forked from jaildesigner-jailgames/jaildoctors_dilemma
canvi de pc
This commit is contained in:
@@ -53,6 +53,7 @@ Director::Director(int argc, const char *argv[])
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#ifdef DEBUG
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section->name = SECTION_TITLE;
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#endif
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Asset::init(argv[0]); // Crea el objeto que controla los ficheros de recursos
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// Crea e inicializa las opciones del programa
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@@ -88,13 +89,13 @@ Director::Director(int argc, const char *argv[])
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initJailAudio();
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// Crea los objetos
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resource = new Resource(renderer, Asset::get(), options);
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input = new Input(Asset::get()->get("gamecontrollerdb.txt"));
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Screen::init(window_, renderer_);
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Screen::get()->setBorderColor(borderColor);
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resource_ = new Resource(options);
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Input::init(Asset::get()->get("gamecontrollerdb.txt"));
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initInput();
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screen = new Screen(window, renderer, Asset::get(), options);
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screen->setBorderColor(borderColor);
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debug = new Debug(renderer, screen, Asset::get());
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music = JA_LoadMusic(Asset::get()->get("title.ogg").c_str());
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debug_ = new Debug();
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title_music_ = JA_LoadMusic(Asset::get()->get("title.ogg").c_str());
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}
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Director::~Director()
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@@ -105,14 +106,12 @@ Director::~Director()
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// Libera la memoria
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delete section;
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delete options;
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delete input;
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delete screen;
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delete debug;
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delete resource;
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JA_DeleteMusic(music);
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delete debug_;
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delete resource_;
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JA_DeleteMusic(title_music_);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_DestroyRenderer(renderer_);
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SDL_DestroyWindow(window_);
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SDL_Quit();
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std::cout << "\nBye!" << std::endl;
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@@ -172,7 +171,7 @@ void Director::initOptions()
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void Director::checkProgramArguments(int argc, const char *argv[])
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{
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// Establece la ruta del programa
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executablePath = argv[0];
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executable_path_ = argv[0];
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// Comprueba el resto de parametros
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for (int i = 1; i < argc; ++i)
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@@ -413,7 +412,7 @@ bool Director::saveConfig()
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void Director::createSystemFolder(const std::string &folder)
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{
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#ifdef _WIN32
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systemFolder = std::string(getenv("APPDATA")) + "/" + folder;
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system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
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#elif __APPLE__
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struct passwd *pw = getpwuid(getuid());
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const char *homedir = pw->pw_dir;
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@@ -436,11 +435,11 @@ void Director::createSystemFolder(const std::string &folder)
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#endif
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struct stat st = {0};
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if (stat(systemFolder.c_str(), &st) == -1)
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if (stat(system_folder_.c_str(), &st) == -1)
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{
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errno = 0;
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#ifdef _WIN32
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int ret = mkdir(systemFolder.c_str());
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int ret = mkdir(system_folder_.c_str());
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#else
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int ret = mkdir(systemFolder.c_str(), S_IRWXU);
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#endif
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@@ -483,7 +482,7 @@ void Director::loadResources(section_t *section)
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textureList.push_back("jailgames.png");
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textureList.push_back("since_1998.png");
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resource->loadTextures(textureList);
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resource_->loadTextures(textureList);
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}
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else if (section->name == SECTION_LOADING_SCREEN)
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@@ -494,7 +493,7 @@ void Director::loadResources(section_t *section)
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textureList.push_back("loading_screen_bn_zxarne.png");
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textureList.push_back("loading_screen_color_zxarne.png");
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resource->loadTextures(textureList);
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resource_->loadTextures(textureList);
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}
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else if (section->name == SECTION_TITLE)
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@@ -507,14 +506,14 @@ void Director::loadResources(section_t *section)
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textureList.push_back("notify.png");
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textureList.push_back("title_logo.png");
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resource->loadTextures(textureList);
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resource_->loadTextures(textureList);
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// Offsets
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std::vector<std::string> offsetsList;
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offsetsList.push_back("smb2.txt");
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offsetsList.push_back("subatomic.txt");
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resource->loadOffsets(offsetsList);
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resource_->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_CREDITS)
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@@ -524,19 +523,19 @@ void Director::loadResources(section_t *section)
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textureList.push_back("shine.png");
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textureList.push_back("smb2.png");
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resource->loadTextures(textureList);
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resource_->loadTextures(textureList);
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// Animaciones
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std::vector<std::string> animationList;
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animationList.push_back("shine.ani");
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resource->loadAnimations(animationList);
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resource_->loadAnimations(animationList);
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// Offsets
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std::vector<std::string> offsetsList;
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offsetsList.push_back("smb2.txt");
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resource->loadOffsets(offsetsList);
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resource_->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_ENDING)
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@@ -555,13 +554,13 @@ void Director::loadResources(section_t *section)
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textureList.push_back("ending5_zxarne.png");
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textureList.push_back("smb2.png");
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resource->loadTextures(textureList);
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resource_->loadTextures(textureList);
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// Offsets
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std::vector<std::string> offsetsList;
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offsetsList.push_back("smb2.txt");
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resource->loadOffsets(offsetsList);
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resource_->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_ENDING2)
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@@ -630,7 +629,7 @@ void Director::loadResources(section_t *section)
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// Player
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textureList.push_back("player.png");
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resource->loadTextures(textureList);
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resource_->loadTextures(textureList);
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// Animaciones
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std::vector<std::string> animationList;
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@@ -693,13 +692,13 @@ void Director::loadResources(section_t *section)
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// Player
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animationList.push_back("player.ani");
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resource->loadAnimations(animationList);
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resource_->loadAnimations(animationList);
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// Offsets
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std::vector<std::string> offsetsList;
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offsetsList.push_back("smb2.txt");
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resource->loadOffsets(offsetsList);
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resource_->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_GAME_OVER)
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@@ -710,20 +709,20 @@ void Director::loadResources(section_t *section)
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textureList.push_back("player_game_over.png");
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textureList.push_back("tv.png");
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resource->loadTextures(textureList);
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resource_->loadTextures(textureList);
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// Animaciones
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std::vector<std::string> animationList;
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animationList.push_back("player_game_over.ani");
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animationList.push_back("tv.ani");
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resource->loadAnimations(animationList);
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resource_->loadAnimations(animationList);
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// Offsets
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std::vector<std::string> offsetsList;
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offsetsList.push_back("smb2.txt");
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resource->loadOffsets(offsetsList);
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resource_->loadOffsets(offsetsList);
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}
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else if (section->name == SECTION_GAME || section->name == SECTION_DEMO)
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@@ -811,7 +810,7 @@ void Director::loadResources(section_t *section)
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textureList.push_back("smb2.png");
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textureList.push_back("debug.png");
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resource->loadTextures(textureList);
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resource_->loadTextures(textureList);
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// Animaciones
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std::vector<std::string> animationList;
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@@ -885,14 +884,14 @@ void Director::loadResources(section_t *section)
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animationList.push_back("wave.ani");
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animationList.push_back("z80.ani");
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resource->loadAnimations(animationList);
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resource_->loadAnimations(animationList);
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// Offsets
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std::vector<std::string> offsetsList;
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offsetsList.push_back("smb2.txt");
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offsetsList.push_back("debug.txt");
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resource->loadOffsets(offsetsList);
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resource_->loadOffsets(offsetsList);
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// TileMaps
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std::vector<std::string> tileMapList;
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@@ -957,7 +956,7 @@ void Director::loadResources(section_t *section)
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tileMapList.push_back("59.tmx");
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tileMapList.push_back("60.tmx");
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resource->loadTileMaps(tileMapList);
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resource_->loadTileMaps(tileMapList);
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// Habitaciones
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std::vector<std::string> roomList;
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@@ -1022,7 +1021,7 @@ void Director::loadResources(section_t *section)
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roomList.push_back("59.room");
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roomList.push_back("60.room");
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resource->loadRooms(roomList);
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resource_->loadRooms(roomList);
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}
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if (options->console)
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@@ -1194,68 +1193,68 @@ bool Director::setOptions(options_t *options, std::string var, std::string value
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void Director::initInput()
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{
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// Establece si ha de mostrar mensajes
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input->setVerbose(options->console);
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Input::get()->setVerbose(options->console);
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// Busca si hay un mando conectado
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input->discoverGameController();
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Input::get()->discoverGameController();
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// Teclado - Movimiento
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if (options->keys == ctrl_cursor)
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{
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input->bindKey(input_jump, SDL_SCANCODE_UP);
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input->bindKey(input_left, SDL_SCANCODE_LEFT);
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input->bindKey(input_right, SDL_SCANCODE_RIGHT);
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input->bindKey(input_up, SDL_SCANCODE_UP);
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input->bindKey(input_down, SDL_SCANCODE_DOWN);
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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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}
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else if (options->keys == ctrl_opqa)
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{
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input->bindKey(input_jump, SDL_SCANCODE_Q);
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input->bindKey(input_left, SDL_SCANCODE_O);
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input->bindKey(input_right, SDL_SCANCODE_P);
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input->bindKey(input_up, SDL_SCANCODE_Q);
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input->bindKey(input_down, SDL_SCANCODE_A);
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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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}
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else if (options->keys == ctrl_wasd)
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{
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input->bindKey(input_jump, SDL_SCANCODE_W);
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input->bindKey(input_left, SDL_SCANCODE_A);
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input->bindKey(input_right, SDL_SCANCODE_D);
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input->bindKey(input_up, SDL_SCANCODE_W);
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input->bindKey(input_down, SDL_SCANCODE_S);
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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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}
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// Teclado - Otros
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input->bindKey(input_accept, SDL_SCANCODE_RETURN);
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input->bindKey(input_cancel, SDL_SCANCODE_ESCAPE);
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input->bindKey(input_pause, SDL_SCANCODE_H);
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input->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
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input->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
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input->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
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input->bindKey(input_toggle_videomode, SDL_SCANCODE_F3);
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input->bindKey(input_toggle_shaders, SDL_SCANCODE_F4);
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input->bindKey(input_toggle_palette, SDL_SCANCODE_F5);
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input->bindKey(input_toggle_music, SDL_SCANCODE_M);
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input->bindKey(input_toggle_border, SDL_SCANCODE_B);
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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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// Mando - Movimiento
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input->bindGameControllerButton(input_jump, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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input->bindGameControllerButton(input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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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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// Mando - Otros
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input->bindGameControllerButton(input_accept, SDL_CONTROLLER_BUTTON_B);
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input->bindGameControllerButton(input_cancel, SDL_CONTROLLER_BUTTON_A);
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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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#ifdef GAME_CONSOLE
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input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_BACK);
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input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_START);
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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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#else
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input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_START);
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input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_BACK);
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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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#endif
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input->bindGameControllerButton(input_toggle_palette, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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input->bindGameControllerButton(input_toggle_music, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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input->bindGameControllerButton(input_toggle_border, SDL_CONTROLLER_BUTTON_X);
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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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}
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// Inicializa JailAudio
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@@ -1308,8 +1307,8 @@ bool Director::initSDL()
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incH = options->borderHeight * 2;
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}
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window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_HIDDEN);
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if (window == nullptr)
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window_ = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, SDL_WINDOW_HIDDEN);
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if (window_ == nullptr)
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{
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if (options->console)
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{
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@@ -1325,9 +1324,9 @@ bool Director::initSDL()
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{
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flags = flags | SDL_RENDERER_PRESENTVSYNC;
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}
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renderer = SDL_CreateRenderer(window, -1, flags);
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renderer_ = SDL_CreateRenderer(window_, -1, flags);
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if (renderer == nullptr)
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if (renderer_ == nullptr)
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{
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if (options->console)
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{
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@@ -1338,13 +1337,13 @@ bool Director::initSDL()
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else
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{
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// Inicializa el color de renderizado
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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// Establece el tamaño del buffer de renderizado
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SDL_RenderSetLogicalSize(renderer, options->gameWidth, options->gameHeight);
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SDL_RenderSetLogicalSize(renderer_, options->gameWidth, options->gameHeight);
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// Establece el modo de mezcla
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
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}
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}
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}
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@@ -1383,10 +1382,10 @@ bool Director::setFileList()
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Asset::get()->add(prefix + "/data/input/gamecontrollerdb.txt", t_data);
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// Ficheros de sistema
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Asset::get()->add(systemFolder + "/config.txt", t_data, false, true);
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Asset::get()->add(systemFolder + "/stats_buffer.csv", t_data, false, true);
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Asset::get()->add(systemFolder + "/stats.csv", t_data, false, true);
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Asset::get()->add(systemFolder + "/cheevos.bin", t_data, false, true);
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Asset::get()->add(system_folder_ + "/config.txt", t_data, false, true);
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Asset::get()->add(system_folder_ + "/stats_buffer.csv", t_data, false, true);
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Asset::get()->add(system_folder_ + "/stats.csv", t_data, false, true);
|
||||
Asset::get()->add(system_folder_ + "/cheevos.bin", t_data, false, true);
|
||||
|
||||
// Notificaciones
|
||||
Asset::get()->add(prefix + "/data/notifications/notify.png", t_bitmap);
|
||||
@@ -1724,9 +1723,9 @@ void Director::runLogo()
|
||||
std::cout << "\n* SECTION: LOGO" << std::endl;
|
||||
}
|
||||
loadResources(section);
|
||||
auto logo = std::make_unique<Logo>(renderer, screen, resource, Asset::get(), input, options, section);
|
||||
auto logo = std::make_unique<Logo>(resource_, options, section);
|
||||
logo->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego de la pantalla de carga
|
||||
@@ -1737,9 +1736,9 @@ void Director::runLoadingScreen()
|
||||
std::cout << "\n* SECTION: INTRO" << std::endl;
|
||||
}
|
||||
loadResources(section);
|
||||
auto loadingScreen = std::make_unique<LoadingScreen>(renderer, screen, resource, Asset::get(), input, options, section);
|
||||
auto loadingScreen = std::make_unique<LoadingScreen>(resource_, options, section);
|
||||
loadingScreen->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego con el titulo y los menus
|
||||
@@ -1751,12 +1750,12 @@ void Director::runTitle()
|
||||
}
|
||||
if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED))
|
||||
{
|
||||
JA_PlayMusic(music);
|
||||
JA_PlayMusic(title_music_);
|
||||
}
|
||||
loadResources(section);
|
||||
auto title = std::make_unique<Title>(renderer, screen, resource, input, options, section);
|
||||
auto title = std::make_unique<Title>(resource_, options, section);
|
||||
title->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de los creditos del juego
|
||||
@@ -1767,9 +1766,9 @@ void Director::runCredits()
|
||||
std::cout << "\n* SECTION: CREDITS" << std::endl;
|
||||
}
|
||||
loadResources(section);
|
||||
auto credits = std::make_unique<Credits>(renderer, screen, resource, Asset::get(), input, options, section);
|
||||
auto credits = std::make_unique<Credits>(resource_, options, section);
|
||||
credits->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de la demo, donde se ven pantallas del juego
|
||||
@@ -1780,9 +1779,9 @@ void Director::runDemo()
|
||||
std::cout << "\n* SECTION: DEMO" << std::endl;
|
||||
}
|
||||
loadResources(section);
|
||||
auto demo = std::make_unique<Demo>(renderer, screen, resource, Asset::get(), input, options, section, debug);
|
||||
auto demo = std::make_unique<Demo>(resource_, options, section, debug_);
|
||||
demo->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion del final del juego
|
||||
@@ -1793,9 +1792,9 @@ void Director::runEnding()
|
||||
std::cout << "\n* SECTION: ENDING" << std::endl;
|
||||
}
|
||||
loadResources(section);
|
||||
auto ending = std::make_unique<Ending>(renderer, screen, resource, Asset::get(), input, options, section);
|
||||
auto ending = std::make_unique<Ending>(resource_, options, section);
|
||||
ending->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion del final del juego
|
||||
@@ -1806,9 +1805,9 @@ void Director::runEnding2()
|
||||
std::cout << "\n* SECTION: ENDING2" << std::endl;
|
||||
}
|
||||
loadResources(section);
|
||||
auto ending2 = std::make_unique<Ending2>(renderer, screen, resource, Asset::get(), input, options, section);
|
||||
auto ending2 = std::make_unique<Ending2>(resource_, options, section);
|
||||
ending2->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion del final de la partida
|
||||
@@ -1819,9 +1818,9 @@ void Director::runGameOver()
|
||||
std::cout << "\n* SECTION: GAME OVER" << std::endl;
|
||||
}
|
||||
loadResources(section);
|
||||
auto gameOver = std::make_unique<GameOver>(renderer, screen, resource, Asset::get(), input, options, section);
|
||||
auto gameOver = std::make_unique<GameOver>(resource_, options, section);
|
||||
gameOver->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego donde se juega
|
||||
@@ -1833,9 +1832,9 @@ void Director::runGame()
|
||||
}
|
||||
JA_StopMusic();
|
||||
loadResources(section);
|
||||
auto game = std::make_unique<Game>(renderer, screen, resource, Asset::get(), options, input, section, debug);
|
||||
auto game = std::make_unique<Game>(resource_, options, section, debug_);
|
||||
game->run();
|
||||
resource->free();
|
||||
resource_->free();
|
||||
}
|
||||
|
||||
int Director::run()
|
||||
|
||||
Reference in New Issue
Block a user