Añadida mas información al marcador

This commit is contained in:
2022-09-11 19:59:09 +02:00
parent 3eab857267
commit ccb58c169c
8 changed files with 156 additions and 53 deletions

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@@ -4,12 +4,10 @@
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
{
// Inicia algunas variables
clock = SDL_GetTicks();
board.iniClock = SDL_GetTicks();
currentRoom = "01.room";
spawnPoint = {16, 96, 0, 0, 0, s_standing, SDL_FLIP_NONE};
currentRoom = "06.room";
spawnPoint = {240, 96, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
// Copia los punteros
this->renderer = renderer;
@@ -17,12 +15,16 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
this->screen = screen;
this->input = input;
this->debug = debug;
this->debug->setEnabled(true);
//this->debug->setEnabled(true);
//currentRoom = "06.room";
//spawnPoint = {240, 96, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
// Crea los objetos
scoreboard = new ScoreBoard(renderer, asset, &playerLives, &itemsPicked, &clock);
scoreboard = new ScoreBoard(renderer, asset, &board);
itemTracker = new ItemTracker();
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &itemsPicked, debug);
roomTracker = new RoomTracker();
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug);
player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, input, room, debug);
eventHandler = new SDL_Event();
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
@@ -33,11 +35,13 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, D
// Inicializa el resto de variables
ticks = 0;
ticksSpeed = 15;
playerLives = 9;
itemsPicked = 0;
board.lives = 9;
board.items = 0;
board.rooms = 1;
roomTracker->addRoom(currentRoom);
player->setInvincible(debug->getEnabled());
musicEnabled = !debug->getEnabled();
board.music = !debug->getEnabled();
section.name = SECTION_PROG_GAME;
section.subsection = SUBSECTION_GAME_PLAY;
@@ -53,6 +57,7 @@ Game::~Game()
// Libera la memoria de los objetos
delete scoreboard;
delete itemTracker;
delete roomTracker;
delete room;
delete player;
delete eventHandler;
@@ -88,12 +93,13 @@ void Game::checkEventHandler()
case SDL_SCANCODE_D:
debug->switchEnabled();
player->setInvincible(debug->getEnabled());
musicEnabled = !debug->getEnabled();
musicEnabled ? JA_PlayMusic(music) : JA_StopMusic();
board.music = !debug->getEnabled();
board.music ? JA_ResumeMusic() : JA_PauseMusic();
break;
case SDL_SCANCODE_M:
(JA_GetMusicState() == JA_MUSIC_PLAYING) ? JA_PauseMusic() : JA_ResumeMusic();
board.music = !board.music;
board.music ? JA_ResumeMusic() : JA_PauseMusic();
break;
case SDL_SCANCODE_F:
@@ -131,9 +137,10 @@ void Game::checkEventHandler()
// Bucle para el juego
section_t Game::run()
{
if (musicEnabled)
JA_PlayMusic(music);
if (!board.music)
{
JA_PlayMusic(music);
JA_PauseMusic();
}
while (section.name == SECTION_PROG_GAME)
@@ -191,7 +198,7 @@ void Game::render()
// Debug info
renderDebugInfo();
//test->render();
// test->render();
// Actualiza la pantalla
screen->blit();
@@ -261,7 +268,13 @@ bool Game::changeRoom(std::string file)
room = nullptr;
// Crea un objeto habitación nuevo a partir del fichero
room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &itemsPicked, debug);
room = new Room(asset->get(file), renderer, screen, asset, itemTracker, &board.items, debug);
// Actualiza el marcador
if (roomTracker->addRoom(file))
{
board.rooms++;
}
// Pasa la nueva habitación al jugador
player->setRoom(room);
@@ -312,7 +325,7 @@ void Game::killPlayer()
return;
}
playerLives--;
board.lives--;
// Destruye la habitacion y el jugador
delete room;
@@ -322,7 +335,7 @@ void Game::killPlayer()
JA_PlaySound(deathSound);
// Crea la nueva habitación y el nuevo jugador
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &itemsPicked, debug);
room = new Room(asset->get(currentRoom), renderer, screen, asset, itemTracker, &board.items, debug);
player = new Player(spawnPoint, asset->get("player.png"), asset->get("player.ani"), renderer, asset, input, room, debug);
}

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@@ -10,6 +10,7 @@
#include "asset.h"
#include "room.h"
#include "item_tracker.h"
#include "room_tracker.h"
#include "player.h"
#include "jail_audio.h"
#include "scoreboard.h"
@@ -29,22 +30,21 @@ private:
Room *room; // Objeto encargado de gestionar cada habitación del juego
Player *player; // Objeto con el jugador
ItemTracker *itemTracker; // Lleva el control de los objetos recogidos
RoomTracker *roomTracker; // Lleva el control de las habitaciones visitadas
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
Input *input; // Objeto pata gestionar la entrada
Text *text; // Objeto para los textos del juego
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
JA_Music music; // Musica que suena durante el juego
Debug *debug; // Objeto para gestionar la información de debug
bool musicEnabled; // Indica si ha de sonar la musica durante el juego
int ticks; // Contador de ticks para ajustar la velocidad del programa
int 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
player_t spawnPoint; // Lugar de la habitación donde aparece el jugador
int playerLives; // Lleva la cuenta de ls vidas restantes del jugador
int itemsPicked; // Lleva la cuenta de los objetos recogidos
Uint32 clock; // Cuenta el tiempo que dura la partida
JA_Sound deathSound; // Sonido a reproducir cuando muere el jugador
JA_Sound deathSound; // Sonido a reproducir cuando muere el jugador
board_t board; // Estructura con los datos del marcador
Test *test;
// Actualiza el juego, las variables, comprueba la entrada, etc.

40
source/room_tracker.cpp Normal file
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@@ -0,0 +1,40 @@
#include "room_tracker.h"
// Constructor
RoomTracker::RoomTracker()
{
}
// Destructor
RoomTracker::~RoomTracker()
{
list.clear();
}
// Comprueba si la habitación ya ha sido visitada
bool RoomTracker::hasBeenVisited(std::string name)
{
for (auto l : list)
{
if (l == name)
{
return true;
}
}
return false;
}
// Añade la habitación a la lista
bool RoomTracker::addRoom(std::string name)
{
// Comprueba si la habitación ya ha sido visitada
if (!hasBeenVisited(name))
{
// En caso contrario añádela a la lista
list.push_back(name);
return true;
}
return false;
}

30
source/room_tracker.h Normal file
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@@ -0,0 +1,30 @@
#pragma once
#include <SDL2/SDL.h>
#include "utils.h"
#include <string>
#include <vector>
#ifndef ROOM_TRACKER_H
#define ROOM_TRACKER_H
// Clase RoomTracker
class RoomTracker
{
private:
std::vector<std::string> list; // Lista con las habitaciones visitadas
// Comprueba si la habitación ya ha sido visitada
bool hasBeenVisited(std::string name);
public:
// Constructor
RoomTracker();
// Destructor
~RoomTracker();
// Añade la habitación a la lista
bool addRoom(std::string name);
};
#endif

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@@ -3,18 +3,17 @@
#include <sstream>
// Constructor
ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *items, Uint32 *clock)
ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board)
{
// Obten punteros a objetos
this->asset = asset;
this->renderer = renderer;
this->lives = lives;
this->items = items;
this->clock = clock;
this->board = board;
// Reserva memoria para los objetos
texture = new LTexture(renderer, asset->get("player.png"));
sprite = new AnimatedSprite(texture, renderer, asset->get("player.ani"));
playerTexture = new LTexture(renderer, asset->get("player.png"));
itemTexture = new LTexture(renderer, asset->get("items.png"));
sprite = new AnimatedSprite(playerTexture, renderer, asset->get("player.ani"));
sprite->setCurrentAnimation("walk_menu");
text = new Text(asset->get("smb2.png"), asset->get("smb2.txt"), renderer);
@@ -26,8 +25,8 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *it
color_t c = stringToColor("blue");
color.push_back(c);
c = stringToColor("red");
color.push_back(c);
//c = stringToColor("red");
//color.push_back(c);
c = stringToColor("magenta");
color.push_back(c);
@@ -47,8 +46,8 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *it
c = stringToColor("bright_blue");
color.push_back(c);
c = stringToColor("bright_red");
color.push_back(c);
//c = stringToColor("bright_red");
//color.push_back(c);
c = stringToColor("bright_magenta");
color.push_back(c);
@@ -69,7 +68,8 @@ ScoreBoard::ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *it
// Destructor
ScoreBoard::~ScoreBoard()
{
delete texture;
delete playerTexture;
delete itemTexture;
delete sprite;
delete text;
}
@@ -89,7 +89,7 @@ void ScoreBoard::render()
const int frame = desp % 4;
sprite->setCurrentFrame(frame);
for (int i = 0; i < *lives; i++)
for (int i = 0; i < board->lives; i++)
{
sprite->setPosX(8 + (16 * i) + desp);
index = i % color.size();
@@ -97,18 +97,25 @@ void ScoreBoard::render()
sprite->render();
}
// Escribe los textos
const clock_t clock = getTime();
std::string itemsTxt = std::to_string(*items / 100) + std::to_string((*items % 100) / 10) + std::to_string(*items % 10);
std::string separator = " ";
if (clock.separator)
// Muestra si suena la música
if (board->music)
{
separator = ":";
const color_t c = stringToColor("bright_blue");
SDL_Rect clip = {0, 8, 8, 8};
itemTexture->setColor(c.r, c.g, c.b);
itemTexture->render(renderer, 20 * BLOCK, 20 * BLOCK, &clip);
}
std::string timeTxt = std::to_string((clock.minutes % 60) / 10) + std::to_string(clock.minutes % 10) + separator + std::to_string((clock.seconds % 60) / 10) + std::to_string(clock.seconds % 10);
std::string text = "Items collected " + itemsTxt + " Time " + timeTxt;
const color_t color = stringToColor("white");
this->text->writeColored(BLOCK, 22 * BLOCK, text, color);
// Escribe los textos
const std::string timeTxt = std::to_string((clock.minutes % 60) / 10) + std::to_string(clock.minutes % 10) + clock.separator + std::to_string((clock.seconds % 60) / 10) + std::to_string(clock.seconds % 10);
const std::string itemsTxt = std::to_string(board->items / 100) + std::to_string((board->items % 100) / 10) + std::to_string(board->items % 10);
const std::string roomsTxt = std::to_string(board->rooms / 100) + std::to_string((board->rooms % 100) / 10) + std::to_string(board->rooms % 10);
this->text->writeColored(22 * BLOCK, 20 * BLOCK, "Rooms", stringToColor("yellow"));
this->text->writeColored(28 * BLOCK, 20 * BLOCK, roomsTxt, stringToColor("bright_blue"));
this->text->writeColored(BLOCK, 22 * BLOCK, "Items collected ", stringToColor("yellow"));
this->text->writeColored(17 * BLOCK, 22 * BLOCK, itemsTxt, stringToColor("bright_blue"));
this->text->writeColored(20 * BLOCK, 22 * BLOCK, " Time ", stringToColor("yellow"));
this->text->writeColored(26 * BLOCK, 22 * BLOCK, timeTxt, stringToColor("bright_blue"));
}
// Actualiza las variables del objeto
@@ -116,23 +123,27 @@ void ScoreBoard::update()
{
counter++;
sprite->update();
clock = getTime();
}
// Obtiene el tiempo transcurrido de partida
ScoreBoard::clock_t ScoreBoard::getTime()
{
const Uint32 timeElapsed = SDL_GetTicks() - *clock;
const Uint32 timeElapsed = SDL_GetTicks() - board->iniClock;
clock_t time;
time.hours = timeElapsed / 3600000;
time.minutes = timeElapsed / 60000;
time.seconds = timeElapsed / 1000;
time.separator = (timeElapsed % 1000 <= 500);
time.separator = (timeElapsed % 1000 <= 500) ? ":" : " ";
return time;
}
// Recarga la textura
void ScoreBoard::reLoadTexture()
{
texture->reLoad();
playerTexture->reLoad();
itemTexture->reLoad();
text->reLoadTexture();
}

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@@ -11,6 +11,15 @@
#ifndef SCOREBOARD_H
#define SCOREBOARD_H
struct board_t
{
int items; // Lleva la cuenta de los objetos recogidos
int lives; // Lleva la cuenta de ls vidas restantes del jugador
int rooms; // Lleva la cuenta de las habitaciones visitadas
bool music; // Indica si ha de sonar la musica durante el juego
Uint32 iniClock;
};
// Clase ScoreBoard
class ScoreBoard
{
@@ -20,10 +29,10 @@ private:
int hours;
int minutes;
int seconds;
bool separator;
std::string separator;
};
LTexture *texture; // Textura con los graficos para las vidas
LTexture *playerTexture; // Textura con los graficos para las vidas
AnimatedSprite *sprite; // Sprite para mostrar las vidas en el marcador
SDL_Renderer *renderer; // El renderizador de la ventana
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
@@ -31,16 +40,16 @@ private:
std::vector<color_t> color; // Vector con los colores del objeto
int counter; // Contador interno
int colorChangeSpeed; // Cuanto mas alto, mas tarda en cambiar de color
int *lives; // Número ara mostrar en el marcador de vidas
int *items; // Número para mostrar en el marcador de items
Uint32 *clock; // Contiene el tiempo de inicio de la partida
clock_t clock; // Contiene las horas, minutos y segundos transcurridos desde el inicio de la partida
LTexture *itemTexture; // Textura con los graficos para las vidas
board_t *board; // Contiene las variables a mostrar en el marcador
// Obtiene el tiempo transcurrido de partida
clock_t getTime();
public:
// Constructor
ScoreBoard(SDL_Renderer *renderer, Asset *asset, int *lives, int *items, Uint32 *clock);
ScoreBoard(SDL_Renderer *renderer, Asset *asset, board_t *board);
// Destructor
~ScoreBoard();