forked from jaildesigner-jailgames/jaildoctors_dilemma
Arreglos en la estructura i format del codi
This commit is contained in:
@@ -217,60 +217,60 @@ void Director::initInput()
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// Teclado - Movimiento
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if (options.keys == ControlScheme::CURSOR)
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{
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Input::get()->bindKey(input_jump, SDL_SCANCODE_UP);
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Input::get()->bindKey(input_left, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(input_right, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(input_up, SDL_SCANCODE_UP);
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Input::get()->bindKey(input_down, SDL_SCANCODE_DOWN);
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_UP);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_DOWN);
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}
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else if (options.keys == ControlScheme::OPQA)
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{
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Input::get()->bindKey(input_jump, SDL_SCANCODE_Q);
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Input::get()->bindKey(input_left, SDL_SCANCODE_O);
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Input::get()->bindKey(input_right, SDL_SCANCODE_P);
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Input::get()->bindKey(input_up, SDL_SCANCODE_Q);
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Input::get()->bindKey(input_down, SDL_SCANCODE_A);
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_Q);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_O);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_P);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_Q);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_A);
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}
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else if (options.keys == ControlScheme::WASD)
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{
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Input::get()->bindKey(input_jump, SDL_SCANCODE_W);
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Input::get()->bindKey(input_left, SDL_SCANCODE_A);
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Input::get()->bindKey(input_right, SDL_SCANCODE_D);
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Input::get()->bindKey(input_up, SDL_SCANCODE_W);
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Input::get()->bindKey(input_down, SDL_SCANCODE_S);
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_W);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_A);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_D);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_W);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_S);
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}
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// Teclado - Otros
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Input::get()->bindKey(input_accept, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(input_cancel, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(input_pause, SDL_SCANCODE_H);
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Input::get()->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
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Input::get()->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
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Input::get()->bindKey(input_toggle_videomode, SDL_SCANCODE_F3);
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Input::get()->bindKey(input_toggle_shaders, SDL_SCANCODE_F4);
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Input::get()->bindKey(input_toggle_palette, SDL_SCANCODE_F5);
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Input::get()->bindKey(input_toggle_music, SDL_SCANCODE_M);
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Input::get()->bindKey(input_toggle_border, SDL_SCANCODE_B);
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Input::get()->bindKey(InputAction::ACCEPT, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(InputAction::CANCEL, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(InputAction::PAUSE, SDL_SCANCODE_H);
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Input::get()->bindKey(InputAction::EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(InputAction::WINDOW_DEC_ZOOM, SDL_SCANCODE_F1);
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Input::get()->bindKey(InputAction::WINDOW_INC_ZOOM, SDL_SCANCODE_F2);
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Input::get()->bindKey(InputAction::TOGGLE_VIDEOMODE, SDL_SCANCODE_F3);
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Input::get()->bindKey(InputAction::TOGGLE_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(InputAction::TOGGLE_PALETTE, SDL_SCANCODE_F5);
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Input::get()->bindKey(InputAction::TOGGLE_MUSIC, SDL_SCANCODE_M);
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Input::get()->bindKey(InputAction::TOGGLE_BORDER, SDL_SCANCODE_B);
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// Mando - Movimiento
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Input::get()->bindGameControllerButton(input_jump, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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Input::get()->bindGameControllerButton(InputAction::JUMP, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(InputAction::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(InputAction::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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// Mando - Otros
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Input::get()->bindGameControllerButton(input_accept, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(input_cancel, SDL_CONTROLLER_BUTTON_A);
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Input::get()->bindGameControllerButton(InputAction::ACCEPT, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(InputAction::CANCEL, SDL_CONTROLLER_BUTTON_A);
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#ifdef GAME_CONSOLE
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Input::get()->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(InputAction::input_pause, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(InputAction::input_exit, SDL_CONTROLLER_BUTTON_START);
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#else
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Input::get()->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(InputAction::PAUSE, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(InputAction::EXIT, SDL_CONTROLLER_BUTTON_BACK);
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#endif
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Input::get()->bindGameControllerButton(input_toggle_palette, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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Input::get()->bindGameControllerButton(input_toggle_music, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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Input::get()->bindGameControllerButton(input_toggle_border, SDL_CONTROLLER_BUTTON_X);
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Input::get()->bindGameControllerButton(InputAction::TOGGLE_PALETTE, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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Input::get()->bindGameControllerButton(InputAction::TOGGLE_MUSIC, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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Input::get()->bindGameControllerButton(InputAction::TOGGLE_BORDER, SDL_CONTROLLER_BUTTON_X);
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}
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// Inicializa JailAudio
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@@ -405,7 +405,7 @@ bool Director::setFileList()
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// Datos
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Asset::get()->add(prefix + "/data/input/gamecontrollerdb.txt", AssetType::DATA);
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// Test
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Asset::get()->add(prefix + "/data/test.gif", AssetType::DATA);
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