Files
volcano_2022/source/game.cpp

237 lines
6.1 KiB
C++

#include "game.h"
// Constructor
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
{
// Copia punteros
this->renderer = renderer;
this->asset = asset;
this->screen = screen;
this->input = input;
// Reserva memoria para los objetos
eventHandler = new SDL_Event();
map = new Map(asset->get("01.map"), renderer, asset);
player = new Player(renderer, asset, input, map);
debugText = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
// Inicializa variables
ticks = 0;
ticksSpeed = 15;
section.name = SECTION_PROG_GAME;
section.subsection = SUBSECTION_GAME_PLAY;
musicEnabled = true;
debug = true;
musicEnabled = !debug;
}
// Destructor
Game::~Game()
{
delete eventHandler;
delete map;
delete player;
delete debugText;
JA_DeleteMusic(music);
}
// Bucle para el juego
section_t Game::run()
{
if (musicEnabled)
{
JA_PlayMusic(music);
}
while (section.name == SECTION_PROG_GAME)
{
// Sección juego jugando
if (section.subsection == SUBSECTION_GAME_PLAY)
{
update();
render();
}
}
JA_StopMusic();
return section;
}
// Actualiza el juego, las variables, comprueba la entrada, etc.
void Game::update()
{
// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
if (SDL_GetTicks() - ticks > ticksSpeed)
{
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
break;
}
}
player->update();
checkScreenBorders();
map->update();
checkInput();
}
}
// Pinta los objetos en pantalla
void Game::render()
{
// Prepara para dibujar el frame
screen->start();
screen->clean();
// Dibuja los objetos
map->render();
player->render();
renderDebugInfo();
// Actualiza la pantalla
screen->blit();
}
// Comprueba la entrada
void Game::checkInput()
{
if (input->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
{
debug = !debug;
musicEnabled = !debug;
if (musicEnabled)
{
JA_PlayMusic(music);
}
else
{
JA_StopMusic();
}
}
if (input->checkInput(INPUT_BUTTON_3, REPEAT_FALSE))
{
delete map;
map = new Map(asset->get("01.map"), renderer, asset);
delete player;
player = new Player(renderer, asset, input, map);
}
if (input->checkInput(INPUT_BUTTON_ESCAPE, REPEAT_FALSE))
{
section.name = SECTION_PROG_QUIT;
}
}
// Muestra información de depuración
void Game::renderDebugInfo()
{
if (!debug)
{
return;
}
// Pinta la rejilla
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 16);
for (int i = 0; i < 240; i += 8)
{
SDL_RenderDrawLine(renderer, 0, i, 320, i);
}
for (int i = 0; i < 320; i += 8)
{
SDL_RenderDrawLine(renderer, i, 0, i, 240);
}
// Pinta el texto
int line = 0;
std::string text = "";
text = "R - Reload player and map";
debugText->write(1, 210, text, -1);
text = "D - Toggle debug mode";
debugText->write(1, 216, text, -1);
text = std::to_string((int)player->sprite->getPosX()) + "," + std::to_string((int)player->sprite->getPosY()) + "," + std::to_string((int)player->sprite->getWidth()) + "," + std::to_string((int)player->sprite->getHeight());
debugText->write(0, line, text, -1);
text = "VY " + std::to_string(player->vy) + " " + std::to_string(player->jumpStrenght);
debugText->write(0, line += 6, text, -1);
text = "VX " + std::to_string(player->vx);
debugText->write(0, line += 6, text, -1);
text = "jump_pressed " + std::to_string(player->jumpPressed);
debugText->write(0, line += 6, text, -1);
text = "isOnFloor " + std::to_string(player->isOnFloor());
debugText->write(0, line += 6, text, -1);
const std::string foot_x = std::to_string(player->underFeet[0].x);
const std::string foot_y = std::to_string(player->underFeet[0].y);
const std::string gettile = std::to_string(player->map->getTile(player->underFeet[0]));
text = "getTile(" + foot_x + "," + foot_y + ") = " + gettile;
debugText->write(0, line += 6, text, -1);
text = "state " + std::to_string(player->state);
debugText->write(0, line += 6, text, -1);
text = map->getRoomFileName(b_top) + " " + map->getRoomFileName(b_right) + " " + map->getRoomFileName(b_bottom) + " " + map->getRoomFileName(b_left);
debugText->write(0, line += 6, text, -1);
text = "hookedOn = " + std::to_string(player->hookedOnMovingPlatform);
debugText->write(0, line += 6, text, -1);
text = "DIAMONDS = " + std::to_string(player->diamonds);
debugText->write(0, line += 6, text, -1);
// Pinta mascaras
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 128);
SDL_Rect rect = player->sprite->getRect();
SDL_RenderFillRect(renderer, &rect);
}
// Cambia el mapa
bool Game::changeMap(std::string file)
{
bool success = false;
// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
if (file != "0")
// Verifica que exista el fichero que se va a cargar
if (asset->get(file) != "")
{
// Elimina la habitación actual
delete map;
// Crea un objeto habitación nuevo a partir del fichero
map = new Map(asset->get(file), renderer, asset);
success = true;
}
return success;
}
// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
void Game::checkScreenBorders()
{
if (player->isOnScreenBorder())
{
if (changeMap(map->getRoomFileName(player->getBorder())))
{
player->setMap(map);
player->switchBorders();
}
}
}