501 lines
13 KiB
C++
501 lines
13 KiB
C++
#include "prog.h"
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// Constructor
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Prog::Prog(std::string path)
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{
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// Crea el objeto que controla los ficheros de recursos
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asset = new Asset(path.substr(0, path.find_last_of("\\/")));
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// Si falta algún fichero no inicia el programa
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if (!setFileList())
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{
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section.name = SECTION_PROG_QUIT;
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}
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else
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{
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section.name = SECTION_PROG_GAME;
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section.subsection = 0;
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}
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// Inicializa variables desde el fichero de configuración
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loadConfig();
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// Inicializa SDL
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initSDL();
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// Inicializa JailAudio
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initJailAudio();
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// Crea los objetos
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input = new Input(asset->get("gamecontrollerdb.txt"));
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initInput();
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screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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screen->setBorderColor(borderColor);
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screen->setVideoMode(options->fullScreenMode);
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}
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Prog::~Prog()
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{
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// Guarda las opciones de configuración
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saveConfig();
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delete options;
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delete asset;
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delete input;
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delete screen;
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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// Carga el fichero de configuración
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bool Prog::loadConfig()
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{
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// Crea el puntero a la estructura de opciones e inicializa valores
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options = new options_t;
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options->fullScreenMode = 0;
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options->windowSize = 3;
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options->filter = FILTER_NEAREST;
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options->vSync = true;
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options->integerScale = true;
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options->keepAspect = true;
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options->borderEnabled = false;
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options->borderSize = 0.1f;
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// Indicador de éxito en la carga
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bool success = true;
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// Variables para manejar el fichero
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std::string line;
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std::ifstream file(asset->get("config.txt"));
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// Si el fichero se puede abrir
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if (file.good())
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{
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// Procesa el fichero linea a linea
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printf("Reading file config.txt\n");
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while (std::getline(file, line))
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{
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// Comprueba que la linea no sea un comentario
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if (line.substr(0, 1) != "#")
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{
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// Encuentra la posición del caracter '='
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int pos = line.find("=");
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// Procesa las dos subcadenas
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if (!setOptions(options, line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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printf("Warning: file %s\n, unknown parameter \"%s\"\n", "config.txt", line.substr(0, pos).c_str());
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success = false;
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}
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}
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}
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// Cierra el fichero
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printf("Closing file config.txt\n\n");
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file.close();
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}
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// El fichero no existe
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else
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{ // Crea el fichero con los valores por defecto
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saveConfig();
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}
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// Aplica opciones
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if (options->borderEnabled)
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{
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const int incWidth = GAMECANVAS_WIDTH * options->borderSize;
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const int incHeight = GAMECANVAS_HEIGHT * options->borderSize;
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options->screenWidth = (GAMECANVAS_WIDTH + incWidth) * options->windowSize;
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options->screenHeight = (GAMECANVAS_HEIGHT + incHeight) * options->windowSize;
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}
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else
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{
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options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
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options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
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}
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return success;
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}
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// Guarda el fichero de configuración
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bool Prog::saveConfig()
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{
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bool success = true;
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// Crea y abre el fichero de texto
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std::ofstream file(asset->get("config.txt"));
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// Escribe en el fichero
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if (options->fullScreenMode == 0)
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{
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file << "fullScreenMode=0\n";
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}
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else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN)
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{
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file << "fullScreenMode=SDL_WINDOW_FULLSCREEN\n";
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}
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else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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file << "fullScreenMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n";
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}
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file << "windowSize=" + std::to_string(options->windowSize) + "\n";
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if (options->filter == FILTER_NEAREST)
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{
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file << "filter=FILTER_NEAREST\n";
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}
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else
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{
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file << "filter=FILTER_LINEAL\n";
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}
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file << "vSync=" + boolToString(options->vSync) + "\n";
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file << "integerScale=" + boolToString(options->integerScale) + "\n";
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file << "keepAspect=" + boolToString(options->keepAspect) + "\n";
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file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n";
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file << "borderSize=" + std::to_string(options->borderSize) + "\n";
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// Cierra el fichero
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file.close();
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return success;
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}
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// Asigna variables a partir de dos cadenas
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bool Prog::setOptions(options_t *options, std::string var, std::string value)
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{
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// Indicador de éxito en la asignación
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bool success = true;
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if (var == "fullScreenMode")
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{
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if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
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{
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options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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else if (value == "SDL_WINDOW_FULLSCREEN")
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{
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options->fullScreenMode = SDL_WINDOW_FULLSCREEN;
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}
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else
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{
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options->fullScreenMode = 0;
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}
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}
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else if (var == "windowSize")
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{
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options->windowSize = std::stoi(value);
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if ((options->windowSize < 1) || (options->windowSize > 4))
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{
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options->windowSize = 3;
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}
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}
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else if (var == "filter")
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{
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if (value == "FILTER_LINEAL")
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{
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options->filter = FILTER_LINEAL;
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}
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else
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{
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options->filter = FILTER_NEAREST;
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}
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}
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else if (var == "vSync")
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{
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options->vSync = stringToBool(value);
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}
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else if (var == "integerScale")
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{
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options->integerScale = stringToBool(value);
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}
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else if (var == "keepAspect")
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{
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options->keepAspect = stringToBool(value);
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}
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else if (var == "borderEnabled")
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{
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options->borderEnabled = stringToBool(value);
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}
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else if (var == "borderSize")
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{
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options->borderSize = std::stof(value);
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if (options->borderSize < 0.0f || options->borderSize > 0.5f)
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{
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options->borderSize = 0.1f;
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}
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}
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else if (var == "")
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{
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}
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else
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{
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success = false;
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}
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return success;
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}
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// Inicializa JailAudio
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void Prog::initJailAudio()
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{
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JA_Init(44100, AUDIO_S16, 2);
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}
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// Arranca SDL y crea la ventana
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bool Prog::initSDL()
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{
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// Indicador de éxito
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bool success = true;
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// Inicializa SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
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{
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printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Inicia el generador de numeros aleatorios
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std::srand(static_cast<unsigned int>(SDL_GetTicks()));
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// Establece el filtro de la textura
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str()))
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{
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printf("Warning: Nearest texture filtering not enabled!\n");
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}
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// Crea la ventana
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window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
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if (window == NULL)
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{
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printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
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if (options->vSync)
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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else
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (renderer == NULL)
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{
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printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
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success = false;
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}
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else
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{
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// Inicializa el color de renderizado
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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// Establece el tamaño del buffer de renderizado
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SDL_RenderSetLogicalSize(renderer, options->screenWidth, options->screenHeight);
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// Establece el modo de mezcla
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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}
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}
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}
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printf("SDL is running...\n");
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return success;
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}
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// Inicia las variables necesarias para arrancar el programa
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void Prog::initInput()
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{
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// Inicializa los controles
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input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
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input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
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input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
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input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
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input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
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input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
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input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
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input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D);
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input->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_R);
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input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
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input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
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input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
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input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
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input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
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}
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// Crea el indice de ficheros de recursos
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bool Prog::setFileList()
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{
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// Ficheros del mapa
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asset->add("/data/map/01.map", data);
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asset->add("/data/map/01.tmx", data);
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asset->add("/data/map/01.ene", data);
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asset->add("/data/map/02.map", data);
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asset->add("/data/map/02.tmx", data);
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asset->add("/data/map/02.ene", data);
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asset->add("/data/map/03.map", data);
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asset->add("/data/map/03.tmx", data);
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asset->add("/data/map/03.ene", data);
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asset->add("/data/map/04.map", data);
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asset->add("/data/map/04.tmx", data);
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asset->add("/data/map/05.map", data);
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asset->add("/data/map/05.tmx", data);
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asset->add("/data/map/06.map", data);
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asset->add("/data/map/06.tmx", data);
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asset->add("/data/map/07.map", data);
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asset->add("/data/map/07.tmx", data);
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asset->add("/data/map/08.map", data);
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asset->add("/data/map/08.tmx", data);
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asset->add("/data/map/09.map", data);
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asset->add("/data/map/09.tmx", data);
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asset->add("/data/map/10.map", data);
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asset->add("/data/map/10.tmx", data);
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asset->add("/data/map/surface.png", bitmap);
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// Ficheros de configuración
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asset->add("/data/config/config.txt", data, false);
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asset->add("/data/input/gamecontrollerdb.txt", data);
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// Ficheros del jugador
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asset->add("/data/player/player.png", bitmap);
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asset->add("/data/player/player.ani", data);
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// Ficheros de sonido
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asset->add("/data/sound/sound_player_coin.wav", sound);
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asset->add("/data/sound/sound_player_death.wav", sound);
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asset->add("/data/sound/sound_drop_enemy.wav", sound);
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asset->add("/data/sound/sound_drop_splat.wav", sound);
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asset->add("/data/sound/sound_player_jump.wav", sound);
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asset->add("/data/sound/sound_menu_logo.wav", sound);
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asset->add("/data/sound/sound_menu_start.wav", sound);
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asset->add("/data/sound/sound_menu_select.wav", sound);
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asset->add("/data/sound/sound_menu_cancel.wav", sound);
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asset->add("/data/sound/sound_menu_move.wav", sound);
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// Ficheros con musica
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asset->add("/data/music/music_title.ogg", music);
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asset->add("/data/music/music_surface.ogg", music);
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asset->add("/data/music/music_volcano.ogg", music);
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// Ficheros de fuentes de texto
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asset->add("/data/font/debug.png", font);
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asset->add("/data/font/debug.txt", font);
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asset->add("/data/font/dogica.png", font);
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asset->add("/data/font/dogica.txt", font);
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// Ficheros de enemigos
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asset->add("/data/actors/enemies/walking_eye.png", bitmap);
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asset->add("/data/actors/enemies/walking_eye.ani", data);
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asset->add("/data/actors/enemies/bug.png", bitmap);
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asset->add("/data/actors/enemies/bug.ani", data);
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asset->add("/data/actors/enemies/flying_eye.png", bitmap);
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asset->add("/data/actors/enemies/flying_eye.ani", data);
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asset->add("/data/actors/enemies/flying_eye_horn.png", bitmap);
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asset->add("/data/actors/enemies/flying_eye_horn.ani", data);
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// Ficheros de actores
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asset->add("/data/actors/moving_platform.png", bitmap);
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asset->add("/data/actors/moving_platform.ani", data);
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asset->add("/data/actors/items/diamond.png", bitmap);
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asset->add("/data/actors/items/diamond.ani", data);
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// Ficheros del logo
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asset->add("/data/logo/logo.png", bitmap);
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// Ficheros de la intro
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asset->add("/data/intro/intro.png", bitmap);
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asset->add("/data/intro/intro.ani", data);
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// Ficheros de menu
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asset->add("/data/menu/title.men", data);
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return asset->check();
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}
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// Obtiene el valor de la variable
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Uint8 Prog::getSection()
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{
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return section.name;
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}
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// Establece el valor de la variable
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void Prog::setSection(section_t section)
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{
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this->section = section;
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}
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// Ejecuta la seccion de juego con el logo
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void Prog::runLogo()
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{
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logo = new Logo(renderer, screen, asset);
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setSection(logo->run());
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delete logo;
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}
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// Ejecuta la seccion de juego de la introducción
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void Prog::runIntro()
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{
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intro = new Intro(renderer, screen, asset);
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setSection(intro->run());
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delete intro;
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}
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// Ejecuta la seccion de juego con el titulo y los menus
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void Prog::runTitle()
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{
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title = new Title(renderer, screen, asset, input);
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setSection(title->run());
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delete title;
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}
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// Ejecuta la seccion de juego donde se juega
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void Prog::runGame()
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{
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game = new Game(renderer, screen, asset, input);
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setSection(game->run());
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delete game;
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}
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void Prog::run()
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{
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// Bucle principal
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while (!(getSection() == SECTION_PROG_QUIT))
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{
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switch (getSection())
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{
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case SECTION_PROG_LOGO:
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runLogo();
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break;
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case SECTION_PROG_INTRO:
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runIntro();
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break;
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case SECTION_PROG_TITLE:
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runTitle();
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break;
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case SECTION_PROG_GAME:
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runGame();
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break;
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}
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}
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} |