Compare commits
53 Commits
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1
.gitignore
vendored
@@ -3,3 +3,4 @@
|
||||
desktop.ini
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||||
thumbs.db
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bin/*
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config.txt
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13
Makefile
@@ -1,6 +1,15 @@
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executable = volcano_2022
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source = source/*.cpp source/common/*.cpp
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windows:
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@echo off
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if not exist bin\ (mkdir bin)
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g++ $(source) -std=c++11 -Wall -O2 -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o bin/$(executable).exe
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strip -s -R .comment -R .gnu.version bin/$(executable).exe --strip-unneeded
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macos:
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mkdir -p bin
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g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/volcano_macos
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g++ $(source) -std=c++11 -Wall -O2 -lSDL2 -ffunction-sections -fdata-sections -o bin/$(executable)_macos
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linux:
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mkdir -p bin
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g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/volcano_linux
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g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o bin/$(executable)_linux
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strip -s -R .comment -R .gnu.version bin/$(executable)_linux --strip-unneeded
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||||
@@ -1,10 +0,0 @@
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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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[animation]
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name=default
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speed=8
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loop=0
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frames=0,1,2,3,4,5
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[/animation]
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|
Before Width: | Height: | Size: 1.2 KiB |
@@ -1,10 +0,0 @@
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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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[animation]
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||||
name=default
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||||
speed=8
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||||
loop=0
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||||
frames=0,1,2,3,4,5
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[/animation]
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||||
|
Before Width: | Height: | Size: 1.5 KiB |
@@ -1,10 +0,0 @@
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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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||||
|
Before Width: | Height: | Size: 1.6 KiB |
9
data/actors/enemies/gusano.ani
Normal file
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frameWidth=24
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frameHeight=16
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[animation]
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||||
name=default
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||||
speed=8
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||||
loop=0
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||||
frames=0,1,2,3,4,5,6,7,8
|
||||
[/animation]
|
||||
BIN
data/actors/enemies/gusano.png
Normal file
|
After Width: | Height: | Size: 1.6 KiB |
9
data/actors/enemies/limon.ani
Normal file
@@ -0,0 +1,9 @@
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||||
frameWidth=16
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||||
frameHeight=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
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||||
loop=0
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||||
frames=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16
|
||||
[/animation]
|
||||
BIN
data/actors/enemies/limon.png
Normal file
|
After Width: | Height: | Size: 2.5 KiB |
9
data/actors/enemies/manzana.ani
Normal file
@@ -0,0 +1,9 @@
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||||
frameWidth=16
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||||
frameHeight=16
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||||
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||||
[animation]
|
||||
name=default
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||||
speed=8
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||||
loop=0
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||||
frames=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17
|
||||
[/animation]
|
||||
BIN
data/actors/enemies/manzana.png
Normal file
|
After Width: | Height: | Size: 1.8 KiB |
9
data/actors/enemies/pulga.ani
Normal file
@@ -0,0 +1,9 @@
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||||
frameWidth=16
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||||
frameHeight=16
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||||
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||||
[animation]
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||||
name=default
|
||||
speed=8
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||||
loop=0
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||||
frames=0,1,2,3,4,5,6
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||||
[/animation]
|
||||
BIN
data/actors/enemies/pulga.png
Normal file
|
After Width: | Height: | Size: 1.0 KiB |
9
data/actors/enemies/setita.ani
Normal file
@@ -0,0 +1,9 @@
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||||
frameWidth=16
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||||
frameHeight=16
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||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
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||||
loop=0
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||||
frames=15,16,17,18,19,20,21,22,23,24,25,26,27,28
|
||||
[/animation]
|
||||
BIN
data/actors/enemies/setita.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
9
data/actors/enemies/setita_venenosa.ani
Normal file
@@ -0,0 +1,9 @@
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||||
frameWidth=16
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||||
frameHeight=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
loop=0
|
||||
frames=15,16,17,18,19,20,21,22,23,24,25,26,27,28
|
||||
[/animation]
|
||||
BIN
data/actors/enemies/setita_venenosa.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
9
data/actors/enemies/seton.ani
Normal file
@@ -0,0 +1,9 @@
|
||||
frameWidth=16
|
||||
frameHeight=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
loop=0
|
||||
frames=17,18,19,20,21,22,23,24,25,26,27,28,29,30
|
||||
[/animation]
|
||||
BIN
data/actors/enemies/seton.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
@@ -1,10 +0,0 @@
|
||||
frames_per_row=6
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=8
|
||||
loop=0
|
||||
frames=0,1,2,3,4,5
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 1.2 KiB |
@@ -1,6 +1,5 @@
|
||||
frames_per_row=8
|
||||
frame_width=16
|
||||
frame_height=16
|
||||
frameWidth=16
|
||||
frameHeight=16
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
frames_per_row=1
|
||||
frame_width=16
|
||||
frame_height=8
|
||||
frameWidth=16
|
||||
frameHeight=8
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
|
||||
@@ -3,192 +3,192 @@
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||||
# box height
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5
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||||
# 32 espacio ( )
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BIN
data/font/smb2.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
194
data/font/smb2.txt
Normal file
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|
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# box width
|
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7
|
||||
# 93 ]
|
||||
7
|
||||
# 94 ^
|
||||
7
|
||||
# 95 _
|
||||
7
|
||||
# 96 `
|
||||
7
|
||||
# 97 a
|
||||
7
|
||||
# 98 b
|
||||
7
|
||||
# 99 c
|
||||
7
|
||||
# 100 d
|
||||
7
|
||||
# 101 e
|
||||
7
|
||||
# 102 f
|
||||
7
|
||||
# 103 g
|
||||
7
|
||||
# 104 h
|
||||
7
|
||||
# 105 i
|
||||
7
|
||||
# 106 j
|
||||
7
|
||||
# 107 k
|
||||
7
|
||||
# 108 l
|
||||
7
|
||||
# 109 m
|
||||
7
|
||||
# 110 n
|
||||
7
|
||||
# 111 o
|
||||
7
|
||||
# 112 p
|
||||
7
|
||||
# 113 q
|
||||
7
|
||||
# 114 r
|
||||
7
|
||||
# 115 s
|
||||
7
|
||||
# 116 t
|
||||
7
|
||||
# 117 u
|
||||
7
|
||||
# 118 v
|
||||
7
|
||||
# 119 w
|
||||
7
|
||||
# 120 x
|
||||
7
|
||||
# 121 y
|
||||
7
|
||||
# 122 z
|
||||
7
|
||||
# 123 {
|
||||
7
|
||||
# 124 |
|
||||
7
|
||||
# 125 }
|
||||
7
|
||||
# 126 ~
|
||||
7
|
||||
@@ -1,6 +1,5 @@
|
||||
frames_per_row=4
|
||||
frame_width=320
|
||||
frame_height=240
|
||||
frameWidth=320
|
||||
frameHeight=240
|
||||
|
||||
[animation]
|
||||
name=intro
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
[path]
|
||||
tileset=walking_eye.png
|
||||
animation=walking_eye.ani
|
||||
tileset=manzana.png
|
||||
animation=manzana.ani
|
||||
width=16
|
||||
height=16
|
||||
x=22
|
||||
y=20
|
||||
x=25
|
||||
y=25
|
||||
vx=0.4
|
||||
vy=0
|
||||
x1=22
|
||||
y1=20
|
||||
x2=27
|
||||
y2=20
|
||||
x1=18
|
||||
y1=25
|
||||
x2=33
|
||||
y2=25
|
||||
[/path]
|
||||
@@ -1,74 +1,42 @@
|
||||
tileset_img=surface.png
|
||||
enemy_file=01.ene
|
||||
bgColor1=234,171,159
|
||||
tilemap=01.tmx
|
||||
tileset=tiles_surface.png
|
||||
enemyFile=01.ene
|
||||
bgColor1=0,171,159
|
||||
bgColor2=144,225,231
|
||||
bgScroll=true
|
||||
|
||||
room_up=0
|
||||
room_down=0
|
||||
room_left=0
|
||||
room_right=02.map
|
||||
|
||||
[tilemap]
|
||||
01.tmx
|
||||
[/tilemap]
|
||||
roomUp=0
|
||||
roomDown=0
|
||||
roomLeft=04.map
|
||||
roomRight=02.map
|
||||
|
||||
[actors]
|
||||
|
||||
[moving platform]
|
||||
tileset=moving_platform.png
|
||||
animation=moving_platform.ani
|
||||
width=16
|
||||
height=8
|
||||
x=9
|
||||
y=11
|
||||
vx=0.3
|
||||
vy=0
|
||||
x1=9
|
||||
y1=11
|
||||
x2=15
|
||||
y2=11
|
||||
[/moving platform]
|
||||
|
||||
[moving platform]
|
||||
tileset=moving_platform.png
|
||||
animation=moving_platform.ani
|
||||
width=16
|
||||
height=8
|
||||
x=20
|
||||
y=14
|
||||
vx=0
|
||||
vy=0.3
|
||||
x1=20
|
||||
y1=14
|
||||
x2=20
|
||||
y2=21
|
||||
[/moving platform]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=1
|
||||
y=10
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=24
|
||||
y=10
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=25
|
||||
x=14
|
||||
y=12
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=19
|
||||
y=18
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=33
|
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y=13
|
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[/diamond]
|
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|
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[/actors]
|
||||
159
data/map/01.tmx
@@ -1,34 +1,141 @@
|
||||
<?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">
|
||||
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="1">
|
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<tileset firstgid="1" source="tiles_surface.tsx"/>
|
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<tileset firstgid="5626" source="tile_kind.tsx"/>
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<layer id="5" name="estatico" width="40" height="30">
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</map>
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@@ -1,29 +1,14 @@
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tileset=gusano.png
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animation=flying_eye_horn.ani
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101
data/map/02.map
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room_down=03.map
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room_left=01.map
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[tilemap]
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02.tmx
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[diamond]
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[/diamond]
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[diamond]
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[/diamond]
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[diamond]
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animation=diamond.ani
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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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[/diamond]
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[diamond]
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animation=diamond.ani
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[diamond]
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animation=diamond.ani
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roomDown=03.map
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roomLeft=01.map
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roomRight=05.map
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157
data/map/02.tmx
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9
data/map/09.map
Normal file
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72
data/map/09.tmx
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|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="2" name="Colisiones" width="40" height="30">
|
||||
<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,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,139,140,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,139,140,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,61,62,63,64,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,129,130,131,132,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,139,140,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
|
Before Width: | Height: | Size: 21 KiB |
1028
data/map/surface.tsx
@@ -2,24 +2,73 @@
|
||||
"maps": [
|
||||
{
|
||||
"fileName": "02.tmx",
|
||||
"height": 208,
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": 256,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "01.tmx",
|
||||
"height": 208,
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": -64,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "03.tmx",
|
||||
"height": 208,
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": 256,
|
||||
"y": 208
|
||||
"y": 240
|
||||
},
|
||||
{
|
||||
"fileName": "04.tmx",
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": -384,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "05.tmx",
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": 576,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "06.tmx",
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": 576,
|
||||
"y": 240
|
||||
},
|
||||
{
|
||||
"fileName": "07.tmx",
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": 896,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "08.tmx",
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": 896,
|
||||
"y": -240
|
||||
},
|
||||
{
|
||||
"fileName": "09.tmx",
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": 1216,
|
||||
"y": -240
|
||||
},
|
||||
{
|
||||
"fileName": "10.tmx",
|
||||
"height": 240,
|
||||
"width": 320,
|
||||
"x": 576,
|
||||
"y": -240
|
||||
}
|
||||
],
|
||||
"onlyShowAdjacentMaps": false,
|
||||
|
||||
BIN
data/map/tile_kind.png
Normal file
|
After Width: | Height: | Size: 105 B |
4
data/map/tile_kind.tsx
Normal file
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.9" tiledversion="1.9.2" name="tile_class" tilewidth="8" tileheight="8" tilecount="3" columns="3">
|
||||
<image source="tile_kind.png" width="24" height="8"/>
|
||||
</tileset>
|
||||
BIN
data/map/tiles_surface.png
Normal file
|
After Width: | Height: | Size: 48 KiB |
1028
data/map/tiles_surface.tsx
Normal file
|
Before Width: | Height: | Size: 51 KiB |
35
data/menu/title.men
Normal file
@@ -0,0 +1,35 @@
|
||||
font_png=dogica.png
|
||||
font_txt=dogica.txt
|
||||
|
||||
sound_cancel=sound_menu_cancel.wav
|
||||
sound_accept=sound_menu_select.wav
|
||||
sound_move=sound_menu_move.wav
|
||||
|
||||
name=TITLE
|
||||
x=0
|
||||
y=150
|
||||
backgroundType=0
|
||||
backgroundColor=48,48,64,192
|
||||
|
||||
areElementsCenteredOnX=true
|
||||
isCenteredOnX=true
|
||||
centerX=160
|
||||
|
||||
selector_color=229,28,35,0
|
||||
selector_text_color=255,180,0
|
||||
|
||||
defaultActionWhenCancel=2
|
||||
|
||||
[item]
|
||||
text=START
|
||||
hPaddingDown=2
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
text=OPTIONS
|
||||
hPaddingDown=5
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
text=EXIT
|
||||
[/item]
|
||||
@@ -1,6 +1,5 @@
|
||||
frames_per_row=8
|
||||
frame_width=16
|
||||
frame_height=24
|
||||
frameWidth=16
|
||||
frameHeight=24
|
||||
|
||||
[animation]
|
||||
name=stand
|
||||
@@ -13,19 +12,19 @@ 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
|
||||
name=walk
|
||||
speed=4
|
||||
loop=0
|
||||
frames=8,9,10,10,9,8,11,12,13,13,14,15
|
||||
frames=14,15,16,17,18,19,20,21,22,23,24
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=jump
|
||||
speed=10
|
||||
speed=2
|
||||
loop=-1
|
||||
frames=16,17,18,17,16
|
||||
frames=28,29,30,31,32,33,34,35,36,37,38,39,40,41
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=death
|
||||
speed=10
|
||||
speed=8
|
||||
loop=-1
|
||||
frames=24,25,26,27,28,29,30,31
|
||||
frames=42,43,44,45,46,47,48,49,50,51,52,52,52,52,52,52,52
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 7.5 KiB After Width: | Height: | Size: 10 KiB |
@@ -15,8 +15,7 @@ Actor::Actor(actor_t actor)
|
||||
renderer = actor.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get(actor.tileset), renderer);
|
||||
texture = new Texture(renderer, asset->get(actor.tileset));
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get(actor.animation));
|
||||
|
||||
// Obten el resto de valores
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "animatedsprite.h"
|
||||
#include "common/animatedsprite.h"
|
||||
#include "common/asset.h"
|
||||
#include "common/utils.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef ACTOR_H
|
||||
@@ -39,12 +39,15 @@ struct actor_t
|
||||
class Actor
|
||||
{
|
||||
protected:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
LTexture *texture; // Textura con los graficos del enemigo
|
||||
// Objetos y punteros
|
||||
AnimatedSprite *sprite; // Sprite del enemigo
|
||||
SDL_Rect collider; // Caja de colisión
|
||||
actor_name_e name; // Nombre del actor
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
Texture *texture; // Textura con los graficos del enemigo
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
|
||||
// Variables
|
||||
SDL_Rect collider; // Caja de colisión
|
||||
actor_name_e name; // Nombre del actor
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
|
||||
@@ -18,8 +18,6 @@ public:
|
||||
|
||||
// Destructor
|
||||
~ActorDiamond();
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
class ActorMovingPlatform : public Actor
|
||||
{
|
||||
private:
|
||||
// Variables
|
||||
SDL_Point p1; // Punto 1 (inicial) de la ruta
|
||||
SDL_Point p2; // Punto 2 (final) de la ruta
|
||||
|
||||
|
||||
@@ -1,267 +0,0 @@
|
||||
#include "const.h"
|
||||
#include "animatedsprite.h"
|
||||
|
||||
// Constructor
|
||||
AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer, std::string file)
|
||||
{
|
||||
// Copia los punteros
|
||||
setTexture(texture);
|
||||
setRenderer(renderer);
|
||||
|
||||
// Carga las animaciones
|
||||
load(file);
|
||||
|
||||
// Inicializa variables
|
||||
currentAnimation = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
AnimatedSprite::~AnimatedSprite()
|
||||
{
|
||||
for (auto &a : animation)
|
||||
{
|
||||
a.frames.clear();
|
||||
}
|
||||
animation.clear();
|
||||
}
|
||||
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int AnimatedSprite::getIndex(std::string name)
|
||||
{
|
||||
int index = -1;
|
||||
for (int i = 0; i < animation.size(); i++)
|
||||
{
|
||||
if (animation[i].name == name)
|
||||
{
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
|
||||
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 (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 y coloca el nuevo frame
|
||||
if (animation[currentAnimation].currentFrame >= animation[currentAnimation].frames.size())
|
||||
{
|
||||
if (animation[currentAnimation].loop == -1)
|
||||
{ // Si no hay loop, deja el último frame
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
|
||||
animation[currentAnimation].completed = true;
|
||||
}
|
||||
else
|
||||
{ // Si hay loop, vuelve al frame indicado
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
|
||||
}
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
|
||||
|
||||
// Incrementa el contador de la animacion
|
||||
animation[currentAnimation].counter++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void AnimatedSprite::setCurrentFrame(std::string name, int num)
|
||||
{
|
||||
animation[getIndex(name)].currentFrame = num;
|
||||
}
|
||||
|
||||
// Establece el valor del contador
|
||||
void AnimatedSprite::setAnimationCounter(std::string name, int num)
|
||||
{
|
||||
animation[getIndex(name)].counter = num;
|
||||
}
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
|
||||
{
|
||||
animation[getIndex(name)].counter = speed;
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void AnimatedSprite::setAnimationLoop(std::string name, int loop)
|
||||
{
|
||||
animation[getIndex(name)].loop = loop;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
|
||||
{
|
||||
animation[getIndex(name)].completed = value;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool AnimatedSprite::animationIsCompleted()
|
||||
{
|
||||
return animation[currentAnimation].completed;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
|
||||
{
|
||||
return animation[getIndex(name)].frames[index];
|
||||
}
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool AnimatedSprite::load(std::string filePath)
|
||||
{
|
||||
int frames_per_row = 0;
|
||||
int frame_width = 0;
|
||||
int frame_height = 0;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
const std::string filename = filePath.substr(filePath.find_last_of("\\/") + 1);
|
||||
std::ifstream file(filePath);
|
||||
std::string line;
|
||||
|
||||
// El fichero se puede abrir
|
||||
if (file.good())
|
||||
{
|
||||
// Procesa el fichero linea a linea
|
||||
printf("Reading file %s\n", filename.c_str());
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Si la linea contiene el texto [enemy] se realiza el proceso de carga de un enemigo
|
||||
if (line == "[animation]")
|
||||
{
|
||||
t_animation buffer;
|
||||
buffer.counter = 0;
|
||||
buffer.currentFrame = 0;
|
||||
buffer.completed = false;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "name")
|
||||
{
|
||||
buffer.name = line.substr(pos + 1, line.length());
|
||||
}
|
||||
else if (line.substr(0, pos) == "speed")
|
||||
{
|
||||
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "loop")
|
||||
{
|
||||
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "frames")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(line.substr(pos + 1, line.length()));
|
||||
std::string tmp;
|
||||
SDL_Rect rect = {0, 0, frame_width, frame_height};
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
int num_tile = std::stoi(tmp);
|
||||
rect.x = (num_tile % frames_per_row) * frame_width;
|
||||
rect.y = (num_tile / frames_per_row) * frame_height;
|
||||
buffer.frames.push_back(rect);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
} while (line != "[/animation]");
|
||||
|
||||
// Añade el enemigo al vector de enemigos
|
||||
animation.push_back(buffer);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "frames_per_row")
|
||||
{
|
||||
frames_per_row = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "frame_width")
|
||||
{
|
||||
frame_width = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else if (line.substr(0, pos) == "frame_height")
|
||||
{
|
||||
frame_height = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Closing file %s\n\n", filename.c_str());
|
||||
file.close();
|
||||
}
|
||||
// El fichero no se puede abrir
|
||||
else
|
||||
{
|
||||
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Pone un valor por defecto
|
||||
setPos({0, 0, frame_width, frame_height});
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Establece la animacion actual
|
||||
void AnimatedSprite::setCurrentAnimation(std::string name)
|
||||
{
|
||||
const int newAnimation = getIndex(name);
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation[currentAnimation].currentFrame = 0;
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void AnimatedSprite::update()
|
||||
{
|
||||
animate();
|
||||
MovingSprite::update();
|
||||
}
|
||||
510
source/common/animatedsprite.cpp
Normal file
@@ -0,0 +1,510 @@
|
||||
#include "animatedsprite.h"
|
||||
|
||||
// Constructor
|
||||
AnimatedSprite::AnimatedSprite(Texture *texture, SDL_Renderer *renderer, std::string file, std::vector<std::string> *buffer)
|
||||
{
|
||||
// Copia los punteros
|
||||
setTexture(texture);
|
||||
setRenderer(renderer);
|
||||
|
||||
// Carga las animaciones
|
||||
if (file != "")
|
||||
{
|
||||
loadFromFile(file);
|
||||
}
|
||||
|
||||
else if (buffer)
|
||||
{
|
||||
loadFromVector(buffer);
|
||||
}
|
||||
|
||||
// Inicializa variables
|
||||
currentAnimation = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
AnimatedSprite::~AnimatedSprite()
|
||||
{
|
||||
for (auto &a : animation)
|
||||
{
|
||||
a.frames.clear();
|
||||
}
|
||||
animation.clear();
|
||||
}
|
||||
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int AnimatedSprite::getIndex(std::string name)
|
||||
{
|
||||
int index = -1;
|
||||
|
||||
for (auto a : animation)
|
||||
{
|
||||
index++;
|
||||
if (a.name == name)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
}
|
||||
|
||||
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Calcula el frame correspondiente a la animación
|
||||
void AnimatedSprite::animate()
|
||||
{
|
||||
if (!enabled || animation.at(currentAnimation).speed == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Calcula el frame actual a partir del contador
|
||||
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).counter / animation.at(currentAnimation).speed;
|
||||
|
||||
// Si alcanza el final de la animación, reinicia el contador de la animación
|
||||
// en función de la variable loop y coloca el nuevo frame
|
||||
if (animation.at(currentAnimation).currentFrame >= (int)animation.at(currentAnimation).frames.size())
|
||||
{
|
||||
if (animation.at(currentAnimation).loop == -1)
|
||||
{ // Si no hay loop, deja el último frame
|
||||
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).frames.size();
|
||||
animation.at(currentAnimation).completed = true;
|
||||
}
|
||||
else
|
||||
{ // Si hay loop, vuelve al frame indicado
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).currentFrame = animation.at(currentAnimation).loop;
|
||||
}
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation.at(currentAnimation).frames.at(animation.at(currentAnimation).currentFrame));
|
||||
|
||||
// Incrementa el contador de la animacion
|
||||
animation.at(currentAnimation).counter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene el numero de frames de la animación actual
|
||||
int AnimatedSprite::getNumFrames()
|
||||
{
|
||||
return (int)animation.at(currentAnimation).frames.size();
|
||||
}
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void AnimatedSprite::setCurrentFrame(int num)
|
||||
{
|
||||
// Descarta valores fuera de rango
|
||||
if (num >= (int)animation.at(currentAnimation).frames.size())
|
||||
{
|
||||
num = 0;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable
|
||||
animation.at(currentAnimation).counter = animation.at(currentAnimation).speed * num;
|
||||
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation.at(currentAnimation).frames.at(animation.at(currentAnimation).currentFrame));
|
||||
}
|
||||
|
||||
// Establece el valor del contador
|
||||
void AnimatedSprite::setAnimationCounter(std::string name, int num)
|
||||
{
|
||||
animation.at(getIndex(name)).counter = num;
|
||||
}
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void AnimatedSprite::setAnimationSpeed(std::string name, int speed)
|
||||
{
|
||||
animation.at(getIndex(name)).counter = speed;
|
||||
}
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void AnimatedSprite::setAnimationSpeed(int index, int speed)
|
||||
{
|
||||
animation.at(index).counter = speed;
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void AnimatedSprite::setAnimationLoop(std::string name, int loop)
|
||||
{
|
||||
animation.at(getIndex(name)).loop = loop;
|
||||
}
|
||||
|
||||
// Establece si la animación se reproduce en bucle
|
||||
void AnimatedSprite::setAnimationLoop(int index, int loop)
|
||||
{
|
||||
animation.at(index).loop = loop;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void AnimatedSprite::setAnimationCompleted(std::string name, bool value)
|
||||
{
|
||||
animation.at(getIndex(name)).completed = value;
|
||||
}
|
||||
|
||||
// OLD - Establece el valor de la variable
|
||||
void AnimatedSprite::setAnimationCompleted(int index, bool value)
|
||||
{
|
||||
animation.at(index).completed = value;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool AnimatedSprite::animationIsCompleted()
|
||||
{
|
||||
return animation.at(currentAnimation).completed;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect AnimatedSprite::getAnimationClip(std::string name, Uint8 index)
|
||||
{
|
||||
return animation.at(getIndex(name)).frames.at(index);
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect AnimatedSprite::getAnimationClip(int indexA, Uint8 indexF)
|
||||
{
|
||||
return animation.at(indexA).frames.at(indexF);
|
||||
}
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool AnimatedSprite::loadFromFile(std::string filePath)
|
||||
{
|
||||
int framesPerRow = 0;
|
||||
int frameWidth = 0;
|
||||
int frameHeight = 0;
|
||||
int maxTiles = 0;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
const std::string filename = filePath.substr(filePath.find_last_of("\\/") + 1);
|
||||
std::ifstream file(filePath);
|
||||
std::string line;
|
||||
|
||||
// El fichero se puede abrir
|
||||
if (file.good())
|
||||
{
|
||||
// Procesa el fichero linea a linea
|
||||
std::cout << "Loading animation from file: " << filePath.c_str() << std::endl;
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
|
||||
if (line == "[animation]")
|
||||
{
|
||||
t_animation buffer;
|
||||
buffer.counter = 0;
|
||||
buffer.currentFrame = 0;
|
||||
buffer.completed = false;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "name")
|
||||
{
|
||||
buffer.name = line.substr(pos + 1, line.length());
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "speed")
|
||||
{
|
||||
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "loop")
|
||||
{
|
||||
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frames")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(line.substr(pos + 1, line.length()));
|
||||
std::string tmp;
|
||||
SDL_Rect rect = {0, 0, frameWidth, frameHeight};
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
// Comprueba que el tile no sea mayor que el maximo indice permitido
|
||||
const int numTile = std::stoi(tmp) > maxTiles ? 0 : std::stoi(tmp);
|
||||
rect.x = (numTile % framesPerRow) * frameWidth;
|
||||
rect.y = (numTile / framesPerRow) * frameHeight;
|
||||
buffer.frames.push_back(rect);
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
} while (line != "[/animation]");
|
||||
|
||||
// Añade la animación al vector de animaciones
|
||||
animation.push_back(buffer);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "framesPerRow")
|
||||
{
|
||||
framesPerRow = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frameWidth")
|
||||
{
|
||||
frameWidth = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frameHeight")
|
||||
{
|
||||
frameHeight = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Normaliza valores
|
||||
if (framesPerRow == 0 && frameWidth > 0)
|
||||
{
|
||||
framesPerRow = texture->getWidth() / frameWidth;
|
||||
}
|
||||
|
||||
if (maxTiles == 0 && frameWidth > 0 && frameHeight > 0)
|
||||
{
|
||||
const int w = texture->getWidth() / frameWidth;
|
||||
const int h = texture->getHeight() / frameHeight;
|
||||
maxTiles = w * h;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
file.close();
|
||||
}
|
||||
// El fichero no se puede abrir
|
||||
else
|
||||
{
|
||||
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Pone un valor por defecto
|
||||
setRect({0, 0, frameWidth, frameHeight});
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Carga la animación desde un vector
|
||||
bool AnimatedSprite::loadFromVector(std::vector<std::string> *source)
|
||||
{
|
||||
// Inicializa variables
|
||||
int framesPerRow = 0;
|
||||
int frameWidth = 0;
|
||||
int frameHeight = 0;
|
||||
int maxTiles = 0;
|
||||
|
||||
// Indicador de éxito en el proceso
|
||||
bool success = true;
|
||||
std::string line;
|
||||
|
||||
// Recorre todo el vector
|
||||
int index = 0;
|
||||
while (index < (int)source->size())
|
||||
{
|
||||
// Lee desde el vector
|
||||
line = source->at(index);
|
||||
|
||||
// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
|
||||
if (line == "[animation]")
|
||||
{
|
||||
t_animation buffer;
|
||||
buffer.counter = 0;
|
||||
buffer.currentFrame = 0;
|
||||
buffer.completed = false;
|
||||
|
||||
do
|
||||
{
|
||||
// Aumenta el indice para leer la siguiente linea
|
||||
index++;
|
||||
line = source->at(index);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "name")
|
||||
{
|
||||
buffer.name = line.substr(pos + 1, line.length());
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "speed")
|
||||
{
|
||||
buffer.speed = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "loop")
|
||||
{
|
||||
buffer.loop = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frames")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(line.substr(pos + 1, line.length()));
|
||||
std::string tmp;
|
||||
SDL_Rect rect = {0, 0, frameWidth, frameHeight};
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
// Comprueba que el tile no sea mayor que el maximo indice permitido
|
||||
const int numTile = std::stoi(tmp) > maxTiles ? 0 : std::stoi(tmp);
|
||||
rect.x = (numTile % framesPerRow) * frameWidth;
|
||||
rect.y = (numTile / framesPerRow) * frameHeight;
|
||||
buffer.frames.push_back(rect);
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
std::cout << "Warning: unknown parameter " << line.substr(0, pos).c_str() << std::endl;
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
} while (line != "[/animation]");
|
||||
|
||||
// Añade la animación al vector de animaciones
|
||||
animation.push_back(buffer);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "framesPerRow")
|
||||
{
|
||||
framesPerRow = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frameWidth")
|
||||
{
|
||||
frameWidth = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frameHeight")
|
||||
{
|
||||
frameHeight = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
std::cout << "Warning: unknown parameter " << line.substr(0, pos).c_str() << std::endl;
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Normaliza valores
|
||||
if (framesPerRow == 0 && frameWidth > 0)
|
||||
{
|
||||
framesPerRow = texture->getWidth() / frameWidth;
|
||||
}
|
||||
|
||||
if (maxTiles == 0 && frameWidth > 0 && frameHeight > 0)
|
||||
{
|
||||
const int w = texture->getWidth() / frameWidth;
|
||||
const int h = texture->getHeight() / frameHeight;
|
||||
maxTiles = w * h;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Una vez procesada la linea, aumenta el indice para pasar a la siguiente
|
||||
index++;
|
||||
}
|
||||
|
||||
// Pone un valor por defecto
|
||||
setRect({0, 0, frameWidth, frameHeight});
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Establece la animacion actual
|
||||
void AnimatedSprite::setCurrentAnimation(std::string name)
|
||||
{
|
||||
const int newAnimation = getIndex(name);
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece la animacion actual
|
||||
void AnimatedSprite::setCurrentAnimation(int index)
|
||||
{
|
||||
const int newAnimation = index;
|
||||
if (currentAnimation != newAnimation)
|
||||
{
|
||||
currentAnimation = newAnimation;
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void AnimatedSprite::update()
|
||||
{
|
||||
animate();
|
||||
MovingSprite::update();
|
||||
}
|
||||
|
||||
// Establece el rectangulo para un frame de una animación
|
||||
void AnimatedSprite::setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h)
|
||||
{
|
||||
animation.at(index_animation).frames.push_back({x, y, w, h});
|
||||
}
|
||||
|
||||
// OLD - Establece el contador para todas las animaciones
|
||||
void AnimatedSprite::setAnimationCounter(int value)
|
||||
{
|
||||
for (auto &a : animation)
|
||||
{
|
||||
a.counter = value;
|
||||
}
|
||||
}
|
||||
|
||||
// Reinicia la animación
|
||||
void AnimatedSprite::resetAnimation()
|
||||
{
|
||||
animation.at(currentAnimation).currentFrame = 0;
|
||||
animation.at(currentAnimation).counter = 0;
|
||||
animation.at(currentAnimation).completed = false;
|
||||
}
|
||||
@@ -2,10 +2,11 @@
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "movingsprite.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef ANIMATEDSPRITE_H
|
||||
#define ANIMATEDSPRITE_H
|
||||
@@ -24,12 +25,14 @@ private:
|
||||
int currentFrame; // Frame actual
|
||||
int counter; // Contador para las animaciones
|
||||
};
|
||||
|
||||
// Variables
|
||||
std::vector<t_animation> animation; // Vector con las diferentes animaciones
|
||||
int currentAnimation; // Animacion activa
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "");
|
||||
AnimatedSprite(Texture *texture = nullptr, SDL_Renderer *renderer = nullptr, std::string file = "", std::vector<std::string> *buffer = nullptr);
|
||||
|
||||
// Destructor
|
||||
~AnimatedSprite();
|
||||
@@ -37,38 +40,58 @@ public:
|
||||
// Calcula el frame correspondiente a la animación actual
|
||||
void animate();
|
||||
|
||||
// Obtiene el numero de frames de la animación actual
|
||||
int getNumFrames();
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void setCurrentFrame(std::string name, int num);
|
||||
void setCurrentFrame(int num);
|
||||
|
||||
// Establece el valor del contador
|
||||
void setAnimationCounter(std::string name, int num);
|
||||
|
||||
// Establece la velocidad de una animación
|
||||
void setAnimationSpeed(std::string name, int speed);
|
||||
void setAnimationSpeed(int index, int speed);
|
||||
|
||||
// Establece el frame al que vuelve la animación al finalizar
|
||||
void setAnimationLoop(std::string name, int loop);
|
||||
void setAnimationLoop(int index, int loop);
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setAnimationCompleted(std::string name, bool value);
|
||||
void setAnimationCompleted(int index, bool value);
|
||||
|
||||
// Comprueba si ha terminado la animación
|
||||
bool animationIsCompleted();
|
||||
|
||||
// Devuelve el rectangulo de una animación y frame concreto
|
||||
SDL_Rect getAnimationClip(std::string name, Uint8 index);
|
||||
SDL_Rect getAnimationClip(int indexA, Uint8 indexF);
|
||||
|
||||
// Obtiene el indice de la animación a partir del nombre
|
||||
int getIndex(std::string name);
|
||||
|
||||
// Carga la animación desde un fichero
|
||||
bool load(std::string filePath);
|
||||
bool loadFromFile(std::string filePath);
|
||||
|
||||
// Carga la animación desde un vector
|
||||
bool loadFromVector(std::vector<std::string> *source);
|
||||
|
||||
// Establece la animacion actual
|
||||
void setCurrentAnimation(std::string name = "default");
|
||||
void setCurrentAnimation(int index = 0);
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
|
||||
// OLD - Establece el rectangulo para un frame de una animación
|
||||
void setAnimationFrames(Uint8 index_animation, Uint8 index_frame, int x, int y, int w, int h);
|
||||
|
||||
// OLD - Establece el contador para todas las animaciones
|
||||
void setAnimationCounter(int value);
|
||||
|
||||
// Reinicia la animación
|
||||
void resetAnimation();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -3,8 +3,8 @@
|
||||
// Constructor
|
||||
Asset::Asset(std::string path)
|
||||
{
|
||||
mExecutablePath = path;
|
||||
longest_name = 0;
|
||||
executablePath = path;
|
||||
longestName = 0;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -16,21 +16,25 @@ Asset::~Asset()
|
||||
void Asset::add(std::string file, enum assetType type, bool required)
|
||||
{
|
||||
item_t temp;
|
||||
temp.file = mExecutablePath + "/.." + file;
|
||||
temp.file = executablePath + file;
|
||||
temp.type = type;
|
||||
temp.required = required;
|
||||
mFileList.push_back(temp);
|
||||
fileList.push_back(temp);
|
||||
|
||||
const std::string filename = file.substr(file.find_last_of("\\/") + 1);
|
||||
longest_name = SDL_max(longest_name, filename.size());
|
||||
longestName = SDL_max(longestName, filename.size());
|
||||
}
|
||||
|
||||
// Devuelve el fichero de un elemento de la lista a partir de una cadena
|
||||
std::string Asset::get(std::string text)
|
||||
{
|
||||
for (int i = 0; i < mFileList.size(); i++)
|
||||
if (mFileList[i].file.find(text) != std::string::npos)
|
||||
return mFileList[i].file;
|
||||
for (auto f : fileList)
|
||||
{
|
||||
if (f.file.find(text) != std::string::npos)
|
||||
{
|
||||
return f.file;
|
||||
}
|
||||
}
|
||||
|
||||
printf("Warning: file %s not found\n", text.c_str());
|
||||
return "";
|
||||
@@ -44,31 +48,43 @@ bool Asset::check()
|
||||
printf("\n** Checking files.\n");
|
||||
|
||||
// Comprueba la lista de ficheros clasificandolos por tipo
|
||||
for (int type = 0; type < maxAssetType; type++)
|
||||
for (int type = 0; type < t_maxAssetType; ++type)
|
||||
{
|
||||
// Comprueba si hay ficheros de ese tipo
|
||||
bool any = false;
|
||||
|
||||
for (int i = 0; i < mFileList.size(); i++)
|
||||
if ((mFileList[i].required) && (mFileList[i].type == type))
|
||||
for (auto f : fileList)
|
||||
{
|
||||
if ((f.required) && (f.type == type))
|
||||
{
|
||||
any = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Si hay ficheros de ese tipo, comprueba si existen
|
||||
if (any)
|
||||
{
|
||||
printf("\n>> %s FILES\n", getTypeName(type).c_str());
|
||||
|
||||
for (int i = 0; i < mFileList.size(); i++)
|
||||
if ((mFileList[i].required) && (mFileList[i].type == type))
|
||||
success &= checkFile(mFileList[i].file);
|
||||
for (auto f : fileList)
|
||||
{
|
||||
if ((f.required) && (f.type == type))
|
||||
{
|
||||
success &= checkFile(f.file);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Resultado
|
||||
if (success)
|
||||
{
|
||||
printf("\n** All files OK.\n\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("\n** A file is missing. Exiting.\n\n");
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
@@ -83,14 +99,14 @@ bool Asset::checkFile(std::string path)
|
||||
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
|
||||
SDL_RWops *file = SDL_RWFromFile(path.c_str(), "r+b");
|
||||
|
||||
if (file != NULL)
|
||||
if (file != nullptr)
|
||||
{
|
||||
result = "OK";
|
||||
success = true;
|
||||
SDL_RWclose(file);
|
||||
}
|
||||
|
||||
const std::string s = "Checking file %-" + std::to_string(longest_name) + "s [" + result + "]\n";
|
||||
const std::string s = "Checking file %-" + std::to_string(longestName) + "s [" + result + "]\n";
|
||||
printf(s.c_str(), filename.c_str());
|
||||
|
||||
return success;
|
||||
@@ -101,33 +117,42 @@ std::string Asset::getTypeName(int type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case bitmap:
|
||||
case t_bitmap:
|
||||
return "BITMAP";
|
||||
break;
|
||||
case music:
|
||||
|
||||
case t_music:
|
||||
return "MUSIC";
|
||||
break;
|
||||
case sound:
|
||||
|
||||
case t_sound:
|
||||
return "SOUND";
|
||||
break;
|
||||
case font:
|
||||
|
||||
case t_font:
|
||||
return "FONT";
|
||||
break;
|
||||
case lang:
|
||||
|
||||
case t_lang:
|
||||
return "LANG";
|
||||
break;
|
||||
case data:
|
||||
|
||||
case t_data:
|
||||
return "DATA";
|
||||
break;
|
||||
case room:
|
||||
|
||||
case t_room:
|
||||
return "ROOM";
|
||||
break;
|
||||
case enemy:
|
||||
|
||||
case t_enemy:
|
||||
return "ENEMY";
|
||||
break;
|
||||
case item:
|
||||
|
||||
case t_item:
|
||||
return "ITEM";
|
||||
break;
|
||||
|
||||
default:
|
||||
return "ERROR";
|
||||
break;
|
||||
@@ -9,16 +9,16 @@
|
||||
|
||||
enum assetType
|
||||
{
|
||||
bitmap,
|
||||
music,
|
||||
sound,
|
||||
font,
|
||||
lang,
|
||||
data,
|
||||
room,
|
||||
enemy,
|
||||
item,
|
||||
maxAssetType
|
||||
t_bitmap,
|
||||
t_music,
|
||||
t_sound,
|
||||
t_font,
|
||||
t_lang,
|
||||
t_data,
|
||||
t_room,
|
||||
t_enemy,
|
||||
t_item,
|
||||
t_maxAssetType
|
||||
};
|
||||
|
||||
// Clase Asset
|
||||
@@ -33,10 +33,10 @@ private:
|
||||
bool required; // Indica si es un fichero que debe de existir
|
||||
};
|
||||
|
||||
int longest_name; // Contiene la longitud del nombre de fichero mas largo
|
||||
|
||||
std::vector<item_t> mFileList;
|
||||
std::string mExecutablePath;
|
||||
// Variables
|
||||
int longestName; // Contiene la longitud del nombre de fichero mas largo
|
||||
std::vector<item_t> fileList; // Lista con las rutas a los ficheros de recursos
|
||||
std::string executablePath; // Ruta con la ubicación del ejecutable
|
||||
|
||||
// Comprueba que existe un fichero
|
||||
bool checkFile(std::string path);
|
||||
61
source/common/const.h
Normal file
@@ -0,0 +1,61 @@
|
||||
#pragma once
|
||||
|
||||
#include "utils.h"
|
||||
|
||||
#ifndef CONST_H
|
||||
#define CONST_H
|
||||
|
||||
// Tamaño de bloque
|
||||
#define BLOCK 8
|
||||
#define HALF_BLOCK 4
|
||||
|
||||
// Tamaño de la pantalla de juego
|
||||
#define GAMECANVAS_WIDTH 320
|
||||
#define GAMECANVAS_HEIGHT 240
|
||||
|
||||
// Zona de juego
|
||||
const int PLAY_AREA_X = (0 * BLOCK);
|
||||
const int PLAY_AREA_Y = (0 * BLOCK);
|
||||
const int PLAY_AREA_TOP = (0 * BLOCK);
|
||||
const int PLAY_AREA_BOTTOM = (30 * BLOCK);
|
||||
const int PLAY_AREA_LEFT = (0 * BLOCK);
|
||||
const int PLAY_AREA_RIGHT = (40 * BLOCK);
|
||||
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
|
||||
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
|
||||
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
|
||||
const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
|
||||
const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
|
||||
const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
|
||||
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
|
||||
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
|
||||
|
||||
// Marcador
|
||||
const int SCOREBOARD_X = 0;
|
||||
const int SCOREBOARD_Y = 0;
|
||||
const int SCOREBOARD_TOP = (0 * BLOCK);
|
||||
const int SCOREBOARD_BOTTOM = (4 * BLOCK);
|
||||
const int SCOREBOARD_LEFT = (0 * BLOCK);
|
||||
const int SCOREBOARD_RIGHT = (40 * BLOCK);
|
||||
const int SCOREBOARD_WIDTH = SCOREBOARD_RIGHT - SCOREBOARD_LEFT;
|
||||
const int SCOREBOARD_HEIGHT = SCOREBOARD_BOTTOM - SCOREBOARD_TOP;
|
||||
|
||||
// Anclajes de pantalla
|
||||
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
|
||||
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
|
||||
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
|
||||
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
|
||||
|
||||
// Secciones del programa
|
||||
#define SECTION_PROG_LOGO 0
|
||||
#define SECTION_PROG_INTRO 1
|
||||
#define SECTION_PROG_TITLE 2
|
||||
#define SECTION_PROG_CREDITS 3
|
||||
#define SECTION_PROG_GAME 4
|
||||
#define SECTION_PROG_QUIT 5
|
||||
|
||||
// Colores
|
||||
const color_t borderColor = {0x27, 0x27, 0x36};
|
||||
|
||||
#endif
|
||||
104
source/common/debug.cpp
Normal file
@@ -0,0 +1,104 @@
|
||||
#include "debug.h"
|
||||
|
||||
// Constructor
|
||||
Debug::Debug(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
|
||||
text = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
|
||||
|
||||
// Inicializa variables
|
||||
x = 0;
|
||||
y = 0;
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Debug::~Debug()
|
||||
{
|
||||
delete text;
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
void Debug::update()
|
||||
{
|
||||
}
|
||||
|
||||
// Dibuja en pantalla
|
||||
void Debug::render()
|
||||
{
|
||||
int y = this->y;
|
||||
int w = 0;
|
||||
|
||||
for (auto s : slot)
|
||||
{
|
||||
text->write(x, y, s);
|
||||
w = (std::max(w, (int)s.length()));
|
||||
y += text->getCharacterSize() + 1;
|
||||
if (y > 192 - text->getCharacterSize())
|
||||
{
|
||||
y = this->y;
|
||||
x += w * text->getCharacterSize() + 2;
|
||||
}
|
||||
}
|
||||
|
||||
y = 0;
|
||||
for (auto l : log)
|
||||
{
|
||||
text->writeColored(x + 10, y, l, {255, 255, 255});
|
||||
y += text->getCharacterSize() + 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece la posición donde se colocará la información de debug
|
||||
void Debug::setPos(SDL_Point p)
|
||||
{
|
||||
x = p.x;
|
||||
y = p.y;
|
||||
}
|
||||
|
||||
// Añade un texto para mostrar
|
||||
void Debug::add(std::string text)
|
||||
{
|
||||
slot.push_back(text);
|
||||
}
|
||||
|
||||
// Borra la información de debug
|
||||
void Debug::clear()
|
||||
{
|
||||
slot.clear();
|
||||
}
|
||||
|
||||
// Añade un texto para mostrar en el apartado log
|
||||
void Debug::addToLog(std::string text)
|
||||
{
|
||||
log.push_back(text);
|
||||
}
|
||||
|
||||
// Borra la información de debug del apartado log
|
||||
void Debug::clearLog()
|
||||
{
|
||||
log.clear();
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Debug::setEnabled(bool value)
|
||||
{
|
||||
enabled = value;
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
bool Debug::getEnabled()
|
||||
{
|
||||
return enabled;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable
|
||||
void Debug::switchEnabled()
|
||||
{
|
||||
enabled = !enabled;
|
||||
}
|
||||
70
source/common/debug.h
Normal file
@@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "asset.h"
|
||||
#include "const.h"
|
||||
#include "screen.h"
|
||||
#include "text.h"
|
||||
#include "utils.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef DEBUG_H
|
||||
#define DEBUG_H
|
||||
|
||||
// Clase Debug
|
||||
class Debug
|
||||
{
|
||||
private:
|
||||
// Objetos y punteros
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Asset *asset; // Objeto con los ficheros de recursos
|
||||
Text *text; // Objeto encargado de escribir texto en pantalla
|
||||
|
||||
// Variables
|
||||
std::vector<std::string> slot; // Vector con los textos a escribir
|
||||
std::vector<std::string> log; // Vector con los textos a escribir
|
||||
int x; // Posicion donde escribir el texto de debug
|
||||
int y; // Posición donde escribir el texto de debug
|
||||
bool enabled; // Indica si esta activo el modo debug
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
|
||||
// Destructor
|
||||
~Debug();
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
|
||||
// Dibuja en pantalla
|
||||
void render();
|
||||
|
||||
// Establece la posición donde se colocará la información de debug
|
||||
void setPos(SDL_Point p);
|
||||
|
||||
// Añade un texto para mostrar
|
||||
void add(std::string text);
|
||||
|
||||
// Borra la información de debug
|
||||
void clear();
|
||||
|
||||
// Añade un texto para mostrar en el apartado log
|
||||
void addToLog(std::string text);
|
||||
|
||||
// Borra la información de debug del apartado log
|
||||
void clearLog();
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setEnabled(bool value);
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
bool getEnabled();
|
||||
|
||||
// Cambia el valor de la variable
|
||||
void switchEnabled();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -8,35 +8,35 @@ Input::Input(std::string file)
|
||||
dbPath = file;
|
||||
|
||||
// Inicializa las variables
|
||||
for (int i = 0; i < 17; i++)
|
||||
{
|
||||
keyBindings[i].scancode = 0;
|
||||
keyBindings[i].active = false;
|
||||
keyBindings_t kb;
|
||||
kb.scancode = 0;
|
||||
kb.active = false;
|
||||
keyBindings.resize(17, kb);
|
||||
|
||||
gameControllerBindings[i].button = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
gameControllerBindings[i].active = false;
|
||||
}
|
||||
GameControllerBindings_t gcb;
|
||||
gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
gcb.active = false;
|
||||
gameControllerBindings.resize(17, gcb);
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
discoverGameController();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Input::~Input()
|
||||
{
|
||||
for (int i = 0; i < numGamepads; i++)
|
||||
connectedControllers[i] = nullptr;
|
||||
}
|
||||
|
||||
// Asigna uno de los posibles inputs a una tecla del teclado
|
||||
void Input::bindKey(Uint8 input, SDL_Scancode code)
|
||||
{
|
||||
keyBindings[input].scancode = code;
|
||||
keyBindings.at(input).scancode = code;
|
||||
}
|
||||
|
||||
// Asigna uno de los posibles inputs a un botón del mando
|
||||
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
|
||||
{
|
||||
gameControllerBindings[input].button = button;
|
||||
gameControllerBindings.at(input).button = button;
|
||||
}
|
||||
|
||||
// Comprueba si un input esta activo
|
||||
@@ -48,24 +48,28 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
if (device == INPUT_USE_ANY)
|
||||
index = 0;
|
||||
|
||||
if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY))
|
||||
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
|
||||
{
|
||||
const Uint8 *mKeystates = SDL_GetKeyboardState(NULL);
|
||||
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
|
||||
|
||||
if (repeat)
|
||||
{
|
||||
if (mKeystates[keyBindings[input].scancode] != 0)
|
||||
if (keyStates[keyBindings.at(input).scancode] != 0)
|
||||
{
|
||||
successKeyboard = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
successKeyboard = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!keyBindings[input].active)
|
||||
if (!keyBindings.at(input).active)
|
||||
{
|
||||
if (mKeystates[keyBindings[input].scancode] != 0)
|
||||
if (keyStates[keyBindings.at(input).scancode] != 0)
|
||||
{
|
||||
keyBindings[input].active = true;
|
||||
keyBindings.at(input).active = true;
|
||||
successKeyboard = true;
|
||||
}
|
||||
else
|
||||
@@ -75,9 +79,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mKeystates[keyBindings[input].scancode] == 0)
|
||||
if (keyStates[keyBindings.at(input).scancode] == 0)
|
||||
{
|
||||
keyBindings[input].active = false;
|
||||
keyBindings.at(input).active = false;
|
||||
successKeyboard = false;
|
||||
}
|
||||
else
|
||||
@@ -93,18 +97,22 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
{
|
||||
if (repeat)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
|
||||
{
|
||||
successGameController = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
successGameController = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!gameControllerBindings[input].active)
|
||||
if (!gameControllerBindings.at(input).active)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
|
||||
{
|
||||
gameControllerBindings[input].active = true;
|
||||
gameControllerBindings.at(input).active = true;
|
||||
successGameController = true;
|
||||
}
|
||||
else
|
||||
@@ -114,9 +122,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0)
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) == 0)
|
||||
{
|
||||
gameControllerBindings[input].active = false;
|
||||
gameControllerBindings.at(input).active = false;
|
||||
successGameController = false;
|
||||
}
|
||||
else
|
||||
@@ -130,24 +138,70 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
return (successKeyboard || successGameController);
|
||||
}
|
||||
|
||||
// Comprueba si hay almenos un input activo
|
||||
bool Input::checkAnyInput(int device, int index)
|
||||
{
|
||||
if (device == INPUT_USE_ANY)
|
||||
{
|
||||
index = 0;
|
||||
}
|
||||
|
||||
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
|
||||
{
|
||||
const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
|
||||
|
||||
for (int i = 0; i < (int)keyBindings.size(); ++i)
|
||||
{
|
||||
if (mKeystates[keyBindings.at(i).scancode] != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gameControllerFound())
|
||||
{
|
||||
if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY)
|
||||
{
|
||||
for (int i = 0; i < (int)gameControllerBindings.size(); ++i)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(i).button) != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
bool Input::discoverGameController()
|
||||
{
|
||||
bool found = false;
|
||||
|
||||
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
|
||||
{
|
||||
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
}
|
||||
|
||||
if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0)
|
||||
{
|
||||
printf("Error, could not load %s file: %s\n", dbPath.c_str(), SDL_GetError());
|
||||
}
|
||||
|
||||
int nJoysticks = SDL_NumJoysticks();
|
||||
const int nJoysticks = SDL_NumJoysticks();
|
||||
numGamepads = 0;
|
||||
|
||||
// Cuenta el numero de mandos
|
||||
for (int i = 0; i < nJoysticks; i++)
|
||||
for (int i = 0; i < nJoysticks; ++i)
|
||||
{
|
||||
if (SDL_IsGameController(i))
|
||||
{
|
||||
numGamepads++;
|
||||
}
|
||||
}
|
||||
|
||||
printf("\nChecking for game controllers...\n");
|
||||
printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads);
|
||||
@@ -163,7 +217,7 @@ bool Input::discoverGameController()
|
||||
if (SDL_GameControllerGetAttached(pad) == 1)
|
||||
{
|
||||
connectedControllers.push_back(pad);
|
||||
std::string separator(" #");
|
||||
const std::string separator(" #");
|
||||
std::string name = SDL_GameControllerNameForIndex(i);
|
||||
name.resize(25);
|
||||
name = name + separator + std::to_string(i);
|
||||
@@ -171,10 +225,11 @@ bool Input::discoverGameController()
|
||||
controllerNames.push_back(name);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
//mGameController = connectedControllers[0];
|
||||
SDL_GameControllerEventState(SDL_ENABLE);
|
||||
}
|
||||
|
||||
@@ -185,18 +240,26 @@ bool Input::discoverGameController()
|
||||
bool Input::gameControllerFound()
|
||||
{
|
||||
if (numGamepads > 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Obten el nombre de un mando de juego
|
||||
std::string Input::getControllerName(int index)
|
||||
{
|
||||
if (numGamepads > 0)
|
||||
return controllerNames[index];
|
||||
{
|
||||
return controllerNames.at(index);
|
||||
}
|
||||
else
|
||||
{
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
// Obten el numero de mandos conectados
|
||||
@@ -41,19 +41,22 @@ private:
|
||||
Uint8 scancode; // Scancode asociado
|
||||
bool active; // Indica si está activo
|
||||
};
|
||||
keyBindings_t keyBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
|
||||
struct GameControllerBindings_t
|
||||
{
|
||||
SDL_GameControllerButton button; // GameControllerButton asociado
|
||||
bool active; // Indica si está activo
|
||||
};
|
||||
GameControllerBindings_t gameControllerBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
|
||||
std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
|
||||
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
|
||||
int numGamepads; // Numero de mandos conectados
|
||||
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
|
||||
// Objetos y punteros
|
||||
std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
|
||||
|
||||
// Variables
|
||||
std::vector<keyBindings_t> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
std::vector<GameControllerBindings_t> gameControllerBindings; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
|
||||
int numGamepads; // Numero de mandos conectados
|
||||
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
bool discoverGameController();
|
||||
@@ -74,6 +77,9 @@ public:
|
||||
// Comprueba si un input esta activo
|
||||
bool checkInput(Uint8 input, bool repeat, int device = INPUT_USE_ANY, int index = 0);
|
||||
|
||||
// Comprueba si hay almenos un input activo
|
||||
bool checkAnyInput(int device = INPUT_USE_ANY, int index = 0);
|
||||
|
||||
// Comprueba si hay algun mando conectado
|
||||
bool gameControllerFound();
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#ifndef __MIPSEL__
|
||||
#include "jail_audio.h"
|
||||
#include "stb_vorbis.c"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#define JA_MAX_SIMULTANEOUS_CHANNELS 5
|
||||
|
||||
@@ -30,16 +31,17 @@ JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
|
||||
int JA_freq {48000};
|
||||
SDL_AudioFormat JA_format {AUDIO_S16};
|
||||
Uint8 JA_channels {2};
|
||||
int JA_volume = 128;
|
||||
|
||||
void audioCallback(void * userdata, uint8_t * stream, int len) {
|
||||
SDL_memset(stream, 0, len);
|
||||
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
|
||||
const int size = SDL_min(len, current_music->samples*2-current_music->pos);
|
||||
SDL_memcpy(stream, current_music->output+current_music->pos, size);
|
||||
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, JA_volume);
|
||||
current_music->pos += size/2;
|
||||
if (size < len) {
|
||||
if (current_music->times != 0) {
|
||||
SDL_memcpy(stream+size, current_music->output, len-size);
|
||||
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, JA_volume);
|
||||
current_music->pos = (len-size)/2;
|
||||
if (current_music->times > 0) current_music->times--;
|
||||
} else {
|
||||
@@ -52,11 +54,11 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING) {
|
||||
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
|
||||
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, 64);
|
||||
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_volume/2);
|
||||
channels[i].pos += size;
|
||||
if (size < len) {
|
||||
if (channels[i].times != 0) {
|
||||
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, 64);
|
||||
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_volume/2);
|
||||
channels[i].pos = len-size;
|
||||
if (channels[i].times > 0) channels[i].times--;
|
||||
} else {
|
||||
@@ -79,7 +81,19 @@ void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
|
||||
JA_Music JA_LoadMusic(const char* filename) {
|
||||
int chan, samplerate;
|
||||
JA_Music music = new JA_Music_t();
|
||||
music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
|
||||
|
||||
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
|
||||
FILE *f = fopen(filename, "rb");
|
||||
fseek(f, 0, SEEK_END);
|
||||
long fsize = ftell(f);
|
||||
fseek(f, 0, SEEK_SET);
|
||||
Uint8 *buffer = (Uint8*)malloc(fsize + 1);
|
||||
fread(buffer, fsize, 1, f);
|
||||
fclose(f);
|
||||
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
|
||||
free(buffer);
|
||||
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
|
||||
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
|
||||
|
||||
SDL_AudioCVT cvt;
|
||||
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
|
||||
@@ -134,6 +148,13 @@ void JA_DeleteMusic(JA_Music music) {
|
||||
delete music;
|
||||
}
|
||||
|
||||
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length) {
|
||||
JA_Sound sound = new JA_Sound_t();
|
||||
sound->buffer = buffer;
|
||||
sound->length = length;
|
||||
return sound;
|
||||
}
|
||||
|
||||
JA_Sound JA_LoadSound(const char* filename) {
|
||||
JA_Sound sound = new JA_Sound_t();
|
||||
SDL_AudioSpec wavSpec;
|
||||
@@ -210,4 +231,8 @@ JA_Channel_state JA_GetChannelState(const int channel) {
|
||||
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
|
||||
return channels[channel].state;
|
||||
}
|
||||
#endif
|
||||
|
||||
int JA_SetVolume(int volume) {
|
||||
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
|
||||
return JA_volume;
|
||||
}
|
||||
@@ -18,6 +18,7 @@ void JA_StopMusic();
|
||||
JA_Music_state JA_GetMusicState();
|
||||
void JA_DeleteMusic(JA_Music music);
|
||||
|
||||
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length);
|
||||
JA_Sound JA_LoadSound(const char* filename);
|
||||
int JA_PlaySound(JA_Sound sound, const int loop = 0);
|
||||
void JA_PauseChannel(const int channel);
|
||||
@@ -25,3 +26,5 @@ void JA_ResumeChannel(const int channel);
|
||||
void JA_StopChannel(const int channel);
|
||||
JA_Channel_state JA_GetChannelState(const int channel);
|
||||
void JA_DeleteSound(JA_Sound sound);
|
||||
|
||||
int JA_SetVolume(int volume);
|
||||
@@ -2,52 +2,29 @@
|
||||
#include "menu.h"
|
||||
|
||||
// Constructor
|
||||
Menu::Menu(SDL_Renderer *renderer, Text *text, Input *input)
|
||||
Menu::Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file)
|
||||
{
|
||||
// Copia punteros
|
||||
this->renderer = renderer;
|
||||
this->text = text;
|
||||
this->asset = asset;
|
||||
this->input = input;
|
||||
|
||||
// Inicializa punteros
|
||||
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;
|
||||
// Inicializa variables
|
||||
name = "";
|
||||
selector.index = 0;
|
||||
itemSelected = MENU_NO_OPTION;
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
x = 0;
|
||||
y = 0;
|
||||
w = 0;
|
||||
rectBG.rect = {0, 0, 0, 0};
|
||||
rectBG.color = {0, 0, 0};
|
||||
rectBG.a = 0;
|
||||
this->backgroundType = backgroundType;
|
||||
backgroundType = MENU_BACKGROUND_SOLID;
|
||||
isCenteredOnX = false;
|
||||
isCenteredOnY = false;
|
||||
areElementsCenteredOnX = false;
|
||||
@@ -55,6 +32,9 @@ void Menu::init(std::string name, int x, int y, int backgroundType)
|
||||
centerY = 0;
|
||||
widestItem = 0;
|
||||
colorGreyed = {128, 128, 128};
|
||||
defaultActionWhenCancel = 0;
|
||||
font_png = "";
|
||||
font_txt = "";
|
||||
|
||||
// Selector
|
||||
selector.originY = 0;
|
||||
@@ -72,6 +52,305 @@ void Menu::init(std::string name, int x, int y, int backgroundType)
|
||||
selector.color = {0, 0, 0};
|
||||
selector.itemColor = {0, 0, 0};
|
||||
selector.a = 255;
|
||||
|
||||
// Inicializa las variables desde un fichero
|
||||
if (file != "")
|
||||
{
|
||||
load(file);
|
||||
}
|
||||
|
||||
// Deja el cursor en el primer elemento
|
||||
reset();
|
||||
}
|
||||
|
||||
Menu::~Menu()
|
||||
{
|
||||
renderer = nullptr;
|
||||
asset = nullptr;
|
||||
input = nullptr;
|
||||
|
||||
if (soundMove)
|
||||
{
|
||||
JA_DeleteSound(soundMove);
|
||||
}
|
||||
|
||||
if (soundAccept)
|
||||
{
|
||||
JA_DeleteSound(soundAccept);
|
||||
}
|
||||
|
||||
if (soundCancel)
|
||||
{
|
||||
JA_DeleteSound(soundCancel);
|
||||
}
|
||||
|
||||
if (text != nullptr)
|
||||
{
|
||||
delete text;
|
||||
}
|
||||
}
|
||||
|
||||
// Carga la configuración del menu desde un archivo de texto
|
||||
bool Menu::load(std::string file_path)
|
||||
{
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
// Indica si se ha creado ya el objeto de texto
|
||||
bool textAllocated = false;
|
||||
|
||||
const 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))
|
||||
{
|
||||
if (line == "[item]")
|
||||
{
|
||||
item_t item;
|
||||
item.label = "";
|
||||
item.hPaddingDown = 1;
|
||||
item.selectable = true;
|
||||
item.greyed = false;
|
||||
item.linkedDown = false;
|
||||
|
||||
do
|
||||
{
|
||||
// Lee la siguiente linea
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (!setItem(&item, 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 != "[/item]");
|
||||
|
||||
addItem(item.label, item.hPaddingDown, item.selectable, item.greyed, item.linkedDown);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
// Procesa las dos subcadenas
|
||||
if (!setVars(line.substr(0, pos), line.substr(pos + 1, line.length())))
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Crea el objeto text tan pronto como se pueda. Necesario para añadir items
|
||||
if (font_png != "" && font_txt != "" && !textAllocated)
|
||||
{
|
||||
text = new Text(asset->get(font_png), asset->get(font_txt), renderer);
|
||||
textAllocated = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Closing file %s\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 partir de dos cadenas
|
||||
bool Menu::setItem(item_t *item, std::string var, std::string value)
|
||||
{
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (var == "text")
|
||||
{
|
||||
item->label = value;
|
||||
}
|
||||
|
||||
else if (var == "hPaddingDown")
|
||||
{
|
||||
item->hPaddingDown = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "selectable")
|
||||
{
|
||||
item->selectable = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "greyed")
|
||||
{
|
||||
item->greyed = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "linkedDown")
|
||||
{
|
||||
item->linkedDown = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if ((var == "") || (var == "[/item]"))
|
||||
{
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool Menu::setVars(std::string var, std::string value)
|
||||
{
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (var == "font_png")
|
||||
{
|
||||
font_png = value;
|
||||
}
|
||||
|
||||
else if (var == "font_txt")
|
||||
{
|
||||
font_txt = value;
|
||||
}
|
||||
|
||||
else if (var == "sound_cancel")
|
||||
{
|
||||
soundCancel = JA_LoadSound(asset->get(value).c_str());
|
||||
}
|
||||
|
||||
else if (var == "sound_accept")
|
||||
{
|
||||
soundAccept = JA_LoadSound(asset->get(value).c_str());
|
||||
}
|
||||
|
||||
else if (var == "sound_move")
|
||||
{
|
||||
soundMove = JA_LoadSound(asset->get(value).c_str());
|
||||
}
|
||||
|
||||
else if (var == "name")
|
||||
{
|
||||
name = value;
|
||||
}
|
||||
|
||||
else if (var == "x")
|
||||
{
|
||||
x = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "centerX")
|
||||
{
|
||||
centerX = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "centerY")
|
||||
{
|
||||
centerY = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "y")
|
||||
{
|
||||
y = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "backgroundType")
|
||||
{
|
||||
backgroundType = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "backgroundColor")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
rectBG.color.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
rectBG.color.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
rectBG.color.b = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
rectBG.a = std::stoi(tmp);
|
||||
}
|
||||
|
||||
else if (var == "selector_color")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
selector.color.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.color.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.color.b = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.a = std::stoi(tmp);
|
||||
}
|
||||
|
||||
else if (var == "selector_text_color")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
selector.itemColor.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.itemColor.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.itemColor.b = std::stoi(tmp);
|
||||
}
|
||||
|
||||
else if (var == "areElementsCenteredOnX")
|
||||
{
|
||||
areElementsCenteredOnX = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "isCenteredOnX")
|
||||
{
|
||||
isCenteredOnX = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "isCenteredOnY")
|
||||
{
|
||||
isCenteredOnY = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "defaultActionWhenCancel")
|
||||
{
|
||||
defaultActionWhenCancel = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "")
|
||||
{
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Carga los ficheros de audio
|
||||
@@ -126,7 +405,8 @@ void Menu::updateSelector()
|
||||
selector.moving = false;
|
||||
}
|
||||
}
|
||||
if (selector.despY < 0) // Va hacia arriba
|
||||
|
||||
else if (selector.despY < 0) // Va hacia arriba
|
||||
{
|
||||
if (selector.y < selector.targetY) // Ha llegado al destino
|
||||
{
|
||||
@@ -154,7 +434,8 @@ void Menu::updateSelector()
|
||||
selector.resizing = false;
|
||||
}
|
||||
}
|
||||
if (selector.incH < 0) // Decrece
|
||||
|
||||
else if (selector.incH < 0) // Decrece
|
||||
{
|
||||
if (selector.h < selector.targetH) // Ha llegado al destino
|
||||
{
|
||||
@@ -174,10 +455,10 @@ void Menu::updateSelector()
|
||||
// Coloca el selector en una posición específica
|
||||
void Menu::setSelectorPos(int index)
|
||||
{
|
||||
if (index < item.size())
|
||||
if (index < (int)item.size())
|
||||
{
|
||||
selector.index = index;
|
||||
selector.rect.y = selector.y = selector.originY = selector.targetY = item[selector.index].rect.y;
|
||||
selector.rect.y = selector.y = selector.originY = selector.targetY = item.at(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);
|
||||
@@ -205,10 +486,17 @@ 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.originY = selector.targetY = selector.y = item.at(0).rect.y;
|
||||
selector.originH = selector.targetH = item.at(0).rect.h;
|
||||
selector.moving = false;
|
||||
selector.resizing = false;
|
||||
|
||||
// Si el primer elemento no es seleccionable, incrementa el selector
|
||||
if (!item.at(selector.index).selectable)
|
||||
{
|
||||
increaseSelectorIndex();
|
||||
setSelectorPos(selector.index);
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza el menu para recolocarlo correctamente y establecer el tamaño
|
||||
@@ -236,18 +524,18 @@ void Menu::reorganize()
|
||||
bool Menu::increaseSelectorIndex()
|
||||
{
|
||||
// Obten las coordenadas del elemento actual
|
||||
selector.y = selector.originY = item[selector.index].rect.y;
|
||||
selector.y = selector.originY = item.at(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)
|
||||
while (!item.at(selector.index).selectable)
|
||||
{
|
||||
++selector.index %= item.size();
|
||||
}
|
||||
|
||||
// Establece las coordenadas y altura de destino
|
||||
selector.targetY = item[selector.index].rect.y;
|
||||
selector.targetY = item.at(selector.index).rect.y;
|
||||
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
|
||||
|
||||
selector.targetH = getSelectorHeight(selector.index);
|
||||
@@ -266,24 +554,24 @@ bool Menu::increaseSelectorIndex()
|
||||
bool Menu::decreaseSelectorIndex()
|
||||
{
|
||||
// Obten las coordenadas del elemento actual
|
||||
selector.y = selector.originY = item[selector.index].rect.y;
|
||||
selector.y = selector.originY = item.at(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();
|
||||
selector.index = item.size() - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
selector.index--;
|
||||
}
|
||||
|
||||
while (!item[selector.index].selectable)
|
||||
while (!item.at(selector.index).selectable)
|
||||
{
|
||||
if (selector.index == 0)
|
||||
{
|
||||
selector.index = item.size();
|
||||
selector.index = item.size() - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -292,7 +580,7 @@ bool Menu::decreaseSelectorIndex()
|
||||
}
|
||||
|
||||
// Establece las coordenadas y altura de destino
|
||||
selector.targetY = item[selector.index].rect.y;
|
||||
selector.targetY = item.at(selector.index).rect.y;
|
||||
selector.despY = (selector.targetY - selector.originY) / selector.numJumps;
|
||||
|
||||
selector.targetH = getSelectorHeight(selector.index);
|
||||
@@ -326,8 +614,6 @@ void Menu::render()
|
||||
|
||||
// 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);
|
||||
|
||||
@@ -338,49 +624,83 @@ void Menu::render()
|
||||
SDL_RenderDrawRect(renderer, &rectBG.rect);
|
||||
}
|
||||
|
||||
// Renderitza el texto
|
||||
for (int i = 0; i < item.size(); i++)
|
||||
// Renderiza el texto
|
||||
for (int i = 0; i < (int)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);
|
||||
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, color);
|
||||
}
|
||||
else if (item[i].selectable)
|
||||
|
||||
else if (item.at(i).selectable)
|
||||
{
|
||||
text->write(item[i].rect.x, item[i].rect.y, item[i].label);
|
||||
text->write(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label);
|
||||
}
|
||||
else if (item[i].greyed)
|
||||
|
||||
else if (item.at(i).greyed)
|
||||
{
|
||||
text->writeColored(item[i].rect.x, item[i].rect.y, item[i].label, colorGreyed);
|
||||
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, colorGreyed);
|
||||
}
|
||||
|
||||
else
|
||||
// No seleccionable
|
||||
{
|
||||
if ((item[i].linkedUp) && (i == selector.index + 1))
|
||||
{ // No seleccionable
|
||||
if ((item.at(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);
|
||||
text->writeColored(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label, color);
|
||||
}
|
||||
else // No enlazado con el de arriba
|
||||
{
|
||||
text->write(item[i].rect.x, item[i].rect.y, item[i].label);
|
||||
text->write(item.at(i).rect.x, item.at(i).rect.y, item.at(i).label);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el rectangulo de fondo del menu y el selector
|
||||
void Menu::setRectSize()
|
||||
void Menu::setRectSize(int w, int h)
|
||||
{
|
||||
rectBG.rect.w = findWidth() + text->getCharacterWidth();
|
||||
rectBG.rect.h = findHeight() + text->getCharacterWidth();
|
||||
// Establece el ancho
|
||||
if (w == 0)
|
||||
{ // Si no se pasa un valor, se busca si hay uno prefijado
|
||||
if (this->w == 0)
|
||||
{ // Si no hay prefijado, coge el item mas ancho
|
||||
rectBG.rect.w = findWidth() + text->getCharacterSize();
|
||||
}
|
||||
else
|
||||
{ // Si hay prefijado, coge ese
|
||||
rectBG.rect.w = this->w;
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // Si se pasa un valor, se usa y se prefija
|
||||
rectBG.rect.w = w;
|
||||
this->w = w;
|
||||
}
|
||||
|
||||
// Establece el alto
|
||||
if (h == 0)
|
||||
{ // Si no se pasa un valor, se busca de manera automatica
|
||||
rectBG.rect.h = findHeight() + text->getCharacterSize();
|
||||
}
|
||||
else
|
||||
{ // Si se pasa un valor, se aplica
|
||||
rectBG.rect.h = h;
|
||||
}
|
||||
|
||||
// La posición X es la del menú menos medio caracter
|
||||
rectBG.rect.x = x - (text->getCharacterWidth() / 2);
|
||||
if (this->w != 0)
|
||||
{ // Si el ancho esta prefijado, la x coinccide
|
||||
rectBG.rect.x = x;
|
||||
}
|
||||
else
|
||||
{ // Si el ancho es automatico, se le da un poco de margen
|
||||
rectBG.rect.x = x - (text->getCharacterSize() / 2);
|
||||
}
|
||||
|
||||
// La posición Y es la del menu menos la altura de medio caracter
|
||||
rectBG.rect.y = y - (text->getCharacterWidth() / 2);
|
||||
rectBG.rect.y = y - (text->getCharacterSize() / 2);
|
||||
|
||||
// Establecemos los valores del rectangulo del selector a partir de los valores del rectangulo de fondo
|
||||
setSelectorPos(selector.index);
|
||||
@@ -410,10 +730,28 @@ void Menu::setSelectorTextColor(color_t color)
|
||||
void Menu::centerMenuOnX(int value)
|
||||
{
|
||||
isCenteredOnX = true;
|
||||
centerX = value;
|
||||
if (value != 0)
|
||||
{
|
||||
centerX = value;
|
||||
}
|
||||
else if (centerX == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Establece la nueva posición centrada en funcion del elemento más ancho
|
||||
x = (value) - (findWidth() / 2);
|
||||
// Establece la nueva posición centrada en funcion del elemento más ancho o del ancho fijo del menu
|
||||
if (w != 0)
|
||||
{ // Si se ha definido un ancho fijo
|
||||
x = (centerX) - (w / 2);
|
||||
}
|
||||
else
|
||||
{ // Si se actua en función del elemento más ancho
|
||||
x = (centerX) - (findWidth() / 2);
|
||||
}
|
||||
|
||||
// Actualiza el rectangulo de fondo y del selector
|
||||
rectBG.rect.x = x;
|
||||
selector.rect.x = x;
|
||||
|
||||
// Reposiciona los elementos del menu
|
||||
for (auto &i : item)
|
||||
@@ -423,6 +761,12 @@ void Menu::centerMenuOnX(int value)
|
||||
|
||||
// Recalcula el rectangulo de fondo
|
||||
setRectSize();
|
||||
|
||||
// Vuelve a centrar los elementos si fuera el caso
|
||||
if (areElementsCenteredOnX)
|
||||
{
|
||||
centerMenuElementsOnX();
|
||||
}
|
||||
}
|
||||
|
||||
// Centra el menu respecto un punto en el eje Y
|
||||
@@ -456,14 +800,13 @@ void Menu::centerMenuElementsOnX()
|
||||
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)
|
||||
{
|
||||
|
||||
if (item.empty())
|
||||
{ // Si es el primer item coge la posición en el eje Y del propio menu
|
||||
temp.rect.y = y;
|
||||
}
|
||||
else
|
||||
// En caso contrario, coge la posición en el eje Y a partir del elemento anterior
|
||||
{
|
||||
{ // En caso contrario, coge la posición en el eje Y a partir del último elemento
|
||||
temp.rect.y = item.back().rect.y + item.back().rect.h + item.back().hPaddingDown;
|
||||
}
|
||||
|
||||
@@ -474,13 +817,14 @@ void Menu::addItem(std::string text, int hPaddingDown, bool selectable, bool gre
|
||||
temp.linkedDown = linkedDown;
|
||||
|
||||
item.push_back(temp);
|
||||
|
||||
setItemCaption(item.size() - 1, text);
|
||||
|
||||
if (item.size() > 0)
|
||||
if (item.size() > 1)
|
||||
{
|
||||
if (item[item.size() - 1].linkedDown)
|
||||
if (item.at(item.size() - 2).linkedDown)
|
||||
{
|
||||
item[item.size()].linkedUp = true;
|
||||
item.back().linkedUp = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -491,13 +835,10 @@ void Menu::addItem(std::string text, int hPaddingDown, bool selectable, bool gre
|
||||
// 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();
|
||||
item.at(index).label = text;
|
||||
item.at(index).rect.w = this->text->lenght(item.at(index).label);
|
||||
item.at(index).rect.h = this->text->getCharacterSize();
|
||||
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
|
||||
@@ -573,41 +914,69 @@ int Menu::findHeight()
|
||||
// Recoloca los elementos del menu en el eje Y
|
||||
void Menu::replaceElementsOnY()
|
||||
{
|
||||
item[0].rect.y = y;
|
||||
item.at(0).rect.y = y;
|
||||
|
||||
for (int i = 1; i < item.size(); i++)
|
||||
for (int i = 1; i < (int)item.size(); i++)
|
||||
{
|
||||
item[i].rect.y = item[i - 1].rect.y + item[i - 1].rect.h + item[i - 1].hPaddingDown;
|
||||
item.at(i).rect.y = item.at(i - 1).rect.y + item.at(i - 1).rect.h + item.at(i - 1).hPaddingDown;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el estado seleccionable de un item
|
||||
void Menu::setSelectable(int index, bool value)
|
||||
{
|
||||
item[index].selectable = value;
|
||||
item.at(index).selectable = value;
|
||||
}
|
||||
|
||||
// Establece el estado agrisado de un item
|
||||
void Menu::setGreyed(int index, bool value)
|
||||
{
|
||||
item[index].greyed = value;
|
||||
item.at(index).greyed = value;
|
||||
}
|
||||
|
||||
// Establece el estado de enlace de un item
|
||||
void Menu::setLinkedDown(int index, bool value)
|
||||
{
|
||||
item[index].linkedDown = value;
|
||||
item.at(index).linkedDown = value;
|
||||
}
|
||||
|
||||
// Calcula la altura del selector
|
||||
int Menu::getSelectorHeight(int value)
|
||||
{
|
||||
if (item[value].linkedDown)
|
||||
if (item.at(value).linkedDown)
|
||||
{
|
||||
return item[value].rect.h + item[value].hPaddingDown + item[value + 1].rect.h;
|
||||
return item.at(value).rect.h + item.at(value).hPaddingDown + item.at(value + 1).rect.h;
|
||||
}
|
||||
else
|
||||
{
|
||||
return item[value].rect.h;
|
||||
return item.at(value).rect.h;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el nombre del menu
|
||||
void Menu::setName(std::string name)
|
||||
{
|
||||
this->name = name;
|
||||
}
|
||||
|
||||
// Establece la posición del menu
|
||||
void Menu::setPos(int x, int y)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
}
|
||||
|
||||
// Establece el tipo de fondo del menu
|
||||
void Menu::setBackgroundType(int value)
|
||||
{
|
||||
backgroundType = value;
|
||||
}
|
||||
|
||||
// Establece la fuente de texto que se utilizará
|
||||
void Menu::setText(std::string font_png, std::string font_txt)
|
||||
{
|
||||
if (!text)
|
||||
{
|
||||
text = new Text(font_png, font_txt, renderer);
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <vector>
|
||||
#include "asset.h"
|
||||
#include "input.h"
|
||||
#include "jail_audio.h"
|
||||
#include "sprite.h"
|
||||
#include "text.h"
|
||||
#include "input.h"
|
||||
#include "utils.h"
|
||||
#include "jail_audio.h"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
|
||||
#ifndef MENU_H
|
||||
#define MENU_H
|
||||
@@ -65,6 +68,13 @@ private:
|
||||
int a; // Cantidad de transparencia para el rectangulo del selector
|
||||
};
|
||||
|
||||
// Objetos y punteros
|
||||
SDL_Renderer *renderer; // Puntero al renderizador de la ventana
|
||||
Text *text; // Texto para poder escribir los items del menu
|
||||
Input *input; // Gestor de eventos de entrada de teclado o gamepad
|
||||
Asset *asset; // Objeto para gestionar los ficheros de recursos
|
||||
|
||||
// Variables
|
||||
std::string name; // Nombre del menu
|
||||
int x; // Posición en el eje X de la primera letra del primer elemento
|
||||
int y; // Posición en el eje Y de la primera letra del primer elemento
|
||||
@@ -82,16 +92,21 @@ private:
|
||||
JA_Sound soundAccept; // Sonido al aceptar o elegir una opción del menu
|
||||
JA_Sound soundCancel; // Sonido al cancelar el menu
|
||||
JA_Sound soundMove; // Sonido al mover el selector
|
||||
SDL_Renderer *renderer; // Puntero al renderizador de la ventana
|
||||
Text *text; // Texto para poder escribir los items del menu
|
||||
Input *input; // Gestor de eventos de entrada de teclado o gamepad
|
||||
color_t colorGreyed; // Color para los elementos agrisados
|
||||
rectangle_t rectBG; // Rectangulo de fondo del menu
|
||||
std::vector<item_t> item; // Estructura para cada elemento del menu
|
||||
selector_t selector; // Variables para pintar el selector del menu
|
||||
std::string font_png; // Ruta con el fichero que contiene las letras en formato de mapa de bits
|
||||
std::string font_txt; // Ruta con el fichero que contiene las dimensiones de cada letra
|
||||
|
||||
// Establece el rectangulo de fondo del menu
|
||||
void setRectSize();
|
||||
// Carga la configuración del menu desde un archivo de texto
|
||||
bool load(std::string file_path);
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool setVars(std::string var, std::string value);
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool setItem(item_t *item, std::string var, std::string value);
|
||||
|
||||
// Actualiza el menu para recolocarlo correctamente y establecer el tamaño
|
||||
void reorganize();
|
||||
@@ -125,14 +140,11 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Menu(SDL_Renderer *renderer, Text *text, Input *input);
|
||||
Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file = "");
|
||||
|
||||
// Destructor
|
||||
~Menu();
|
||||
|
||||
// Inicializador
|
||||
void init(std::string name, int x, int y, int backgroundType);
|
||||
|
||||
// Carga los ficheros de audio
|
||||
void loadAudioFile(std::string file, int sound);
|
||||
|
||||
@@ -164,7 +176,7 @@ public:
|
||||
void setSelectorTextColor(color_t color);
|
||||
|
||||
// Centra el menu respecto a un punto en el eje X
|
||||
void centerMenuOnX(int value);
|
||||
void centerMenuOnX(int value = 0);
|
||||
|
||||
// Centra el menu respecto a un punto en el eje Y
|
||||
void centerMenuOnY(int value);
|
||||
@@ -192,6 +204,21 @@ public:
|
||||
|
||||
// Establece el estado de enlace de un item
|
||||
void setLinkedDown(int index, bool value);
|
||||
|
||||
// Establece el nombre del menu
|
||||
void setName(std::string name);
|
||||
|
||||
// Establece la posición del menu
|
||||
void setPos(int x, int y);
|
||||
|
||||
// Establece el tipo de fondo del menu
|
||||
void setBackgroundType(int value);
|
||||
|
||||
// Establece la fuente de texto que se utilizará
|
||||
void setText(std::string font_png, std::string font_txt);
|
||||
|
||||
// Establece el rectangulo de fondo del menu
|
||||
void setRectSize(int w = 0, int h = 0);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -2,7 +2,7 @@
|
||||
#include "movingsprite.h"
|
||||
|
||||
// Constructor
|
||||
MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, LTexture *texture, SDL_Renderer *renderer)
|
||||
MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, Texture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
// Copia los punteros
|
||||
this->texture = texture;
|
||||
@@ -45,7 +45,7 @@ MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vel
|
||||
spriteClip = {0, 0, w, h};
|
||||
|
||||
// Establece el centro de rotación
|
||||
center = {0, 0};
|
||||
center = nullptr;
|
||||
|
||||
// Establece el tipo de volteado
|
||||
currentFlip = SDL_FLIP_NONE;
|
||||
@@ -73,7 +73,7 @@ void MovingSprite::clear()
|
||||
|
||||
angle = 0.0; // Angulo para dibujarlo
|
||||
rotateEnabled = false; // Indica si ha de rotar
|
||||
center = {0, 0}; // Centro de rotación
|
||||
center = nullptr; // Centro de rotación
|
||||
rotateSpeed = 0; // Velocidad de giro
|
||||
rotateAmount = 0.0; // Cantidad de grados a girar en cada iteración
|
||||
counter = 0; // Contador interno
|
||||
@@ -101,7 +101,9 @@ void MovingSprite::move()
|
||||
void MovingSprite::render()
|
||||
{
|
||||
if (enabled)
|
||||
texture->render(renderer, (int)x, (int)y, &spriteClip, zoomW, zoomH, angle, ¢er, currentFlip);
|
||||
{
|
||||
texture->render(renderer, (int)x, (int)y, &spriteClip, zoomW, zoomH, angle, center, currentFlip);
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
@@ -158,11 +160,13 @@ double MovingSprite::getAngle()
|
||||
return angle;
|
||||
}
|
||||
|
||||
// Establece la posición del objeto
|
||||
void MovingSprite::setPos(SDL_Rect rect)
|
||||
// Establece la posición y el tamaño del objeto
|
||||
void MovingSprite::setRect(SDL_Rect rect)
|
||||
{
|
||||
x = (float)rect.x;
|
||||
y = (float)rect.y;
|
||||
w = rect.w;
|
||||
h = rect.h;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
@@ -265,7 +269,14 @@ void MovingSprite::setRotate(bool value)
|
||||
// Establece el valor de la variable
|
||||
void MovingSprite::setRotateSpeed(int value)
|
||||
{
|
||||
rotateSpeed = value;
|
||||
if (value < 1)
|
||||
{
|
||||
rotateSpeed = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
rotateSpeed = value;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
@@ -324,15 +335,6 @@ SDL_Rect MovingSprite::getRect()
|
||||
return rect;
|
||||
}
|
||||
|
||||
// Establece los valores de posición y tamaño del sprite
|
||||
void MovingSprite::setRect(SDL_Rect rect)
|
||||
{
|
||||
x = (float)rect.x;
|
||||
y = (float)rect.y;
|
||||
w = rect.w;
|
||||
h = rect.h;
|
||||
}
|
||||
|
||||
// Deshace el último movimiento
|
||||
void MovingSprite::undoMove()
|
||||
{
|
||||
@@ -10,6 +10,10 @@
|
||||
class MovingSprite : public Sprite
|
||||
{
|
||||
protected:
|
||||
// Objetos y punteros
|
||||
SDL_Point *center; // Centro de rotación
|
||||
|
||||
// Variables
|
||||
float x; // Posición en el eje X
|
||||
float y; // Posición en el eje Y
|
||||
|
||||
@@ -30,12 +34,11 @@ protected:
|
||||
int rotateSpeed; // Velocidad de giro
|
||||
double rotateAmount; // Cantidad de grados a girar en cada iteración
|
||||
int counter; // Contador interno
|
||||
SDL_Point center; // Centro de rotación
|
||||
SDL_RendererFlip currentFlip; // Indica como se voltea el sprite
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
|
||||
MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, Texture *texture = nullptr, SDL_Renderer *renderer = nullptr);
|
||||
|
||||
// Destructor
|
||||
~MovingSprite();
|
||||
@@ -88,8 +91,8 @@ public:
|
||||
// Obtiene el valor de la variable
|
||||
Uint16 getRotateSpeed();
|
||||
|
||||
// Establece la posición del objeto
|
||||
void setPos(SDL_Rect rect);
|
||||
// Establece la posición y el tamaño del objeto
|
||||
void setRect(SDL_Rect rect);
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setPosX(float value);
|
||||
@@ -151,9 +154,6 @@ public:
|
||||
// Devuelve el rectangulo donde está el sprite
|
||||
SDL_Rect getRect();
|
||||
|
||||
// Establece los valores de posición y tamaño del sprite
|
||||
void setRect(SDL_Rect rect);
|
||||
|
||||
// Deshace el último movimiento
|
||||
void undoMove();
|
||||
|
||||
365
source/common/screen.cpp
Normal file
@@ -0,0 +1,365 @@
|
||||
#include "screen.h"
|
||||
#include <string>
|
||||
#include <stdio.h>
|
||||
|
||||
// Constructor
|
||||
Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, int gameInternalResX, int gameInternalResY)
|
||||
{
|
||||
// Inicializa variables
|
||||
this->window = window;
|
||||
this->renderer = renderer;
|
||||
this->options = options;
|
||||
|
||||
gameCanvasWidth = gameInternalResX;
|
||||
gameCanvasHeight = gameInternalResY;
|
||||
|
||||
iniFade();
|
||||
iniSpectrumFade();
|
||||
|
||||
// Define el color del borde para el modo de pantalla completa
|
||||
borderColor = {0x00, 0x00, 0x00};
|
||||
|
||||
// Crea la textura donde se dibujan los graficos del juego
|
||||
gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
|
||||
if (gameCanvas == nullptr)
|
||||
{
|
||||
printf("TitleSurface could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
}
|
||||
|
||||
// Establece el modo de video
|
||||
setVideoMode(options->fullScreenMode);
|
||||
|
||||
// Calcula los anclajes
|
||||
anchor.left = 0;
|
||||
anchor.right = gameCanvasWidth;
|
||||
anchor.center = gameCanvasWidth / 2;
|
||||
anchor.top = 0;
|
||||
anchor.bottom = gameCanvasHeight;
|
||||
anchor.middle = gameCanvasHeight / 2;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Screen::~Screen()
|
||||
{
|
||||
renderer = nullptr;
|
||||
}
|
||||
|
||||
// Limpia la pantalla
|
||||
void Screen::clean(color_t color)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
}
|
||||
|
||||
// Prepara para empezar a dibujar en la textura de juego
|
||||
void Screen::start()
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, gameCanvas);
|
||||
}
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
void Screen::blit()
|
||||
{
|
||||
// Vuelve a dejar el renderizador en modo normal
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
|
||||
// Borra el contenido previo
|
||||
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Copia la textura de juego en el renderizador en la posición adecuada
|
||||
SDL_RenderCopy(renderer, gameCanvas, nullptr, &dest);
|
||||
|
||||
// Muestra por pantalla el renderizador
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
// Establece el modo de video
|
||||
void Screen::setVideoMode(int fullScreenMode)
|
||||
{
|
||||
// Aplica el modo de video
|
||||
SDL_SetWindowFullscreen(window, fullScreenMode);
|
||||
|
||||
// Si está activo el modo ventana quita el borde
|
||||
if (fullScreenMode == 0)
|
||||
{
|
||||
if (options->borderEnabled)
|
||||
{
|
||||
const int incWidth = gameCanvasWidth * options->borderSize;
|
||||
const int incHeight = gameCanvasHeight * options->borderSize;
|
||||
screenWidth = gameCanvasWidth + incWidth;
|
||||
screenHeight = gameCanvasHeight + incHeight;
|
||||
dest = {0 + (incWidth / 2), 0 + (incHeight / 2), gameCanvasWidth, gameCanvasHeight};
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
screenWidth = gameCanvasWidth;
|
||||
screenHeight = gameCanvasHeight;
|
||||
dest = {0, 0, gameCanvasWidth, gameCanvasHeight};
|
||||
}
|
||||
|
||||
// Modifica el tamaño del renderizador y de la ventana
|
||||
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
|
||||
SDL_SetWindowSize(window, screenWidth * options->windowSize, screenHeight * options->windowSize);
|
||||
}
|
||||
|
||||
// Si está activo el modo de pantalla completa añade el borde
|
||||
else if (fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
|
||||
{
|
||||
// Obten el alto y el ancho de la ventana
|
||||
SDL_GetWindowSize(window, &screenWidth, &screenHeight);
|
||||
|
||||
// Aplica el escalado al rectangulo donde se pinta la textura del juego
|
||||
if (options->integerScale)
|
||||
{
|
||||
// Calcula el tamaño de la escala máxima
|
||||
int scale = 0;
|
||||
while (((gameCanvasWidth * (scale + 1)) <= screenWidth) && ((gameCanvasHeight * (scale + 1)) <= screenHeight))
|
||||
{
|
||||
scale++;
|
||||
}
|
||||
|
||||
dest.w = gameCanvasWidth * scale;
|
||||
dest.h = gameCanvasHeight * scale;
|
||||
dest.x = (screenWidth - dest.w) / 2;
|
||||
dest.y = (screenHeight - dest.h) / 2;
|
||||
}
|
||||
else if (options->keepAspect)
|
||||
{
|
||||
float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
|
||||
if ((screenWidth - gameCanvasWidth) >= (screenHeight - gameCanvasHeight))
|
||||
{
|
||||
dest.h = screenHeight;
|
||||
dest.w = (int)((screenHeight * ratio) + 0.5f);
|
||||
dest.x = (screenWidth - dest.w) / 2;
|
||||
dest.y = (screenHeight - dest.h) / 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dest.w = screenWidth;
|
||||
dest.h = (int)((screenWidth / ratio) + 0.5f);
|
||||
dest.x = (screenWidth - dest.w) / 2;
|
||||
dest.y = (screenHeight - dest.h) / 2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dest.w = screenWidth;
|
||||
dest.h = screenHeight;
|
||||
dest.x = dest.y = 0;
|
||||
}
|
||||
|
||||
// Modifica el tamaño del renderizador
|
||||
SDL_RenderSetLogicalSize(renderer, screenWidth, screenHeight);
|
||||
}
|
||||
|
||||
// Actualiza el valor de la variable
|
||||
options->fullScreenMode = fullScreenMode;
|
||||
}
|
||||
|
||||
// Camibia entre pantalla completa y ventana
|
||||
void Screen::switchVideoMode()
|
||||
{
|
||||
if (options->fullScreenMode == 0)
|
||||
{
|
||||
options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
}
|
||||
else
|
||||
{
|
||||
options->fullScreenMode = 0;
|
||||
}
|
||||
|
||||
setVideoMode(options->fullScreenMode);
|
||||
}
|
||||
|
||||
// Cambia el tamaño de la ventana
|
||||
void Screen::setWindowSize(int size)
|
||||
{
|
||||
options->windowSize = size;
|
||||
setVideoMode(0);
|
||||
}
|
||||
|
||||
// Cambia el color del borde
|
||||
void Screen::setBorderColor(color_t color)
|
||||
{
|
||||
borderColor = color;
|
||||
}
|
||||
|
||||
// Cambia el tipo de mezcla
|
||||
void Screen::setBlendMode(SDL_BlendMode blendMode)
|
||||
{
|
||||
SDL_SetRenderDrawBlendMode(renderer, blendMode);
|
||||
}
|
||||
|
||||
// Establece el tamaño del borde
|
||||
void Screen::setBorderSize(float s)
|
||||
{
|
||||
options->borderSize = s;
|
||||
}
|
||||
|
||||
// Establece si se ha de ver el borde en el modo ventana
|
||||
void Screen::setBorderEnabled(bool value)
|
||||
{
|
||||
options->borderEnabled = value;
|
||||
}
|
||||
|
||||
// Cambia entre borde visible y no visible
|
||||
void Screen::switchBorder()
|
||||
{
|
||||
options->borderEnabled = !options->borderEnabled;
|
||||
setVideoMode(0);
|
||||
}
|
||||
|
||||
// Activa el fade
|
||||
void Screen::setFade()
|
||||
{
|
||||
fade = true;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado el fade
|
||||
bool Screen::fadeEnded()
|
||||
{
|
||||
if (fade || fadeCounter > 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Activa el spectrum fade
|
||||
void Screen::setspectrumFade()
|
||||
{
|
||||
spectrumFade = true;
|
||||
}
|
||||
|
||||
// Comprueba si ha terminado el spectrum fade
|
||||
bool Screen::spectrumFadeEnded()
|
||||
{
|
||||
if (spectrumFade || spectrumFadeCounter > 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Inicializa las variables para el fade
|
||||
void Screen::iniFade()
|
||||
{
|
||||
fade = false;
|
||||
fadeCounter = 0;
|
||||
fadeLenght = 200;
|
||||
}
|
||||
|
||||
// Actualiza el fade
|
||||
void Screen::updateFade()
|
||||
{
|
||||
if (!fade)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
fadeCounter++;
|
||||
if (fadeCounter > fadeLenght)
|
||||
{
|
||||
iniFade();
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja el fade
|
||||
void Screen::renderFade()
|
||||
{
|
||||
if (!fade)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const SDL_Rect rect = {0, 0, gameCanvasWidth, gameCanvasHeight};
|
||||
color_t color = {0, 0, 0};
|
||||
const float step = (float)fadeCounter / (float)fadeLenght;
|
||||
const int alpha = 0 + (255 - 0) * step;
|
||||
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, alpha);
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
|
||||
// Inicializa las variables para el fade spectrum
|
||||
void Screen::iniSpectrumFade()
|
||||
{
|
||||
spectrumFade = false;
|
||||
spectrumFadeCounter = 0;
|
||||
spectrumFadeLenght = 50;
|
||||
|
||||
spectrumColor.clear();
|
||||
|
||||
color_t c;
|
||||
c = stringToColor("black");
|
||||
spectrumColor.push_back(c);
|
||||
|
||||
c = stringToColor("blue");
|
||||
spectrumColor.push_back(c);
|
||||
|
||||
c = stringToColor("red");
|
||||
spectrumColor.push_back(c);
|
||||
|
||||
c = stringToColor("magenta");
|
||||
spectrumColor.push_back(c);
|
||||
|
||||
c = stringToColor("green");
|
||||
spectrumColor.push_back(c);
|
||||
|
||||
c = stringToColor("cyan");
|
||||
spectrumColor.push_back(c);
|
||||
|
||||
c = stringToColor("yellow");
|
||||
spectrumColor.push_back(c);
|
||||
|
||||
c = stringToColor("bright_white");
|
||||
spectrumColor.push_back(c);
|
||||
}
|
||||
|
||||
// Actualiza el spectrum fade
|
||||
void Screen::updateSpectrumFade()
|
||||
{
|
||||
if (!spectrumFade)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
spectrumFadeCounter++;
|
||||
if (spectrumFadeCounter > spectrumFadeLenght)
|
||||
{
|
||||
iniSpectrumFade();
|
||||
SDL_SetTextureColorMod(gameCanvas, 255, 255, 255);
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja el spectrum fade
|
||||
void Screen::renderSpectrumFade()
|
||||
{
|
||||
if (!spectrumFade)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght;
|
||||
const int max = spectrumColor.size() - 1;
|
||||
const int index = max + (0 - max) * step;
|
||||
const color_t c = spectrumColor.at(index);
|
||||
SDL_SetTextureColorMod(gameCanvas, c.r, c.g, c.b);
|
||||
}
|
||||
|
||||
// Actualiza los efectos
|
||||
void Screen::updateFX()
|
||||
{
|
||||
updateFade();
|
||||
updateSpectrumFade();
|
||||
}
|
||||
|
||||
// Dibuja los efectos
|
||||
void Screen::renderFX()
|
||||
{
|
||||
renderFade();
|
||||
renderSpectrumFade();
|
||||
}
|
||||
128
source/common/screen.h
Normal file
@@ -0,0 +1,128 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "utils.h"
|
||||
#include <vector>
|
||||
|
||||
#ifndef SCREEN_H
|
||||
#define SCREEN_H
|
||||
|
||||
#define FILTER_NEAREST 0
|
||||
#define FILTER_LINEAL 1
|
||||
|
||||
struct anchor_t
|
||||
{
|
||||
int left; // Parte izquierda de la pantalla de juego
|
||||
int right; // Parte drecha de la pantalla de juego
|
||||
int center; // Parte central horizontal de la pantalla de juego
|
||||
int top; // Parte superior de la pantalla de juego
|
||||
int bottom; // Parte infoerior de la pantalla de juego
|
||||
int middle; // Parte central vertical de la pantalla de juego
|
||||
};
|
||||
|
||||
// Clase Screen
|
||||
class Screen
|
||||
{
|
||||
private:
|
||||
// Objetos y punteros
|
||||
SDL_Window *window; // Ventana de la aplicación
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
SDL_Texture *gameCanvas; // Textura para completar la ventana de juego hasta la pantalla completa
|
||||
options_t *options; // Variable con todas las opciones del programa
|
||||
|
||||
// Variables
|
||||
int screenWidth; // Ancho de la pantalla o ventana
|
||||
int screenHeight; // Alto de la pantalla o ventana
|
||||
int gameCanvasWidth; // Resolución interna del juego. Es el ancho de la textura donde se dibuja el juego
|
||||
int gameCanvasHeight; // Resolución interna del juego. Es el alto de la textura donde se dibuja el juego
|
||||
anchor_t anchor; // Variable con los anclajes de la pantalla
|
||||
SDL_Rect dest; // Coordenadas donde se va a dibujar la textura del juego sobre la pantalla o ventana
|
||||
color_t borderColor; // Color del borde añadido a la textura de juego para rellenar la pantalla
|
||||
|
||||
// Variables para efectos
|
||||
bool fade; // Indica si esta activo el efecto de fade
|
||||
int fadeCounter; // Temporizador para el efecto de fade
|
||||
int fadeLenght; // Duración del fade
|
||||
bool spectrumFade; // Indica si esta activo el efecto de fade spectrum
|
||||
int spectrumFadeCounter; // Temporizador para el efecto de fade spectrum
|
||||
int spectrumFadeLenght; // Duración del fade spectrum
|
||||
std::vector<color_t> spectrumColor; // Colores para el fade spectrum
|
||||
|
||||
// Inicializa las variables para el fade
|
||||
void iniFade();
|
||||
|
||||
// Actualiza el fade
|
||||
void updateFade();
|
||||
|
||||
// Dibuja el fade
|
||||
void renderFade();
|
||||
|
||||
// Inicializa las variables para el fade spectrum
|
||||
void iniSpectrumFade();
|
||||
|
||||
// Actualiza el spectrum fade
|
||||
void updateSpectrumFade();
|
||||
|
||||
// Dibuja el spectrum fade
|
||||
void renderSpectrumFade();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Screen(SDL_Window *window, SDL_Renderer *renderer, options_t *options, int gameInternalResX, int gameInternalResY);
|
||||
|
||||
// Destructor
|
||||
~Screen();
|
||||
|
||||
// Limpia la pantalla
|
||||
void clean(color_t color = {0x00, 0x00, 0x00});
|
||||
|
||||
// Prepara para empezar a dibujar en la textura de juego
|
||||
void start();
|
||||
|
||||
// Vuelca el contenido del renderizador en pantalla
|
||||
void blit();
|
||||
|
||||
// Establece el modo de video
|
||||
void setVideoMode(int fullScreenMode);
|
||||
|
||||
// Camibia entre pantalla completa y ventana
|
||||
void switchVideoMode();
|
||||
|
||||
// Cambia el tamaño de la ventana
|
||||
void setWindowSize(int size);
|
||||
|
||||
// Cambia el color del borde
|
||||
void setBorderColor(color_t color);
|
||||
|
||||
// Cambia el tipo de mezcla
|
||||
void setBlendMode(SDL_BlendMode blendMode);
|
||||
|
||||
// Establece el tamaño del borde
|
||||
void setBorderSize(float s);
|
||||
|
||||
// Establece si se ha de ver el borde en el modo ventana
|
||||
void setBorderEnabled(bool value);
|
||||
|
||||
// Cambia entre borde visible y no visible
|
||||
void switchBorder();
|
||||
|
||||
// Activa el fade
|
||||
void setFade();
|
||||
|
||||
// Comprueba si ha terminado el fade
|
||||
bool fadeEnded();
|
||||
|
||||
// Activa el spectrum fade
|
||||
void setspectrumFade();
|
||||
|
||||
// Comprueba si ha terminado el spectrum fade
|
||||
bool spectrumFadeEnded();
|
||||
|
||||
// Actualiza los efectos
|
||||
void updateFX();
|
||||
|
||||
// Dibuja los efectos
|
||||
void renderFX();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "sprite.h"
|
||||
|
||||
// Constructor
|
||||
Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *renderer)
|
||||
Sprite::Sprite(int x, int y, int w, int h, Texture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
// Establece la posición X,Y del sprite
|
||||
this->x = x;
|
||||
@@ -18,13 +18,13 @@ Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *rend
|
||||
this->texture = texture;
|
||||
|
||||
// Establece el rectangulo de donde coger la imagen
|
||||
spriteClip = {x, y, w, h};
|
||||
spriteClip = {0, 0, w, h};
|
||||
|
||||
// Inicializa variables
|
||||
enabled = true;
|
||||
}
|
||||
|
||||
Sprite::Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer)
|
||||
Sprite::Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
// Establece la posición X,Y del sprite
|
||||
x = rect.x;
|
||||
@@ -41,7 +41,7 @@ Sprite::Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer)
|
||||
this->texture = texture;
|
||||
|
||||
// Establece el rectangulo de donde coger la imagen
|
||||
spriteClip = {x, y, w, h};
|
||||
spriteClip = {0, 0, w, h};
|
||||
|
||||
// Inicializa variables
|
||||
enabled = true;
|
||||
@@ -137,17 +137,23 @@ void Sprite::setSpriteClip(int x, int y, int w, int h)
|
||||
}
|
||||
|
||||
// Obten el valor de la variable
|
||||
LTexture *Sprite::getTexture()
|
||||
Texture *Sprite::getTexture()
|
||||
{
|
||||
return texture;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Sprite::setTexture(LTexture *texture)
|
||||
void Sprite::setTexture(Texture *texture)
|
||||
{
|
||||
this->texture = texture;
|
||||
}
|
||||
|
||||
// Obten el valor de la variable
|
||||
SDL_Renderer *Sprite::getRenderer()
|
||||
{
|
||||
return renderer;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Sprite::setRenderer(SDL_Renderer *renderer)
|
||||
{
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "ltexture.h"
|
||||
#include "texture.h"
|
||||
|
||||
#ifndef SPRITE_H
|
||||
#define SPRITE_H
|
||||
@@ -10,21 +10,22 @@
|
||||
class Sprite
|
||||
{
|
||||
protected:
|
||||
int x; // Posición en el eje X donde dibujar el sprite
|
||||
int y; // Posición en el eje Y donde dibujar el sprite
|
||||
int w; // Ancho del sprite
|
||||
int h; // Alto del sprite
|
||||
|
||||
// Objetos y punteros
|
||||
SDL_Renderer *renderer; // Puntero al renderizador de la ventana
|
||||
LTexture *texture; // Textura donde estan todos los dibujos del sprite
|
||||
SDL_Rect spriteClip; // Rectangulo de origen de la textura que se dibujará en pantalla
|
||||
Texture *texture; // Textura donde estan todos los dibujos del sprite
|
||||
|
||||
bool enabled; // Indica si el sprite esta habilitado
|
||||
// Variables
|
||||
int x; // Posición en el eje X donde dibujar el sprite
|
||||
int y; // Posición en el eje Y donde dibujar el sprite
|
||||
int w; // Ancho del sprite
|
||||
int h; // Alto del sprite
|
||||
SDL_Rect spriteClip; // Rectangulo de origen de la textura que se dibujará en pantalla
|
||||
bool enabled; // Indica si el sprite esta habilitado
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Sprite(int x = 0, int y = 0, int w = 0, int h = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
|
||||
Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer);
|
||||
Sprite(int x = 0, int y = 0, int w = 0, int h = 0, Texture *texture = nullptr, SDL_Renderer *renderer = nullptr);
|
||||
Sprite(SDL_Rect rect, Texture *texture, SDL_Renderer *renderer);
|
||||
|
||||
// Destructor
|
||||
~Sprite();
|
||||
@@ -69,10 +70,13 @@ public:
|
||||
void setSpriteClip(int x, int y, int w, int h);
|
||||
|
||||
// Obten el valor de la variable
|
||||
LTexture *getTexture();
|
||||
Texture *getTexture();
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setTexture(LTexture *texture);
|
||||
void setTexture(Texture *texture);
|
||||
|
||||
// Obten el valor de la variable
|
||||
SDL_Renderer *getRenderer();
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setRenderer(SDL_Renderer *renderer);
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "const.h"
|
||||
|
||||
#include "text.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
@@ -6,60 +6,19 @@
|
||||
// Constructor
|
||||
Text::Text(std::string bitmapFile, std::string textFile, SDL_Renderer *renderer)
|
||||
{
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, bitmapFile, renderer);
|
||||
// Carga los offsets desde el fichero
|
||||
initOffsetFromFile(textFile);
|
||||
|
||||
SDL_Rect rect = {0,0,0,0};
|
||||
mSprite = new Sprite(rect, texture, renderer);
|
||||
mSprite->setTexture(texture);
|
||||
mSprite->setRenderer(renderer);
|
||||
file = textFile;
|
||||
|
||||
init();
|
||||
// Crea los objetos
|
||||
texture = new Texture(renderer, bitmapFile);
|
||||
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Text::~Text()
|
||||
{
|
||||
texture->unload();
|
||||
delete texture;
|
||||
texture = nullptr;
|
||||
|
||||
delete mSprite;
|
||||
mSprite = nullptr;
|
||||
}
|
||||
|
||||
// Inicializador
|
||||
void Text::init()
|
||||
{
|
||||
// Inicializa a cero el vector con las coordenadas
|
||||
for (int i = 0; i < 128; i++)
|
||||
{
|
||||
offset[i].x = 0;
|
||||
offset[i].y = 0;
|
||||
offset[i].w = 0;
|
||||
}
|
||||
|
||||
// Carga los offsets desde el fichero
|
||||
initOffsetFromFile();
|
||||
|
||||
// Inicia los valores del sprite que dibuja las letras
|
||||
mSprite->setWidth(boxWidth);
|
||||
mSprite->setHeight(boxHeight);
|
||||
mSprite->setPosX(0);
|
||||
mSprite->setPosY(0);
|
||||
mSprite->setSpriteClip(0, 0, mSprite->getWidth(), mSprite->getHeight());
|
||||
|
||||
// Establece las coordenadas para cada caracter ascii de la cadena y su ancho
|
||||
for (int i = 32; i < 128; i++)
|
||||
{
|
||||
offset[i].x = ((i - 32) % 15) * boxWidth;
|
||||
offset[i].y = ((i - 32) / 15) * boxHeight;
|
||||
}
|
||||
|
||||
//printf("Cargando %s\n", file.c_str());
|
||||
//const std::string texto = "w = "+ std::to_string(boxWidth) + ", h = " + std::to_string(boxHeight);
|
||||
//printf("%s\n",texto.c_str());
|
||||
delete sprite;
|
||||
}
|
||||
|
||||
// Escribe texto en pantalla
|
||||
@@ -72,10 +31,10 @@ void Text::write(int x, int y, std::string text, int kerning, int lenght)
|
||||
|
||||
for (int i = 0; i < lenght; ++i)
|
||||
{
|
||||
mSprite->setSpriteClip(offset[int(text[i])].x, offset[int(text[i])].y, mSprite->getWidth(), mSprite->getHeight());
|
||||
mSprite->setPosX(x + shift);
|
||||
mSprite->setPosY(y);
|
||||
mSprite->render();
|
||||
sprite->setSpriteClip(offset[int(text[i])].x, offset[int(text[i])].y, sprite->getWidth(), sprite->getHeight());
|
||||
sprite->setPosX(x + shift);
|
||||
sprite->setPosY(y);
|
||||
sprite->render();
|
||||
shift += (offset[int(text[i])].w + kerning);
|
||||
}
|
||||
}
|
||||
@@ -83,17 +42,17 @@ void Text::write(int x, int y, std::string text, int kerning, int lenght)
|
||||
// Escribe el texto con colores
|
||||
void Text::writeColored(int x, int y, std::string text, color_t color, int kerning, int lenght)
|
||||
{
|
||||
mSprite->getTexture()->setColor(color.r, color.g, color.b);
|
||||
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
||||
write(x, y, text, kerning, lenght);
|
||||
mSprite->getTexture()->setColor(255, 255, 255);
|
||||
sprite->getTexture()->setColor(255, 255, 255);
|
||||
}
|
||||
|
||||
// Escribe el texto con sombra
|
||||
void Text::writeShadowed(int x, int y, std::string text, color_t color, Uint8 shadowDistance, int kerning, int lenght)
|
||||
{
|
||||
mSprite->getTexture()->setColor(color.r, color.g, color.b);
|
||||
sprite->getTexture()->setColor(color.r, color.g, color.b);
|
||||
write(x + shadowDistance, y + shadowDistance, text, kerning, lenght);
|
||||
mSprite->getTexture()->setColor(255, 255, 255);
|
||||
sprite->getTexture()->setColor(255, 255, 255);
|
||||
write(x, y, text, kerning, lenght);
|
||||
}
|
||||
|
||||
@@ -142,7 +101,7 @@ int Text::lenght(std::string text, int kerning)
|
||||
{
|
||||
int shift = 0;
|
||||
|
||||
for (int i = 0; i < (int)text.length(); i++)
|
||||
for (int i = 0; i < (int)text.length(); ++i)
|
||||
shift += (offset[int(text[i])].w + kerning);
|
||||
|
||||
// Descuenta el kerning del último caracter
|
||||
@@ -150,9 +109,20 @@ int Text::lenght(std::string text, int kerning)
|
||||
}
|
||||
|
||||
// Inicializa el vector de offsets desde un fichero
|
||||
void Text::initOffsetFromFile()
|
||||
void Text::initOffsetFromFile(std::string file)
|
||||
{
|
||||
// Inicializa a cero el vector con las coordenadas
|
||||
for (int i = 0; i < 128; ++i)
|
||||
{
|
||||
offset[i].x = 0;
|
||||
offset[i].y = 0;
|
||||
offset[i].w = 0;
|
||||
}
|
||||
|
||||
// Abre el fichero para leer los valores
|
||||
const std::string filename = file.substr(file.find_last_of("\\/") + 1).c_str();
|
||||
std::ifstream rfile(file);
|
||||
|
||||
if (rfile.is_open() && rfile.good())
|
||||
{
|
||||
std::string buffer;
|
||||
@@ -173,17 +143,42 @@ void Text::initOffsetFromFile()
|
||||
{
|
||||
// Almacena solo las lineas impares
|
||||
if (line_read % 2 == 1)
|
||||
{
|
||||
offset[index++].w = std::stoi(buffer);
|
||||
}
|
||||
|
||||
// Limpia el buffer
|
||||
buffer.clear();
|
||||
line_read++;
|
||||
};
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Text loaded: %s\n", filename.c_str());
|
||||
rfile.close();
|
||||
}
|
||||
|
||||
// El fichero no se puede abrir
|
||||
else
|
||||
{
|
||||
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||
}
|
||||
|
||||
// Establece las coordenadas para cada caracter ascii de la cadena y su ancho
|
||||
for (int i = 32; i < 128; ++i)
|
||||
{
|
||||
offset[i].x = ((i - 32) % 15) * boxWidth;
|
||||
offset[i].y = ((i - 32) / 15) * boxHeight;
|
||||
}
|
||||
}
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
int Text::getCharacterWidth()
|
||||
int Text::getCharacterSize()
|
||||
{
|
||||
return boxWidth;
|
||||
}
|
||||
|
||||
// Recarga la textura
|
||||
void Text::reLoadTexture()
|
||||
{
|
||||
texture->reLoad();
|
||||
}
|
||||
@@ -15,26 +15,24 @@
|
||||
class Text
|
||||
{
|
||||
private:
|
||||
Sprite *mSprite; // Objeto con los graficos para el texto
|
||||
|
||||
struct Offset
|
||||
struct offset_t
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
int w;
|
||||
};
|
||||
Offset offset[128]; // Vector con las posiciones y ancho de cada letra
|
||||
|
||||
int boxWidth; // Anchura de la caja de cada caracter en el png
|
||||
int boxHeight; // Altura de la caja de cada caracter en el png
|
||||
std::string file; // Fichero con los descriptores de la fuente
|
||||
LTexture *texture; // Textura con los bitmaps del texto
|
||||
// Objetos y punteros
|
||||
Sprite *sprite; // Objeto con los graficos para el texto
|
||||
Texture *texture; // Textura con los bitmaps del texto
|
||||
|
||||
// Inicializador
|
||||
void init();
|
||||
// Variables
|
||||
int boxWidth; // Anchura de la caja de cada caracter en el png
|
||||
int boxHeight; // Altura de la caja de cada caracter en el png
|
||||
offset_t offset[128]; // Vector con las posiciones y ancho de cada letra
|
||||
|
||||
// Inicializa el vector de offsets desde un fichero
|
||||
void initOffsetFromFile();
|
||||
void initOffsetFromFile(std::string file);
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
@@ -62,7 +60,10 @@ public:
|
||||
int lenght(std::string text, int kerning = 1);
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
int getCharacterWidth();
|
||||
int getCharacterSize();
|
||||
|
||||
// Recarga la textura
|
||||
void reLoadTexture();
|
||||
};
|
||||
|
||||
#endif
|
||||
191
source/common/texture.cpp
Normal file
@@ -0,0 +1,191 @@
|
||||
|
||||
#include "texture.h"
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
|
||||
// Constructor
|
||||
Texture::Texture(SDL_Renderer *renderer, std::string path)
|
||||
{
|
||||
// Copia punteros
|
||||
this->renderer = renderer;
|
||||
this->path = path;
|
||||
|
||||
// Inicializa
|
||||
texture = nullptr;
|
||||
width = 0;
|
||||
height = 0;
|
||||
|
||||
// Carga el fichero en la textura
|
||||
if (path != "")
|
||||
{
|
||||
loadFromFile(path, renderer);
|
||||
}
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Texture::~Texture()
|
||||
{
|
||||
// Libera memoria
|
||||
unload();
|
||||
}
|
||||
|
||||
// Carga una imagen desde un fichero
|
||||
bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer)
|
||||
{
|
||||
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
|
||||
int req_format = STBI_rgb_alpha;
|
||||
int width, height, orig_format;
|
||||
unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
|
||||
if (data == nullptr)
|
||||
{
|
||||
SDL_Log("Loading image failed: %s", stbi_failure_reason());
|
||||
exit(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Image loaded: %s\n", filename.c_str());
|
||||
}
|
||||
|
||||
int depth, pitch;
|
||||
Uint32 pixel_format;
|
||||
if (req_format == STBI_rgb)
|
||||
{
|
||||
depth = 24;
|
||||
pitch = 3 * width; // 3 bytes por pixel * pixels per linea
|
||||
pixel_format = SDL_PIXELFORMAT_RGB24;
|
||||
}
|
||||
else
|
||||
{ // STBI_rgb_alpha (RGBA)
|
||||
depth = 32;
|
||||
pitch = 4 * width;
|
||||
pixel_format = SDL_PIXELFORMAT_RGBA32;
|
||||
}
|
||||
|
||||
// Limpia
|
||||
unload();
|
||||
|
||||
// La textura final
|
||||
SDL_Texture *newTexture = nullptr;
|
||||
|
||||
// Carga la imagen desde una ruta específica
|
||||
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
|
||||
if (loadedSurface == nullptr)
|
||||
{
|
||||
printf("Unable to load image %s!\n", path.c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
// Crea la textura desde los pixels de la surface
|
||||
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
|
||||
if (newTexture == nullptr)
|
||||
{
|
||||
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
|
||||
}
|
||||
else
|
||||
{
|
||||
// Obtiene las dimensiones de la imagen
|
||||
this->width = loadedSurface->w;
|
||||
this->height = loadedSurface->h;
|
||||
}
|
||||
|
||||
// Elimina la textura cargada
|
||||
SDL_FreeSurface(loadedSurface);
|
||||
}
|
||||
|
||||
// Return success
|
||||
texture = newTexture;
|
||||
return texture != nullptr;
|
||||
}
|
||||
|
||||
// Crea una textura en blanco
|
||||
bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
|
||||
{
|
||||
// Crea una textura sin inicializar
|
||||
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
|
||||
if (texture == nullptr)
|
||||
{
|
||||
printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError());
|
||||
}
|
||||
else
|
||||
{
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
}
|
||||
|
||||
return texture != nullptr;
|
||||
}
|
||||
|
||||
// Libera la memoria de la textura
|
||||
void Texture::unload()
|
||||
{
|
||||
// Libera la textura si existe
|
||||
if (texture != nullptr)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
texture = nullptr;
|
||||
width = 0;
|
||||
height = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el color para la modulacion
|
||||
void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue)
|
||||
{
|
||||
SDL_SetTextureColorMod(texture, red, green, blue);
|
||||
}
|
||||
|
||||
// Establece el blending
|
||||
void Texture::setBlendMode(SDL_BlendMode blending)
|
||||
{
|
||||
SDL_SetTextureBlendMode(texture, blending);
|
||||
}
|
||||
|
||||
// Establece el alpha para la modulación
|
||||
void Texture::setAlpha(Uint8 alpha)
|
||||
{
|
||||
SDL_SetTextureAlphaMod(texture, alpha);
|
||||
}
|
||||
|
||||
// Renderiza la textura en un punto específico
|
||||
void Texture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
|
||||
{
|
||||
// Establece el destino de renderizado en la pantalla
|
||||
SDL_Rect renderQuad = {x, y, width, height};
|
||||
|
||||
// Obtiene las dimesiones del clip de renderizado
|
||||
if (clip != nullptr)
|
||||
{
|
||||
renderQuad.w = clip->w;
|
||||
renderQuad.h = clip->h;
|
||||
}
|
||||
|
||||
renderQuad.w = renderQuad.w * zoomW;
|
||||
renderQuad.h = renderQuad.h * zoomH;
|
||||
|
||||
// Renderiza a pantalla
|
||||
SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
|
||||
}
|
||||
|
||||
// Establece la textura como objetivo de renderizado
|
||||
void Texture::setAsRenderTarget(SDL_Renderer *renderer)
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, texture);
|
||||
}
|
||||
|
||||
// Obtiene el ancho de la imagen
|
||||
int Texture::getWidth()
|
||||
{
|
||||
return width;
|
||||
}
|
||||
|
||||
// Obtiene el alto de la imagen
|
||||
int Texture::getHeight()
|
||||
{
|
||||
return height;
|
||||
}
|
||||
|
||||
// Recarga la textura
|
||||
bool Texture::reLoad()
|
||||
{
|
||||
return loadFromFile(path, renderer);
|
||||
}
|
||||
63
source/common/texture.h
Normal file
@@ -0,0 +1,63 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdio.h>
|
||||
#include <string>
|
||||
|
||||
#ifndef TEXTURE_H
|
||||
#define TEXTURE_H
|
||||
|
||||
class Texture
|
||||
{
|
||||
private:
|
||||
// Objetos y punteros
|
||||
SDL_Texture *texture; // La textura
|
||||
SDL_Renderer *renderer; // Renderizador donde dibujar la textura
|
||||
|
||||
// Variables
|
||||
int width; // Ancho de la imagen
|
||||
int height; // Alto de la imagen
|
||||
std::string path; // Ruta de la imagen de la textura
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Texture(SDL_Renderer *renderer, std::string path = "");
|
||||
|
||||
// Destructor
|
||||
~Texture();
|
||||
|
||||
// Carga una imagen desde un fichero
|
||||
bool loadFromFile(std::string path, SDL_Renderer *renderer);
|
||||
|
||||
// Crea una textura en blanco
|
||||
bool createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
|
||||
|
||||
// Libera la memoria de la textura
|
||||
void unload();
|
||||
|
||||
// Establece el color para la modulacion
|
||||
void setColor(Uint8 red, Uint8 green, Uint8 blue);
|
||||
|
||||
// Establece el blending
|
||||
void setBlendMode(SDL_BlendMode blending);
|
||||
|
||||
// Establece el alpha para la modulación
|
||||
void setAlpha(Uint8 alpha);
|
||||
|
||||
// Renderiza la textura en un punto específico
|
||||
void render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip = nullptr, float zoomW = 1, float zoomH = 1, double angle = 0.0, SDL_Point *center = nullptr, SDL_RendererFlip flip = SDL_FLIP_NONE);
|
||||
|
||||
// Establece la textura como objetivo de renderizado
|
||||
void setAsRenderTarget(SDL_Renderer *renderer);
|
||||
|
||||
// Obtiene el ancho de la imagen
|
||||
int getWidth();
|
||||
|
||||
// Obtiene el alto de la imagen
|
||||
int getHeight();
|
||||
|
||||
// Recarga la textura
|
||||
bool reLoad();
|
||||
};
|
||||
|
||||
#endif
|
||||
580
source/common/utils.cpp
Normal file
@@ -0,0 +1,580 @@
|
||||
#include "utils.h"
|
||||
#include <math.h>
|
||||
|
||||
// Calcula el cuadrado de la distancia entre dos puntos
|
||||
double distanceSquared(int x1, int y1, int x2, int y2)
|
||||
{
|
||||
const int deltaX = x2 - x1;
|
||||
const int deltaY = y2 - y1;
|
||||
return deltaX * deltaX + deltaY * deltaY;
|
||||
}
|
||||
|
||||
// Detector de colisiones entre dos circulos
|
||||
bool checkCollision(circle_t &a, circle_t &b)
|
||||
{
|
||||
// Calcula el radio total al cuadrado
|
||||
int totalRadiusSquared = a.r + b.r;
|
||||
totalRadiusSquared = totalRadiusSquared * totalRadiusSquared;
|
||||
|
||||
// Si la distancia entre el centro de los circulos es inferior a la suma de sus radios
|
||||
if (distanceSquared(a.x, a.y, b.x, b.y) < (totalRadiusSquared))
|
||||
{
|
||||
// Los circulos han colisionado
|
||||
return true;
|
||||
}
|
||||
|
||||
// En caso contrario
|
||||
return false;
|
||||
}
|
||||
|
||||
// Detector de colisiones entre un circulo y un rectangulo
|
||||
bool checkCollision(circle_t &a, SDL_Rect &b)
|
||||
{
|
||||
// Closest point on collision box
|
||||
int cX, cY;
|
||||
|
||||
// Find closest x offset
|
||||
if (a.x < b.x)
|
||||
{
|
||||
cX = b.x;
|
||||
}
|
||||
else if (a.x > b.x + b.w)
|
||||
{
|
||||
cX = b.x + b.w;
|
||||
}
|
||||
else
|
||||
{
|
||||
cX = a.x;
|
||||
}
|
||||
|
||||
// Find closest y offset
|
||||
if (a.y < b.y)
|
||||
{
|
||||
cY = b.y;
|
||||
}
|
||||
else if (a.y > b.y + b.h)
|
||||
{
|
||||
cY = b.y + b.h;
|
||||
}
|
||||
else
|
||||
{
|
||||
cY = a.y;
|
||||
}
|
||||
|
||||
// If the closest point is inside the circle_t
|
||||
if (distanceSquared(a.x, a.y, cX, cY) < a.r * a.r)
|
||||
{
|
||||
// This box and the circle_t have collided
|
||||
return true;
|
||||
}
|
||||
|
||||
// If the shapes have not collided
|
||||
return false;
|
||||
}
|
||||
|
||||
// Detector de colisiones entre dos rectangulos
|
||||
bool checkCollision(SDL_Rect &a, SDL_Rect &b)
|
||||
{
|
||||
// Calcula las caras del rectangulo a
|
||||
const int leftA = a.x;
|
||||
const int rightA = a.x + a.w;
|
||||
const int topA = a.y;
|
||||
const int bottomA = a.y + a.h;
|
||||
|
||||
// Calcula las caras del rectangulo b
|
||||
const int leftB = b.x;
|
||||
const int rightB = b.x + b.w;
|
||||
const int topB = b.y;
|
||||
const int bottomB = b.y + b.h;
|
||||
|
||||
// Si cualquiera de las caras de a está fuera de b
|
||||
if (bottomA <= topB)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (topA >= bottomB)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (rightA <= leftB)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (leftA >= rightB)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Si ninguna de las caras está fuera de b
|
||||
return true;
|
||||
}
|
||||
|
||||
// Detector de colisiones entre un punto y un rectangulo
|
||||
bool checkCollision(SDL_Point &p, SDL_Rect &r)
|
||||
{
|
||||
// Comprueba si el punto está a la izquierda del rectangulo
|
||||
if (p.x < r.x)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el punto está a la derecha del rectangulo
|
||||
if (p.x > r.x + r.w)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el punto está por encima del rectangulo
|
||||
if (p.y < r.y)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el punto está por debajo del rectangulo
|
||||
if (p.y > r.y + r.h)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Si no está fuera, es que está dentro
|
||||
return true;
|
||||
}
|
||||
|
||||
// Detector de colisiones entre una linea horizontal y un rectangulo
|
||||
bool checkCollision(h_line_t &l, SDL_Rect &r)
|
||||
{
|
||||
// Comprueba si la linea esta por encima del rectangulo
|
||||
if (l.y < r.y)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si la linea esta por debajo del rectangulo
|
||||
if (l.y >= r.y + r.h)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el inicio de la linea esta a la derecha del rectangulo
|
||||
if (l.x1 >= r.x + r.w)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el final de la linea esta a la izquierda del rectangulo
|
||||
if (l.x2 < r.x)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Si ha llegado hasta aquí, hay colisión
|
||||
return true;
|
||||
}
|
||||
|
||||
// Detector de colisiones entre una linea vertical y un rectangulo
|
||||
bool checkCollision(v_line_t &l, SDL_Rect &r)
|
||||
{
|
||||
// Comprueba si la linea esta por la izquierda del rectangulo
|
||||
if (l.x < r.x)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si la linea esta por la derecha del rectangulo
|
||||
if (l.x >= r.x + r.w)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el inicio de la linea esta debajo del rectangulo
|
||||
if (l.y1 >= r.y + r.h)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el final de la linea esta encima del rectangulo
|
||||
if (l.y2 < r.y)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Si ha llegado hasta aquí, hay colisión
|
||||
return true;
|
||||
}
|
||||
|
||||
// Detector de colisiones entre una linea horizontal y un punto
|
||||
bool checkCollision(h_line_t &l, SDL_Point &p)
|
||||
{
|
||||
// Comprueba si el punto esta sobre la linea
|
||||
if (p.y > l.y)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el punto esta bajo la linea
|
||||
if (p.y < l.y)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el punto esta a la izquierda de la linea
|
||||
if (p.x < l.x1)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el punto esta a la derecha de la linea
|
||||
if (p.x > l.x2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Si ha llegado aquí, hay colisión
|
||||
return true;
|
||||
}
|
||||
|
||||
// Detector de colisiones entre dos lineas
|
||||
SDL_Point checkCollision(line_t &l1, line_t &l2)
|
||||
{
|
||||
const float x1 = l1.x1;
|
||||
const float y1 = l1.y1;
|
||||
const float x2 = l1.x2;
|
||||
const float y2 = l1.y2;
|
||||
|
||||
const float x3 = l2.x1;
|
||||
const float y3 = l2.y1;
|
||||
const float x4 = l2.x2;
|
||||
const float y4 = l2.y2;
|
||||
|
||||
// calculate the direction of the lines
|
||||
float uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
|
||||
float uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
|
||||
|
||||
// if uA and uB are between 0-1, lines are colliding
|
||||
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1)
|
||||
{
|
||||
// Calcula la intersección
|
||||
const float x = x1 + (uA * (x2 - x1));
|
||||
const float y = y1 + (uA * (y2 - y1));
|
||||
|
||||
return {(int)round(x), (int)round(y)};
|
||||
}
|
||||
return {-1, -1};
|
||||
}
|
||||
|
||||
// Detector de colisiones entre dos lineas
|
||||
SDL_Point checkCollision(d_line_t &l1, v_line_t &l2)
|
||||
{
|
||||
const float x1 = l1.x1;
|
||||
const float y1 = l1.y1;
|
||||
const float x2 = l1.x2;
|
||||
const float y2 = l1.y2;
|
||||
|
||||
const float x3 = l2.x;
|
||||
const float y3 = l2.y1;
|
||||
const float x4 = l2.x;
|
||||
const float y4 = l2.y2;
|
||||
|
||||
// calculate the direction of the lines
|
||||
float uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
|
||||
float uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
|
||||
|
||||
// if uA and uB are between 0-1, lines are colliding
|
||||
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1)
|
||||
{
|
||||
// Calcula la intersección
|
||||
const float x = x1 + (uA * (x2 - x1));
|
||||
const float y = y1 + (uA * (y2 - y1));
|
||||
|
||||
return {(int)x, (int)y};
|
||||
}
|
||||
return {-1, -1};
|
||||
}
|
||||
|
||||
// Detector de colisiones entre una linea diagonal y una vertical
|
||||
/*bool checkCollision(d_line_t &l1, v_line_t &l2)
|
||||
{
|
||||
// Normaliza la linea diagonal
|
||||
normalizeLine(l1);
|
||||
|
||||
// Comprueba si la linea vertical esta a la izquierda de la linea diagonal
|
||||
if (l2.x < l1.x1)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si la linea vertical esta a la derecha de la linea diagonal
|
||||
if (l2.x > l1.x2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Inacabada
|
||||
return true;
|
||||
}*/
|
||||
|
||||
// Normaliza una linea diagonal
|
||||
void normalizeLine(d_line_t &l)
|
||||
{
|
||||
// Las lineas diagonales van de izquierda a derecha
|
||||
// x2 mayor que x1
|
||||
if (l.x2 < l.x1)
|
||||
{
|
||||
const int x = l.x1;
|
||||
const int y = l.y1;
|
||||
l.x1 = l.x2;
|
||||
l.y1 = l.y2;
|
||||
l.x2 = x;
|
||||
l.y2 = y;
|
||||
}
|
||||
}
|
||||
|
||||
// Detector de colisiones entre un punto y una linea diagonal
|
||||
bool checkCollision(SDL_Point &p, d_line_t &l)
|
||||
{
|
||||
// Comprueba si el punto está en alineado con la linea
|
||||
if (abs(p.x - l.x1) != abs(p.y - l.y1))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si está a la derecha de la linea
|
||||
if (p.x > l.x1 && p.x > l.x2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si está a la izquierda de la linea
|
||||
if (p.x < l.x1 && p.x < l.x2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si está por encima de la linea
|
||||
if (p.y > l.y1 && p.y > l.y2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si está por debajo de la linea
|
||||
if (p.y < l.y1 && p.y < l.y2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// En caso contrario, el punto está en la linea
|
||||
return true;
|
||||
|
||||
|
||||
/*const int m = (l.y2 - l.y1) / (l.x2 - l.x1);
|
||||
const int c = 0;
|
||||
|
||||
// Comprueba si p cumple la ecuación de la linea
|
||||
if (p.y == ((m * p.x) + c))
|
||||
return true;
|
||||
|
||||
return false;*/
|
||||
}
|
||||
|
||||
// Devuelve un color_t a partir de un string
|
||||
color_t stringToColor(std::string str)
|
||||
{
|
||||
const std::string palette = "spectrum";
|
||||
|
||||
if (palette == "spectrum")
|
||||
{
|
||||
if (str == "black")
|
||||
{
|
||||
return {0x00, 0x00, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "bright_black")
|
||||
{
|
||||
return {0x00, 0x00, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "blue")
|
||||
{
|
||||
return {0x00, 0x00, 0xd8};
|
||||
}
|
||||
|
||||
else if (str == "bright_blue")
|
||||
{
|
||||
return {0x00, 0x00, 0xFF};
|
||||
}
|
||||
|
||||
else if (str == "red")
|
||||
{
|
||||
return {0xd8, 0x00, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "bright_red")
|
||||
{
|
||||
return {0xFF, 0x00, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "magenta")
|
||||
{
|
||||
return {0xd8, 0x00, 0xd8};
|
||||
}
|
||||
|
||||
else if (str == "bright_magenta")
|
||||
{
|
||||
return {0xFF, 0x00, 0xFF};
|
||||
}
|
||||
|
||||
else if (str == "green")
|
||||
{
|
||||
return {0x00, 0xd8, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "bright_green")
|
||||
{
|
||||
return {0x00, 0xFF, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "cyan")
|
||||
{
|
||||
return {0x00, 0xd8, 0xd8};
|
||||
}
|
||||
|
||||
else if (str == "bright_cyan")
|
||||
{
|
||||
return {0x00, 0xFF, 0xFF};
|
||||
}
|
||||
|
||||
else if (str == "yellow")
|
||||
{
|
||||
return {0xd8, 0xd8, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "bright_yellow")
|
||||
{
|
||||
return {0xFF, 0xFF, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "white")
|
||||
{
|
||||
return {0xd8, 0xd8, 0xd8};
|
||||
}
|
||||
|
||||
else if (str == "bright_white")
|
||||
{
|
||||
return {0xFF, 0xFF, 0xFF};
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{ // zxarne
|
||||
if (str == "black")
|
||||
{
|
||||
return {0x00, 0x00, 0x00};
|
||||
}
|
||||
|
||||
else if (str == "bright_black")
|
||||
{
|
||||
return {0x3C, 0x35, 0x1F};
|
||||
}
|
||||
|
||||
else if (str == "blue")
|
||||
{
|
||||
return {0x31, 0x33, 0x90};
|
||||
}
|
||||
|
||||
else if (str == "bright_blue")
|
||||
{
|
||||
return {0x15, 0x59, 0xDB};
|
||||
}
|
||||
|
||||
else if (str == "red")
|
||||
{
|
||||
return {0xA7, 0x32, 0x11};
|
||||
}
|
||||
|
||||
else if (str == "bright_red")
|
||||
{
|
||||
return {0xD8, 0x55, 0x25};
|
||||
}
|
||||
|
||||
else if (str == "magenta")
|
||||
{
|
||||
return {0xA1, 0x55, 0x89};
|
||||
}
|
||||
|
||||
else if (str == "bright_magenta")
|
||||
{
|
||||
return {0xCD, 0x7A, 0x50};
|
||||
}
|
||||
|
||||
else if (str == "green")
|
||||
{
|
||||
return {0x62, 0x9A, 0x31};
|
||||
}
|
||||
|
||||
else if (str == "bright_green")
|
||||
{
|
||||
return {0x9C, 0xD3, 0x3C};
|
||||
}
|
||||
|
||||
else if (str == "cyan")
|
||||
{
|
||||
return {0x28, 0xA4, 0xCB};
|
||||
}
|
||||
|
||||
else if (str == "bright_cyan")
|
||||
{
|
||||
return {0x65, 0xDC, 0xD6};
|
||||
}
|
||||
|
||||
else if (str == "yellow")
|
||||
{
|
||||
return {0xE8, 0xBC, 0x50};
|
||||
}
|
||||
|
||||
else if (str == "bright_yellow")
|
||||
{
|
||||
return {0xF1, 0xE7, 0x82};
|
||||
}
|
||||
|
||||
else if (str == "white")
|
||||
{
|
||||
return {0xBF, 0xBF, 0xBD};
|
||||
}
|
||||
|
||||
else if (str == "bright_white")
|
||||
{
|
||||
return {0xF2, 0xF1, 0xED};
|
||||
}
|
||||
}
|
||||
|
||||
return {0x00, 0x00, 0x00};
|
||||
}
|
||||
|
||||
// Convierte una cadena en un valor booleano
|
||||
bool stringToBool(std::string str)
|
||||
{
|
||||
if (str == "true")
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Convierte un valor booleano en una cadena
|
||||
std::string boolToString(bool value)
|
||||
{
|
||||
if (value)
|
||||
{
|
||||
return "true";
|
||||
}
|
||||
else
|
||||
{
|
||||
return "false";
|
||||
}
|
||||
}
|
||||
117
source/common/utils.h
Normal file
@@ -0,0 +1,117 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "texture.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef UTILS_H
|
||||
#define UTILS_H
|
||||
|
||||
// Estructura para definir un circulo
|
||||
struct circle_t
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
int r;
|
||||
};
|
||||
|
||||
// Estructura para definir una linea horizontal
|
||||
struct h_line_t
|
||||
{
|
||||
int x1, x2, y;
|
||||
};
|
||||
|
||||
// Estructura para definir una linea vertical
|
||||
struct v_line_t
|
||||
{
|
||||
int x, y1, y2;
|
||||
};
|
||||
|
||||
// Estructura para definir una linea diagonal
|
||||
struct d_line_t
|
||||
{
|
||||
int x1, y1, x2, y2;
|
||||
};
|
||||
|
||||
// Estructura para definir una linea
|
||||
struct line_t
|
||||
{
|
||||
int x1, y1, x2, y2;
|
||||
};
|
||||
|
||||
// Estructura para definir un color
|
||||
struct color_t
|
||||
{
|
||||
Uint8 r;
|
||||
Uint8 g;
|
||||
Uint8 b;
|
||||
};
|
||||
|
||||
// Estructura para saber la seccion y subseccion del programa
|
||||
struct section_t
|
||||
{
|
||||
Uint8 name;
|
||||
Uint8 subsection;
|
||||
};
|
||||
|
||||
// Estructura con todas las opciones de configuración del programa
|
||||
struct options_t
|
||||
{
|
||||
Uint32 fullScreenMode; // Contiene el valor del modo de pantalla completa
|
||||
int windowSize; // Contiene el valor por el que se multiplica el tamaño de la ventana
|
||||
Uint32 filter; // Filtro usado para el escalado de la imagen
|
||||
bool vSync; // Indica si se quiere usar vsync o no
|
||||
int screenWidth; // Ancho de la pantalla o ventana
|
||||
int screenHeight; // Alto de la pantalla o ventana
|
||||
bool integerScale; // Indica si el escalado de la imagen ha de ser entero en el modo a pantalla completa
|
||||
bool keepAspect; // Indica si se ha de mantener la relación de aspecto al poner el modo a pantalla completa
|
||||
bool borderEnabled; // Indica si ha de mostrar el borde en el modo de ventana
|
||||
float borderSize; // Porcentaje de borde que se añade a lo ventana
|
||||
};
|
||||
|
||||
// Calcula el cuadrado de la distancia entre dos puntos
|
||||
double distanceSquared(int x1, int y1, int x2, int y2);
|
||||
|
||||
// Detector de colisiones entre dos circulos
|
||||
bool checkCollision(circle_t &a, circle_t &b);
|
||||
|
||||
// Detector de colisiones entre un circulo y un rectangulo
|
||||
bool checkCollision(circle_t &a, SDL_Rect &b);
|
||||
|
||||
// Detector de colisiones entre un dos rectangulos
|
||||
bool checkCollision(SDL_Rect &a, SDL_Rect &b);
|
||||
|
||||
// Detector de colisiones entre un punto y un rectangulo
|
||||
bool checkCollision(SDL_Point &p, SDL_Rect &r);
|
||||
|
||||
// Detector de colisiones entre una linea horizontal y un rectangulo
|
||||
bool checkCollision(h_line_t &l, SDL_Rect &r);
|
||||
|
||||
// Detector de colisiones entre una linea vertical y un rectangulo
|
||||
bool checkCollision(v_line_t &l, SDL_Rect &r);
|
||||
|
||||
// Detector de colisiones entre una linea horizontal y un punto
|
||||
bool checkCollision(h_line_t &l, SDL_Point &p);
|
||||
|
||||
// Detector de colisiones entre dos lineas
|
||||
SDL_Point checkCollision(line_t &l1, line_t &l2);
|
||||
|
||||
// Detector de colisiones entre dos lineas
|
||||
SDL_Point checkCollision(d_line_t &l1, v_line_t &l2);
|
||||
|
||||
// Detector de colisiones entre un punto y una linea diagonal
|
||||
bool checkCollision(SDL_Point &p, d_line_t &l);
|
||||
|
||||
// Normaliza una linea diagonal
|
||||
void normalizeLine(d_line_t &l);
|
||||
|
||||
// Devuelve un color_t a partir de un string
|
||||
color_t stringToColor(std::string str);
|
||||
|
||||
// Convierte una cadena en un valor booleano
|
||||
bool stringToBool(std::string str);
|
||||
|
||||
// Convierte un valor booleano en una cadena
|
||||
std::string boolToString(bool value);
|
||||
|
||||
#endif
|
||||
@@ -1,18 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#ifndef CONST_H
|
||||
#define CONST_H
|
||||
|
||||
// Tamaño de bloque
|
||||
#define BLOCK 16
|
||||
#define HALF_BLOCK 8
|
||||
|
||||
// Tamaño de la pantalla real
|
||||
#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 240
|
||||
|
||||
// Tamaño de la pantalla virtual
|
||||
#define GAMECANVAS_WIDTH 320
|
||||
#define GAMECANVAS_HEIGHT 240
|
||||
|
||||
#endif
|
||||
512
source/director.cpp
Normal file
@@ -0,0 +1,512 @@
|
||||
#include "director.h"
|
||||
|
||||
// Constructor
|
||||
Director::Director(std::string path)
|
||||
{
|
||||
// Crea el objeto que controla los ficheros de recursos
|
||||
asset = new Asset(path.substr(0, path.find_last_of("\\/")));
|
||||
|
||||
// Si falta algún fichero no inicia el programa
|
||||
if (!setFileList())
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
}
|
||||
else
|
||||
{
|
||||
section.name = SECTION_PROG_GAME;
|
||||
section.subsection = 0;
|
||||
}
|
||||
|
||||
// Inicializa variables desde el fichero de configuración
|
||||
loadConfig();
|
||||
|
||||
// Inicializa SDL
|
||||
initSDL();
|
||||
|
||||
// Inicializa JailAudio
|
||||
initJailAudio();
|
||||
|
||||
// Crea los objetos
|
||||
input = new Input(asset->get("gamecontrollerdb.txt"));
|
||||
initInput();
|
||||
screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
||||
screen->setBorderColor(borderColor);
|
||||
screen->setVideoMode(options->fullScreenMode);
|
||||
debug = new Debug(renderer, screen, asset);
|
||||
}
|
||||
|
||||
Director::~Director()
|
||||
{
|
||||
// Guarda las opciones de configuración
|
||||
saveConfig();
|
||||
|
||||
delete options;
|
||||
delete asset;
|
||||
delete input;
|
||||
delete screen;
|
||||
delete debug;
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
// Carga el fichero de configuración
|
||||
bool Director::loadConfig()
|
||||
{
|
||||
// Crea el puntero a la estructura de opciones e inicializa valores
|
||||
options = new options_t;
|
||||
options->fullScreenMode = 0;
|
||||
options->windowSize = 3;
|
||||
options->filter = FILTER_NEAREST;
|
||||
options->vSync = true;
|
||||
options->integerScale = true;
|
||||
options->keepAspect = true;
|
||||
options->borderEnabled = false;
|
||||
options->borderSize = 0.1f;
|
||||
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
// Variables para manejar el fichero
|
||||
std::string line;
|
||||
std::ifstream file(asset->get("config.txt"));
|
||||
|
||||
// Si el fichero se puede abrir
|
||||
if (file.good())
|
||||
{
|
||||
// Procesa el fichero linea a linea
|
||||
printf("Reading file config.txt\n");
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Comprueba que la linea no sea un comentario
|
||||
if (line.substr(0, 1) != "#")
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
// Procesa las dos subcadenas
|
||||
if (!setOptions(options, line.substr(0, pos), line.substr(pos + 1, line.length())))
|
||||
{
|
||||
printf("Warning: file %s\n, unknown parameter \"%s\"\n", "config.txt", line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Closing file config.txt\n\n");
|
||||
file.close();
|
||||
}
|
||||
|
||||
// El fichero no existe
|
||||
else
|
||||
{ // Crea el fichero con los valores por defecto
|
||||
saveConfig();
|
||||
}
|
||||
|
||||
// Aplica opciones
|
||||
if (options->borderEnabled)
|
||||
{
|
||||
const int incWidth = GAMECANVAS_WIDTH * options->borderSize;
|
||||
const int incHeight = GAMECANVAS_HEIGHT * options->borderSize;
|
||||
options->screenWidth = (GAMECANVAS_WIDTH + incWidth) * options->windowSize;
|
||||
options->screenHeight = (GAMECANVAS_HEIGHT + incHeight) * options->windowSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
|
||||
options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Guarda el fichero de configuración
|
||||
bool Director::saveConfig()
|
||||
{
|
||||
bool success = true;
|
||||
|
||||
// Crea y abre el fichero de texto
|
||||
std::ofstream file(asset->get("config.txt"));
|
||||
|
||||
// Escribe en el fichero
|
||||
if (options->fullScreenMode == 0)
|
||||
{
|
||||
file << "fullScreenMode=0\n";
|
||||
}
|
||||
|
||||
else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN)
|
||||
{
|
||||
file << "fullScreenMode=SDL_WINDOW_FULLSCREEN\n";
|
||||
}
|
||||
|
||||
else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
|
||||
{
|
||||
file << "fullScreenMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
|
||||
}
|
||||
|
||||
file << "windowSize=" + std::to_string(options->windowSize) + "\n";
|
||||
|
||||
if (options->filter == FILTER_NEAREST)
|
||||
{
|
||||
file << "filter=FILTER_NEAREST\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
file << "filter=FILTER_LINEAL\n";
|
||||
}
|
||||
|
||||
file << "vSync=" + boolToString(options->vSync) + "\n";
|
||||
file << "integerScale=" + boolToString(options->integerScale) + "\n";
|
||||
file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
|
||||
file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n";
|
||||
file << "borderSize=" + std::to_string(options->borderSize) + "\n";
|
||||
|
||||
// Cierra el fichero
|
||||
file.close();
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool Director::setOptions(options_t *options, std::string var, std::string value)
|
||||
{
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (var == "fullScreenMode")
|
||||
{
|
||||
if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
|
||||
{
|
||||
options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
}
|
||||
else if (value == "SDL_WINDOW_FULLSCREEN")
|
||||
{
|
||||
options->fullScreenMode = SDL_WINDOW_FULLSCREEN;
|
||||
}
|
||||
else
|
||||
{
|
||||
options->fullScreenMode = 0;
|
||||
}
|
||||
}
|
||||
|
||||
else if (var == "windowSize")
|
||||
{
|
||||
options->windowSize = std::stoi(value);
|
||||
if ((options->windowSize < 1) || (options->windowSize > 4))
|
||||
{
|
||||
options->windowSize = 3;
|
||||
}
|
||||
}
|
||||
|
||||
else if (var == "filter")
|
||||
{
|
||||
if (value == "FILTER_LINEAL")
|
||||
{
|
||||
options->filter = FILTER_LINEAL;
|
||||
}
|
||||
else
|
||||
{
|
||||
options->filter = FILTER_NEAREST;
|
||||
}
|
||||
}
|
||||
|
||||
else if (var == "vSync")
|
||||
{
|
||||
options->vSync = stringToBool(value);
|
||||
}
|
||||
|
||||
else if (var == "integerScale")
|
||||
{
|
||||
options->integerScale = stringToBool(value);
|
||||
}
|
||||
|
||||
else if (var == "keepAspect")
|
||||
{
|
||||
options->keepAspect = stringToBool(value);
|
||||
}
|
||||
|
||||
else if (var == "borderEnabled")
|
||||
{
|
||||
options->borderEnabled = stringToBool(value);
|
||||
}
|
||||
|
||||
else if (var == "borderSize")
|
||||
{
|
||||
options->borderSize = std::stof(value);
|
||||
if (options->borderSize < 0.0f || options->borderSize > 0.5f)
|
||||
{
|
||||
options->borderSize = 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
else if (var == "")
|
||||
{
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Inicializa JailAudio
|
||||
void Director::initJailAudio()
|
||||
{
|
||||
JA_Init(44100, AUDIO_S16, 2);
|
||||
}
|
||||
|
||||
// Arranca SDL y crea la ventana
|
||||
bool Director::initSDL()
|
||||
{
|
||||
// Indicador de éxito
|
||||
bool success = true;
|
||||
|
||||
// Inicializa SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
|
||||
{
|
||||
printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
|
||||
success = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Inicia el generador de numeros aleatorios
|
||||
std::srand(static_cast<unsigned int>(SDL_GetTicks()));
|
||||
|
||||
// Establece el filtro de la textura
|
||||
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str()))
|
||||
{
|
||||
printf("Warning: Nearest texture filtering not enabled!\n");
|
||||
}
|
||||
|
||||
// Crea la ventana
|
||||
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
if (window == NULL)
|
||||
{
|
||||
printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
success = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
|
||||
if (options->vSync)
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
else
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
|
||||
|
||||
if (renderer == NULL)
|
||||
{
|
||||
printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
success = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Inicializa el color de renderizado
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
|
||||
// Establece el tamaño del buffer de renderizado
|
||||
SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight);
|
||||
|
||||
// Establece el modo de mezcla
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
printf("SDL is running...\n");
|
||||
return success;
|
||||
}
|
||||
|
||||
// Inicia las variables necesarias para arrancar el programa
|
||||
void Director::initInput()
|
||||
{
|
||||
// Inicializa los controles
|
||||
input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
|
||||
input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
|
||||
input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
|
||||
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
|
||||
input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
|
||||
input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
|
||||
input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
|
||||
input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D);
|
||||
input->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_R);
|
||||
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
|
||||
input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
|
||||
|
||||
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
|
||||
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
|
||||
input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
|
||||
}
|
||||
|
||||
// Crea el indice de ficheros de recursos
|
||||
bool Director::setFileList()
|
||||
{
|
||||
// Ficheros del mapa
|
||||
asset->add("/../data/map/01.map", t_data);
|
||||
asset->add("/../data/map/01.tmx", t_data);
|
||||
asset->add("/../data/map/01.ene", t_data);
|
||||
asset->add("/../data/map/02.map", t_data);
|
||||
asset->add("/../data/map/02.tmx", t_data);
|
||||
asset->add("/../data/map/02.ene", t_data);
|
||||
asset->add("/../data/map/03.map", t_data);
|
||||
asset->add("/../data/map/03.tmx", t_data);
|
||||
asset->add("/../data/map/03.ene", t_data);
|
||||
asset->add("/../data/map/04.map", t_data);
|
||||
asset->add("/../data/map/04.tmx", t_data);
|
||||
asset->add("/../data/map/04.ene", t_data);
|
||||
asset->add("/../data/map/05.map", t_data);
|
||||
asset->add("/../data/map/05.tmx", t_data);
|
||||
asset->add("/../data/map/06.map", t_data);
|
||||
asset->add("/../data/map/06.tmx", t_data);
|
||||
asset->add("/../data/map/07.map", t_data);
|
||||
asset->add("/../data/map/07.tmx", t_data);
|
||||
asset->add("/../data/map/08.map", t_data);
|
||||
asset->add("/../data/map/08.tmx", t_data);
|
||||
asset->add("/../data/map/09.map", t_data);
|
||||
asset->add("/../data/map/09.tmx", t_data);
|
||||
asset->add("/../data/map/10.map", t_data);
|
||||
asset->add("/../data/map/10.tmx", t_data);
|
||||
asset->add("/../data/map/tiles_surface.png", t_bitmap);
|
||||
|
||||
// Ficheros de configuración
|
||||
asset->add("/../data/config/config.txt", t_data, false);
|
||||
asset->add("/../data/input/gamecontrollerdb.txt", t_data);
|
||||
|
||||
// Ficheros del jugador
|
||||
asset->add("/../data/player/player.png", t_bitmap);
|
||||
asset->add("/../data/player/player.ani", t_data);
|
||||
|
||||
// Ficheros de sonido
|
||||
asset->add("/../data/sound/sound_player_coin.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_player_death.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_drop_enemy.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_drop_splat.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_player_jump.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_menu_logo.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_menu_start.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_menu_select.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_menu_cancel.wav", t_sound);
|
||||
asset->add("/../data/sound/sound_menu_move.wav", t_sound);
|
||||
|
||||
// Ficheros con musica
|
||||
asset->add("/../data/music/music_title.ogg", t_music);
|
||||
asset->add("/../data/music/music_surface.ogg", t_music);
|
||||
asset->add("/../data/music/music_volcano.ogg", t_music);
|
||||
|
||||
// Ficheros de fuentes de texto
|
||||
asset->add("/../data/font/debug.png", t_font);
|
||||
asset->add("/../data/font/debug.txt", t_font);
|
||||
asset->add("/../data/font/dogica.png", t_font);
|
||||
asset->add("/../data/font/dogica.txt", t_font);
|
||||
asset->add("/../data/font/smb2.png", t_font);
|
||||
asset->add("/../data/font/smb2.txt", t_font);
|
||||
|
||||
// Ficheros de enemigos
|
||||
asset->add("/../data/actors/enemies/gusano.png", t_bitmap);
|
||||
asset->add("/../data/actors/enemies/gusano.ani", t_data);
|
||||
asset->add("/../data/actors/enemies/limon.png", t_bitmap);
|
||||
asset->add("/../data/actors/enemies/limon.ani", t_data);
|
||||
asset->add("/../data/actors/enemies/manzana.png", t_bitmap);
|
||||
asset->add("/../data/actors/enemies/manzana.ani", t_data);
|
||||
asset->add("/../data/actors/enemies/pulga.png", t_bitmap);
|
||||
asset->add("/../data/actors/enemies/pulga.ani", t_data);
|
||||
asset->add("/../data/actors/enemies/setita.png", t_bitmap);
|
||||
asset->add("/../data/actors/enemies/setita.ani", t_data);
|
||||
asset->add("/../data/actors/enemies/setita_venenosa.png", t_bitmap);
|
||||
asset->add("/../data/actors/enemies/setita_venenosa.ani", t_data);
|
||||
asset->add("/../data/actors/enemies/seton.png", t_bitmap);
|
||||
asset->add("/../data/actors/enemies/seton.ani", t_data);
|
||||
|
||||
// Ficheros de actores
|
||||
asset->add("/../data/actors/moving_platform.png", t_bitmap);
|
||||
asset->add("/../data/actors/moving_platform.ani", t_data);
|
||||
asset->add("/../data/actors/items/diamond.png", t_bitmap);
|
||||
asset->add("/../data/actors/items/diamond.ani", t_data);
|
||||
|
||||
// Ficheros del logo
|
||||
asset->add("/../data/logo/logo.png", t_bitmap);
|
||||
|
||||
// Ficheros de la intro
|
||||
asset->add("/../data/intro/intro.png", t_bitmap);
|
||||
asset->add("/../data/intro/intro.ani", t_data);
|
||||
|
||||
// Ficheros de menu
|
||||
asset->add("/../data/menu/title.men", t_data);
|
||||
|
||||
return asset->check();
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
Uint8 Director::getSection()
|
||||
{
|
||||
return section.name;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Director::setSection(section_t section)
|
||||
{
|
||||
this->section = section;
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego con el logo
|
||||
void Director::runLogo()
|
||||
{
|
||||
logo = new Logo(renderer, screen, asset);
|
||||
setSection(logo->run());
|
||||
delete logo;
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego de la introducción
|
||||
void Director::runIntro()
|
||||
{
|
||||
intro = new Intro(renderer, screen, asset);
|
||||
setSection(intro->run());
|
||||
delete intro;
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego con el titulo y los menus
|
||||
void Director::runTitle()
|
||||
{
|
||||
title = new Title(renderer, screen, asset, input);
|
||||
setSection(title->run());
|
||||
delete title;
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego donde se juega
|
||||
void Director::runGame()
|
||||
{
|
||||
game = new Game(renderer, screen, asset, input, debug);
|
||||
setSection(game->run());
|
||||
delete game;
|
||||
}
|
||||
|
||||
void Director::run()
|
||||
{
|
||||
// Bucle principal
|
||||
while (!(getSection() == SECTION_PROG_QUIT))
|
||||
{
|
||||
switch (getSection())
|
||||
{
|
||||
case SECTION_PROG_LOGO:
|
||||
runLogo();
|
||||
break;
|
||||
case SECTION_PROG_INTRO:
|
||||
runIntro();
|
||||
break;
|
||||
case SECTION_PROG_TITLE:
|
||||
runTitle();
|
||||
break;
|
||||
case SECTION_PROG_GAME:
|
||||
runGame();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,39 +1,52 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <string>
|
||||
#include "asset.h"
|
||||
#include "jail_audio.h"
|
||||
#include "common/asset.h"
|
||||
#include "common/const.h"
|
||||
#include "common/debug.h"
|
||||
#include "common/input.h"
|
||||
#include "common/jail_audio.h"
|
||||
#include "common/screen.h"
|
||||
#include "common/utils.h"
|
||||
#include "game.h"
|
||||
#include "input.h"
|
||||
#include "utils.h"
|
||||
#include "screen.h"
|
||||
#include "logo.h"
|
||||
#include "intro.h"
|
||||
#include "logo.h"
|
||||
#include "title.h"
|
||||
#include "prog.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef PROG_H
|
||||
#define PROG_H
|
||||
|
||||
// Textos
|
||||
#define WINDOW_CAPTION "Volcano"
|
||||
#define GAME_WIDTH 320
|
||||
#define GAME_HEIGHT 240
|
||||
|
||||
class Prog
|
||||
class Director
|
||||
{
|
||||
private:
|
||||
SDL_Window *window; // La ventana donde dibujamos
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
// Objetos y punteros
|
||||
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
|
||||
Debug *debug; // Objeto para getsionar la información de debug
|
||||
Game *game; // Objeto para la sección del juego
|
||||
Input *input; // Objeto Input para gestionar las entradas
|
||||
Intro *intro; // Objeto encargado de gestionar la intro del juego
|
||||
Logo *logo; // Objeto encargado de gestionar el logo del juego
|
||||
Title *title; // Objeto encargado de gestionar el titulo del juego, con el menu principal
|
||||
section_t section; // Sección y subsección actual del programa;
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
SDL_Window *window; // La ventana donde dibujamos
|
||||
struct options_t *options; // Contiene las opciones del programa
|
||||
Title *title; // Objeto encargado de gestionar el titulo del juego, con el menu principal
|
||||
|
||||
// Variables
|
||||
section_t section; // Sección y subsección actual del programa;
|
||||
|
||||
// Carga el fichero de configuración
|
||||
bool loadConfig();
|
||||
|
||||
// Guarda el fichero de configuración
|
||||
bool saveConfig();
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool setOptions(options_t *options, std::string var, std::string value);
|
||||
|
||||
// Inicializa jail_audio
|
||||
void initJailAudio();
|
||||
@@ -41,6 +54,9 @@ private:
|
||||
// Arranca SDL y crea la ventana
|
||||
bool initSDL();
|
||||
|
||||
// Inicializa el objeto Input
|
||||
void initInput();
|
||||
|
||||
// Crea el indice de ficheros
|
||||
bool setFileList();
|
||||
|
||||
@@ -67,10 +83,10 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Prog(std::string executablePath);
|
||||
Director(std::string path);
|
||||
|
||||
// Destructor
|
||||
~Prog();
|
||||
~Director();
|
||||
|
||||
// Bucle principal
|
||||
void run();
|
||||
@@ -15,8 +15,7 @@ Enemy::Enemy(enemy_t enemy)
|
||||
renderer = enemy.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get(enemy.tileset), renderer);
|
||||
texture = new Texture(renderer, asset->get(enemy.tileset));
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get(enemy.animation));
|
||||
|
||||
// Obten el resto de valores
|
||||
@@ -27,7 +26,6 @@ Enemy::Enemy(enemy_t enemy)
|
||||
|
||||
sprite->setVelX(enemy.vx);
|
||||
sprite->setVelY(enemy.vy);
|
||||
sprite->setCurrentAnimation();
|
||||
sprite->setFlip(enemy.vx > 0 ? SDL_FLIP_NONE : SDL_FLIP_HORIZONTAL);
|
||||
|
||||
collider = getRect();
|
||||
|
||||