forked from jaildesigner-jailgames/jaildoctors_dilemma
Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/jaildoctors_dilemma
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
@@ -8,4 +8,5 @@ thumbs.db
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*.dmg
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*.tar.gz
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*.zip
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*.app
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*.app
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*_debug
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14
Makefile
14
Makefile
@@ -14,7 +14,7 @@ windows:
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@echo off
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powershell if (Test-Path data\config) {Remove-Item data\config -Recurse -Force}
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powershell if (-not (Test-Path data\config)) {New-Item data\config -ItemType Directory}
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g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o $(executable).exe
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g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o $(executable).exe
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strip -s -R .comment -R .gnu.version $(executable).exe --strip-unneeded
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windows_release:
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@@ -39,7 +39,7 @@ windows_release:
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powershell if (Test-Path "$(releaseFolder)\data\room\standard.tsx") {Remove-Item "$(releaseFolder)\data\room\standard.tsx" -Recurse -Force}
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# Build
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g++ $(source) -D RELEASE -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
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g++ $(source) -std=c++11 -Wall -Os -lmingw32 -lSDL2main -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe"
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strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded
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# Create ZIP
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@@ -52,7 +52,7 @@ windows_release:
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macos:
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rm -rdf data/config
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mkdir -p data/config
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clang++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o $(executable)_macos
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clang++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -o $(executable)_macos
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macos_release:
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# Remove data
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@@ -80,7 +80,7 @@ macos_release:
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cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents"
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# Build INTEL
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clang++ $(source) -D RELEASE -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
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clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
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# Build INTEL DMG
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rm -f "$(macosIntelRelease)"
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@@ -89,7 +89,7 @@ macos_release:
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rm -f tmp.dmg
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# Build APPLE SILICON
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clang++ $(source) -D RELEASE -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
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clang++ $(source) -D MACOS_BUNDLE -std=c++11 -Wall -Os -framework SDL2 -F ./Frameworks -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
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# Build APPLE SILICON DMG
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rm -f "$(macosAppleSiliconRelease)"
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@@ -104,7 +104,7 @@ macos_release:
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linux:
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rm -rdf data/config
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mkdir -p data/config
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g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(executable)_linux
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g++ $(source) -D DEBUG -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(executable)_linux
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strip -s -R .comment -R .gnu.version $(executable)_linux --strip-unneeded
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linux_release:
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@@ -126,7 +126,7 @@ linux_release:
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rm -f "$(releaseFolder)/data/room/standard.tsx"
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# Build
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g++ $(source) -D RELEASE -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(releaseFolder)/$(executable)
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g++ $(source) -std=c++11 -Wall -Os -lSDL2 -ffunction-sections -fdata-sections -Wl,--gc-sections -o $(releaseFolder)/$(executable)
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strip -s -R .comment -R .gnu.version $(releaseFolder)/$(executable) --strip-unneeded
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# Pack files
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@@ -7,6 +7,7 @@
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16,16,0,0,0,0,0,349,16,349,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,16,
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16,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,
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16,0,0,0,0,16,0,0,16,0,0,0,0,0,0,0,0,0,0,0,423,423,423,423,423,0,0,0,0,0,0,16,
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16,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,423,423,423,423,423,0,0,0,0,0,0,16,
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16,0,0,0,16,16,16,16,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,
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16,0,0,0,0,0,0,16,16,16,16,0,0,0,423,0,0,0,423,547,0,0,0,0,0,0,0,0,0,0,0,16,
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16,0,0,0,0,0,0,0,16,16,0,0,0,0,0,0,0,0,0,0,547,0,0,0,0,424,422,424,422,0,0,16,
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@@ -9,7 +9,7 @@ Director::Director(int argc, char *argv[])
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section.name = SECTION_PROG_LOGO;
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section.subsection = SUBSECTION_LOGO_TO_INTRO;
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#ifndef RELEASE
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#ifdef DEBUG
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section.name = SECTION_PROG_GAME;
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#endif
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@@ -20,8 +20,8 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *as
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this->debug = debug;
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this->options = options;
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#ifndef RELEASE
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currentRoom = "33.room";
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#ifdef DEBUG
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currentRoom = "14.room";
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const int x1 = 1;
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const int y1 = 13;
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spawnPoint = {x1 * 8, y1 * 8, 0, 0, 0, s_standing, SDL_FLIP_HORIZONTAL};
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@@ -96,7 +96,7 @@ void Game::checkEventHandler()
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case SDL_SCANCODE_ESCAPE:
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section.name = SECTION_PROG_TITLE;
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break;
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#ifndef RELEASE
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#ifdef DEBUG
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case SDL_SCANCODE_G:
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debug->switchEnabled();
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options->cheat.invincible = debug->getEnabled();
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@@ -196,10 +196,18 @@ void Player::checkInput()
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if (input->checkInput(INPUT_UP, REPEAT_TRUE))
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{
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setState(s_jumping);
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vy = -maxVY;
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jumpIni = y;
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jumpCounter = 0;
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// Solo puede saltar si ademas de estar (state == s_standing)
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// Esta sobre el suelo, rampa o suelo que se mueve
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// Esto es para evitar el salto desde el vacio al cambiar de pantalla verticalmente
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// Ya que se coloca el estado s_standing al cambiar de pantalla
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if (isOnFloor() || isOnAutoSurface())
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{
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setState(s_jumping);
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vy = -maxVY;
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jumpIni = y;
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jumpCounter = 0;
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}
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}
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}
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@@ -265,10 +273,19 @@ void Player::checkState()
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vy = 0.0f;
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jumpCounter = 0;
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fallCounter = 0;
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if (!isOnFloor() && !isOnAutoSurface())
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{
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setState(s_falling);
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vx = 0.0f;
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vy = maxVY;
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fallCounter++;
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playFallSound();
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}
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}
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else if (state == s_jumping)
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{
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fallCounter = 0;
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jumpCounter++;
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playJumpSound();
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}
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@@ -281,7 +298,6 @@ void Player::switchBorders()
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{
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y = PLAY_AREA_BOTTOM - h - 0 - BLOCK;
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setState(s_standing);
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// jumpIni += 128;
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}
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else if (border == BORDER_BOTTOM)
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{
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