Compare commits
56 Commits
| Author | SHA1 | Date | |
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| 77980a4d70 |
1
.gitignore
vendored
@@ -1,4 +1,5 @@
|
||||
.vscode/*
|
||||
.DS_Store
|
||||
desktop.ini
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||||
thumbs.db
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||||
bin/*
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||||
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||||
2
Makefile
@@ -3,4 +3,4 @@ macos:
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||||
g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/volcano_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_macos
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g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/volcano_linux
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10
data/actors/enemies/bug.ani
Normal file
@@ -0,0 +1,10 @@
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||||
frames_per_row=6
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||||
frame_width=16
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||||
frame_height=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=0,1,2,3,4,5
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||||
[/animation]
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||||
BIN
data/actors/enemies/bug.png
Normal file
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After Width: | Height: | Size: 1.2 KiB |
10
data/actors/enemies/flying_eye.ani
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frames_per_row=6
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||||
frame_width=16
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||||
frame_height=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=0,1,2,3,4,5
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[/animation]
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||||
BIN
data/actors/enemies/flying_eye.png
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After Width: | Height: | Size: 1.5 KiB |
10
data/actors/enemies/flying_eye_horn.ani
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frames_per_row=6
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||||
frame_width=16
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||||
frame_height=16
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||||
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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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||||
BIN
data/actors/enemies/flying_eye_horn.png
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After Width: | Height: | Size: 1.6 KiB |
10
data/actors/enemies/walking_eye.ani
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frames_per_row=6
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||||
frame_width=16
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||||
frame_height=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=0,1,2,3,4,5
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[/animation]
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||||
BIN
data/actors/enemies/walking_eye.png
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After Width: | Height: | Size: 1.2 KiB |
10
data/actors/items/diamond.ani
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@@ -0,0 +1,10 @@
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frames_per_row=8
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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=0,1,2,3,4,5,6,7
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[/animation]
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||||
BIN
data/actors/items/diamond.png
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After Width: | Height: | Size: 3.9 KiB |
10
data/actors/moving_platform.ani
Normal file
@@ -0,0 +1,10 @@
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frames_per_row=1
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||||
frame_width=16
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||||
frame_height=8
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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=0
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[/animation]
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BIN
data/actors/moving_platform.png
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|
After Width: | Height: | Size: 251 B |
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Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
BIN
data/font/debug.png
Normal file
|
After Width: | Height: | Size: 689 B |
194
data/font/debug.txt
Normal file
@@ -0,0 +1,194 @@
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||||
# box width
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||||
5
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||||
# box height
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||||
5
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||||
# 32 espacio ( )
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||||
5
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||||
# 33 !
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5
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||||
# 34 "
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5
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# 35 #
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5
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# 36 $
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||||
5
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||||
# 37 %
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5
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||||
# 38 &
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||||
5
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# 39 '
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||||
5
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||||
# 40 (
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5
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||||
# 41 )
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5
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||||
# 42 *
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||||
5
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||||
# 43 +
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||||
5
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||||
# 44 ,
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5
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# 45 -
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5
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||||
# 46 .
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||||
5
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||||
# 47 /
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||||
5
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||||
# 48 0
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||||
5
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||||
# 49 1
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5
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# 50 2
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5
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# 51 3
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5
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# 52 4
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5
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# 53 5
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5
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5
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# 56 8
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5
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# 57 9
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5
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# 58 :
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5
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# 59 ;
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5
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# 60 <
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5
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# 61 =
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5
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# 62 >
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5
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# 63 ?
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5
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# 64 @
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5
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# 65 A
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5
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# 66 B
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5
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# 67 C
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5
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# 68 D
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5
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||||
# 69 E
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||||
5
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# 70 F
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5
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||||
# 71 G
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||||
5
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||||
# 72 H
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||||
5
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||||
# 73 I
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||||
5
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||||
# 74 J
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||||
5
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||||
# 75 K
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||||
5
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||||
# 76 L
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||||
5
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||||
# 77 M
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||||
5
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||||
# 78 N
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||||
5
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||||
# 79 O
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||||
5
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||||
# 80 P
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||||
5
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||||
# 81 Q
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||||
5
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||||
# 82 R
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||||
5
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||||
# 83 S
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||||
5
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||||
# 84 T
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||||
5
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||||
# 85 U
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||||
5
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||||
# 86 V
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||||
5
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# 87 W
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||||
5
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# 88 X
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||||
5
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||||
# 89 Y
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||||
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# 90 Z
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5
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||||
# 91 [
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||||
5
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||||
# 92 \
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||||
5
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# 93 ]
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5
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||||
# 94 ^
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||||
5
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# 95 _
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||||
5
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||||
# 96 `
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# 97 a
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||||
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# 98 b
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||||
# 99 c
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||||
# 100 d
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# 101 e
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# 102 f
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# 103 g
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# 104 h
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# 105 i
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# 106 j
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# 107 k
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# 108 l
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# 109 m
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# 110 n
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# 111 o
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# 112 p
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# 113 q
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||||
# 114 r
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||||
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||||
# 115 s
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||||
5
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||||
# 116 t
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||||
5
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||||
# 117 u
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||||
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||||
# 118 v
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||||
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||||
# 119 w
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||||
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||||
# 120 x
|
||||
5
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||||
# 121 y
|
||||
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||||
# 122 z
|
||||
5
|
||||
# 123 {
|
||||
5
|
||||
# 124 |
|
||||
5
|
||||
# 125 }
|
||||
5
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||||
# 126 ~
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||||
5
|
||||
BIN
data/font/dogica.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
194
data/font/dogica.txt
Normal file
@@ -0,0 +1,194 @@
|
||||
# box width
|
||||
8
|
||||
# box height
|
||||
8
|
||||
# 32 espacio ( )
|
||||
7
|
||||
# 33 !
|
||||
1
|
||||
# 34 "
|
||||
4
|
||||
# 35 #
|
||||
6
|
||||
# 36 $
|
||||
5
|
||||
# 37 %
|
||||
7
|
||||
# 38 &
|
||||
6
|
||||
# 39 '
|
||||
2
|
||||
# 40 (
|
||||
2
|
||||
# 41 )
|
||||
2
|
||||
# 42 *
|
||||
5
|
||||
# 43 +
|
||||
5
|
||||
# 44 ,
|
||||
2
|
||||
# 45 -
|
||||
4
|
||||
# 46 .
|
||||
1
|
||||
# 47 /
|
||||
4
|
||||
# 48 0
|
||||
5
|
||||
# 49 1
|
||||
5
|
||||
# 50 2
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||||
5
|
||||
# 51 3
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||||
5
|
||||
# 52 4
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||||
5
|
||||
# 53 5
|
||||
5
|
||||
# 54 6
|
||||
5
|
||||
# 55 7
|
||||
5
|
||||
# 56 8
|
||||
5
|
||||
# 57 9
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||||
5
|
||||
# 58 :
|
||||
1
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||||
# 59 ;
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||||
2
|
||||
# 60 <
|
||||
3
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||||
# 61 =
|
||||
6
|
||||
# 62 >
|
||||
3
|
||||
# 63 ?
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||||
5
|
||||
# 64 @
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||||
7
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||||
# 65 A
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||||
5
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# 66 B
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5
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# 67 C
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5
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# 68 D
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||||
# 69 E
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||||
5
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||||
# 70 F
|
||||
5
|
||||
# 71 G
|
||||
5
|
||||
# 72 H
|
||||
5
|
||||
# 73 I
|
||||
3
|
||||
# 74 J
|
||||
4
|
||||
# 75 K
|
||||
5
|
||||
# 76 L
|
||||
4
|
||||
# 77 M
|
||||
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|
||||
# 78 N
|
||||
5
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||||
# 79 O
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||||
5
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||||
# 80 P
|
||||
5
|
||||
# 81 Q
|
||||
5
|
||||
# 82 R
|
||||
5
|
||||
# 83 S
|
||||
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|
||||
# 84 T
|
||||
5
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||||
# 85 U
|
||||
5
|
||||
# 86 V
|
||||
5
|
||||
# 87 W
|
||||
7
|
||||
# 88 X
|
||||
5
|
||||
# 89 Y
|
||||
5
|
||||
# 90 Z
|
||||
5
|
||||
# 91 [
|
||||
2
|
||||
# 92 \
|
||||
4
|
||||
# 93 ]
|
||||
2
|
||||
# 94 ^
|
||||
4
|
||||
# 95 _
|
||||
6
|
||||
# 96 `
|
||||
2
|
||||
# 97 a
|
||||
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# 98 b
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||||
# 99 c
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# 100 d
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# 101 e
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# 102 f
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# 103 g
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||||
# 105 i
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||||
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# 108 l
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|
||||
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|
||||
# 120 x
|
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|
||||
# 121 y
|
||||
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|
||||
# 122 z
|
||||
4
|
||||
# 123 {
|
||||
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|
||||
# 124 |
|
||||
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|
||||
# 125 }
|
||||
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|
||||
# 126 ~
|
||||
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|
||||
17
data/intro/intro.ani
Normal file
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|
||||
frames_per_row=4
|
||||
frame_width=320
|
||||
frame_height=240
|
||||
|
||||
[animation]
|
||||
name=intro
|
||||
speed=12
|
||||
loop=-1
|
||||
frames=0,1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=menu
|
||||
speed=12
|
||||
loop=0
|
||||
frames=18,26,18,26,18,26,18,26,18,26,18,26,18,26,18,19,20,21,22,23,24,25,26
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 670 KiB After Width: | Height: | Size: 670 KiB |
BIN
data/logo/logo.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
@@ -1,38 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.0" orientation="orthogonal" renderorder="right-down" width="20" height="13" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../../../volcano_2022_resources/tilesets/surface.tsx"/>
|
||||
<layer id="2" name="actors" width="20" height="13">
|
||||
<data encoding="csv">
|
||||
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,
|
||||
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,
|
||||
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,
|
||||
0,0,0,0,0,0,0,0,0,0,0,225,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="1" name="tiles" width="20" height="13">
|
||||
<data encoding="csv">
|
||||
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>
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</layer>
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</map>
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14
data/map/01.ene
Normal file
@@ -0,0 +1,14 @@
|
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[path]
|
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tileset=walking_eye.png
|
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animation=walking_eye.ani
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height=16
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vx=0.4
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vy=0
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x1=22
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y1=20
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x2=27
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y2=20
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[/path]
|
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@@ -1,11 +1,74 @@
|
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tileset_img=tiles_surface.png
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bg_img=bg_surface.png
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tileset_img=surface.png
|
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enemy_file=01.ene
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bgColor1=234,171,159
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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=0
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room_right=0
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room_right=02.map
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[tilemap]
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01.tmx
|
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[tilemap-end]
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[/tilemap]
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[actors]
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[moving platform]
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tileset=moving_platform.png
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animation=moving_platform.ani
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width=16
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height=8
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x=9
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y=11
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vx=0.3
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vy=0
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x1=9
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y1=11
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x2=15
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y2=11
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[/moving platform]
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[moving platform]
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animation=moving_platform.ani
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height=8
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x=20
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y=14
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vx=0
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vy=0.3
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x1=20
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x2=20
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y2=21
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[/moving platform]
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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]
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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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[/diamond]
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[diamond]
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animation=diamond.ani
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width=16
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height=16
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[/diamond]
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[/actors]
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@@ -1,21 +1,34 @@
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<tileset firstgid="1" source="../../../volcano_2022_resources/media_work/map_work/tiles_surface.tsx"/>
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<layer id="1" name="tiles" width="20" height="13">
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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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</map>
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29
data/map/02.ene
Normal file
@@ -0,0 +1,29 @@
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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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[path]
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tileset=flying_eye_horn.png
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animation=flying_eye_horn.ani
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[/path]
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92
data/map/02.map
Normal file
@@ -0,0 +1,92 @@
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tileset_img=surface.png
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[tilemap]
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[actors]
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[diamond]
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[diamond]
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[diamond]
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[diamond]
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34
data/map/02.tmx
Normal file
@@ -0,0 +1,34 @@
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0,0,0,0,0,0,0,0,141,142,138,113,264,263,264,364,0,0,0,0,0,0,0,0,0,0,0,161,162,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,180,169,170,138,313,295,296,406,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,372,373,373,264,78,137,138,75,76,145,0,0,0,0,0,0,583,584,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,144,86,77,110,169,170,83,108,0,0,0,0,0,0,0,161,162,0,0,0,0,0,159,160,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,109,148,137,138,115,0,0,0,0,0,0,583,584,155,156,65,66,0,0,0,191,192,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,109,110,170,115,0,0,0,0,0,0,161,162,187,188,97,98,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,141,142,138,83,0,0,0,0,583,584,155,156,65,66,69,70,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,180,169,170,115,0,0,0,0,161,162,187,188,97,98,101,102,0,0,0,189,190,0,0,93,94,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,362,282,276,277,279,364,193,194,0,157,158,93,94,157,158,157,158,0,0,0,69,70,0,0,125,126,0,0,0,93,94,0,0,
|
||||
0,0,0,0,0,0,0,394,314,308,309,311,396,225,226,0,189,190,125,126,189,190,189,190,0,0,0,101,102,0,0,157,158,0,0,0,125,126,0,0,
|
||||
363,363,363,363,363,363,363,363,265,265,265,265,363,363,363,363,363,363,363,363,363,363,363,363,363,364,0,189,190,0,362,363,363,363,363,363,363,363,363,363,
|
||||
295,295,295,295,295,295,295,295,295,295,295,295,295,295,295,295,295,295,295,295,295,296,296,296,296,396,0,189,190,0,394,296,296,296,296,296,296,296,296,296
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
44
data/map/03.ene
Normal file
@@ -0,0 +1,44 @@
|
||||
[path]
|
||||
tileset=walking_eye.png
|
||||
animation=walking_eye.ani
|
||||
width=16
|
||||
height=16
|
||||
x=13
|
||||
y=23
|
||||
vx=0.4
|
||||
vy=0
|
||||
x1=3
|
||||
y1=23
|
||||
x2=18
|
||||
y2=23
|
||||
[/path]
|
||||
|
||||
[path]
|
||||
tileset=walking_eye.png
|
||||
animation=walking_eye.ani
|
||||
width=16
|
||||
height=16
|
||||
x=22
|
||||
y=13
|
||||
vx=0.4
|
||||
vy=0
|
||||
x1=20
|
||||
y1=13
|
||||
x2=24
|
||||
y2=13
|
||||
[/path]
|
||||
|
||||
[path]
|
||||
tileset=walking_eye.png
|
||||
animation=walking_eye.ani
|
||||
width=16
|
||||
height=16
|
||||
x=27
|
||||
y=8
|
||||
vx=-0.4
|
||||
vy=0
|
||||
x1=25
|
||||
y1=8
|
||||
x2=29
|
||||
y2=8
|
||||
[/path]
|
||||
44
data/map/03.map
Normal file
@@ -0,0 +1,44 @@
|
||||
tileset_img=surface.png
|
||||
enemy_file=03.ene
|
||||
bgColor1=143,86,59
|
||||
bgColor2=69,40,60
|
||||
|
||||
room_up=02.map
|
||||
room_down=0
|
||||
room_left=0
|
||||
room_right=0
|
||||
|
||||
[tilemap]
|
||||
03.tmx
|
||||
[/tilemap]
|
||||
|
||||
[actors]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=25
|
||||
y=19
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=22
|
||||
y=12
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=2
|
||||
y=22
|
||||
[/diamond]
|
||||
|
||||
[/actors]
|
||||
34
data/map/03.tmx
Normal file
@@ -0,0 +1,34 @@
|
||||
<?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">
|
||||
260,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,431,432,0,189,190,0,430,431,431,431,431,431,431,431,431,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
291,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,577,578,579,580,581,582,0,0,0,0,0,0,0,0,292,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,291,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,577,578,579,580,581,582,0,0,0,0,0,0,0,0,292,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,0,0,260,
|
||||
291,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,155,156,65,66,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,187,188,97,98,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,577,578,579,580,581,582,0,0,0,157,158,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,292,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,159,160,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,67,0,0,0,0,0,0,191,192,0,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,157,158,0,0,0,0,0,0,577,578,579,580,581,582,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,291,
|
||||
291,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,159,160,0,0,0,0,0,0,0,0,189,190,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,191,192,577,578,579,580,581,582,0,0,67,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,69,70,0,0,189,190,0,0,0,157,158,0,0,0,0,0,0,0,260,
|
||||
260,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,101,102,0,0,189,190,0,0,0,189,190,0,0,0,0,0,0,0,260,
|
||||
260,260,257,258,260,260,260,260,258,260,260,260,260,260,257,260,260,260,258,260,260,260,260,260,260,260,260,260,257,258,260,260,260,260,260,260,257,260,260,260
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
BIN
data/map/surface.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
1028
data/map/surface.tsx
Normal file
27
data/map/surface.world
Normal file
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"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
|
||||
}
|
||||
],
|
||||
"onlyShowAdjacentMaps": false,
|
||||
"type": "world"
|
||||
}
|
||||
|
Before Width: | Height: | Size: 51 KiB After Width: | Height: | Size: 51 KiB |
@@ -1,31 +1,31 @@
|
||||
png_width_in_tiles=8
|
||||
tile_width=16
|
||||
tile_height=24
|
||||
frames_per_row=8
|
||||
frame_width=16
|
||||
frame_height=24
|
||||
|
||||
[animation]
|
||||
name=stand
|
||||
speed=8
|
||||
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
|
||||
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=6
|
||||
loop=yes
|
||||
speed=4
|
||||
loop=0
|
||||
frames=8,9,10,10,9,8,11,12,13,13,14,15
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=jump
|
||||
speed=10
|
||||
loop=yes
|
||||
frames=16
|
||||
loop=-1
|
||||
frames=16,17,18,17,16
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=death
|
||||
speed=10
|
||||
loop=no
|
||||
loop=-1
|
||||
frames=24,25,26,27,28,29,30,31
|
||||
[/animation]
|
||||
BIN
data/player/player.png
Normal file
|
After Width: | Height: | Size: 7.5 KiB |
4
data/sound/desktop.ini
Normal file
@@ -0,0 +1,4 @@
|
||||
[ViewState]
|
||||
Mode=
|
||||
Vid=
|
||||
FolderType=Generic
|
||||
BIN
data/sound/sound_drop_enemy.wav
Normal file
BIN
data/sound/sound_drop_splat.wav
Normal file
BIN
data/sound/sound_menu_cancel.wav
Normal file
BIN
data/sound/sound_menu_logo.wav
Normal file
BIN
data/sound/sound_menu_move.wav
Normal file
BIN
data/sound/sound_menu_select.wav
Normal file
BIN
data/sound/sound_menu_start.wav
Normal file
BIN
data/sound/sound_player_coin.wav
Normal file
BIN
data/sound/sound_player_death.wav
Normal file
BIN
data/sound/sound_player_jump.wav
Normal file
|
Before Width: | Height: | Size: 21 KiB |
|
Before Width: | Height: | Size: 4.8 KiB |
|
Before Width: | Height: | Size: 6.9 KiB |
|
Before Width: | Height: | Size: 3.2 KiB |
|
Before Width: | Height: | Size: 145 KiB |
|
Before Width: | Height: | Size: 7.3 KiB |
|
Before Width: | Height: | Size: 24 KiB |
76
source/actor.cpp
Normal file
@@ -0,0 +1,76 @@
|
||||
#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 LTexture();
|
||||
loadTextureFromFile(texture, asset->get(actor.tileset), renderer);
|
||||
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();
|
||||
}
|
||||
73
source/actor.h
Normal file
@@ -0,0 +1,73 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "animatedsprite.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:
|
||||
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
|
||||
AnimatedSprite *sprite; // Sprite del enemigo
|
||||
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
@@ -0,0 +1,13 @@
|
||||
#include "actor_diamond.h"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
ActorDiamond::ActorDiamond(actor_t actor) : Actor(actor)
|
||||
{
|
||||
}
|
||||
|
||||
// Destructor
|
||||
ActorDiamond::~ActorDiamond()
|
||||
{
|
||||
}
|
||||
25
source/actor_diamond.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#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
|
||||
39
source/actor_moving_platform.cpp
Normal file
@@ -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();
|
||||
}
|
||||
34
source/actor_moving_platform.h
Normal file
@@ -0,0 +1,34 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "actor.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef ACTOR_MOVING_PLATFORM_H
|
||||
#define ACTOR_MOVING_PLATFORM_H
|
||||
|
||||
// Clase Actor
|
||||
class ActorMovingPlatform : public Actor
|
||||
{
|
||||
private:
|
||||
SDL_Point p1; // Punto 1 (inicial) de la ruta
|
||||
SDL_Point p2; // Punto 2 (final) de la ruta
|
||||
|
||||
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
||||
void checkPath();
|
||||
|
||||
// Actualiza la variable
|
||||
void updateShift();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
ActorMovingPlatform(actor_t actor, SDL_Point p1, SDL_Point p2);
|
||||
|
||||
// Destructor
|
||||
~ActorMovingPlatform();
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,10 +0,0 @@
|
||||
#include "actors.h"
|
||||
|
||||
// Constructor
|
||||
Actors::Actors()
|
||||
{
|
||||
}
|
||||
|
||||
Actors::~Actors()
|
||||
{
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#pragma once
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#ifndef ACTORS_H
|
||||
#define ACTORS_H
|
||||
|
||||
class Actors
|
||||
{
|
||||
private:
|
||||
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Actors();
|
||||
|
||||
// Destructor
|
||||
~Actors();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -10,12 +10,15 @@ AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::s
|
||||
|
||||
// Carga las animaciones
|
||||
load(file);
|
||||
|
||||
// Inicializa variables
|
||||
currentAnimation = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
AnimatedSprite::~AnimatedSprite()
|
||||
{
|
||||
for (auto a : animation)
|
||||
for (auto &a : animation)
|
||||
{
|
||||
a.frames.clear();
|
||||
}
|
||||
@@ -25,33 +28,45 @@ AnimatedSprite::~AnimatedSprite()
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int AnimatedSprite::getIndex(std::string name)
|
||||
{
|
||||
int result = -1;
|
||||
int index = -1;
|
||||
for (int i = 0; i < animation.size(); i++)
|
||||
{
|
||||
if (animation[i].name == name)
|
||||
{
|
||||
result = i;
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
|
||||
if (index == -1)
|
||||
{
|
||||
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
|
||||
index = 0;
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
// Calcula el frame correspondiente a la animación
|
||||
void AnimatedSprite::animate()
|
||||
{
|
||||
if (mEnabled)
|
||||
if (enabled)
|
||||
{
|
||||
// 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
|
||||
// en función de la variable loop y coloca el nuevo frame
|
||||
if (animation[currentAnimation].currentFrame >= animation[currentAnimation].frames.size())
|
||||
{
|
||||
if (animation[currentAnimation].loop)
|
||||
animation[currentAnimation].counter = 0;
|
||||
else
|
||||
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
|
||||
@@ -84,21 +99,21 @@ void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void AnimatedSprite::setAnimationLoop(std::string name, bool loop)
|
||||
void AnimatedSprite::setAnimationLoop(std::string name, int loop)
|
||||
{
|
||||
animation[getIndex(name)].loop = loop;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void AnimatedSprite::setCompleted(std::string name, bool value)
|
||||
void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
|
||||
{
|
||||
animation[getIndex(name)].completed = value;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool AnimatedSprite::isCompleted(std::string name)
|
||||
bool AnimatedSprite::animationIsCompleted()
|
||||
{
|
||||
return animation[getIndex(name)].completed;
|
||||
return animation[currentAnimation].completed;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
@@ -110,9 +125,10 @@ SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
|
||||
// Carga la animación desde un fichero
|
||||
bool AnimatedSprite::load(std::string filePath)
|
||||
{
|
||||
int png_width_in_tiles = 0;
|
||||
int tile_width = 0;
|
||||
int tile_height = 0;
|
||||
int frames_per_row = 0;
|
||||
int frame_width = 0;
|
||||
int frame_height = 0;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
@@ -155,26 +171,19 @@ bool AnimatedSprite::load(std::string filePath)
|
||||
}
|
||||
else if (line.substr(0, pos) == "loop")
|
||||
{
|
||||
if (line.substr(pos + 1, line.length()) == "yes" || line.substr(pos + 1, line.length()) == "true")
|
||||
{
|
||||
buffer.loop = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
buffer.loop = false;
|
||||
}
|
||||
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, tile_width, tile_height};
|
||||
SDL_Rect rect = {0, 0, frame_width, frame_height};
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
int num_tile = std::stoi(tmp);
|
||||
rect.x = (num_tile % png_width_in_tiles) * tile_width;
|
||||
rect.y = (num_tile / png_width_in_tiles) * tile_height;
|
||||
rect.x = (num_tile % frames_per_row) * frame_width;
|
||||
rect.y = (num_tile / frames_per_row) * frame_height;
|
||||
buffer.frames.push_back(rect);
|
||||
}
|
||||
}
|
||||
@@ -199,17 +208,17 @@ bool AnimatedSprite::load(std::string filePath)
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "png_width_in_tiles")
|
||||
if (line.substr(0, pos) == "frames_per_row")
|
||||
{
|
||||
png_width_in_tiles = std::stoi(line.substr(pos + 1, line.length()));
|
||||
frames_per_row = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "tile_width")
|
||||
else if (line.substr(0, pos) == "frame_width")
|
||||
{
|
||||
tile_width = std::stoi(line.substr(pos + 1, line.length()));
|
||||
frame_width = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "tile_height")
|
||||
else if (line.substr(0, pos) == "frame_height")
|
||||
{
|
||||
tile_height = std::stoi(line.substr(pos + 1, line.length()));
|
||||
frame_height = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -221,7 +230,7 @@ bool AnimatedSprite::load(std::string filePath)
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Closing file %s\n", filename.c_str());
|
||||
printf("Closing file %s\n\n", filename.c_str());
|
||||
file.close();
|
||||
}
|
||||
// El fichero no se puede abrir
|
||||
@@ -231,6 +240,9 @@ bool AnimatedSprite::load(std::string filePath)
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Pone un valor por defecto
|
||||
setPos({0, 0, frame_width, frame_height});
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "movingsprite.h"
|
||||
#include <vector>
|
||||
@@ -18,7 +19,7 @@ private:
|
||||
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
|
||||
bool loop; // Indica si la animación se reproduce en bucle
|
||||
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
|
||||
@@ -28,7 +29,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file="");
|
||||
AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "");
|
||||
|
||||
// Destructor
|
||||
~AnimatedSprite();
|
||||
@@ -45,14 +46,14 @@ public:
|
||||
// Establece la velocidad de una animación
|
||||
void setAnimationSpeed(std::string name, int speed);
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void setAnimationLoop(std::string name, bool loop);
|
||||
// Establece el frame al que vuelve la animación al finalizar
|
||||
void setAnimationLoop(std::string name, int loop);
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setCompleted(std::string name, bool value);
|
||||
void setAnimationCompleted(std::string name, bool value);
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool isCompleted(std::string name);
|
||||
bool animationIsCompleted();
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect getAnimationClip(std::string name, Uint8 index);
|
||||
@@ -64,7 +65,7 @@ public:
|
||||
bool load(std::string filePath);
|
||||
|
||||
// Establece la animacion actual
|
||||
void setCurrentAnimation(std::string name);
|
||||
void setCurrentAnimation(std::string name = "default");
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
71
source/enemy.cpp
Normal file
@@ -0,0 +1,71 @@
|
||||
#include "enemy.h"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
Enemy::Enemy()
|
||||
{
|
||||
}
|
||||
|
||||
// Constructor
|
||||
Enemy::Enemy(enemy_t enemy)
|
||||
{
|
||||
// Obten punteros a objetos
|
||||
asset = enemy.asset;
|
||||
renderer = enemy.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get(enemy.tileset), renderer);
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get(enemy.animation));
|
||||
|
||||
// Obten el resto de valores
|
||||
sprite->setPosX(enemy.x);
|
||||
sprite->setPosY(enemy.y);
|
||||
sprite->setWidth(enemy.w);
|
||||
sprite->setHeight(enemy.h);
|
||||
|
||||
sprite->setVelX(enemy.vx);
|
||||
sprite->setVelY(enemy.vy);
|
||||
sprite->setCurrentAnimation();
|
||||
sprite->setFlip(enemy.vx > 0 ? SDL_FLIP_NONE : SDL_FLIP_HORIZONTAL);
|
||||
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Enemy::~Enemy()
|
||||
{
|
||||
texture->unload();
|
||||
delete texture;
|
||||
texture = nullptr;
|
||||
|
||||
delete sprite;
|
||||
sprite = nullptr;
|
||||
}
|
||||
|
||||
// Pinta el enemigo en pantalla
|
||||
void Enemy::render()
|
||||
{
|
||||
sprite->render();
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void Enemy::update()
|
||||
{
|
||||
sprite->update();
|
||||
sprite->animate();
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo que contiene al enemigo
|
||||
SDL_Rect Enemy::getRect()
|
||||
{
|
||||
return sprite->getRect();
|
||||
}
|
||||
|
||||
// Obtiene el rectangulo de colision del enemigo
|
||||
SDL_Rect &Enemy::getCollider()
|
||||
{
|
||||
return collider;
|
||||
}
|
||||
58
source/enemy.h
Normal file
@@ -0,0 +1,58 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "animatedsprite.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef ENEMY_H
|
||||
#define ENEMY_H
|
||||
|
||||
// Estructura para pasar los datos de un enemigo
|
||||
struct enemy_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
|
||||
};
|
||||
|
||||
// Clase Enemy
|
||||
class Enemy
|
||||
{
|
||||
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
|
||||
AnimatedSprite *sprite; // Sprite del enemigo
|
||||
SDL_Rect collider; // Caja de colisión
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Enemy();
|
||||
Enemy(enemy_t enemy);
|
||||
|
||||
// Destructor
|
||||
virtual ~Enemy();
|
||||
|
||||
// Pinta el enemigo en pantalla
|
||||
void render();
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
virtual void update();
|
||||
|
||||
// Devuelve el rectangulo que contiene al enemigo
|
||||
SDL_Rect getRect();
|
||||
|
||||
// Obtiene el rectangulo de colision del enemigo
|
||||
SDL_Rect &getCollider();
|
||||
};
|
||||
|
||||
#endif
|
||||
170
source/enemy_engine.cpp
Normal file
@@ -0,0 +1,170 @@
|
||||
#include "enemy_engine.h"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
EnemyEngine::EnemyEngine(SDL_Renderer *renderer, Asset *asset, Player *player, Map *map, std::string file)
|
||||
{
|
||||
this->renderer = renderer;
|
||||
this->asset = asset;
|
||||
this->player = player;
|
||||
this->map = map;
|
||||
|
||||
load(file);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
EnemyEngine::~EnemyEngine()
|
||||
{
|
||||
// Elimina todos los enemigos anteriores
|
||||
for (auto enemy : enemies)
|
||||
{
|
||||
delete enemy;
|
||||
}
|
||||
enemies.clear();
|
||||
}
|
||||
|
||||
// Pinta los enemigos en pantalla
|
||||
void EnemyEngine::render()
|
||||
{
|
||||
for (auto enemy : enemies)
|
||||
{
|
||||
enemy->render();
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void EnemyEngine::update()
|
||||
{
|
||||
for (auto enemy : enemies)
|
||||
{
|
||||
enemy->update();
|
||||
}
|
||||
}
|
||||
|
||||
// Carga las variables desde un fichero
|
||||
bool EnemyEngine::load(std::string file_path)
|
||||
{
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
|
||||
std::string line;
|
||||
std::ifstream file(file_path);
|
||||
|
||||
// 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 [actor] se realiza el proceso de carga de los actores
|
||||
if (line == "[path]")
|
||||
{
|
||||
enemy_t enemy;
|
||||
enemy.asset = asset;
|
||||
enemy.renderer = renderer;
|
||||
SDL_Point p1, p2;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (!setEnemy(&enemy, &p1, &p2, line.substr(0, pos), line.substr(pos + 1, line.length())))
|
||||
{
|
||||
printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
} while (line != "[/path]");
|
||||
|
||||
printf("** enemy path loaded\n\n");
|
||||
enemies.push_back(new EnemyPath(enemy, p1, p2));
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Asigna variables a una estructura enemy_t
|
||||
bool EnemyEngine::setEnemy(enemy_t *enemy, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value)
|
||||
{
|
||||
const int tile_size = 8;
|
||||
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (var == "tileset")
|
||||
{
|
||||
enemy->tileset = value;
|
||||
}
|
||||
else if (var == "animation")
|
||||
{
|
||||
enemy->animation = value;
|
||||
}
|
||||
else if (var == "width")
|
||||
{
|
||||
enemy->w = std::stof(value);
|
||||
}
|
||||
else if (var == "height")
|
||||
{
|
||||
enemy->h = std::stof(value);
|
||||
}
|
||||
else if (var == "x")
|
||||
{
|
||||
enemy->x = std::stof(value) * tile_size;
|
||||
}
|
||||
else if (var == "y")
|
||||
{
|
||||
enemy->y = std::stof(value) * tile_size;
|
||||
}
|
||||
else if (var == "vx")
|
||||
{
|
||||
enemy->vx = std::stof(value);
|
||||
}
|
||||
else if (var == "vy")
|
||||
{
|
||||
enemy->vy = std::stof(value);
|
||||
}
|
||||
else if (var == "x1")
|
||||
{
|
||||
p1->x = std::stoi(value) * tile_size;
|
||||
}
|
||||
else if (var == "x2")
|
||||
{
|
||||
p2->x = std::stoi(value) * tile_size;
|
||||
}
|
||||
else if (var == "y1")
|
||||
{
|
||||
p1->y = std::stoi(value) * tile_size;
|
||||
}
|
||||
else if (var == "y2")
|
||||
{
|
||||
p2->y = std::stoi(value) * tile_size;
|
||||
}
|
||||
else if (var == "[/path]")
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
46
source/enemy_engine.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "enemy.h"
|
||||
#include "enemy_path.h"
|
||||
#include "map.h"
|
||||
#include "player.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef ENEMY_ENGINE_H
|
||||
#define ENEMY_ENGINE_H
|
||||
|
||||
// Clase EnemyEngine
|
||||
class EnemyEngine
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
Map *map; // Mapa con la información de la habitación
|
||||
Player *player; // Puntero con el jugador
|
||||
std::vector<EnemyPath *> enemies; // Vector con la lista de enemigos
|
||||
|
||||
// Carga las variables desde un fichero
|
||||
bool load(std::string file_path);
|
||||
|
||||
// Asigna variables a una estructura enemy_t
|
||||
bool setEnemy(enemy_t *enemy, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value);
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
EnemyEngine(SDL_Renderer *renderer, Asset *asset, Player *player, Map *map, std::string file);
|
||||
|
||||
// Destructor
|
||||
~EnemyEngine();
|
||||
|
||||
// Pinta los enemigos en pantalla
|
||||
void render();
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
};
|
||||
|
||||
#endif
|
||||
43
source/enemy_path.cpp
Normal file
@@ -0,0 +1,43 @@
|
||||
#include "enemy_path.h"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
EnemyPath::EnemyPath(enemy_t enemy, SDL_Point p1, SDL_Point p2) : Enemy(enemy)
|
||||
{
|
||||
// Obten el resto de valores
|
||||
this->p1 = p1;
|
||||
this->p2 = p2;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
EnemyPath::~EnemyPath()
|
||||
{
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void EnemyPath::update()
|
||||
{
|
||||
sprite->update();
|
||||
sprite->animate();
|
||||
checkPath();
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
||||
void EnemyPath::checkPath()
|
||||
{
|
||||
// Comprueba los límites horizontales
|
||||
if (sprite->getPosX() > p2.x || sprite->getPosX() < p1.x)
|
||||
{
|
||||
sprite->setVelX(sprite->getVelX() * (-1));
|
||||
sprite->flip();
|
||||
}
|
||||
|
||||
// Comprueba los límites verticales
|
||||
if (sprite->getPosY() > p2.y || sprite->getPosY() < p1.y)
|
||||
{
|
||||
sprite->setVelY(sprite->getVelY() * (-1));
|
||||
sprite->flip();
|
||||
}
|
||||
}
|
||||
33
source/enemy_path.h
Normal file
@@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "enemy.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef ENEMY_PATH_H
|
||||
#define ENEMY_PATH_H
|
||||
|
||||
// Clase EnemyPath
|
||||
class EnemyPath : public Enemy
|
||||
|
||||
|
||||
{
|
||||
private:
|
||||
SDL_Point p1; // Punto 1 (inicial) de la ruta
|
||||
SDL_Point p2; // Punto 2 (final) de la ruta
|
||||
|
||||
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
||||
void checkPath();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
EnemyPath(enemy_t enemy, SDL_Point p1, SDL_Point p2);
|
||||
|
||||
// Destructor
|
||||
~EnemyPath();
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
};
|
||||
|
||||
#endif
|
||||
188
source/game.cpp
@@ -1,31 +1,55 @@
|
||||
#include "game.h"
|
||||
|
||||
// Constructor
|
||||
Game::Game(SDL_Renderer *renderer, Asset *asset, Screen *screen, Input *input)
|
||||
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
|
||||
{
|
||||
|
||||
// Copia punteros
|
||||
this->renderer = renderer;
|
||||
this->asset = asset;
|
||||
this->screen = screen;
|
||||
this->input = input;
|
||||
|
||||
// Reserva memoria para los objetos
|
||||
eventHandler = new SDL_Event();
|
||||
map = new Map(asset->get("01.map"), renderer, asset);
|
||||
player = new Player(renderer, asset, input);
|
||||
itemTracker = new ItemTracker();
|
||||
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
player = new Player(renderer, asset, input, map);
|
||||
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
// enemyEngine->setEnemies(asset->get(map->getEnemyFile()));
|
||||
debugText = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
|
||||
music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
|
||||
|
||||
// Inicializa variables
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
|
||||
section.name = SECTION_PROG_GAME;
|
||||
section.subsection = SUBSECTION_GAME_PLAY;
|
||||
|
||||
musicEnabled = true;
|
||||
debug = false;
|
||||
musicEnabled = !debug;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Game::~Game()
|
||||
{
|
||||
delete eventHandler;
|
||||
delete itemTracker;
|
||||
delete map;
|
||||
delete player;
|
||||
delete enemyEngine;
|
||||
delete debugText;
|
||||
JA_DeleteMusic(music);
|
||||
}
|
||||
|
||||
// Bucle para el juego
|
||||
section_t Game::run()
|
||||
{
|
||||
init();
|
||||
if (musicEnabled)
|
||||
{
|
||||
JA_PlayMusic(music);
|
||||
}
|
||||
|
||||
while (section.name == SECTION_PROG_GAME)
|
||||
{
|
||||
@@ -37,19 +61,11 @@ section_t Game::run()
|
||||
}
|
||||
}
|
||||
|
||||
JA_StopMusic();
|
||||
|
||||
return section;
|
||||
}
|
||||
|
||||
// Inicializa las variables necesarias para la sección 'Game'
|
||||
void Game::init()
|
||||
{
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
|
||||
section.name = SECTION_PROG_GAME;
|
||||
section.subsection = SUBSECTION_GAME_PLAY;
|
||||
}
|
||||
|
||||
// Actualiza el juego, las variables, comprueba la entrada, etc.
|
||||
void Game::update()
|
||||
{
|
||||
@@ -71,6 +87,10 @@ void Game::update()
|
||||
}
|
||||
|
||||
player->update();
|
||||
checkScreenBorders();
|
||||
enemyEngine->update();
|
||||
map->update();
|
||||
checkInput();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -83,8 +103,146 @@ void Game::render()
|
||||
|
||||
// Dibuja los objetos
|
||||
map->render();
|
||||
enemyEngine->render();
|
||||
player->render();
|
||||
renderDebugInfo();
|
||||
|
||||
// Actualiza la pantalla
|
||||
screen->blit();
|
||||
}
|
||||
|
||||
// Comprueba la entrada
|
||||
void Game::checkInput()
|
||||
{
|
||||
if (input->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
|
||||
{
|
||||
debug = !debug;
|
||||
musicEnabled = !debug;
|
||||
if (musicEnabled)
|
||||
{
|
||||
JA_PlayMusic(music);
|
||||
}
|
||||
else
|
||||
{
|
||||
JA_StopMusic();
|
||||
}
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_BUTTON_3, REPEAT_FALSE))
|
||||
{
|
||||
delete map;
|
||||
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
delete player;
|
||||
player = new Player(renderer, asset, input, map);
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_BUTTON_ESCAPE, REPEAT_FALSE))
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
}
|
||||
}
|
||||
|
||||
// Muestra información de depuración
|
||||
void Game::renderDebugInfo()
|
||||
{
|
||||
if (!debug)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Pinta la rejilla
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 16);
|
||||
for (int i = 0; i < 240; i += 8)
|
||||
{
|
||||
SDL_RenderDrawLine(renderer, 0, i, 320, i);
|
||||
}
|
||||
for (int i = 0; i < 320; i += 8)
|
||||
{
|
||||
SDL_RenderDrawLine(renderer, i, 0, i, 240);
|
||||
}
|
||||
|
||||
// Pinta el texto
|
||||
int line = 0;
|
||||
std::string text = "";
|
||||
|
||||
text = "R - Reload player and map";
|
||||
debugText->write(1, 210, text, -1);
|
||||
|
||||
text = "D - Toggle debug mode";
|
||||
debugText->write(1, 216, text, -1);
|
||||
|
||||
text = std::to_string((int)player->sprite->getPosX()) + "," + std::to_string((int)player->sprite->getPosY()) + "," + std::to_string((int)player->sprite->getWidth()) + "," + std::to_string((int)player->sprite->getHeight());
|
||||
debugText->write(0, line, text, -1);
|
||||
|
||||
text = "VY " + std::to_string(player->vy) + " " + std::to_string(player->jumpStrenght);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "VX " + std::to_string(player->vx);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "jump_pressed " + std::to_string(player->jumpPressed);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "isOnFloor " + std::to_string(player->isOnFloor());
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
const std::string foot_x = std::to_string(player->underFeet[0].x);
|
||||
const std::string foot_y = std::to_string(player->underFeet[0].y);
|
||||
const std::string gettile = std::to_string(player->map->getTile(player->underFeet[0]));
|
||||
text = "getTile(" + foot_x + "," + foot_y + ") = " + gettile;
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "state " + std::to_string(player->state);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = map->getRoomFileName(b_top) + " " + map->getRoomFileName(b_right) + " " + map->getRoomFileName(b_bottom) + " " + map->getRoomFileName(b_left);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "hookedOn = " + std::to_string(player->hookedOnMovingPlatform);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "DIAMONDS = " + std::to_string(player->diamonds);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
// Pinta mascaras
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 128);
|
||||
SDL_Rect rect = player->sprite->getRect();
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
|
||||
// Cambia el mapa
|
||||
bool Game::changeMap(std::string file)
|
||||
{
|
||||
bool success = false;
|
||||
// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
|
||||
if (file != "0")
|
||||
{ // Verifica que exista el fichero que se va a cargar
|
||||
if (asset->get(file) != "")
|
||||
{
|
||||
// Elimina la habitación actual y crea un objeto nuevo a partir del fichero
|
||||
delete map;
|
||||
map = new Map(asset->get(file), renderer, asset, itemTracker);
|
||||
|
||||
// Elimina el gestor de enemigos y crea uno nuevo a partir de un fichero
|
||||
delete enemyEngine;
|
||||
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
|
||||
success = true;
|
||||
}
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
|
||||
void Game::checkScreenBorders()
|
||||
{
|
||||
if (player->isOnScreenBorder())
|
||||
{
|
||||
if (changeMap(map->getRoomFileName(player->getBorder())))
|
||||
{
|
||||
player->setMap(map);
|
||||
player->switchBorders();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
@@ -6,6 +7,9 @@
|
||||
#include "input.h"
|
||||
#include "map.h"
|
||||
#include "player.h"
|
||||
#include "item_tracker.h"
|
||||
#include "enemy_engine.h"
|
||||
#include "text.h"
|
||||
|
||||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
@@ -13,16 +17,22 @@
|
||||
class Game
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto encargado de gestionar los ficheros de recursos
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Input *input; // Objeto Input para gestionar las entradas
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
section_t section; // Seccion actual dentro del programa
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
Map *map; // Objeto encargado de gestionar el mapeado del juego
|
||||
Player *player; // Objeto para gestionar el jugador
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto encargado de gestionar los ficheros de recursos
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Input *input; // Objeto Input para gestionar las entradas
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
JA_Music music; // Contiene la musica que se reproduce durante el juego
|
||||
Text *debugText; // Objeto para escribir texto con información de debug
|
||||
Map *map; // Objeto encargado de gestionar el mapeado del juego
|
||||
Player *player; // Objeto para gestionar el jugador
|
||||
ItemTracker *itemTracker; // Objeto para gestionar los items recogidos
|
||||
EnemyEngine *enemyEngine; // Objeto encargado de gestionar los enemigos
|
||||
section_t section; // Seccion actual dentro del programa
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
bool debug; // Indica si esta activo el modo de depuración
|
||||
bool musicEnabled; // Indica si la musica puede sonar o no
|
||||
|
||||
// Actualiza el juego, las variables, comprueba la entrada, etc.
|
||||
void update();
|
||||
@@ -30,12 +40,21 @@ private:
|
||||
// Pinta los objetos en pantalla
|
||||
void render();
|
||||
|
||||
// Inicializa las variables necesarias para la sección 'Game'
|
||||
void init();
|
||||
// Comprueba la entrada
|
||||
void checkInput();
|
||||
|
||||
// Muestra información de depuración
|
||||
void renderDebugInfo();
|
||||
|
||||
// Cambia el mapa
|
||||
bool changeMap(std::string file);
|
||||
|
||||
// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
|
||||
void checkScreenBorders();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Game(SDL_Renderer *renderer, Asset *asset, Screen *screen, Input *input);
|
||||
Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input);
|
||||
|
||||
// Destructor
|
||||
~Game();
|
||||
|
||||
@@ -5,16 +5,16 @@
|
||||
Input::Input(std::string file)
|
||||
{
|
||||
// Fichero gamecontrollerdb.txt
|
||||
mDBpath = file;
|
||||
dbPath = file;
|
||||
|
||||
// Inicializa las variables
|
||||
for (int i = 0; i < 17; i++)
|
||||
{
|
||||
mKeyBindings[i].scancode = 0;
|
||||
mKeyBindings[i].active = false;
|
||||
keyBindings[i].scancode = 0;
|
||||
keyBindings[i].active = false;
|
||||
|
||||
mGameControllerBindings[i].button = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
mGameControllerBindings[i].active = false;
|
||||
gameControllerBindings[i].button = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
gameControllerBindings[i].active = false;
|
||||
}
|
||||
|
||||
discoverGameController();
|
||||
@@ -23,20 +23,20 @@ Input::Input(std::string file)
|
||||
// Destructor
|
||||
Input::~Input()
|
||||
{
|
||||
for (int i = 0; i < mNumGamepads; i++)
|
||||
mConnectedControllers[i] = nullptr;
|
||||
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)
|
||||
{
|
||||
mKeyBindings[input].scancode = code;
|
||||
keyBindings[input].scancode = code;
|
||||
}
|
||||
|
||||
// Asigna uno de los posibles inputs a un botón del mando
|
||||
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
|
||||
{
|
||||
mGameControllerBindings[input].button = button;
|
||||
gameControllerBindings[input].button = button;
|
||||
}
|
||||
|
||||
// Comprueba si un input esta activo
|
||||
@@ -54,18 +54,18 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
|
||||
if (repeat)
|
||||
{
|
||||
if (mKeystates[mKeyBindings[input].scancode] != 0)
|
||||
if (mKeystates[keyBindings[input].scancode] != 0)
|
||||
successKeyboard = true;
|
||||
else
|
||||
successKeyboard = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!mKeyBindings[input].active)
|
||||
if (!keyBindings[input].active)
|
||||
{
|
||||
if (mKeystates[mKeyBindings[input].scancode] != 0)
|
||||
if (mKeystates[keyBindings[input].scancode] != 0)
|
||||
{
|
||||
mKeyBindings[input].active = true;
|
||||
keyBindings[input].active = true;
|
||||
successKeyboard = true;
|
||||
}
|
||||
else
|
||||
@@ -75,9 +75,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mKeystates[mKeyBindings[input].scancode] == 0)
|
||||
if (mKeystates[keyBindings[input].scancode] == 0)
|
||||
{
|
||||
mKeyBindings[input].active = false;
|
||||
keyBindings[input].active = false;
|
||||
successKeyboard = false;
|
||||
}
|
||||
else
|
||||
@@ -93,18 +93,18 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
{
|
||||
if (repeat)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
|
||||
successGameController = true;
|
||||
else
|
||||
successGameController = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!mGameControllerBindings[input].active)
|
||||
if (!gameControllerBindings[input].active)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
|
||||
{
|
||||
mGameControllerBindings[input].active = true;
|
||||
gameControllerBindings[input].active = true;
|
||||
successGameController = true;
|
||||
}
|
||||
else
|
||||
@@ -114,9 +114,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) == 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0)
|
||||
{
|
||||
mGameControllerBindings[input].active = false;
|
||||
gameControllerBindings[input].active = false;
|
||||
successGameController = false;
|
||||
}
|
||||
else
|
||||
@@ -138,43 +138,43 @@ bool Input::discoverGameController()
|
||||
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
|
||||
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
|
||||
if (SDL_GameControllerAddMappingsFromFile(mDBpath.c_str()) < 0)
|
||||
printf("Error, could not load %s file: %s\n", mDBpath.c_str(), SDL_GetError());
|
||||
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();
|
||||
mNumGamepads = 0;
|
||||
numGamepads = 0;
|
||||
|
||||
// Cuenta el numero de mandos
|
||||
for (int i = 0; i < nJoysticks; i++)
|
||||
if (SDL_IsGameController(i))
|
||||
mNumGamepads++;
|
||||
numGamepads++;
|
||||
|
||||
printf("\nChecking for game controllers...\n");
|
||||
printf("%i joysticks found, %i are gamepads\n", nJoysticks, mNumGamepads);
|
||||
printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads);
|
||||
|
||||
if (mNumGamepads > 0)
|
||||
if (numGamepads > 0)
|
||||
{
|
||||
found = true;
|
||||
|
||||
for (int i = 0; i < mNumGamepads; 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)
|
||||
{
|
||||
mConnectedControllers.push_back(pad);
|
||||
connectedControllers.push_back(pad);
|
||||
std::string separator(" #");
|
||||
std::string name = SDL_GameControllerNameForIndex(i);
|
||||
name.resize(25);
|
||||
name = name + separator + std::to_string(i);
|
||||
std::cout << name << std::endl;
|
||||
mControllerNames.push_back(name);
|
||||
controllerNames.push_back(name);
|
||||
}
|
||||
else
|
||||
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
|
||||
}
|
||||
|
||||
//mGameController = mConnectedControllers[0];
|
||||
//mGameController = connectedControllers[0];
|
||||
SDL_GameControllerEventState(SDL_ENABLE);
|
||||
}
|
||||
|
||||
@@ -184,7 +184,7 @@ bool Input::discoverGameController()
|
||||
// Comprueba si hay algun mando conectado
|
||||
bool Input::gameControllerFound()
|
||||
{
|
||||
if (mNumGamepads > 0)
|
||||
if (numGamepads > 0)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
@@ -193,8 +193,8 @@ bool Input::gameControllerFound()
|
||||
// Obten el nombre de un mando de juego
|
||||
std::string Input::getControllerName(int index)
|
||||
{
|
||||
if (mNumGamepads > 0)
|
||||
return mControllerNames[index];
|
||||
if (numGamepads > 0)
|
||||
return controllerNames[index];
|
||||
else
|
||||
return "";
|
||||
}
|
||||
@@ -202,5 +202,5 @@ std::string Input::getControllerName(int index)
|
||||
// Obten el numero de mandos conectados
|
||||
int Input::getNumControllers()
|
||||
{
|
||||
return mNumGamepads;
|
||||
return numGamepads;
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
@@ -40,19 +41,19 @@ private:
|
||||
Uint8 scancode; // Scancode asociado
|
||||
bool active; // Indica si está activo
|
||||
};
|
||||
keyBindings_t mKeyBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
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 mGameControllerBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
GameControllerBindings_t gameControllerBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
|
||||
std::vector<SDL_GameController *> mConnectedControllers; // Vector con todos los mandos conectados
|
||||
std::vector<std::string> mControllerNames; // Vector con los nombres de los mandos
|
||||
int mNumGamepads; // Numero de mandos conectados
|
||||
std::string mDBpath; // Ruta al archivo gamecontrollerdb.txt
|
||||
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
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
bool discoverGameController();
|
||||
|
||||
103
source/intro.cpp
Normal file
@@ -0,0 +1,103 @@
|
||||
#include "intro.h"
|
||||
|
||||
// Constructor
|
||||
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
{
|
||||
// Copia los punteros
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get("intro.png"), renderer);
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get("intro.ani"));
|
||||
|
||||
// Inicializa variables
|
||||
section = {SECTION_PROG_INTRO, 0};
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Intro::~Intro()
|
||||
{
|
||||
renderer = nullptr;
|
||||
screen = nullptr;
|
||||
asset = nullptr;
|
||||
|
||||
delete eventHandler;
|
||||
eventHandler = nullptr;
|
||||
|
||||
texture->unload();
|
||||
delete texture;
|
||||
texture = nullptr;
|
||||
|
||||
delete sprite;
|
||||
sprite = nullptr;
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
void Intro::update()
|
||||
{
|
||||
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
|
||||
if (SDL_GetTicks() - ticks > ticksSpeed)
|
||||
{
|
||||
// Actualiza el contador de ticks
|
||||
ticks = SDL_GetTicks();
|
||||
|
||||
// Comprueba los eventos que hay en la cola
|
||||
while (SDL_PollEvent(eventHandler) != 0)
|
||||
{
|
||||
// Evento de salida de la aplicación
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
break;
|
||||
}
|
||||
|
||||
// Cualquier tecla pulsada
|
||||
if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
|
||||
{
|
||||
section.name = SECTION_PROG_TITLE;
|
||||
section.subsection = 0;
|
||||
}
|
||||
}
|
||||
sprite->animate();
|
||||
|
||||
// Comprueba si ha terminado la animación de la intro
|
||||
if (sprite->animationIsCompleted())
|
||||
{
|
||||
section.name = SECTION_PROG_TITLE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja en pantalla
|
||||
void Intro::render()
|
||||
{
|
||||
// Prepara para empezar a dibujar en la textura de juego
|
||||
screen->start();
|
||||
|
||||
// Limpia la pantalla
|
||||
screen->clean();
|
||||
|
||||
// Dibuja los objetos
|
||||
sprite->render();
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
}
|
||||
|
||||
// Bucle principal
|
||||
section_t Intro::run()
|
||||
{
|
||||
while (section.name == SECTION_PROG_INTRO)
|
||||
{
|
||||
update();
|
||||
render();
|
||||
}
|
||||
|
||||
return section;
|
||||
}
|
||||
45
source/intro.h
Normal file
@@ -0,0 +1,45 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "const.h"
|
||||
#include "asset.h"
|
||||
#include "utils.h"
|
||||
#include "screen.h"
|
||||
#include "animatedsprite.h"
|
||||
#include "jail_audio.h"
|
||||
|
||||
#ifndef INTRO_H
|
||||
#define INTRO_H
|
||||
|
||||
// Clase Intro
|
||||
class Intro
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
LTexture *texture; // Textura con los graficos
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
Asset *asset; // Objeto con los ficheros de recurso
|
||||
AnimatedSprite *sprite; // Sprite para dibujar los graficos de la intro
|
||||
section_t section; // Estado del bucle principal para saber si continua o se sale
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
|
||||
// Dibuja en pantalla
|
||||
void render();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
|
||||
// Destructor
|
||||
~Intro();
|
||||
|
||||
// Bucle principal
|
||||
section_t run();
|
||||
};
|
||||
|
||||
#endif
|
||||
87
source/item_tracker.cpp
Normal file
@@ -0,0 +1,87 @@
|
||||
#include "item_tracker.h"
|
||||
|
||||
// Constructor
|
||||
ItemTracker::ItemTracker()
|
||||
{
|
||||
}
|
||||
|
||||
// Destructor
|
||||
ItemTracker::~ItemTracker()
|
||||
{
|
||||
list.clear();
|
||||
}
|
||||
|
||||
// Comprueba si el objeto ya ha sido cogido
|
||||
bool ItemTracker::hasBeenPicked(std::string name, SDL_Point pos)
|
||||
{
|
||||
bool success = false;
|
||||
|
||||
// Primero busca si ya hay una entrada con ese nombre
|
||||
const int index = findByName(name);
|
||||
if (index != -1)
|
||||
{
|
||||
// Luego busca si existe ya una entrada con esa posición
|
||||
if (findByPos(index, pos) != -1)
|
||||
{
|
||||
success = true;
|
||||
}
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Añade el objeto a la lista de objetos cogidos
|
||||
void ItemTracker::addItem(std::string name, SDL_Point pos)
|
||||
{
|
||||
// Comprueba si el objeto no ha sido recogido con anterioridad
|
||||
if (!hasBeenPicked(name, pos))
|
||||
{
|
||||
// Primero busca si ya hay una entrada con ese nombre
|
||||
const int index = findByName(name);
|
||||
if (index != -1)
|
||||
{
|
||||
list[index].pos.push_back(pos);
|
||||
}
|
||||
|
||||
// En caso contrario crea la entrada
|
||||
else
|
||||
{
|
||||
item_tracker_t item;
|
||||
item.name = name;
|
||||
item.pos.push_back(pos);
|
||||
list.push_back(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Busca una entrada en la lista por nombre
|
||||
int ItemTracker::findByName(std::string name)
|
||||
{
|
||||
const int c = -1;
|
||||
|
||||
for (int i = 0; i < list.size(); i++)
|
||||
{
|
||||
if (list[i].name == name)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
// Busca una entrada en la lista por posición
|
||||
int ItemTracker::findByPos(int index, SDL_Point pos)
|
||||
{
|
||||
const int c = -1;
|
||||
|
||||
for (int i = 0; i < list[index].pos.size(); i++)
|
||||
{
|
||||
if ((list[index].pos[i].x == pos.x) && (list[index].pos[i].y == pos.y))
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
43
source/item_tracker.h
Normal file
@@ -0,0 +1,43 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef ITEM_TRACKER_H
|
||||
#define ITEM_TRACKER_H
|
||||
|
||||
struct item_tracker_t
|
||||
{
|
||||
std::string name; // Nombre de la habitación donde se encuentra el objeto
|
||||
std::vector<SDL_Point> pos; // Lista de objetos cogidos de la habitación
|
||||
};
|
||||
|
||||
// Clase Item_tracker
|
||||
class ItemTracker
|
||||
{
|
||||
private:
|
||||
std::vector<item_tracker_t> list; // Lista con todos los objetos recogidos
|
||||
|
||||
// Busca una entrada en la lista por nombre
|
||||
int findByName(std::string name);
|
||||
|
||||
// Busca una entrada en la lista por posición
|
||||
int findByPos(int index, SDL_Point pos);
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
ItemTracker();
|
||||
|
||||
// Destructor
|
||||
~ItemTracker();
|
||||
|
||||
// Comprueba si el objeto ya ha sido cogido
|
||||
bool hasBeenPicked(std::string name, SDL_Point pos);
|
||||
|
||||
// Añade el objeto a la lista de objetos cogidos
|
||||
void addItem(std::string name, SDL_Point pos);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -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 };
|
||||
|
||||
137
source/logo.cpp
Normal file
@@ -0,0 +1,137 @@
|
||||
#include "logo.h"
|
||||
|
||||
// Constructor
|
||||
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
{
|
||||
// Copia la dirección de los objetos
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get("logo.png"), renderer);
|
||||
sprite = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, texture, renderer);
|
||||
|
||||
// Crea un backbuffer para el renderizador
|
||||
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
if (backbuffer == NULL)
|
||||
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
|
||||
// Inicializa variables
|
||||
counter = 0;
|
||||
section.name = SECTION_PROG_LOGO;
|
||||
section.subsection = 0;
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
initFade = 100;
|
||||
endLogo = 200;
|
||||
postLogo = 20;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Logo::~Logo()
|
||||
{
|
||||
renderer = nullptr;
|
||||
screen = nullptr;
|
||||
asset = nullptr;
|
||||
|
||||
texture->unload();
|
||||
delete texture;
|
||||
texture = nullptr;
|
||||
|
||||
delete sprite;
|
||||
sprite = nullptr;
|
||||
|
||||
delete eventHandler;
|
||||
eventHandler = nullptr;
|
||||
|
||||
SDL_DestroyTexture(backbuffer);
|
||||
backbuffer = nullptr;
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
void Logo::update()
|
||||
{
|
||||
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
|
||||
if (SDL_GetTicks() - ticks > ticksSpeed)
|
||||
{
|
||||
// Actualiza el contador de ticks
|
||||
ticks = SDL_GetTicks();
|
||||
|
||||
// Comprueba los eventos que hay en la cola
|
||||
while (SDL_PollEvent(eventHandler) != 0)
|
||||
{
|
||||
// Evento de salida de la aplicación
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
break;
|
||||
}
|
||||
|
||||
// Cualquier tecla pulsada
|
||||
if ((eventHandler->type == SDL_KEYDOWN) || (eventHandler->type == SDL_JOYBUTTONDOWN))
|
||||
{
|
||||
section.name = SECTION_PROG_TITLE;
|
||||
section.subsection = 0;
|
||||
}
|
||||
}
|
||||
|
||||
counter++;
|
||||
|
||||
// Comprueba si ha terminado el logo
|
||||
if (counter == endLogo + postLogo)
|
||||
{
|
||||
section.name = SECTION_PROG_INTRO;
|
||||
section.subsection = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja en pantalla
|
||||
void Logo::render()
|
||||
{
|
||||
|
||||
// Prepara para empezar a dibujar en la textura de juego
|
||||
screen->start();
|
||||
|
||||
// Limpia la pantalla
|
||||
screen->clean();
|
||||
|
||||
// Dibuja los objetos
|
||||
sprite->render();
|
||||
|
||||
// Dibuja el fade
|
||||
if (counter >= initFade)
|
||||
{
|
||||
const SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
|
||||
const color_t color = {0xFF, 0xFF, 0xFF};
|
||||
const int fadeLenght = endLogo - initFade;
|
||||
|
||||
int alpha = (255 * (counter - initFade)) / fadeLenght;
|
||||
if (alpha < 256)
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, alpha);
|
||||
else
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 255);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
screen->blit();
|
||||
}
|
||||
|
||||
// Bucle para el logo del juego
|
||||
section_t Logo::run()
|
||||
{
|
||||
// Detiene la música
|
||||
JA_StopMusic();
|
||||
|
||||
while (section.name == SECTION_PROG_LOGO)
|
||||
{
|
||||
update();
|
||||
render();
|
||||
}
|
||||
|
||||
return section;
|
||||
}
|
||||
50
source/logo.h
Normal file
@@ -0,0 +1,50 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "const.h"
|
||||
#include "utils.h"
|
||||
#include "sprite.h"
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "jail_audio.h"
|
||||
|
||||
#ifndef LOGO_H
|
||||
#define LOGO_H
|
||||
|
||||
// Clase Logo
|
||||
class Logo
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Asset *asset; // Objeto con los ficheros de recursos
|
||||
LTexture *texture; // Textura con los graficos
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
SDL_Texture *backbuffer; // Textura para usar como backbuffer
|
||||
Sprite *sprite; // Sprite con la textura del logo
|
||||
int counter; // Contador
|
||||
section_t section; // Estado del bucle principal para saber si continua o se sale
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
int initFade; // Tiempo del contador cuando inicia el fade a negro
|
||||
int endLogo; // Tiempo del contador para terminar el logo
|
||||
int postLogo; // Tiempo que dura el logo con el fade al maximo
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
|
||||
// Dibuja en pantalla
|
||||
void render();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
|
||||
// Destructor
|
||||
~Logo();
|
||||
|
||||
// Bucle principal
|
||||
section_t run();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdio.h>
|
||||
#include <string>
|
||||
|
||||
460
source/map.cpp
@@ -1,18 +1,26 @@
|
||||
#include "map.h"
|
||||
|
||||
// Constructor
|
||||
Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset)
|
||||
Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *itemTracker)
|
||||
{
|
||||
// Inicializa variables
|
||||
tile_size = 8;
|
||||
map_width = 40;
|
||||
map_height = 26;
|
||||
tileset_width = 32;
|
||||
name = file.substr(file.find_last_of("\\/") + 1);
|
||||
enemy_file = "";
|
||||
bgColor1 = bgColor2 = {0, 0, 0};
|
||||
|
||||
// Copia los punteros a objetos
|
||||
this->asset = asset;
|
||||
this->renderer = renderer;
|
||||
this->itemTracker = itemTracker;
|
||||
|
||||
// Crea los objetos
|
||||
texture_tile = new LTexture();
|
||||
texture_bg = new LTexture();
|
||||
load(file);
|
||||
loadTextureFromFile(texture_tile, asset->get(tileset_img), renderer);
|
||||
loadTextureFromFile(texture_bg, asset->get(bg_img), renderer);
|
||||
|
||||
// Crea la textura para el mapa de tiles de la habitación
|
||||
map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
||||
@@ -30,10 +38,13 @@ Map::~Map()
|
||||
texture_tile->unload();
|
||||
delete texture_tile;
|
||||
|
||||
texture_bg->unload();
|
||||
delete texture_bg;
|
||||
|
||||
SDL_DestroyTexture(map_texture);
|
||||
|
||||
for (auto actor : actors)
|
||||
{
|
||||
delete actor;
|
||||
}
|
||||
actors.clear();
|
||||
}
|
||||
|
||||
// Carga las variables desde un fichero
|
||||
@@ -94,7 +105,79 @@ bool Map::load(std::string file_path)
|
||||
}
|
||||
}
|
||||
}
|
||||
} while (line != "[tilemap-end]");
|
||||
} while (line != "[/tilemap]");
|
||||
}
|
||||
|
||||
// Si la linea contiene el texto [actor] se realiza el proceso de carga de los actores
|
||||
else if (line == "[actors]")
|
||||
{
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
if (line == "[moving platform]")
|
||||
{
|
||||
actor_t actor;
|
||||
actor.asset = asset;
|
||||
actor.renderer = renderer;
|
||||
actor.name = a_moving_platform;
|
||||
SDL_Point p1, p2;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (!setActor(&actor, &p1, &p2, line.substr(0, pos), line.substr(pos + 1, line.length())))
|
||||
{
|
||||
printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
} while (line != "[/moving platform]");
|
||||
|
||||
printf("** actor moving platform loaded\n\n");
|
||||
actors.push_back(new ActorMovingPlatform(actor, p1, p2));
|
||||
}
|
||||
|
||||
if (line == "[diamond]")
|
||||
{
|
||||
actor_t actor;
|
||||
actor.asset = asset;
|
||||
actor.renderer = renderer;
|
||||
actor.name = a_diamond;
|
||||
actor.vx = 0.0f;
|
||||
actor.vy = 0.0f;
|
||||
SDL_Point p1, p2;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (!setActor(&actor, &p1, &p2, line.substr(0, pos), line.substr(pos + 1, line.length())))
|
||||
{
|
||||
printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
} while (line != "[/diamond]");
|
||||
|
||||
// Comprueba si el actor no ha sido recogido previamente
|
||||
if (!itemTracker->hasBeenPicked(name, {(int)actor.x, (int)actor.y}))
|
||||
{
|
||||
printf("** actor diamond loaded\n\n");
|
||||
actors.push_back(new ActorDiamond(actor));
|
||||
}
|
||||
}
|
||||
|
||||
} while (line != "[/actors]");
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
@@ -112,7 +195,7 @@ bool Map::load(std::string file_path)
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Closing file %s\n", filename.c_str());
|
||||
printf("Closing file %s\n\n", filename.c_str());
|
||||
file.close();
|
||||
}
|
||||
// El fichero no se puede abrir
|
||||
@@ -131,14 +214,34 @@ bool Map::setVars(std::string var, std::string value)
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (var == "bg_img")
|
||||
{
|
||||
bg_img = value;
|
||||
}
|
||||
else if (var == "tileset_img")
|
||||
if (var == "tileset_img")
|
||||
{
|
||||
tileset_img = value;
|
||||
}
|
||||
else if (var == "bgColor1")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
bgColor1.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
bgColor1.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
bgColor1.b = std::stoi(tmp);
|
||||
}
|
||||
else if (var == "bgColor2")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
bgColor2.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
bgColor2.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
bgColor2.b = std::stoi(tmp);
|
||||
}
|
||||
else if (var == "room_up")
|
||||
{
|
||||
room_up = value;
|
||||
@@ -155,15 +258,9 @@ bool Map::setVars(std::string var, std::string value)
|
||||
{
|
||||
room_right = value;
|
||||
}
|
||||
else if (var == "tilemap")
|
||||
else if (var == "enemy_file")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
tilemap.push_back(std::stoi(tmp));
|
||||
}
|
||||
enemy_file = value;
|
||||
}
|
||||
else if (var == "")
|
||||
{
|
||||
@@ -176,34 +273,121 @@ bool Map::setVars(std::string var, std::string value)
|
||||
return success;
|
||||
}
|
||||
|
||||
// Asigna variables a una estructura enemy_t
|
||||
bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value)
|
||||
{
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (var == "tileset")
|
||||
{
|
||||
actor->tileset = value;
|
||||
}
|
||||
else if (var == "animation")
|
||||
{
|
||||
actor->animation = value;
|
||||
}
|
||||
else if (var == "width")
|
||||
{
|
||||
actor->w = std::stoi(value);
|
||||
}
|
||||
else if (var == "height")
|
||||
{
|
||||
actor->h = std::stoi(value);
|
||||
}
|
||||
else if (var == "x")
|
||||
{
|
||||
actor->x = std::stof(value) * tile_size;
|
||||
}
|
||||
else if (var == "y")
|
||||
{
|
||||
actor->y = std::stof(value) * tile_size;
|
||||
}
|
||||
else if (var == "vx")
|
||||
{
|
||||
actor->vx = std::stof(value);
|
||||
}
|
||||
else if (var == "vy")
|
||||
{
|
||||
actor->vy = std::stof(value);
|
||||
}
|
||||
else if (var == "x1")
|
||||
{
|
||||
p1->x = std::stoi(value) * tile_size;
|
||||
}
|
||||
else if (var == "x2")
|
||||
{
|
||||
p2->x = std::stoi(value) * tile_size;
|
||||
}
|
||||
else if (var == "y1")
|
||||
{
|
||||
p1->y = std::stoi(value) * tile_size;
|
||||
}
|
||||
else if (var == "y2")
|
||||
{
|
||||
p2->y = std::stoi(value) * tile_size;
|
||||
}
|
||||
else if ((var == "[/moving platform]") || (var == "[/diamond]"))
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Crea la textura con el mapeado de la habitación
|
||||
void Map::fillMapTexture()
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, map_texture);
|
||||
SDL_SetTextureBlendMode(map_texture, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Dibuja la textura de fondo
|
||||
SDL_Rect clip = {0, 0, 320, 240-32};
|
||||
texture_bg->render(renderer, 0, 0, &clip);
|
||||
// Dibuja el degradado de fondo
|
||||
const int num_lines = 208;
|
||||
|
||||
for (int i = 0; i < num_lines; i++)
|
||||
{
|
||||
float step = ((float)i / (float)num_lines);
|
||||
int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step);
|
||||
int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
|
||||
int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 0, i, 319, i);
|
||||
}
|
||||
|
||||
// Dibuja el mapeado de tiles
|
||||
const int tile_size = 16;
|
||||
const int tileset_width_in_tiles = 16;
|
||||
const int map_width_in_tiles = 20;
|
||||
const int map_height_in_tiles = 13;
|
||||
SDL_Rect clip = {0, 0, tile_size, tile_size};
|
||||
|
||||
clip = {0, 0, tile_size, tile_size};
|
||||
|
||||
for (int y = 0; y < map_height_in_tiles; y++)
|
||||
for (int x = 0; x < map_width_in_tiles; x++)
|
||||
for (int y = 0; y < map_height; y++)
|
||||
for (int x = 0; x < map_width; x++)
|
||||
{
|
||||
clip.x = ((tilemap[(y * map_width_in_tiles) + x] - 1) % tileset_width_in_tiles) * tile_size;
|
||||
clip.y = ((tilemap[(y * map_width_in_tiles) + x] - 1) / tileset_width_in_tiles) * tile_size;
|
||||
clip.x = ((tilemap[(y * map_width) + x] - 1) % tileset_width) * tile_size;
|
||||
clip.y = ((tilemap[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
}
|
||||
|
||||
// Dibuja el degradado del marcador
|
||||
int color = 105;
|
||||
for (int i = 208; i < 240; i++)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, 0x69, color, 0x69, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 0, i, 320, i);
|
||||
color--;
|
||||
}
|
||||
|
||||
// Dibuja el marco del marcador
|
||||
// SDL_SetRenderDrawColor(renderer, 85, 50, 85, 0xFF);
|
||||
// SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
|
||||
// SDL_Rect rect = {0, 208, 320, 32};
|
||||
// SDL_RenderDrawRect(renderer, &rect);
|
||||
// rect = {1, 209, 318, 30};
|
||||
// SDL_RenderDrawRect(renderer, &rect);
|
||||
|
||||
// Vuelve a colocar el renderizador
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
}
|
||||
|
||||
@@ -213,4 +397,210 @@ void Map::render()
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_texture, &rect, NULL);
|
||||
|
||||
for (auto actor : actors)
|
||||
{
|
||||
actor->render();
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza todas las variables
|
||||
void Map::update()
|
||||
{
|
||||
for (auto actor : actors)
|
||||
{
|
||||
actor->update();
|
||||
}
|
||||
}
|
||||
|
||||
// Devuelve el tipo de tile que hay en un punto
|
||||
e_tile_map Map::getTile(SDL_Point p)
|
||||
{
|
||||
// Normalizamos los puntos para que no busque fuera del mapa
|
||||
const int x = std::max(getPlayArea(b_left), (std::min(p.x, getPlayArea(b_right) - 1)));
|
||||
const int y = std::max(getPlayArea(b_top), (std::min(p.y, getPlayArea(b_bottom) - 1)));
|
||||
|
||||
// Calcula el tile
|
||||
const int tile = tilemap[((y / tile_size) * map_width) + (x / tile_size)];
|
||||
const int png_width = 32;
|
||||
|
||||
// Las 8 primeras filas son tiles de fondo
|
||||
if (tile >= 0 && tile < 8 * png_width)
|
||||
{
|
||||
return nothing;
|
||||
}
|
||||
// De la fila 8 a la 15 hay tiles de muro
|
||||
else if (tile >= (8 * png_width) && tile < 16 * png_width)
|
||||
{
|
||||
return wall;
|
||||
}
|
||||
// A partir de la fila 16 son tiles atravesables
|
||||
else
|
||||
{
|
||||
return passable;
|
||||
}
|
||||
|
||||
return nothing;
|
||||
}
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
int Map::getTileSize()
|
||||
{
|
||||
return tile_size;
|
||||
}
|
||||
|
||||
// Devuelve el indice del tile correspondiente a un punto del mapa
|
||||
int Map::getTileIndex(SDL_Point p)
|
||||
{
|
||||
return tilemap[((p.y / tile_size) * map_width) + (p.x / tile_size)];
|
||||
}
|
||||
|
||||
// Devuelve el valor de los bordes de la zona de juego
|
||||
int Map::getPlayArea(e_border border)
|
||||
{
|
||||
switch (border)
|
||||
{
|
||||
case b_top:
|
||||
return 0;
|
||||
break;
|
||||
|
||||
case b_left:
|
||||
return 0;
|
||||
break;
|
||||
|
||||
case b_right:
|
||||
return tile_size * map_width;
|
||||
break;
|
||||
|
||||
case b_bottom:
|
||||
return tile_size * map_height;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Devuelve el nombre del fichero de la habitación en funcion del borde
|
||||
std::string Map::getRoomFileName(e_border border)
|
||||
{
|
||||
switch (border)
|
||||
{
|
||||
case b_top:
|
||||
return room_up;
|
||||
break;
|
||||
|
||||
case b_left:
|
||||
return room_left;
|
||||
break;
|
||||
|
||||
case b_right:
|
||||
return room_right;
|
||||
break;
|
||||
|
||||
case b_bottom:
|
||||
return room_down;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return "";
|
||||
}
|
||||
|
||||
// Indica si hay colision con un actor a partir de un rectangulo
|
||||
int Map::actorCollision(SDL_Rect &rect)
|
||||
{
|
||||
int index = 0;
|
||||
for (auto actor : actors)
|
||||
{
|
||||
if (checkCollision(rect, actor->getCollider()))
|
||||
{
|
||||
return index;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Indica si hay colision con un actor a partir de un rectangulo
|
||||
int Map::actorCollision(SDL_Point &p)
|
||||
{
|
||||
int index = 0;
|
||||
for (auto actor : actors)
|
||||
{
|
||||
if (checkCollision(p, actor->getCollider()))
|
||||
{
|
||||
return index;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Devuelve el nombre del actor a pàrtir de un índice
|
||||
int Map::getActorName(int index)
|
||||
{
|
||||
if (index != -1)
|
||||
{
|
||||
return actors[index]->getName();
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de colisión
|
||||
SDL_Rect Map::getActorCollider(int index)
|
||||
{
|
||||
SDL_Rect rect = {0, 0, 0, 0};
|
||||
if (index != -1)
|
||||
{
|
||||
rect = actors[index]->getCollider();
|
||||
}
|
||||
|
||||
return rect;
|
||||
}
|
||||
|
||||
// Devuelve el desplazamiento relativo del actor
|
||||
int Map::getActorIncX(int index)
|
||||
{
|
||||
int shift = 0;
|
||||
if (index != -1)
|
||||
{
|
||||
shift = actors[index]->getIncX();
|
||||
}
|
||||
|
||||
return shift;
|
||||
}
|
||||
|
||||
// Elimina un actor
|
||||
bool Map::deleteActor(int index)
|
||||
{
|
||||
bool success = false;
|
||||
if (actors[index] != nullptr)
|
||||
{
|
||||
delete actors[index];
|
||||
success = true;
|
||||
}
|
||||
|
||||
actors.erase(actors.begin() + index);
|
||||
return success;
|
||||
}
|
||||
|
||||
// Coge un item
|
||||
void Map::getItem(int index)
|
||||
{
|
||||
const SDL_Rect r = getActorCollider(index);
|
||||
itemTracker->addItem(name, {r.x, r.y});
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
std::string Map::getEnemyFile()
|
||||
{
|
||||
return enemy_file;
|
||||
}
|
||||
96
source/map.h
@@ -4,6 +4,9 @@
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "const.h"
|
||||
#include "item_tracker.h"
|
||||
#include "actor_moving_platform.h"
|
||||
#include "actor_diamond.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <sstream>
|
||||
@@ -12,22 +15,47 @@
|
||||
#ifndef MAP_H
|
||||
#define MAP_H
|
||||
|
||||
enum e_tile_map
|
||||
{
|
||||
nothing,
|
||||
wall,
|
||||
passable
|
||||
};
|
||||
|
||||
enum e_border
|
||||
{
|
||||
b_none,
|
||||
b_top,
|
||||
b_bottom,
|
||||
b_left,
|
||||
b_right
|
||||
};
|
||||
|
||||
// The player
|
||||
class Map
|
||||
{
|
||||
private:
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
std::string room_up; // Identificador de la habitación que se encuentra arriba
|
||||
std::string room_down; // Identificador de la habitación que se encuentra abajp
|
||||
std::string room_left; // Identificador de la habitación que se encuentra a la izquierda
|
||||
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
|
||||
std::string tileset_img; // Imagen con los graficos para la habitación
|
||||
std::string bg_img; // Imagen con los graficos para la habitación
|
||||
std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación
|
||||
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
|
||||
LTexture *texture_bg; // Textura con los graficos de fondo de la habitación
|
||||
SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
std::string name; // Identificador de la habitación
|
||||
std::string room_up; // Identificador de la habitación que se encuentra arriba
|
||||
std::string room_down; // Identificador de la habitación que se encuentra abajp
|
||||
std::string room_left; // Identificador de la habitación que se encuentra a la izquierda
|
||||
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
|
||||
std::string enemy_file; // Fichero con los enemigos para la habitación
|
||||
std::string tileset_img; // Imagen con los graficos para la habitación
|
||||
std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación
|
||||
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
|
||||
SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación
|
||||
std::vector<Actor *> actors; // Listado con los actores de la habitación
|
||||
color_t bgColor1; // Color superior del degradado de fondo
|
||||
color_t bgColor2; // Color inferior del degradado de fondo
|
||||
ItemTracker *itemTracker; // Objeto que gestiona los items que ya se han recogido
|
||||
|
||||
int tile_size; // Ancho del tile en pixels
|
||||
int map_width; // Ancho del mapa en tiles
|
||||
int map_height; // Alto del mapa en tiles
|
||||
int tileset_width; // Ancho del tileset en tiles
|
||||
|
||||
// Carga las variables desde un fichero
|
||||
bool load(std::string file);
|
||||
@@ -35,12 +63,15 @@ private:
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool setVars(std::string var, std::string value);
|
||||
|
||||
// Asigna variables a una estructura actor_t
|
||||
bool setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value);
|
||||
|
||||
// Pinta el mapa de la habitación en la textura
|
||||
void fillMapTexture();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Map(std::string file, SDL_Renderer *renderer, Asset *asset);
|
||||
Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *itemTracker);
|
||||
|
||||
// Destructor
|
||||
~Map();
|
||||
@@ -50,6 +81,45 @@ public:
|
||||
|
||||
// Dibuja el objeto
|
||||
void render();
|
||||
|
||||
// Devuelve el tipo de tile que hay en un punto
|
||||
e_tile_map getTile(SDL_Point p);
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
int getTileSize();
|
||||
|
||||
// Devuelve el indice del tile correspondiente a un punto del mapa
|
||||
int getTileIndex(SDL_Point p);
|
||||
|
||||
// Devuelve el valor de los bordes de la zona de juego
|
||||
int getPlayArea(e_border border);
|
||||
|
||||
// Devuelve el nombre del fichero de la habitación en funcion del borde
|
||||
std::string getRoomFileName(e_border border);
|
||||
|
||||
// Indica si hay colision con un actor a partir de un rectangulo
|
||||
int actorCollision(SDL_Rect &rect);
|
||||
|
||||
// Indica si hay colision con un actor a partir de un punto
|
||||
int actorCollision(SDL_Point &p);
|
||||
|
||||
// Devuelve el nombre del actor a pàrtir de un índice
|
||||
int getActorName(int index);
|
||||
|
||||
// Devuelve el rectangulo de colisión
|
||||
SDL_Rect getActorCollider(int index);
|
||||
|
||||
// Devuelve el desplazamiento relativo del actor
|
||||
int getActorIncX(int index);
|
||||
|
||||
// Elimina un actor
|
||||
bool deleteActor(int index);
|
||||
|
||||
// Coge un item
|
||||
void getItem(int index);
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
std::string getEnemyFile();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
613
source/menu.cpp
Normal file
@@ -0,0 +1,613 @@
|
||||
#include "const.h"
|
||||
#include "menu.h"
|
||||
|
||||
// Constructor
|
||||
Menu::Menu(SDL_Renderer *renderer, Text *text, Input *input)
|
||||
{
|
||||
this->renderer = renderer;
|
||||
this->text = text;
|
||||
this->input = input;
|
||||
|
||||
soundMove = nullptr;
|
||||
soundAccept = nullptr;
|
||||
soundCancel = nullptr;
|
||||
}
|
||||
|
||||
Menu::~Menu()
|
||||
{
|
||||
renderer = nullptr;
|
||||
text = nullptr;
|
||||
input = nullptr;
|
||||
|
||||
if (soundMove)
|
||||
{
|
||||
JA_DeleteSound(soundMove);
|
||||
}
|
||||
|
||||
if (soundAccept)
|
||||
{
|
||||
JA_DeleteSound(soundAccept);
|
||||
}
|
||||
|
||||
if (soundCancel)
|
||||
{
|
||||
JA_DeleteSound(soundCancel);
|
||||
}
|
||||
}
|
||||
|
||||
// Inicializador
|
||||
void Menu::init(std::string name, int x, int y, int backgroundType)
|
||||
{
|
||||
// Inicia variables
|
||||
this->name = name;
|
||||
selector.index = 0;
|
||||
itemSelected = MENU_NO_OPTION;
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
rectBG.rect = {0, 0, 0, 0};
|
||||
rectBG.color = {0, 0, 0};
|
||||
rectBG.a = 0;
|
||||
this->backgroundType = backgroundType;
|
||||
isCenteredOnX = false;
|
||||
isCenteredOnY = false;
|
||||
areElementsCenteredOnX = false;
|
||||
centerX = 0;
|
||||
centerY = 0;
|
||||
widestItem = 0;
|
||||
colorGreyed = {128, 128, 128};
|
||||
|
||||
// Selector
|
||||
selector.originY = 0;
|
||||
selector.targetY = 0;
|
||||
selector.despY = 0;
|
||||
selector.originH = 0;
|
||||
selector.targetH = 0;
|
||||
selector.incH = 0;
|
||||
selector.y = 0.0f;
|
||||
selector.h = 0.0f;
|
||||
selector.numJumps = 8;
|
||||
selector.moving = false;
|
||||
selector.resizing = false;
|
||||
selector.rect = {0, 0, 0, 0};
|
||||
selector.color = {0, 0, 0};
|
||||
selector.itemColor = {0, 0, 0};
|
||||
selector.a = 255;
|
||||
}
|
||||
|
||||
// Carga los ficheros de audio
|
||||
void Menu::loadAudioFile(std::string file, int sound)
|
||||
{
|
||||
switch (sound)
|
||||
{
|
||||
case SOUND_ACCEPT:
|
||||
soundAccept = JA_LoadSound(file.c_str());
|
||||
break;
|
||||
|
||||
case SOUND_CANCEL:
|
||||
soundCancel = JA_LoadSound(file.c_str());
|
||||
break;
|
||||
|
||||
case SOUND_MOVE:
|
||||
soundMove = JA_LoadSound(file.c_str());
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene el nombre del menu
|
||||
std::string Menu::getName()
|
||||
{
|
||||
return name;
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
int Menu::getItemSelected()
|
||||
{
|
||||
// Al llamar a esta funcion, se obtiene el valor y se borra
|
||||
const int temp = itemSelected;
|
||||
itemSelected = MENU_NO_OPTION;
|
||||
return temp;
|
||||
}
|
||||
|
||||
// Actualiza la posicion y el estado del selector
|
||||
void Menu::updateSelector()
|
||||
{
|
||||
if (selector.moving)
|
||||
{
|
||||
// Calcula el desplazamiento en Y
|
||||
selector.y += selector.despY;
|
||||
if (selector.despY > 0) // Va hacia abajo
|
||||
{
|
||||
if (selector.y > selector.targetY) // Ha llegado al destino
|
||||
{
|
||||
selector.originY = selector.y = selector.targetY;
|
||||
selector.moving = false;
|
||||
}
|
||||
}
|
||||
if (selector.despY < 0) // Va hacia arriba
|
||||
{
|
||||
if (selector.y < selector.targetY) // Ha llegado al destino
|
||||
{
|
||||
selector.originY = selector.y = selector.targetY;
|
||||
selector.moving = false;
|
||||
}
|
||||
}
|
||||
selector.rect.y = int(selector.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
selector.rect.y = int(selector.y);
|
||||
}
|
||||
|
||||
if (selector.resizing)
|
||||
{
|
||||
// Calcula el incremento en H
|
||||
selector.h += selector.incH;
|
||||
if (selector.incH > 0) // Crece
|
||||
{
|
||||
if (selector.h > selector.targetH) // Ha llegado al destino
|
||||
{
|
||||
// selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
|
||||
selector.originH = selector.h = selector.targetH;
|
||||
selector.resizing = false;
|
||||
}
|
||||
}
|
||||
if (selector.incH < 0) // Decrece
|
||||
{
|
||||
if (selector.h < selector.targetH) // Ha llegado al destino
|
||||
{
|
||||
// selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
|
||||
selector.originH = selector.h = selector.targetH;
|
||||
selector.resizing = false;
|
||||
}
|
||||
}
|
||||
selector.rect.h = int(selector.h);
|
||||
}
|
||||
else
|
||||
{
|
||||
selector.rect.h = getSelectorHeight(selector.index);
|
||||
}
|
||||
}
|
||||
|
||||
// Coloca el selector en una posición específica
|
||||
void Menu::setSelectorPos(int index)
|
||||
{
|
||||
if (index < item.size())
|
||||
{
|
||||
selector.index = index;
|
||||
selector.rect.y = selector.y = selector.originY = selector.targetY = item[selector.index].rect.y;
|
||||
selector.rect.w = rectBG.rect.w;
|
||||
selector.rect.x = rectBG.rect.x;
|
||||
selector.originH = selector.targetH = selector.rect.h = getSelectorHeight(selector.index);
|
||||
selector.moving = false;
|
||||
selector.resizing = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene la anchura del elemento más ancho del menu
|
||||
int Menu::getWidestItem()
|
||||
{
|
||||
int result = 0;
|
||||
|
||||
// Obtenemos la anchura del item mas ancho
|
||||
for (auto &i : item)
|
||||
{
|
||||
result = std::max(result, i.rect.w);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Deja el menu apuntando al primer elemento
|
||||
void Menu::reset()
|
||||
{
|
||||
itemSelected = MENU_NO_OPTION;
|
||||
selector.index = 0;
|
||||
selector.originY = selector.targetY = selector.y = item[0].rect.y;
|
||||
selector.originH = selector.targetH = item[0].rect.h;
|
||||
selector.moving = false;
|
||||
selector.resizing = false;
|
||||
}
|
||||
|
||||
// Actualiza el menu para recolocarlo correctamente y establecer el tamaño
|
||||
void Menu::reorganize()
|
||||
{
|
||||
setRectSize();
|
||||
|
||||
if (isCenteredOnX)
|
||||
{
|
||||
centerMenuOnX(centerX);
|
||||
}
|
||||
|
||||
if (isCenteredOnY)
|
||||
{
|
||||
centerMenuOnY(centerY);
|
||||
}
|
||||
|
||||
if (areElementsCenteredOnX)
|
||||
{
|
||||
centerMenuElementsOnX();
|
||||
}
|
||||
}
|
||||
|
||||
// Deja el menu apuntando al siguiente elemento
|
||||
bool Menu::increaseSelectorIndex()
|
||||
{
|
||||
// Obten las coordenadas del elemento actual
|
||||
selector.y = selector.originY = item[selector.index].rect.y;
|
||||
selector.h = selector.originH = getSelectorHeight(selector.index);
|
||||
|
||||
// Calcula cual es el siguiente elemento
|
||||
++selector.index %= item.size();
|
||||
while (!item[selector.index].selectable)
|
||||
{
|
||||
++selector.index %= item.size();
|
||||
}
|
||||
|
||||
// Establece las coordenadas y altura de destino
|
||||
selector.targetY = item[selector.index].rect.y;
|
||||
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
|
||||
|
||||
selector.targetH = getSelectorHeight(selector.index);
|
||||
selector.incH = (selector.targetH - selector.originH) / selector.numJumps;
|
||||
|
||||
selector.moving = true;
|
||||
if (selector.incH != 0)
|
||||
{
|
||||
selector.resizing = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Deja el menu apuntando al elemento anterior
|
||||
bool Menu::decreaseSelectorIndex()
|
||||
{
|
||||
// Obten las coordenadas del elemento actual
|
||||
selector.y = selector.originY = item[selector.index].rect.y;
|
||||
selector.h = selector.originH = getSelectorHeight(selector.index);
|
||||
|
||||
// Calcula cual es el siguiente elemento
|
||||
if (selector.index == 0)
|
||||
{
|
||||
selector.index = item.size();
|
||||
}
|
||||
else
|
||||
{
|
||||
selector.index--;
|
||||
}
|
||||
|
||||
while (!item[selector.index].selectable)
|
||||
{
|
||||
if (selector.index == 0)
|
||||
{
|
||||
selector.index = item.size();
|
||||
}
|
||||
else
|
||||
{
|
||||
selector.index--;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece las coordenadas y altura de destino
|
||||
selector.targetY = item[selector.index].rect.y;
|
||||
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
|
||||
|
||||
selector.targetH = getSelectorHeight(selector.index);
|
||||
selector.incH = (selector.targetH - selector.originH) / selector.numJumps;
|
||||
|
||||
selector.moving = true;
|
||||
if (selector.incH != 0)
|
||||
{
|
||||
selector.resizing = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Actualiza la logica del menu
|
||||
void Menu::update()
|
||||
{
|
||||
checkInput();
|
||||
updateSelector();
|
||||
}
|
||||
|
||||
// Pinta el menu en pantalla
|
||||
void Menu::render()
|
||||
{
|
||||
// Rendereritza el fondo del menu
|
||||
if (backgroundType == MENU_BACKGROUND_SOLID)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, rectBG.color.r, rectBG.color.g, rectBG.color.b, rectBG.a);
|
||||
SDL_RenderFillRect(renderer, &rectBG.rect);
|
||||
}
|
||||
|
||||
// Renderiza el rectangulo del selector
|
||||
const SDL_Rect temp = {selector.rect.x, selector.rect.y - 1, selector.rect.w, selector.rect.h + 1};
|
||||
// temp.y--;
|
||||
// temp.h++;
|
||||
SDL_SetRenderDrawColor(renderer, selector.color.r, selector.color.g, selector.color.b, selector.a);
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
|
||||
// Renderiza el borde del fondo
|
||||
if (backgroundType == MENU_BACKGROUND_SOLID)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, rectBG.color.r, rectBG.color.g, rectBG.color.b, 255);
|
||||
SDL_RenderDrawRect(renderer, &rectBG.rect);
|
||||
}
|
||||
|
||||
// Renderitza el texto
|
||||
for (int i = 0; i < item.size(); i++)
|
||||
{
|
||||
if (i == selector.index)
|
||||
{
|
||||
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
|
||||
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, color);
|
||||
}
|
||||
else if (item[i].selectable)
|
||||
{
|
||||
text->write(item[i].rect.x, item[i].rect.y, item[i].label);
|
||||
}
|
||||
else if (item[i].greyed)
|
||||
{
|
||||
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, colorGreyed);
|
||||
}
|
||||
else
|
||||
// No seleccionable
|
||||
{
|
||||
if ((item[i].linkedUp) && (i == selector.index + 1))
|
||||
{
|
||||
const color_t color = {selector.itemColor.r, selector.itemColor.g, selector.itemColor.b};
|
||||
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, color);
|
||||
}
|
||||
else // No enlazado con el de arriba
|
||||
{
|
||||
text->write(item[i].rect.x, item[i].rect.y, item[i].label);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el rectangulo de fondo del menu y el selector
|
||||
void Menu::setRectSize()
|
||||
{
|
||||
rectBG.rect.w = findWidth() + text->getCharacterWidth();
|
||||
rectBG.rect.h = findHeight() + text->getCharacterWidth();
|
||||
|
||||
// La posición X es la del menú menos medio caracter
|
||||
rectBG.rect.x = x - (text->getCharacterWidth() / 2);
|
||||
|
||||
// La posición Y es la del menu menos la altura de medio caracter
|
||||
rectBG.rect.y = y - (text->getCharacterWidth() / 2);
|
||||
|
||||
// Establecemos los valores del rectangulo del selector a partir de los valores del rectangulo de fondo
|
||||
setSelectorPos(selector.index);
|
||||
}
|
||||
|
||||
// Establece el color del rectangulo de fondo
|
||||
void Menu::setBackgroundColor(color_t color, int alpha)
|
||||
{
|
||||
rectBG.color = color;
|
||||
rectBG.a = alpha;
|
||||
}
|
||||
|
||||
// Establece el color del rectangulo del selector
|
||||
void Menu::setSelectorColor(color_t color, int alpha)
|
||||
{
|
||||
selector.color = color;
|
||||
selector.a = alpha;
|
||||
}
|
||||
|
||||
// Establece el color del texto del selector
|
||||
void Menu::setSelectorTextColor(color_t color)
|
||||
{
|
||||
selector.itemColor = color;
|
||||
}
|
||||
|
||||
// Centra el menu respecto un punto en el eje X
|
||||
void Menu::centerMenuOnX(int value)
|
||||
{
|
||||
isCenteredOnX = true;
|
||||
centerX = value;
|
||||
|
||||
// Establece la nueva posición centrada en funcion del elemento más ancho
|
||||
x = (value) - (findWidth() / 2);
|
||||
|
||||
// Reposiciona los elementos del menu
|
||||
for (auto &i : item)
|
||||
{
|
||||
i.rect.x = x;
|
||||
}
|
||||
|
||||
// Recalcula el rectangulo de fondo
|
||||
setRectSize();
|
||||
}
|
||||
|
||||
// Centra el menu respecto un punto en el eje Y
|
||||
void Menu::centerMenuOnY(int value)
|
||||
{
|
||||
isCenteredOnY = true;
|
||||
centerY = value;
|
||||
|
||||
// Establece la nueva posición centrada en funcion del elemento más ancho
|
||||
y = (value) - (findHeight() / 2);
|
||||
|
||||
// Reposiciona los elementos del menu
|
||||
replaceElementsOnY();
|
||||
|
||||
// Recalcula el rectangulo de fondo
|
||||
setRectSize();
|
||||
}
|
||||
|
||||
// Centra los elementos del menu en el eje X
|
||||
void Menu::centerMenuElementsOnX()
|
||||
{
|
||||
areElementsCenteredOnX = true;
|
||||
|
||||
for (auto &i : item)
|
||||
{
|
||||
i.rect.x = (centerX - (i.rect.w / 2));
|
||||
}
|
||||
}
|
||||
|
||||
// Añade un item al menu
|
||||
void Menu::addItem(std::string text, int hPaddingDown, bool selectable, bool greyed, bool linkedDown)
|
||||
{
|
||||
item_t temp;
|
||||
// Si es el primer item coge la posición en el eje Y del propio menu
|
||||
if (item.size() == 0)
|
||||
{
|
||||
temp.rect.y = y;
|
||||
}
|
||||
else
|
||||
// En caso contrario, coge la posición en el eje Y a partir del elemento anterior
|
||||
{
|
||||
temp.rect.y = item.back().rect.y + item.back().rect.h + item.back().hPaddingDown;
|
||||
}
|
||||
|
||||
temp.rect.x = x;
|
||||
temp.hPaddingDown = hPaddingDown;
|
||||
temp.selectable = selectable;
|
||||
temp.greyed = greyed;
|
||||
temp.linkedDown = linkedDown;
|
||||
|
||||
item.push_back(temp);
|
||||
setItemCaption(item.size() - 1, text);
|
||||
|
||||
if (item.size() > 0)
|
||||
{
|
||||
if (item[item.size() - 1].linkedDown)
|
||||
{
|
||||
item[item.size()].linkedUp = true;
|
||||
}
|
||||
}
|
||||
|
||||
centerX = x + (findWidth() / 2);
|
||||
reorganize();
|
||||
}
|
||||
|
||||
// Cambia el texto de un item
|
||||
void Menu::setItemCaption(int index, std::string text)
|
||||
{
|
||||
item[index].label = text;
|
||||
item[index].rect.w = this->text->lenght(item[index].label);
|
||||
item[index].rect.h = this->text->getCharacterWidth();
|
||||
reorganize();
|
||||
|
||||
const std::string texto = item[index].label + ":" + std::to_string(item[index].rect.w);
|
||||
printf("Adding menu item -> %s\n", texto.c_str());
|
||||
}
|
||||
|
||||
// Establece el indice del itemm que se usará por defecto al cancelar el menu
|
||||
void Menu::setDefaultActionWhenCancel(int item)
|
||||
{
|
||||
defaultActionWhenCancel = item;
|
||||
}
|
||||
|
||||
// Gestiona la entrada de teclado y mando durante el menu
|
||||
void Menu::checkInput()
|
||||
{
|
||||
if (input->checkInput(INPUT_UP, REPEAT_FALSE))
|
||||
{
|
||||
if (decreaseSelectorIndex())
|
||||
{
|
||||
if (soundMove)
|
||||
{
|
||||
JA_PlaySound(soundMove);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_DOWN, REPEAT_FALSE))
|
||||
{
|
||||
if (increaseSelectorIndex())
|
||||
{
|
||||
if (soundMove)
|
||||
{
|
||||
JA_PlaySound(soundMove);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_ACCEPT, REPEAT_FALSE))
|
||||
{
|
||||
itemSelected = selector.index;
|
||||
if (soundAccept)
|
||||
{
|
||||
JA_PlaySound(soundAccept);
|
||||
}
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_CANCEL, REPEAT_FALSE))
|
||||
{
|
||||
itemSelected = defaultActionWhenCancel;
|
||||
if (soundCancel)
|
||||
{
|
||||
JA_PlaySound(soundCancel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calcula el ancho del menu
|
||||
int Menu::findWidth()
|
||||
{
|
||||
return getWidestItem();
|
||||
}
|
||||
|
||||
// Calcula el alto del menu
|
||||
int Menu::findHeight()
|
||||
{
|
||||
int height = 0;
|
||||
|
||||
// Obtenemos la altura de la suma de alturas de los items
|
||||
for (auto &i : item)
|
||||
{
|
||||
height += i.rect.h + i.hPaddingDown;
|
||||
}
|
||||
|
||||
return height - item.back().hPaddingDown;
|
||||
}
|
||||
|
||||
// Recoloca los elementos del menu en el eje Y
|
||||
void Menu::replaceElementsOnY()
|
||||
{
|
||||
item[0].rect.y = y;
|
||||
|
||||
for (int i = 1; i < item.size(); i++)
|
||||
{
|
||||
item[i].rect.y = item[i - 1].rect.y + item[i - 1].rect.h + item[i - 1].hPaddingDown;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el estado seleccionable de un item
|
||||
void Menu::setSelectable(int index, bool value)
|
||||
{
|
||||
item[index].selectable = value;
|
||||
}
|
||||
|
||||
// Establece el estado agrisado de un item
|
||||
void Menu::setGreyed(int index, bool value)
|
||||
{
|
||||
item[index].greyed = value;
|
||||
}
|
||||
|
||||
// Establece el estado de enlace de un item
|
||||
void Menu::setLinkedDown(int index, bool value)
|
||||
{
|
||||
item[index].linkedDown = value;
|
||||
}
|
||||
|
||||
// Calcula la altura del selector
|
||||
int Menu::getSelectorHeight(int value)
|
||||
{
|
||||
if (item[value].linkedDown)
|
||||
{
|
||||
return item[value].rect.h + item[value].hPaddingDown + item[value + 1].rect.h;
|
||||
}
|
||||
else
|
||||
{
|
||||
return item[value].rect.h;
|
||||
}
|
||||
}
|
||||