- Ya se puede usar el mando en todas las secciones del juego

- Definido flag para compilar para consola de juegos (GAME_CONSOLE)
This commit is contained in:
2023-02-10 20:08:06 +01:00
parent 76e928e21d
commit 3be9d4459c
19 changed files with 393 additions and 354 deletions

View File

@@ -30,7 +30,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
// Crea los objetos
cheevos = new Cheevos(screen, options, asset->get("cheevos.bin"));
scoreboard = new ScoreBoard(renderer, resource, asset, input, options, &board);
scoreboard = new ScoreBoard(renderer, resource, asset, options, &board);
itemTracker = new ItemTracker();
roomTracker = new RoomTracker();
room = new Room(resource->getRoom(currentRoom), renderer, screen, asset, options, itemTracker, &board.items, false, debug);
@@ -190,54 +190,54 @@ void Game::checkInput()
section->name = SECTION_PROG_TITLE;
}
if (input->checkInput(input_switch_music, REPEAT_FALSE))
else if (input->checkInput(input_switch_music, REPEAT_FALSE))
{
board.music = !board.music;
board.music ? JA_ResumeMusic() : JA_PauseMusic();
}
if (input->checkInput(input_pause, REPEAT_FALSE))
else if (input->checkInput(input_pause, REPEAT_FALSE))
{
switchPause();
}
if (input->checkInput(input_toggle_border, REPEAT_FALSE))
else if (input->checkInput(input_toggle_border, REPEAT_FALSE))
{
screen->switchBorder();
reLoadTextures();
}
if (input->checkInput(input_video_mode, REPEAT_FALSE))
else if (input->checkInput(input_video_mode, REPEAT_FALSE))
{
screen->switchVideoMode();
reLoadTextures();
}
if (input->checkInput(input_window_size_1, REPEAT_FALSE))
else if (input->checkInput(input_window_size_1, REPEAT_FALSE))
{
screen->setWindowSize(1);
reLoadTextures();
}
if (input->checkInput(input_window_size_2, REPEAT_FALSE))
else if (input->checkInput(input_window_size_2, REPEAT_FALSE))
{
screen->setWindowSize(2);
reLoadTextures();
}
if (input->checkInput(input_window_size_3, REPEAT_FALSE))
else if (input->checkInput(input_window_size_3, REPEAT_FALSE))
{
screen->setWindowSize(3);
reLoadTextures();
}
if (input->checkInput(input_window_size_4, REPEAT_FALSE))
else if (input->checkInput(input_window_size_4, REPEAT_FALSE))
{
screen->setWindowSize(4);
reLoadTextures();
}
if (input->checkInput(input_swap_palette, REPEAT_FALSE))
else if (input->checkInput(input_swap_palette, REPEAT_FALSE))
{
switchPalette();
}
@@ -264,15 +264,15 @@ void Game::run()
// Actualiza el juego, las variables, comprueba la entrada, etc.
void Game::update()
{
// Comprueba los eventos de la cola
checkEventHandler();
// 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 de la cola
checkEventHandler();
// Comprueba el teclado
checkInput();