-09-21 18:22:18 +02:00
f647a225f9 Actualizadas librerias comunes a las ultimas versiones 2022-09-21 17:31:35 +02:00
378f27a01e Empezando a trabajar con los nuevos mapas 2022-09-20 21:26:37 +02:00
650df9baaf Probando nuevas animaciones para el personaje 2022-09-14 17:39:48 +02:00
b93dc86cb0 Eliminados algunos warnings 2022-09-12 19:20:57 +02:00
4674c3dab2 Modificado debug.txt 2022-08-30 20:41:58 +02:00
a5c983df9d Actualizada la clase screen con nuevos procedimientos. Incluído el fichero const.h. Cambio de tamaño de ventana y pantalla completa 2022-08-30 17:59:10 +02:00
16b7bcc091 Quitado código comentado 2022-08-29 21:08:25 +02:00
e6dad36f3b Las plataformas horizontales ya no empujan ni se queda pegado al suelo 2022-08-29 10:48:31 +02:00
f9482594ea Arreglado el problema con las plataormas verticales. Se iba un pixel 2022-08-29 08:27:33 +02:00
45592f16c3 Añadido todo.md 2022-08-28 23:02:42 +02:00
462a64bb3e Actualizado a la última versión de jail_audio 2022-08-28 22:41:24 +02:00
fcdd2ffd21 Completada la carga de menus desde fichero 2022-08-28 21:03:21 +02:00
d5a069b8db Trabajando en la carga de menus desde fichero 2022-08-28 19:59:03 +02:00
d9cb7f68e2 Trabajando en las nuevas pantallas 2022-08-28 12:24:37 +02:00
5405652f00 Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/volcano_2022 2022-08-28 11:36:45 +02:00
6375cc442c Agregadas muevas pantallas 2022-08-28 11:33:08 +02:00
2929b1efb9 Actualizado el numero de versión 2022-08-28 07:51:46 +02:00
d937e5578f Retocado el menu del titulo 2022-08-28 07:50:08 +02:00
b6cbc65a2a corregido un bug en la caída del personaje 2022-08-28 07:30:13 +02:00
bc464206c1 Retocado el mapa 2022-08-27 23:26:48 +02:00
7c7e0c01e2 Añadidos enemigos tipo path 2022-08-27 22:53:06 +02:00
3f232c6c25 Debugando la clase enemy 2022-08-27 21:02:51 +02:00
8a79737520 Implementando el enemy engine 2022-08-27 18:42:59 +02:00
0e71bc97b3 Modificados algunos mapas 2022-08-27 17:29:56 +02:00
17b10a8fef Ya recuerda los items recogidos 2022-08-27 16:39:44 +02:00
ce33b4e10c Añadida la clase item_tracker 2022-08-27 16:08:22 +02:00
e94e750ca1 Modificados algunos printf 2022-08-27 14:35:51 +02:00
11a8ea8c24 Modificados algunos sonidos 2022-08-27 14:30:37 +02:00
58b238fa45 Ya coge los diamantes, aunque no los recuerda 2022-08-27 14:15:46 +02:00
2e102160e6 Plataformas moviles completadas 2022-08-27 09:36:43 +02:00
43c10d335b Ya se engancha verticalmente en las plataformas moviles 2022-08-27 07:55:06 +02:00
6b7c49aecd Trabajando en las colisiones con plataformas moviles 2022-08-26 21:25:51 +02:00
dda1e049c6 Ya detecta las plataformas móviles bajo los pies 2022-08-26 20:41:48 +02:00
5ff62a6950 Retocados nombres de variables antiguos 2022-08-26 19:53:19 +02:00
a4000d25db Empezando con los actores y polimorfismo. Ya pinta la plataforma movil 2022-08-26 13:36:31 +02:00
aea71599ff Creando subclases de actors 2022-08-26 07:24:22 +02:00
6b2901cebc Creado el primer boceto de la clase padre actor 2022-08-25 21:27:00 +02:00
39a8e9048a Cambiados los nombres de variables en text.h 2022-08-25 13:57:09 +02:00
a0613ddd8d Trabajando en el menu del titulo 2022-08-24 22:39:36 +02:00
1f4d094593 Retocando la clase menu 2022-08-24 13:58:52 +02:00
0749862af2 Cambiado el tipo de vector de la clase menu a std::vector 2022-08-23 20:50:55 +02:00
bca15cd29e Retocados los nombres de las variables de la clase menu 2022-08-23 20:08:28 +02:00
f2ea31a564 Añadido el degradado de fondo al archivo de mapa 2022-08-23 19:00:09 +02:00
2425ab5142 Añadida música al titulo 2022-08-23 17:03:10 +02:00
87f6ec39ea Añadida la clase Menu desde Coffee Crisis 2022-08-23 16:35:01 +02:00
6b9360ee18 Añadida la fuente Dogica 2022-08-23 14:00:52 +02:00
b61677bda9 Empezada la sección del titulo del juego 2022-08-23 12:35:56 +02:00
6b4926efb8 Completado el logo y la intro 2022-08-22 23:25:12 +02:00
f1e3cfe892 Añadidos los ficheros de intro y logo del coffee crisis 2022-08-22 17:44:24 +02:00
debdc861d5 Modificado el loop de las animaciones 2022-08-22 17:42:26 +02:00
7c7dcf1a12 Añadido mas texto al debug 2022-08-21 10:25:28 +02:00
b394395fa7 Añadida la música 2022-08-21 10:16:29 +02:00
6d2fe4541a Añadidos los enemigos 2022-08-20 20:49:35 +02:00
82089bb780 Empezando a trabajar con los enemigos 2022-08-20 19:11:59 +02:00
bb5d772a4b Borrado sync.sh 2022-08-20 17:31:42 +02:00
8c87534848 Desaparición de la carpeta media 2022-08-20 17:30:11 +02:00
75c6acdd53 Implementado el cambio de pantalla 2022-08-20 15:41:23 +02:00
7e93b3150f Terminados los tiles atravesables 2022-08-20 09:15:51 +02:00
8765049b69 Trabajando con el isOnFloor y los tiles passable 2022-08-19 14:05:56 +02:00
5144a14bcd Aladidos estados al jugador para mejorar el control sobre el salto y las caídas 2022-08-19 13:21:23 +02:00
1882f57c57 Cambiado el método de gestion de las colisiones del jugador. En vez de recular ahora corrige 2022-08-19 12:42:47 +02:00
0624cff845 Primera implementacion de tiles atravesables. No funcionará si estan apilados 2022-08-19 12:33:42 +02:00
76696f9eb7 Retocado un poco mas el salto 2022-08-19 07:21:25 +02:00
6a5f0b3b46 Convertido el juego a mapas con tiles de 8x8 2022-08-18 21:18:15 +02:00
c848a8b234 Antes de pasar el juego a tiles de 8x8 2022-08-18 20:41:53 +02:00
4de34c388d Añadidas físicas al movimiento y salto 2022-08-18 13:42:30 +02:00
b1c91d2d0d Colisiones básicas terminadas 2022-08-17 17:06:49 +02:00
02c2c1bce2 Implementado el salto del jugador 2022-08-17 13:44:41 +02:00
9bd1e9b936 Colisiones básicas completadas 2022-08-17 13:26:22 +02:00
a6d6f2854e Ta muestra información de depuración 2022-08-17 08:55:05 +02:00
a941f72208 Trabajando en las colisiones 2022-08-16 13:54:22 +02:00
77980a4d70 Actualizado el Makefile 2022-08-13 13:36:00 +02:00
168 changed files with 11921 additions and 2639 deletions

2
.gitignore vendored
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.vscode/*
.DS_Store
desktop.ini
thumbs.db
bin/*
config.txt

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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_macos
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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png_width_in_tiles=8
tile_width=16
tile_height=24
[animation]
name=stand
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loop=yes
frames=0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,3,4,5,6,7,0,0,0,0
[/animation]
[animation]
name=walk
speed=6
loop=yes
frames=8,9,10,10,9,8,11,12,13,13,14,15
[/animation]
[animation]
name=jump
speed=10
loop=yes
frames=16
[/animation]
[animation]
name=death
speed=10
loop=no
frames=24,25,26,27,28,29,30,31
[/animation]

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</data>
</layer>
<layer id="2" name="Colisiones" width="40" height="30">
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</data>
</layer>
</map>

76
data/map/surface.world Normal file
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{
"maps": [
{
"fileName": "02.tmx",
"height": 240,
"width": 320,
"x": 256,
"y": 0
},
{
"fileName": "01.tmx",
"height": 240,
"width": 320,
"x": -64,
"y": 0
},
{
"fileName": "03.tmx",
"height": 240,
"width": 320,
"x": 256,
"y": 240
},
{
"fileName": "04.tmx",
"height": 240,
"width": 320,
"x": -384,
"y": 0
},
{
"fileName": "05.tmx",
"height": 240,
"width": 320,
"x": 576,
"y": 0
},
{
"fileName": "06.tmx",
"height": 240,
"width": 320,
"x": 576,
"y": 240
},
{
"fileName": "07.tmx",
"height": 240,
"width": 320,
"x": 896,
"y": 0
},
{
"fileName": "08.tmx",
"height": 240,
"width": 320,
"x": 896,
"y": -240
},
{
"fileName": "09.tmx",
"height": 240,
"width": 320,
"x": 1216,
"y": -240
},
{
"fileName": "10.tmx",
"height": 240,
"width": 320,
"x": 576,
"y": -240
}
],
"onlyShowAdjacentMaps": false,
"type": "world"
}

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data/map/tile_kind.png Normal file

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4
data/map/tile_kind.tsx Normal file
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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_kind.png" width="24" height="8"/>
</tileset>

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data/map/tiles_surface.png Normal file

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data/map/tiles_surface.tsx Normal file

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35
data/menu/title.men Normal file
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@@ -0,0 +1,35 @@
font_png=dogica.png
font_txt=dogica.txt
sound_cancel=sound_menu_cancel.wav
sound_accept=sound_menu_select.wav
sound_move=sound_menu_move.wav
name=TITLE
x=0
y=150
backgroundType=0
backgroundColor=48,48,64,192
areElementsCenteredOnX=true
isCenteredOnX=true
centerX=160
selector_color=229,28,35,0
selector_text_color=255,180,0
defaultActionWhenCancel=2
[item]
text=START
hPaddingDown=2
[/item]
[item]
text=OPTIONS
hPaddingDown=5
[/item]
[item]
text=EXIT
[/item]

30
data/player/player.ani Normal file
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@@ -0,0 +1,30 @@
frameWidth=16
frameHeight=24
[animation]
name=stand
speed=8
loop=0
frames=0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,3,4,5,4,5,5,5,6,6,7,7,0,0
[/animation]
[animation]
name=walk
speed=4
loop=0
frames=14,15,16,17,18,19,20,21,22,23,24
[/animation]
[animation]
name=jump
speed=2
loop=-1
frames=28,29,30,31,32,33,34,35,36,37,38,39,40,41
[/animation]
[animation]
name=death
speed=8
loop=-1
frames=42,43,44,45,46,47,48,49,50,51,52,52,52,52,52,52,52
[/animation]

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data/player/player.png Normal file

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4
data/sound/desktop.ini Normal file
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[ViewState]
Mode=
Vid=
FolderType=Generic

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75
source/actor.cpp Normal file
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@@ -0,0 +1,75 @@
#include "actor.h"
#include <fstream>
#include <sstream>
// Constructor
Actor::Actor()
{
}
// Constructor
Actor::Actor(actor_t actor)
{
// Obten punteros a objetos
asset = actor.asset;
renderer = actor.renderer;
// Crea objetos
texture = new Texture(renderer, asset->get(actor.tileset));
sprite = new AnimatedSprite(texture, renderer, asset->get(actor.animation));
// Obten el resto de valores
sprite->setPosX(actor.x);
sprite->setPosY(actor.y);
sprite->setWidth(actor.w);
sprite->setHeight(actor.h);
sprite->setVelX(actor.vx);
sprite->setVelY(actor.vy);
sprite->setFlip(actor.vx > 0 ? SDL_FLIP_NONE : SDL_FLIP_HORIZONTAL);
this->name = actor.name;
}
// Destructor
Actor::~Actor()
{
texture->unload();
delete texture;
texture = nullptr;
delete sprite;
sprite = nullptr;
}
// Pinta el enemigo en pantalla
void Actor::render()
{
sprite->render();
}
// Actualiza las variables del objeto
void Actor::update()
{
sprite->update();
sprite->animate();
}
// Obtiene el rectangulo de colision del enemigo
SDL_Rect &Actor::getCollider()
{
collider = sprite->getRect();
return collider;
}
// Obtiene el nombre del actor
actor_name_e Actor::getName()
{
return name;
}
// Obtiene el valor de la variable
int Actor::getIncX()
{
return sprite->getIncX();
}

76
source/actor.h Normal file
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#pragma once
#include <SDL2/SDL.h>
#include "common/animatedsprite.h"
#include "common/asset.h"
#include "common/utils.h"
#include <string>
#ifndef ACTOR_H
#define ACTOR_H
// Nombres de actores
enum actor_name_e
{
a_moving_platform,
a_key,
a_heart,
a_diamond,
a_door
};
// Estructura para pasar los datos de un enemigo
struct actor_t
{
SDL_Renderer *renderer; // El renderizador de la ventana
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
std::string tileset; // Fichero con los graficos del enemigo
std::string animation; // Fichero con las animaciones del enemigo
int w; // Anchura del enemigo
int h; // Altura del enemigo
float x; // Posición inicial en el eje X
float y; // Posición inicial en el eje Y
float vx; // Velocidad en el eje X
float vy; // Velocidad en el eje Y
actor_name_e name; // Nombre del actor
};
// Clase Actor
class Actor
{
protected:
// Objetos y punteros
AnimatedSprite *sprite; // Sprite del enemigo
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
Actor();
Actor(actor_t actor);
// Destructor
virtual ~Actor();
// Pinta el enemigo en pantalla
void render();
// Actualiza las variables del objeto
virtual void update();
// Obtiene el rectangulo de colision del enemigo
SDL_Rect &getCollider();
// Obtiene el nombre del actor
actor_name_e getName();
// Obtiene el valor de la variable
int getIncX();
};
#endif

13
source/actor_diamond.cpp Normal file
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#include "actor_diamond.h"
#include <fstream>
#include <sstream>
// Constructor
ActorDiamond::ActorDiamond(actor_t actor) : Actor(actor)
{
}
// Destructor
ActorDiamond::~ActorDiamond()
{
}

23
source/actor_diamond.h Normal file
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@@ -0,0 +1,23 @@
#pragma once
#include <SDL2/SDL.h>
#include "actor.h"
#include <string>
#ifndef ACTOR_DIAMOND_H
#define ACTOR_DIAMOND_H
// Clase Actor
class ActorDiamond : public Actor
{
private:
public:
// Constructor
ActorDiamond(actor_t actor);
// Destructor
~ActorDiamond();
};
#endif

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@@ -0,0 +1,39 @@
#include "actor_moving_platform.h"
#include <fstream>
#include <sstream>
// Constructor
ActorMovingPlatform::ActorMovingPlatform(actor_t actor, SDL_Point p1, SDL_Point p2) : Actor(actor)
{
this->p1 = p1;
this->p2 = p2;
}
// Destructor
ActorMovingPlatform::~ActorMovingPlatform()
{
}
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
void ActorMovingPlatform::checkPath()
{
// Comprueba los límites horizontales
if (sprite->getPosX() > p2.x || sprite->getPosX() < p1.x)
{
sprite->setVelX(sprite->getVelX() * (-1));
}
// Comprueba los límites verticales
if (sprite->getPosY() > p2.y || sprite->getPosY() < p1.y)
{
sprite->setVelY(sprite->getVelY() * (-1));
}
}
// Actualiza las variables del objeto
void ActorMovingPlatform::update()
{
checkPath();
sprite->update();
sprite->animate();
}

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