Cambiada la variable section por un puntero

This commit is contained in:
2022-12-16 09:32:33 +01:00
parent 2abde36a5e
commit 4d8bb46a52
22 changed files with 191 additions and 216 deletions

View File

@@ -2,7 +2,7 @@
#include <iostream>
// Constructor
Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->resource = resource;
@@ -10,6 +10,7 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
this->screen = screen;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
@@ -20,8 +21,8 @@ Credits::Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
counter = 0;
counterEnabled = true;
subCounter = 0;
section.name = SECTION_PROG_CREDITS;
section.subsection = 0;
section->name = SECTION_PROG_CREDITS;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
sprite->setRect({194, 174, 8, 8});
@@ -74,7 +75,7 @@ void Credits::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
}
@@ -84,7 +85,7 @@ void Credits::checkEventHandler()
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
@@ -122,8 +123,8 @@ void Credits::checkEventHandler()
break;
default:
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
section->name = SECTION_PROG_TITLE;
section->subsection = 0;
break;
}
}
@@ -259,7 +260,7 @@ void Credits::updateCounter()
// Comprueba si ha terminado la sección
if (counter > 1200)
{
section.name = SECTION_PROG_DEMO;
section->name = SECTION_PROG_DEMO;
}
}
@@ -318,15 +319,13 @@ void Credits::render()
}
// Bucle para el logo del juego
section_t Credits::run()
void Credits::run()
{
while (section.name == SECTION_PROG_CREDITS)
while (section->name == SECTION_PROG_CREDITS)
{
update();
render();
}
return section;
}
// Cambia la paleta

View File

@@ -36,12 +36,12 @@ private:
SDL_Texture *coverTexture; // Textura para cubrir el texto
AnimatedSprite *sprite; // Sprite para el brillo del corazón
options_t *options; // Puntero a las opciones del juego
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
int counter; // Contador
bool counterEnabled; // Indica si esta activo el contador
int subCounter; // Contador secundario
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<captions_t> texts; // Vector con los textos
@@ -69,13 +69,13 @@ private:
public:
// Constructor
Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);
Credits(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section);
// Destructor
~Credits();
// Bucle principal
section_t run();
void run();
};
#endif

View File

@@ -1,7 +1,7 @@
#include "demo.h"
// Constructor
Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Debug *debug)
Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section, Debug *debug)
{
// Inicia algunas variables
board.iniClock = SDL_GetTicks();
@@ -24,6 +24,7 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
this->screen = screen;
this->debug = debug;
this->options = options;
this->section = section;
// Crea los objetos
itemTracker = new ItemTracker();
@@ -44,8 +45,8 @@ Demo::Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
board.music = true;
setScoreBoardColor();
section.name = SECTION_PROG_DEMO;
section.subsection = 0;
section->name = SECTION_PROG_DEMO;
section->subsection = 0;
}
Demo::~Demo()
@@ -67,7 +68,7 @@ void Demo::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
screen->setBorderColor(stringToColor(options->palette, "black"));
break;
}
@@ -78,7 +79,7 @@ void Demo::checkEventHandler()
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
@@ -116,8 +117,8 @@ void Demo::checkEventHandler()
break;
default:
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
section->name = SECTION_PROG_TITLE;
section->subsection = 0;
break;
}
}
@@ -125,15 +126,13 @@ void Demo::checkEventHandler()
}
// Bucle para el juego
section_t Demo::run()
void Demo::run()
{
while (section.name == SECTION_PROG_DEMO)
while (section->name == SECTION_PROG_DEMO)
{
update();
render();
}
return section;
}
// Actualiza el juego, las variables, comprueba la entrada, etc.
@@ -255,8 +254,8 @@ void Demo::checkRoomChange()
roomIndex++;
if (roomIndex == (int)rooms.size())
{
section.name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_TITLE;
section->name = SECTION_PROG_LOGO;
section->subsection = SUBSECTION_LOGO_TO_TITLE;
}
else
{

View File

@@ -34,11 +34,11 @@ private:
ItemTracker *itemTracker; // Lleva el control de los objetos recogidos
Debug *debug; // Objeto para gestionar la información de debug
options_t *options; // Puntero a las opciones del juego
section_t *section; // Seccion actual dentro del juego
// Variables
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
section_t section; // Seccion actual dentro del juego
std::string currentRoom; // Fichero de la habitación actual
board_t board; // Estructura con los datos del marcador
int counter; // Contador para el modo demo
@@ -75,13 +75,13 @@ private:
public:
// Constructor
Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Debug *debug);
Demo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section, Debug *debug);
// Destructor
~Demo();
// Bucle para el juego
section_t run();
void run();
};
#endif

View File

@@ -14,11 +14,12 @@
// Constructor
Director::Director(int argc, char *argv[])
{
section.name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_INTRO;
section = new section_t();
section->name = SECTION_PROG_LOGO;
section->subsection = SUBSECTION_LOGO_TO_INTRO;
#ifdef DEBUG
section.name = SECTION_PROG_LOGO;
section->name = SECTION_PROG_LOGO;
#endif
// Crea e inicializa las opciones del programa
@@ -65,6 +66,7 @@ Director::~Director()
saveConfig();
// Libera la memoria
delete section;
delete options;
delete asset;
delete input;
@@ -463,14 +465,14 @@ void Director::createSystemFolder()
}
// Carga los recursos
void Director::loadResources(section_t section)
void Director::loadResources(section_t *section)
{
if (options->console)
{
std::cout << "** LOAD RESOURCES" << std::endl;
}
if (section.name == SECTION_PROG_LOGO)
if (section->name == SECTION_PROG_LOGO)
{
std::vector<std::string> textureList;
textureList.push_back("jailgames.png");
@@ -479,7 +481,7 @@ void Director::loadResources(section_t section)
resource->loadTextures(textureList);
}
else if (section.name == SECTION_PROG_INTRO)
else if (section->name == SECTION_PROG_INTRO)
{
std::vector<std::string> textureList;
textureList.push_back("loading_screen_bn.png");
@@ -490,7 +492,7 @@ void Director::loadResources(section_t section)
resource->loadTextures(textureList);
}
else if (section.name == SECTION_PROG_TITLE)
else if (section->name == SECTION_PROG_TITLE)
{
std::vector<std::string> textureList;
textureList.push_back("loading_screen_color.png");
@@ -506,7 +508,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList);
}
else if (section.name == SECTION_PROG_CREDITS)
else if (section->name == SECTION_PROG_CREDITS)
{
// Texturas
std::vector<std::string> textureList;
@@ -528,7 +530,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList);
}
else if (section.name == SECTION_PROG_ENDING)
else if (section->name == SECTION_PROG_ENDING)
{
// Texturas
std::vector<std::string> textureList;
@@ -553,7 +555,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList);
}
else if (section.name == SECTION_PROG_ENDING2)
else if (section->name == SECTION_PROG_ENDING2)
{
// Texturas
std::vector<std::string> textureList;
@@ -691,7 +693,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList);
}
else if (section.name == SECTION_PROG_GAME_OVER)
else if (section->name == SECTION_PROG_GAME_OVER)
{
// Texturas
std::vector<std::string> textureList;
@@ -715,7 +717,7 @@ void Director::loadResources(section_t section)
resource->loadOffsets(offsetsList);
}
else if (section.name == SECTION_PROG_GAME || section.name == SECTION_PROG_DEMO)
else if (section->name == SECTION_PROG_GAME || section->name == SECTION_PROG_DEMO)
{
// Texturas
std::vector<std::string> textureList;
@@ -1686,24 +1688,6 @@ bool Director::setFileList()
return asset->check();
}
// Obtiene el valor de la variable
Uint8 Director::getSubsection()
{
return section.subsection;
}
// Obtiene el valor de la variable
Uint8 Director::getSection()
{
return section.name;
}
// Establece el valor de la variable
void Director::setSection(section_t section)
{
this->section = section;
}
// Ejecuta la seccion de juego con el logo
void Director::runLogo()
{
@@ -1712,8 +1696,8 @@ void Director::runLogo()
std::cout << "\n* SECTION: LOGO" << std::endl;
}
loadResources(section);
logo = new Logo(renderer, screen, resource, asset, options, section.subsection);
setSection(logo->run());
logo = new Logo(renderer, screen, resource, asset, options, section);
logo->run();
delete logo;
resource->free();
}
@@ -1726,8 +1710,8 @@ void Director::runIntro()
std::cout << "\n* SECTION: INTRO" << std::endl;
}
loadResources(section);
intro = new Intro(renderer, screen, resource, asset, options);
setSection(intro->run());
intro = new Intro(renderer, screen, resource, asset, options, section);
intro->run();
delete intro;
resource->free();
}
@@ -1744,8 +1728,8 @@ void Director::runTitle()
JA_PlayMusic(music);
}
loadResources(section);
title = new Title(renderer, screen, resource, asset, options);
setSection(title->run());
title = new Title(renderer, screen, resource, asset, options, section);
title->run();
delete title;
resource->free();
}
@@ -1758,8 +1742,8 @@ void Director::runCredits()
std::cout << "\n* SECTION: CREDITS" << std::endl;
}
loadResources(section);
credits = new Credits(renderer, screen, resource, asset, options);
setSection(credits->run());
credits = new Credits(renderer, screen, resource, asset, options, section);
credits->run();
delete credits;
resource->free();
}
@@ -1772,8 +1756,8 @@ void Director::runDemo()
std::cout << "\n* SECTION: DEMO" << std::endl;
}
loadResources(section);
demo = new Demo(renderer, screen, resource, asset, options, debug);
setSection(demo->run());
demo = new Demo(renderer, screen, resource, asset, options, section, debug);
demo->run();
delete demo;
resource->free();
}
@@ -1787,7 +1771,7 @@ void Director::runEnterID()
}
// loadResources(section);
enterID = new EnterID(renderer, screen, asset, options, section);
setSection(enterID->run());
enterID->run();
delete enterID;
resource->free();
}
@@ -1800,8 +1784,8 @@ void Director::runEnding()
std::cout << "\n* SECTION: ENDING" << std::endl;
}
loadResources(section);
ending = new Ending(renderer, screen, resource, asset, options);
setSection(ending->run());
ending = new Ending(renderer, screen, resource, asset, options, section);
ending->run();
delete ending;
resource->free();
}
@@ -1814,8 +1798,8 @@ void Director::runEnding2()
std::cout << "\n* SECTION: ENDING2" << std::endl;
}
loadResources(section);
ending2 = new Ending2(renderer, screen, resource, asset, options);
setSection(ending2->run());
ending2 = new Ending2(renderer, screen, resource, asset, options, section);
ending2->run();
delete ending2;
resource->free();
}
@@ -1828,8 +1812,8 @@ void Director::runGameOver()
std::cout << "\n* SECTION: GAME OVER" << std::endl;
}
loadResources(section);
gameOver = new GameOver(renderer, screen, resource, asset, options);
setSection(gameOver->run());
gameOver = new GameOver(renderer, screen, resource, asset, options, section);
gameOver->run();
delete gameOver;
resource->free();
}
@@ -1843,8 +1827,8 @@ void Director::runGame()
}
JA_StopMusic();
loadResources(section);
game = new Game(renderer, screen, resource, asset, options, input, debug);
setSection(game->run());
game = new Game(renderer, screen, resource, asset, options, input, section, debug);
game->run();
delete game;
resource->free();
}
@@ -1852,9 +1836,9 @@ void Director::runGame()
void Director::run()
{
// Bucle principal
while (getSection() != SECTION_PROG_QUIT)
while (section->name != SECTION_PROG_QUIT)
{
switch (getSection())
switch (section->name)
{
case SECTION_PROG_LOGO:
runLogo();

View File

@@ -46,9 +46,9 @@ private:
GameOver *gameOver; // Objeto para gestionar el final de la partida
Debug *debug; // Objeto para getsionar la información de debug
struct options_t *options; // Variable con todas las opciones del programa
section_t *section; // Sección y subsección actual del programa;
// Variables
section_t section; // Sección y subsección actual del programa;
JA_Music_t *music; // Musica del titulo
std::string executablePath; // Path del ejecutable
std::string systemFolder; // Carpeta del sistema donde guardar datos
@@ -72,7 +72,7 @@ private:
void createSystemFolder();
// Carga los recursos
void loadResources(section_t section);
void loadResources(section_t *section);
// Asigna variables a partir de dos cadenas
bool setOptions(options_t *options, std::string var, std::string value);
@@ -89,15 +89,6 @@ private:
// Crea el indice de ficheros
bool setFileList();
// Obtiene el valor de la variable
Uint8 getSubsection();
// Obtiene el valor de la variable
Uint8 getSection();
// Establece el valor de la variable
void setSection(section_t section);
// Ejecuta la seccion de juego con el logo
void runLogo();

View File

@@ -1,7 +1,7 @@
#include "ending.h"
// Constructor
Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
{
// Copia los punteros
this->renderer = renderer;
@@ -9,6 +9,7 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
this->resource = resource;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros a objetos
eventHandler = new SDL_Event();
@@ -19,8 +20,8 @@ Ending::Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset
counter = -1;
preCounter = 0;
coverCounter = 0;
section.name = SECTION_PROG_ENDING;
section.subsection = 0;
section->name = SECTION_PROG_ENDING;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
scene = 0;
@@ -150,7 +151,7 @@ void Ending::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
}
@@ -160,7 +161,7 @@ void Ending::checkEventHandler()
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
@@ -482,11 +483,11 @@ void Ending::iniScenes()
}
// Bucle principal
section_t Ending::run()
void Ending::run()
{
JA_PlayMusic(music);
while (section.name == SECTION_PROG_ENDING)
while (section->name == SECTION_PROG_ENDING)
{
update();
render();
@@ -494,8 +495,6 @@ section_t Ending::run()
JA_StopMusic();
JA_SetVolume(128);
return section;
}
// Actualiza los contadores
@@ -571,7 +570,7 @@ void Ending::checkChangeScene()
if (scene == 5)
{
// Termina el bucle
section.name = SECTION_PROG_ENDING2;
section->name = SECTION_PROG_ENDING2;
// Mantiene los valores anteriores
scene = 4;

View File

@@ -58,12 +58,12 @@ private:
SDL_Event *eventHandler; // Manejador de eventos
Text *text; // Objeto para escribir texto en pantalla
SDL_Texture *coverTexture; // Textura para cubrir el texto
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
int counter; // Contador
int preCounter; // Contador previo
int coverCounter; // Contador para la cortinilla
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<endingTexture_t> spriteTexts; // Vector con los sprites de texto con su cortinilla
@@ -113,13 +113,13 @@ private:
public:
// Constructor
Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);
Ending(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section);
// Destructor
~Ending();
// Bucle principal
section_t run();
void run();
};
#endif

View File

@@ -2,7 +2,7 @@
#include <algorithm>
// Constructor
Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
{
// Copia los punteros
this->renderer = renderer;
@@ -10,6 +10,7 @@ Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
this->resource = resource;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros a objetos
eventHandler = new SDL_Event();
@@ -21,8 +22,8 @@ Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Ass
preCounter = 0;
postCounter = 0;
postCounterEnabled = false;
section.name = SECTION_PROG_ENDING2;
section.subsection = 0;
section->name = SECTION_PROG_ENDING2;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
distSpriteText = 8;
@@ -184,7 +185,7 @@ void Ending2::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
}
@@ -194,7 +195,7 @@ void Ending2::checkEventHandler()
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
@@ -239,11 +240,11 @@ void Ending2::checkEventHandler()
}
// Bucle principal
section_t Ending2::run()
void Ending2::run()
{
JA_PlayMusic(music);
while (section.name == SECTION_PROG_ENDING2)
while (section->name == SECTION_PROG_ENDING2)
{
update();
render();
@@ -251,8 +252,6 @@ section_t Ending2::run()
JA_StopMusic();
JA_SetVolume(128);
return section;
}
// Actualiza los contadores
@@ -275,8 +274,8 @@ void Ending2::updateCounters()
if (postCounter > 600)
{
section.name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_INTRO;
section->name = SECTION_PROG_LOGO;
section->subsection = SUBSECTION_LOGO_TO_INTRO;
}
}

View File

@@ -30,13 +30,13 @@ private:
std::vector<AnimatedSprite *> sprites; // Vector con todos los sprites a dibujar
std::vector<MovingSprite *> spriteTexts; // Vector con los sprites de texto de los sprites
std::vector<MovingSprite *> texts; // Vector con los sprites de texto
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
bool counterEnabled; // Indica si está el contador habilitado
int preCounter; // Contador previo
int postCounter; // Contador posterior
bool postCounterEnabled; // Indica si está habilitado el contador
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
JA_Music_t *music; // Musica que suena durante el final
@@ -115,13 +115,13 @@ private:
public:
// Constructor
Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);
Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section);
// Destructor
~Ending2();
// Bucle principal
section_t run();
void run();
};
#endif

View File

@@ -5,13 +5,14 @@
#include <iostream>
// Constructor
EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, section_t section)
EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
@@ -36,11 +37,10 @@ EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t
pos = 0;
name[pos] = 0;
maxLenght = 15;
this->section.subsection = section.subsection;
if (options->online.enabled && options->online.jailerID == "")
{
this->section.name = SECTION_PROG_ENTER_ID;
this->section->name = SECTION_PROG_ENTER_ID;
}
else
{
@@ -60,18 +60,16 @@ EnterID::~EnterID()
}
// Bucle para el logo del juego
section_t EnterID::run()
void EnterID::run()
{
// Detiene la música
JA_StopMusic();
while (section.name == SECTION_PROG_ENTER_ID)
while (section->name == SECTION_PROG_ENTER_ID)
{
update();
render();
}
return section;
}
// Comprueba el manejador de eventos
@@ -83,7 +81,7 @@ void EnterID::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
}
@@ -138,7 +136,7 @@ void EnterID::checkEventHandler()
else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_ESCAPE)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
}
@@ -314,6 +312,6 @@ void EnterID::initOnline()
void EnterID::endSection()
{
initOnline();
section.name = (section.subsection == SUBSECTION_LOGO_TO_INTRO) ? SECTION_PROG_INTRO : SECTION_PROG_TITLE;
section.subsection = 0;
section->name = (section->subsection == SUBSECTION_LOGO_TO_INTRO) ? SECTION_PROG_INTRO : SECTION_PROG_TITLE;
section->subsection = 0;
}

View File

@@ -29,10 +29,10 @@ private:
SDL_Texture *textTexture; // Textura para dibujar el texto
Text *text; // Objeto para escribir texto en pantalla
Texture *texture; // Textura para la fuente para el texto
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<captions_t> texts; // Vector con los textos
@@ -68,13 +68,13 @@ private:
public:
// Constructor
EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, section_t section);
EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, section_t *section);
// Destructor
~EnterID();
// Bucle principal
section_t run();
void run();
};
#endif

View File

@@ -2,7 +2,7 @@
#include <iostream>
// Constructor
Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug)
Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, section_t *section, Debug *debug)
{
// Inicia algunas variables
board.iniClock = SDL_GetTicks();
@@ -19,6 +19,7 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
this->input = input;
this->debug = debug;
this->options = options;
this->section = section;
#ifdef DEBUG
currentRoom = "01.room";
@@ -81,8 +82,8 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
initStats();
stats->addVisit(room->getName());
section.name = SECTION_PROG_GAME;
section.subsection = 0;
section->name = SECTION_PROG_GAME;
section->subsection = 0;
}
Game::~Game()
@@ -112,7 +113,7 @@ void Game::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
screen->setBorderColor(stringToColor(options->palette, "black"));
break;
}
@@ -127,7 +128,7 @@ void Game::checkEventHandler()
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_TITLE;
section->name = SECTION_PROG_TITLE;
break;
#ifdef DEBUG
case SDL_SCANCODE_G:
@@ -213,7 +214,7 @@ void Game::checkEventHandler()
}
// Bucle para el juego
section_t Game::run()
void Game::run()
{
JA_PlayMusic(music);
if (!board.music)
@@ -221,15 +222,13 @@ section_t Game::run()
JA_PauseMusic();
}
while (section.name == SECTION_PROG_GAME)
while (section->name == SECTION_PROG_GAME)
{
update();
render();
}
JA_StopMusic();
return section;
}
// Actualiza el juego, las variables, comprueba la entrada, etc.
@@ -432,7 +431,7 @@ void Game::checkGameOver()
{
if (board.lives < 0 && blackScreenCounter > 17)
{
section.name = SECTION_PROG_GAME_OVER;
section->name = SECTION_PROG_GAME_OVER;
}
}
@@ -569,7 +568,7 @@ bool Game::checkEndGame()
if (haveTheItems && isOnTheRoom && isOnTheDoor)
{
section.name = SECTION_PROG_ENDING;
section->name = SECTION_PROG_ENDING;
return true;
}

View File

@@ -42,12 +42,12 @@ private:
options_t *options; // Puntero a las opciones del juego
Stats *stats; // Objeto encargado de gestionar las estadísticas
SDL_Texture *roomNameTexture; // Textura para escribir el nombre de la habitación
section_t *section; // Seccion actual dentro del juego
// Variables
JA_Music_t *music; // Musica que suena durante el juego
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
section_t section; // Seccion actual dentro del juego
std::string currentRoom; // Fichero de la habitación actual
playerSpawn_t spawnPoint; // Lugar de la habitación donde aparece el jugador
JA_Sound_t *deathSound; // Sonido a reproducir cuando muere el jugador
@@ -140,13 +140,13 @@ private:
public:
// Constructor
Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, Debug *debug);
Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, section_t *section, Debug *debug);
// Destructor
~Game();
// Bucle para el juego
section_t run();
void run();
};
#endif

View File

@@ -1,7 +1,7 @@
#include "game_over.h"
// Constructor
GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
{
// Copia los punteros
this->renderer = renderer;
@@ -9,6 +9,7 @@ GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, A
this->resource = resource;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros a objetos
eventHandler = new SDL_Event();
@@ -20,8 +21,8 @@ GameOver::GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, A
// Inicializa variables
preCounter = 0;
counter = 0;
section.name = SECTION_PROG_GAME_OVER;
section.subsection = 0;
section->name = SECTION_PROG_GAME_OVER;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
endSection = 400;
@@ -121,8 +122,8 @@ void GameOver::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section.subsection = 0;
section->name = SECTION_PROG_QUIT;
section->subsection = 0;
break;
}
@@ -132,7 +133,7 @@ void GameOver::checkEventHandler()
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
@@ -177,15 +178,13 @@ void GameOver::checkEventHandler()
}
// Bucle principal
section_t GameOver::run()
void GameOver::run()
{
while (section.name == SECTION_PROG_GAME_OVER)
while (section->name == SECTION_PROG_GAME_OVER)
{
update();
render();
}
return section;
}
// Actualiza el color usado para renderizar los textos e imagenes
@@ -195,7 +194,6 @@ void GameOver::updateColor()
if (counter < half)
{
// const float step = std::min(std::max(counter, iniFade) - iniFade, fadeLenght) / (float)fadeLenght;
const float step = std::min(counter, fadeLenght) / (float)fadeLenght;
const int index = (colors.size() - 1) - int((colors.size() - 1) * step);
color = colors[index];
@@ -240,8 +238,8 @@ void GameOver::updateCounters()
// Comprueba si ha terminado la sección
else if (counter == endSection)
{
section.name = SECTION_PROG_LOGO;
section.subsection = SUBSECTION_LOGO_TO_TITLE;
section->name = SECTION_PROG_LOGO;
section->subsection = SUBSECTION_LOGO_TO_TITLE;
}
}

View File

@@ -28,11 +28,11 @@ private:
Text *text; // Objeto para escribir texto en pantalla
AnimatedSprite *playerSprite; // Sprite con el jugador
AnimatedSprite *tvSprite; // Sprite con el televisor
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
int preCounter; // Contador previo
int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
std::vector<color_t> colors; // Vector con los colores para el fade
@@ -65,13 +65,13 @@ private:
public:
// Constructor
GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);
GameOver(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section);
// Destructor
~GameOver();
// Bucle principal
section_t run();
void run();
};
#endif

View File

@@ -1,7 +1,7 @@
#include "intro.h"
// Constructor
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->resource = resource;
@@ -9,6 +9,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
this->screen = screen;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
@@ -31,8 +32,8 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
// Inicializa variables
preCounter = 0;
counter = 0;
section.name = SECTION_PROG_INTRO;
section.subsection = 0;
section->name = SECTION_PROG_INTRO;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
loadCounter = 0;
@@ -82,7 +83,7 @@ void Intro::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
}
@@ -92,7 +93,7 @@ void Intro::checkEventHandler()
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
@@ -130,8 +131,8 @@ void Intro::checkEventHandler()
break;
default:
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
section->name = SECTION_PROG_TITLE;
section->subsection = 0;
break;
}
}
@@ -179,8 +180,8 @@ void Intro::updateLoad()
// Comprueba si ha terminado la intro
if (loadCounter >= 768)
{
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
section->name = SECTION_PROG_TITLE;
section->subsection = 0;
JA_StopMusic();
}
}
@@ -240,20 +241,19 @@ void Intro::render()
}
// Bucle para el logo del juego
section_t Intro::run()
void Intro::run()
{
// Inicia el sonido de carga
JA_SetVolume(64);
JA_PlayMusic(loadingSound1);
while (section.name == SECTION_PROG_INTRO)
while (section->name == SECTION_PROG_INTRO)
{
update();
render();
}
JA_SetVolume(128);
return section;
}
// Cambia la paleta

View File

@@ -30,11 +30,11 @@ private:
Sprite *sprite1; // Sprite para manejar la textura loadingScreenTexture1
Sprite *sprite2; // Sprite para manejar la textura loadingScreenTexture2
options_t *options; // Puntero a las opciones del juego
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
int preCounter; // Contador previo para realizar una pausa inicial
int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
int loadCounter; // Contador para controlar las cargas
@@ -68,13 +68,13 @@ private:
public:
// Constructor
Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);
Intro(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section);
// Destructor
~Intro();
// Bucle principal
section_t run();
void run();
};
#endif

View File

@@ -2,7 +2,7 @@
#include <iostream>
// Constructor
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, int subsection)
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->resource = resource;
@@ -10,6 +10,7 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
this->screen = screen;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
@@ -37,8 +38,7 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
// Inicializa variables
counter = 0;
section.name = SECTION_PROG_LOGO;
section.subsection = subsection;
section->name = SECTION_PROG_LOGO;
ticks = 0;
ticksSpeed = 15;
initFade = 300;
@@ -77,7 +77,7 @@ void Logo::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
}
@@ -87,7 +87,7 @@ void Logo::checkEventHandler()
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_B:
@@ -125,7 +125,7 @@ void Logo::checkEventHandler()
break;
default:
section.subsection = SUBSECTION_LOGO_TO_TITLE;
section->subsection = SUBSECTION_LOGO_TO_TITLE;
endSection();
break;
}
@@ -175,26 +175,32 @@ void Logo::updateTextureColors()
{
texture2->setColor(color[0].r, color[0].g, color[0].b);
}
else if (counter == ini + inc * 1)
{
texture2->setColor(color[1].r, color[1].g, color[1].b);
}
else if (counter == ini + inc * 2)
{
texture2->setColor(color[2].r, color[2].g, color[2].b);
}
else if (counter == ini + inc * 3)
{
texture2->setColor(color[3].r, color[3].g, color[3].b);
}
else if (counter == ini + inc * 4)
{
texture2->setColor(color[4].r, color[4].g, color[4].b);
}
else if (counter == ini + inc * 5)
{
texture2->setColor(color[5].r, color[5].g, color[5].b);
}
else if (counter == ini + inc * 6)
{
texture2->setColor(color[6].r, color[6].g, color[6].b);
@@ -210,31 +216,37 @@ void Logo::updateTextureColors()
texture->setColor(color[6].r, color[6].g, color[6].b);
texture2->setColor(color[6].r, color[6].g, color[6].b);
}
else if (counter == initFade + inc * 1)
{
texture->setColor(color[5].r, color[5].g, color[5].b);
texture2->setColor(color[5].r, color[5].g, color[5].b);
}
else if (counter == initFade + inc * 2)
{
texture->setColor(color[4].r, color[4].g, color[4].b);
texture2->setColor(color[4].r, color[4].g, color[4].b);
}
else if (counter == initFade + inc * 3)
{
texture->setColor(color[3].r, color[3].g, color[3].b);
texture2->setColor(color[3].r, color[3].g, color[3].b);
}
else if (counter == initFade + inc * 4)
{
texture->setColor(color[2].r, color[2].g, color[2].b);
texture2->setColor(color[2].r, color[2].g, color[2].b);
}
else if (counter == initFade + inc * 5)
{
texture->setColor(color[1].r, color[1].g, color[1].b);
texture2->setColor(color[1].r, color[1].g, color[1].b);
}
else if (counter == initFade + inc * 6)
{
texture->setColor(color[0].r, color[0].g, color[0].b);
@@ -295,18 +307,16 @@ void Logo::render()
}
// Bucle para el logo del juego
section_t Logo::run()
void Logo::run()
{
// Detiene la música
JA_StopMusic();
while (section.name == SECTION_PROG_LOGO)
while (section->name == SECTION_PROG_LOGO)
{
update();
render();
}
return section;
}
// Cambia la paleta
@@ -318,5 +328,5 @@ void Logo::switchPalette()
// Termina la sección
void Logo::endSection()
{
section.name = SECTION_PROG_ENTER_ID;
section->name = SECTION_PROG_ENTER_ID;
}

View File

@@ -27,11 +27,11 @@ private:
std::vector<Sprite *> sprite; // Vector con los sprites de cada linea que forman el bitmap JAILGAMES
Sprite *sprite2; // Sprite para manejar la textura2
options_t *options; // Puntero a las opciones del juego
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
std::vector<color_t> color; // Vector con los colores para el fade
int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
int initFade; // Tiempo del contador cuando inicia el fade a negro
@@ -61,13 +61,13 @@ private:
public:
// Constructor
Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, int subsection);
Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section);
// Destructor
~Logo();
// Bucle principal
section_t run();
void run();
};
#endif

View File

@@ -1,7 +1,7 @@
#include "title.h"
// Constructor
Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options)
Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section)
{
// Copia la dirección de los objetos
this->resource = resource;
@@ -9,6 +9,7 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
this->screen = screen;
this->asset = asset;
this->options = options;
this->section = section;
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
@@ -25,8 +26,8 @@ Title::Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *
// Inicializa variables
counter = 0;
section.name = SECTION_PROG_TITLE;
section.subsection = 0;
section->name = SECTION_PROG_TITLE;
section->subsection = 0;
ticks = 0;
ticksSpeed = 15;
longText = "HEY JAILERS!! IT'S 2022 AND WE'RE STILL ROCKING LIKE IT'S 1998!!! HAVE YOU HEARD IT? JAILGAMES ARE BACK!! YEEESSS BACK!! MORE THAN 10 TITLES ON JAILDOC'S KITCHEN!! THATS A LOOOOOOT OF JAILGAMES, BUT WHICH ONE WILL STRIKE FIRST? THERE IS ALSO A NEW DEVICE TO COME THAT WILL BLOW YOUR MIND WITH JAILGAMES ON THE GO: P.A.C.O. BUT WAIT! WHAT'S THAT BEAUTY I'M SEEING RIGHT OVER THERE?? OOOH THAT TINY MINIASCII IS PURE LOVE!! I WANT TO LICK EVERY BYTE OF IT!! OH SHIT! AND DON'T FORGET TO BRING BACK THOSE OLD AND FAT MS-DOS JAILGAMES TO GITHUB TO KEEP THEM ALIVE!! WHAT WILL BE THE NEXT JAILDOC RELEASE? WHAT WILL BE THE NEXT PROJECT TO COME ALIVE?? OH BABY WE DON'T KNOW BUT HERE YOU CAN FIND THE ANSWER, YOU JUST HAVE TO COMPLETE JAILDOCTOR'S DILEMMA ... COULD YOU?";
@@ -79,7 +80,7 @@ void Title::checkEventHandler()
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
}
@@ -88,19 +89,19 @@ void Title::checkEventHandler()
{
if (eventHandler->type == SDL_JOYBUTTONDOWN)
{
section.name = SECTION_PROG_GAME;
section.subsection = 0;
section->name = SECTION_PROG_GAME;
section->subsection = 0;
}
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
section->name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_RETURN:
section.name = SECTION_PROG_GAME;
section.subsection = 0;
section->name = SECTION_PROG_GAME;
section->subsection = 0;
break;
case SDL_SCANCODE_B:
@@ -210,8 +211,8 @@ void Title::update()
// Comprueba si ha terminado la marquesina y acaba con el titulo
if (letters[letters.size() - 1].x < -10)
{
section.name = SECTION_PROG_CREDITS;
section.subsection = 0;
section->name = SECTION_PROG_CREDITS;
section->subsection = 0;
}
}
}
@@ -239,15 +240,13 @@ void Title::render()
}
// Bucle para el logo del juego
section_t Title::run()
void Title::run()
{
while (section.name == SECTION_PROG_TITLE)
while (section->name == SECTION_PROG_TITLE)
{
update();
render();
}
return section;
}
// Recarga las texturas

View File

@@ -36,10 +36,10 @@ private:
options_t *options; // Puntero a las opciones del juego
Texture *pressEnterTexture; // Textura con los graficos de PRESS ENTER
Sprite *pressEnterSprite; // Sprite para manejar la textura de PRESS ENTER
section_t *section; // Estado del bucle principal para saber si continua o se sale
// Variables
int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale
std::string longText; // Texto que aparece en la parte inferior del titulo
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
@@ -69,13 +69,13 @@ private:
public:
// Constructor
Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options);
Title(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, section_t *section);
// Destructor
~Title();
// Bucle principal
section_t run();
void run();
};
#endif