forked from jaildesigner-jailgames/jaildoctors_dilemma
Se me ha ocurrido y lo he hecho antes que nadie: poner prefijo a los .cpp i .h que definen cada uno de los estados del juego
This commit is contained in:
@@ -15,11 +15,11 @@
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Director::Director(int argc, char *argv[])
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{
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section = new section_t();
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section->name = SECTION_PROG_LOGO;
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section->name = SECTION_LOGO;
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section->subsection = SUBSECTION_LOGO_TO_INTRO;
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#ifdef DEBUG
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section->name = SECTION_PROG_TITLE;
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section->name = SECTION_TITLE;
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#endif
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// Crea e inicializa las opciones del programa
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@@ -477,7 +477,7 @@ void Director::loadResources(section_t *section)
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std::cout << "** LOAD RESOURCES" << std::endl;
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}
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if (section->name == SECTION_PROG_LOGO)
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if (section->name == SECTION_LOGO)
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{
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std::vector<std::string> textureList;
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textureList.push_back("jailgames.png");
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@@ -486,7 +486,7 @@ void Director::loadResources(section_t *section)
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resource->loadTextures(textureList);
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}
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else if (section->name == SECTION_PROG_INTRO)
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else if (section->name == SECTION_LOADING_SCREEN)
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{
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std::vector<std::string> textureList;
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textureList.push_back("loading_screen_bn.png");
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@@ -497,7 +497,7 @@ void Director::loadResources(section_t *section)
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resource->loadTextures(textureList);
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}
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else if (section->name == SECTION_PROG_TITLE)
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else if (section->name == SECTION_TITLE)
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{
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std::vector<std::string> textureList;
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textureList.push_back("loading_screen_color.png");
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@@ -516,7 +516,7 @@ void Director::loadResources(section_t *section)
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resource->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_PROG_CREDITS)
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else if (section->name == SECTION_CREDITS)
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{
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// Texturas
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std::vector<std::string> textureList;
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@@ -538,7 +538,7 @@ void Director::loadResources(section_t *section)
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resource->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_PROG_ENDING)
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else if (section->name == SECTION_ENDING)
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{
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// Texturas
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std::vector<std::string> textureList;
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@@ -563,7 +563,7 @@ void Director::loadResources(section_t *section)
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resource->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_PROG_ENDING2)
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else if (section->name == SECTION_ENDING2)
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{
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// Texturas
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std::vector<std::string> textureList;
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@@ -701,7 +701,7 @@ void Director::loadResources(section_t *section)
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resource->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_PROG_GAME_OVER)
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else if (section->name == SECTION_GAME_OVER)
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{
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// Texturas
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std::vector<std::string> textureList;
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@@ -725,7 +725,7 @@ void Director::loadResources(section_t *section)
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resource->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_PROG_GAME || section->name == SECTION_PROG_DEMO)
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else if (section->name == SECTION_GAME || section->name == SECTION_DEMO)
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{
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// Texturas
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std::vector<std::string> textureList;
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@@ -1737,17 +1737,17 @@ void Director::runLogo()
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resource->free();
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}
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// Ejecuta la seccion de juego de la introducción
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void Director::runIntro()
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// Ejecuta la seccion de juego de la pantalla de carga
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void Director::runLoadingScreen()
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{
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if (options->console)
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{
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std::cout << "\n* SECTION: INTRO" << std::endl;
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}
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loadResources(section);
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intro = new Intro(renderer, screen, resource, asset, input, options, section);
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intro->run();
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delete intro;
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loadingScreen = new LoadingScreen(renderer, screen, resource, asset, input, options, section);
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loadingScreen->run();
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delete loadingScreen;
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resource->free();
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}
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@@ -1857,43 +1857,43 @@ void Director::runGame()
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void Director::run()
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{
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// Bucle principal
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while (section->name != SECTION_PROG_QUIT)
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while (section->name != SECTION_QUIT)
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{
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switch (section->name)
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{
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case SECTION_PROG_LOGO:
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case SECTION_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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case SECTION_LOADING_SCREEN:
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runLoadingScreen();
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break;
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case SECTION_PROG_TITLE:
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case SECTION_TITLE:
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runTitle();
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break;
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case SECTION_PROG_CREDITS:
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case SECTION_CREDITS:
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runCredits();
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break;
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case SECTION_PROG_DEMO:
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case SECTION_DEMO:
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runDemo();
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break;
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case SECTION_PROG_GAME:
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case SECTION_GAME:
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runGame();
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break;
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case SECTION_PROG_GAME_OVER:
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case SECTION_GAME_OVER:
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runGameOver();
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break;
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case SECTION_PROG_ENDING:
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case SECTION_ENDING:
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runEnding();
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break;
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case SECTION_PROG_ENDING2:
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case SECTION_ENDING2:
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runEnding2();
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break;
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}
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