Files
volcano_2022/source/prog.cpp

292 lines
8.5 KiB
C++

#include "prog.h"
// Constructor
Prog::Prog(std::string executablePath)
{
// Establece las opciones por defecto
options = new options_t;
options->fullScreenMode = 0;
options->windowSize = 2;
options->filter = FILTER_NEAREST;
options->vSync = true;
options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
options->integerScale = true;
options->keepAspect = true;
// Inicia las librerias
initSDL();
initJailAudio();
// Crea los objetos
asset = new Asset(executablePath.substr(0, executablePath.find_last_of("\\/")));
if (!setFileList())
{
section.name = SECTION_PROG_QUIT;
}
else
{
section.name = SECTION_PROG_GAME;
}
input = new Input(asset->get("gamecontrollerdb.txt"));
screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
screen->setBorderColor(borderColor);
// 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);
}
Prog::~Prog()
{
delete options;
delete asset;
delete input;
delete screen;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
// Inicializa JailAudio
void Prog::initJailAudio()
{
JA_Init(44100, AUDIO_S16, 2);
}
// Arranca SDL y crea la ventana
bool Prog::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;
}
// Crea el indice de ficheros de recursos
bool Prog::setFileList()
{
// Ficheros del mapa
asset->add("/data/map/01.map", data);
asset->add("/data/map/01.tmx", data);
asset->add("/data/map/01.ene", data);
asset->add("/data/map/02.map", data);
asset->add("/data/map/02.tmx", data);
asset->add("/data/map/02.ene", data);
asset->add("/data/map/03.map", data);
asset->add("/data/map/03.tmx", data);
asset->add("/data/map/03.ene", data);
asset->add("/data/map/04.map", data);
asset->add("/data/map/04.tmx", data);
asset->add("/data/map/05.map", data);
asset->add("/data/map/05.tmx", data);
asset->add("/data/map/06.map", data);
asset->add("/data/map/06.tmx", data);
asset->add("/data/map/07.map", data);
asset->add("/data/map/07.tmx", data);
asset->add("/data/map/08.map", data);
asset->add("/data/map/08.tmx", data);
asset->add("/data/map/09.map", data);
asset->add("/data/map/09.tmx", data);
asset->add("/data/map/10.map", data);
asset->add("/data/map/10.tmx", data);
asset->add("/data/map/surface.png", bitmap);
// Ficheros de configuración
asset->add("/data/config.bin", data, false);
asset->add("/data/input/gamecontrollerdb.txt", data);
// Ficheros del jugador
asset->add("/data/player/player.png", bitmap);
asset->add("/data/player/player.ani", data);
// Ficheros de sonido
asset->add("/data/sound/sound_player_coin.wav", sound);
asset->add("/data/sound/sound_player_death.wav", sound);
asset->add("/data/sound/sound_drop_enemy.wav", sound);
asset->add("/data/sound/sound_drop_splat.wav", sound);
asset->add("/data/sound/sound_player_jump.wav", sound);
asset->add("/data/sound/sound_menu_logo.wav", sound);
asset->add("/data/sound/sound_menu_start.wav", sound);
asset->add("/data/sound/sound_menu_select.wav", sound);
asset->add("/data/sound/sound_menu_cancel.wav", sound);
asset->add("/data/sound/sound_menu_move.wav", sound);
// Ficheros con musica
asset->add("/data/music/music_title.ogg", music);
asset->add("/data/music/music_surface.ogg", music);
asset->add("/data/music/music_volcano.ogg", music);
// Ficheros de fuentes de texto
asset->add("/data/font/debug.png", font);
asset->add("/data/font/debug.txt", font);
asset->add("/data/font/dogica.png", font);
asset->add("/data/font/dogica.txt", font);
// Ficheros de enemigos
asset->add("/data/actors/enemies/walking_eye.png", bitmap);
asset->add("/data/actors/enemies/walking_eye.ani", data);
asset->add("/data/actors/enemies/bug.png", bitmap);
asset->add("/data/actors/enemies/bug.ani", data);
asset->add("/data/actors/enemies/flying_eye.png", bitmap);
asset->add("/data/actors/enemies/flying_eye.ani", data);
asset->add("/data/actors/enemies/flying_eye_horn.png", bitmap);
asset->add("/data/actors/enemies/flying_eye_horn.ani", data);
// Ficheros de actores
asset->add("/data/actors/moving_platform.png", bitmap);
asset->add("/data/actors/moving_platform.ani", data);
asset->add("/data/actors/items/diamond.png", bitmap);
asset->add("/data/actors/items/diamond.ani", data);
// Ficheros del logo
asset->add("/data/logo/logo.png", bitmap);
// Ficheros de la intro
asset->add("/data/intro/intro.png", bitmap);
asset->add("/data/intro/intro.ani", data);
// Ficheros de menu
asset->add("/data/menu/title.men", data);
return asset->check();
}
// Obtiene el valor de la variable
Uint8 Prog::getSection()
{
return section.name;
}
// Establece el valor de la variable
void Prog::setSection(section_t section)
{
this->section = section;
}
// Ejecuta la seccion de juego con el logo
void Prog::runLogo()
{
logo = new Logo(renderer, screen, asset);
setSection(logo->run());
delete logo;
}
// Ejecuta la seccion de juego de la introducción
void Prog::runIntro()
{
intro = new Intro(renderer, screen, asset);
setSection(intro->run());
delete intro;
}
// Ejecuta la seccion de juego con el titulo y los menus
void Prog::runTitle()
{
title = new Title(renderer, screen, asset, input);
setSection(title->run());
delete title;
}
// Ejecuta la seccion de juego donde se juega
void Prog::runGame()
{
game = new Game(renderer, screen, asset, input);
setSection(game->run());
delete game;
}
void Prog::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;
}
}
}