Sanejar codi

This commit is contained in:
2025-02-21 15:55:44 +01:00
parent c86a6496b3
commit debcc3409e
23 changed files with 375 additions and 281 deletions

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@@ -1,4 +1,4 @@
#include "gamestate_credits.h"
#include "credits.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888

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@@ -1,4 +1,4 @@
#include "gamestate_demo.h"
#include "demo.h"
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <iostream> // Para basic_ostream, basic_ios, operator<<, cout

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@@ -22,15 +22,15 @@
#include "asset.h" // Para Asset, assetType
#include "const.h" // Para SECTION_LOGO, SECTION_TITLE
#include "debug.h" // Para Debug
#include "gamestate_credits.h" // Para Credits
#include "gamestate_demo.h" // Para Demo
#include "gamestate_ending.h" // Para Ending
#include "gamestate_ending2.h" // Para Ending2
#include "gamestate_game.h" // Para Game
#include "gamestate_game_over.h" // Para GameOver
#include "gamestate_loading_screen.h" // Para LoadingScreen
#include "gamestate_logo.h" // Para Logo
#include "gamestate_title.h" // Para Title
#include "credits.h" // Para Credits
#include "demo.h" // Para Demo
#include "ending.h" // Para Ending
#include "ending2.h" // Para Ending2
#include "game.h" // Para Game
#include "game_over.h" // Para GameOver
#include "loading_screen.h" // Para LoadingScreen
#include "logo.h" // Para Logo
#include "title.h" // Para Title
#include "input.h" // Para Input, inputs_e
#include "jail_audio.h" // Para JA_GetMusicState, JA_DeleteMusic
#include "resource.h" // Para Resource

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@@ -1,25 +1,16 @@
#pragma once
#include <SDL2/SDL_render.h> // Para SDL_Renderer
#include <SDL2/SDL_video.h> // Para SDL_Window
#include <string> // Para string, basic_string
class Asset;
class Credits;
class Debug;
class Demo;
class Ending2;
class Ending;
class Game;
class GameOver;
class Input;
class LoadingScreen;
class Logo;
class Resource;
class Screen;
class Title;
struct JA_Music_t;
struct options_t;
struct section_t;
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_video.h> // for SDL_Window
#include <string> // for string
class Asset; // lines 6-6
class Debug; // lines 8-8
class Input; // lines 14-14
class Resource; // lines 17-17
class Screen; // lines 18-18
struct JA_Music_t; // lines 20-20
struct options_t; // lines 21-21
struct section_t; // lines 22-22
class Director
{

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@@ -1,4 +1,4 @@
#include "gamestate_ending.h"
#include "ending.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888

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@@ -1,17 +1,18 @@
#include "gamestate_ending2.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para max, min, replace
#include "animatedsprite.h" // Para AnimatedSprite
#include "asset.h" // Para Asset
#include "const.h" // Para GAMECANVAS_HEIGHT, GAMECANVAS_CENTER_X
#include "input.h" // Para Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // Para JA_SetVolume, JA_DeleteMusic, JA_Loa...
#include "movingsprite.h" // Para MovingSprite
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "text.h" // Para Text
#include "texture.h" // Para Texture
#include "ending2.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <algorithm> // for max, min, replace
#include "animatedsprite.h" // for AnimatedSprite
#include "asset.h" // for Asset
#include "const.h" // for GAMECANVAS_HEIGHT, GAMECANVAS_CENTER_X
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // for JA_SetVolume, JA_DeleteMusic, JA_Loa...
#include "movingsprite.h" // for MovingSprite
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "text.h" // for Text
#include "texture.h" // for Texture
#include "utils.h" // for color_t, stringToColor, options_t
// Constructor
Ending2::Ending2(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)

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@@ -1,19 +1,21 @@
#pragma once
#include <SDL2/SDL_events.h> // Para SDL_Event
#include <SDL2/SDL_render.h> // Para SDL_Renderer
#include <SDL2/SDL_stdinc.h> // Para Uint32
#include <string> // Para string
#include <vector> // Para vector
#include "utils.h" // Para color_t
class AnimatedSprite;
class Asset;
class Input;
class MovingSprite;
class Resource;
class Screen;
class Text;
struct JA_Music_t;
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <string> // for string
#include <vector> // for vector
class AnimatedSprite; // lines 9-9
class Asset; // lines 10-10
class Input; // lines 11-11
class MovingSprite; // lines 12-12
class Resource; // lines 13-13
class Screen; // lines 14-14
class Text; // lines 15-15
struct JA_Music_t; // lines 16-16
struct color_t;
struct options_t;
struct section_t;
class Ending2
{

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@@ -1,26 +1,25 @@
#include "gamestate_game.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_scancode.h> // Para SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_...
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <iostream> // Para char_traits, basic_ostream, operator<<
#include <vector> // Para vector
#include "asset.h" // Para Asset
#include "cheevos.h" // Para Cheevos
#include "const.h" // Para PLAY_AREA_HEIGHT, GAMECANVAS_WIDTH
#include "debug.h" // Para Debug
#include "input.h" // Para Input, REPEAT_FALSE, inputs_e
#include "item.h" // Para item_t
#include "item_tracker.h" // Para ItemTracker
#include "jail_audio.h" // Para JA_PauseMusic, JA_PlaySound, JA_Resu...
#include "resource.h" // Para res_room_t, Resource
#include "room.h" // Para Room, room_t
#include "room_tracker.h" // Para RoomTracker
#include "screen.h" // Para Screen
#include "stats.h" // Para Stats
#include "text.h" // Para Text, TXT_CENTER, TXT_COLOR
#include "utils.h" // Para options_t, color_t, cheat_t, stringT...
#include "game.h"
#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_...
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <iostream> // for basic_ostream, operator<<, cout, endl
#include <vector> // for vector
#include "asset.h" // for Asset
#include "cheevos.h" // for Cheevos
#include "const.h" // for PLAY_AREA_HEIGHT, GAMECANVAS_WIDTH
#include "debug.h" // for Debug
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "item_tracker.h" // for ItemTracker
#include "jail_audio.h" // for JA_PauseMusic, JA_PlaySound, JA_Resu...
#include "resource.h" // for Resource, res_room_t
#include "room.h" // for Room, room_t
#include "room_tracker.h" // for RoomTracker
#include "screen.h" // for Screen
#include "stats.h" // for Stats
#include "text.h" // for Text, TXT_CENTER, TXT_COLOR
#include "utils.h" // for options_t, cheat_t, stringToColor
// Constructor
Game::Game(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, options_t *options, Input *input, section_t *section, Debug *debug)

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@@ -1,4 +1,4 @@
#include "gamestate_game_over.h"
#include "game_over.h"
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para min, max
#include <string> // Para basic_string, operator+, to_string, char...

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@@ -1,23 +1,29 @@
#include "jail_audio.h"
#include "stb_vorbis.c"
#include <SDL2/SDL.h>
#include <stdio.h>
#include <SDL2/SDL_rwops.h> // for SDL_RWFromMem
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <stdint.h> // for uint8_t, uint32_t
#include <stdio.h> // for NULL, fseek, fclose, fopen, fread, ftell
#include <stdlib.h> // for free, malloc
#include "stb_vorbis.c" // for stb_vorbis_decode_memory
constexpr int JA_MAX_SIMULTANEOUS_CHANNELS = 20;
struct JA_Sound_t {
struct JA_Sound_t
{
Uint32 length{0};
Uint8 *buffer{NULL};
};
struct JA_Channel_t {
struct JA_Channel_t
{
JA_Sound_t *sound;
int pos{0};
int times{0};
JA_Channel_state state{JA_CHANNEL_FREE};
};
struct JA_Music_t {
struct JA_Music_t
{
int samples{0};
Uint32 length{0};
int pos{0};
@@ -43,18 +49,24 @@ int fade_start_time;
int fade_duration;
int fade_initial_volume;
void audioCallback(void * userdata, uint8_t * stream, int len) {
void audioCallback(void *userdata, uint8_t *stream, int len)
{
SDL_memset(stream, 0, len);
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING)
{
int volume = JA_musicVolume;
if (fading) {
if (fading)
{
int time = SDL_GetTicks();
if (time > (fade_start_time+fade_duration)) {
if (time > (fade_start_time + fade_duration))
{
fading = false;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
volume = 0;
} else {
}
else
{
const int time_passed = time - fade_start_time;
const float percent = (float)time_passed / (float)fade_duration;
volume = JA_musicVolume * (1.0 - percent);
@@ -63,29 +75,41 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
const int size = SDL_min(len, current_music->length - current_music->pos);
SDL_MixAudioFormat(stream, (Uint8 *)(current_music->output) + current_music->pos, AUDIO_S16, size, volume);
current_music->pos += size;
if (size < len) {
if (current_music->times != 0) {
if (size < len)
{
if (current_music->times != 0)
{
SDL_MixAudioFormat(stream + size, (Uint8 *)current_music->output, AUDIO_S16, len - size, volume);
current_music->pos = len - size;
if (current_music->times > 0) current_music->times--;
} else {
if (current_music->times > 0)
current_music->times--;
}
else
{
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
}
}
}
// Mixar els channels mi amol
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state == JA_CHANNEL_PLAYING)
{
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_soundVolume);
channels[i].pos += size;
if (size < len) {
if (channels[i].times != 0) {
if (size < len)
{
if (channels[i].times != 0)
{
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len - size, JA_soundVolume);
channels[i].pos = len - size;
if (channels[i].times > 0) channels[i].times--;
} else {
if (channels[i].times > 0)
channels[i].times--;
}
else
{
JA_StopChannel(i);
}
}
@@ -99,14 +123,17 @@ void JA_Init(const int freq, const SDL_AudioFormat format, const int channels)
JA_format = format;
JA_channels = channels;
SDL_AudioSpec audioSpec{JA_freq, JA_format, JA_channels, 0, 1024, 0, 0, audioCallback, NULL};
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
if (sdlAudioDevice != 0)
SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = SDL_OpenAudioDevice(NULL, 0, &audioSpec, NULL, 0);
SDL_PauseAudioDevice(sdlAudioDevice, 0);
}
void JA_Quit() {
void JA_Quit()
{
SDL_PauseAudioDevice(sdlAudioDevice, 1);
if (sdlAudioDevice != 0) SDL_CloseAudioDevice(sdlAudioDevice);
if (sdlAudioDevice != 0)
SDL_CloseAudioDevice(sdlAudioDevice);
sdlAudioDevice = 0;
}
@@ -119,7 +146,8 @@ JA_Music_t *JA_LoadMusic(Uint8* buffer, Uint32 length)
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
if (cvt.needed) {
if (cvt.needed)
{
cvt.len = music->samples * chan * 2;
music->length = cvt.len;
cvt.buf = (Uint8 *)SDL_malloc(cvt.len * cvt.len_mult);
@@ -143,7 +171,8 @@ JA_Music_t *JA_LoadMusic(const char* filename)
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8 *)malloc(fsize + 1);
if (fread(buffer, fsize, 1, f)!=1) return NULL;
if (fread(buffer, fsize, 1, f) != 1)
return NULL;
fclose(f);
JA_Music_t *music = JA_LoadMusic(buffer, fsize);
@@ -155,9 +184,11 @@ JA_Music_t *JA_LoadMusic(const char* filename)
void JA_PlayMusic(JA_Music_t *music, const int loop)
{
if (!JA_musicEnabled) return;
if (!JA_musicEnabled)
return;
if (current_music != NULL) {
if (current_music != NULL)
{
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
}
@@ -169,33 +200,41 @@ void JA_PlayMusic(JA_Music_t *music, const int loop)
void JA_PauseMusic()
{
if (!JA_musicEnabled) return;
if (!JA_musicEnabled)
return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID)
return;
current_music->state = JA_MUSIC_PAUSED;
}
void JA_ResumeMusic()
{
if (!JA_musicEnabled) return;
if (!JA_musicEnabled)
return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID)
return;
current_music->state = JA_MUSIC_PLAYING;
}
void JA_StopMusic()
{
if (!JA_musicEnabled) return;
if (!JA_musicEnabled)
return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID)
return;
current_music->pos = 0;
current_music->state = JA_MUSIC_STOPPED;
}
void JA_FadeOutMusic(const int milliseconds)
{
if (!JA_musicEnabled) return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID) return;
if (!JA_musicEnabled)
return;
if (current_music == NULL || current_music->state == JA_MUSIC_INVALID)
return;
fading = true;
fade_start_time = SDL_GetTicks();
@@ -203,56 +242,63 @@ void JA_FadeOutMusic(const int milliseconds)
fade_initial_volume = JA_musicVolume;
}
JA_Music_state JA_GetMusicState() {
if (!JA_musicEnabled) return JA_MUSIC_DISABLED;
JA_Music_state JA_GetMusicState()
{
if (!JA_musicEnabled)
return JA_MUSIC_DISABLED;
if (current_music == NULL) return JA_MUSIC_INVALID;
if (current_music == NULL)
return JA_MUSIC_INVALID;
return current_music->state;
}
void JA_DeleteMusic(JA_Music_t *music) {
if (current_music == music) current_music = NULL;
void JA_DeleteMusic(JA_Music_t *music)
{
if (current_music == music)
current_music = NULL;
free(music->output);
delete music;
}
int JA_SetMusicVolume(int volume)
{
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0
: volume;
return JA_musicVolume;
}
void JA_SetMusicPosition(float value)
{
if (!current_music) return;
if (!current_music)
return;
current_music->pos = value * JA_freq;
}
float JA_GetMusicPosition()
{
if (!current_music) return 0;
if (!current_music)
return 0;
return float(current_music->pos) / float(JA_freq);
}
void JA_EnableMusic(const bool value)
{
if (!value && current_music != NULL && current_music->state==JA_MUSIC_PLAYING) JA_StopMusic();
if (!value && current_music != NULL && current_music->state == JA_MUSIC_PLAYING)
JA_StopMusic();
JA_musicEnabled = value;
}
JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound_t *JA_NewSound(Uint8 *buffer, Uint32 length)
{
JA_Sound_t *sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
return sound;
}
JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size) {
JA_Sound_t *JA_LoadSound(uint8_t *buffer, uint32_t size)
{
JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
SDL_LoadWAV_RW(SDL_RWFromMem(buffer, size), 1, &wavSpec, &sound->buffer, &sound->length);
@@ -270,7 +316,8 @@ JA_Sound_t *JA_LoadSound(uint8_t* buffer, uint32_t size) {
return sound;
}
JA_Sound_t *JA_LoadSound(const char* filename) {
JA_Sound_t *JA_LoadSound(const char *filename)
{
JA_Sound_t *sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length);
@@ -290,11 +337,16 @@ JA_Sound_t *JA_LoadSound(const char* filename) {
int JA_PlaySound(JA_Sound_t *sound, const int loop)
{
if (!JA_soundEnabled) return -1;
if (!JA_soundEnabled)
return -1;
int channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE)
{
channel++;
}
if (channel == JA_MAX_SIMULTANEOUS_CHANNELS)
channel = 0;
channels[channel].sound = sound;
channels[channel].times = loop;
@@ -305,9 +357,11 @@ int JA_PlaySound(JA_Sound_t *sound, const int loop)
int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop)
{
if (!JA_soundEnabled) return -1;
if (!JA_soundEnabled)
return -1;
if (channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1;
if (channel >= JA_MAX_SIMULTANEOUS_CHANNELS)
return -1;
channels[channel].sound = sound;
channels[channel].times = loop;
@@ -318,8 +372,10 @@ int JA_PlaySoundOnChannel(JA_Sound_t *sound, const int channel, const int loop)
void JA_DeleteSound(JA_Sound_t *sound)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].sound == sound) JA_StopChannel(i);
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].sound == sound)
JA_StopChannel(i);
}
SDL_free(sound->buffer);
delete sound;
@@ -327,41 +383,60 @@ void JA_DeleteSound(JA_Sound_t *sound)
void JA_PauseChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (!JA_soundEnabled)
return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) channels[i].state = JA_CHANNEL_PAUSED;
if (channel == -1)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state == JA_CHANNEL_PLAYING)
channels[i].state = JA_CHANNEL_PAUSED;
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PLAYING) channels[channel].state = JA_CHANNEL_PAUSED;
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
if (channels[channel].state == JA_CHANNEL_PLAYING)
channels[channel].state = JA_CHANNEL_PAUSED;
}
}
void JA_ResumeChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (!JA_soundEnabled)
return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PAUSED) channels[i].state = JA_CHANNEL_PLAYING;
if (channel == -1)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state == JA_CHANNEL_PAUSED)
channels[i].state = JA_CHANNEL_PLAYING;
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
if (channels[channel].state == JA_CHANNEL_PAUSED) channels[channel].state = JA_CHANNEL_PLAYING;
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
if (channels[channel].state == JA_CHANNEL_PAUSED)
channels[channel].state = JA_CHANNEL_PLAYING;
}
}
void JA_StopChannel(const int channel)
{
if (!JA_soundEnabled) return;
if (!JA_soundEnabled)
return;
if (channel == -1) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channel == -1)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
channels[i].state = JA_CHANNEL_FREE;
channels[i].pos = 0;
channels[i].sound = NULL;
}
} else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) {
}
else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS)
{
channels[channel].state = JA_CHANNEL_FREE;
channels[channel].pos = 0;
channels[channel].sound = NULL;
@@ -370,15 +445,18 @@ void JA_StopChannel(const int channel)
JA_Channel_state JA_GetChannelState(const int channel)
{
if (!JA_soundEnabled) return JA_SOUND_DISABLED;
if (!JA_soundEnabled)
return JA_SOUND_DISABLED;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS)
return JA_CHANNEL_INVALID;
return channels[channel].state;
}
int JA_SetSoundVolume(int volume)
{
JA_soundVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
JA_soundVolume = volume > 128 ? 128 : volume < 0 ? 0
: volume;
return JA_soundVolume;
}
@@ -386,14 +464,16 @@ void JA_EnableSound(const bool value)
{
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++)
{
if (channels[i].state == JA_CHANNEL_PLAYING) JA_StopChannel(i);
if (channels[i].state == JA_CHANNEL_PLAYING)
JA_StopChannel(i);
}
JA_soundEnabled = value;
}
int JA_SetVolume(int volume)
{
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
JA_musicVolume = volume > 128 ? 128 : volume < 0 ? 0
: volume;
JA_soundVolume = JA_musicVolume / 2;
return JA_musicVolume;
}

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@@ -1,8 +1,26 @@
#pragma once
#include <SDL2/SDL.h>
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED };
enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED };
#include <SDL2/SDL_audio.h> // for SDL_AudioFormat
#include <SDL2/SDL_stdinc.h> // for Uint32, Uint8
struct JA_Music_t; // lines 8-8
struct JA_Sound_t; // lines 7-7
enum JA_Channel_state
{
JA_CHANNEL_INVALID,
JA_CHANNEL_FREE,
JA_CHANNEL_PLAYING,
JA_CHANNEL_PAUSED,
JA_SOUND_DISABLED
};
enum JA_Music_state
{
JA_MUSIC_INVALID,
JA_MUSIC_PLAYING,
JA_MUSIC_PAUSED,
JA_MUSIC_STOPPED,
JA_MUSIC_DISABLED
};
struct JA_Sound_t;
struct JA_Music_t;

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@@ -1,16 +1,15 @@
#include "gamestate_loading_screen.h"
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <stdlib.h> // Para rand
#include <string> // Para basic_string
#include "asset.h" // Para Asset
#include "const.h" // Para SECTION_LOADING_SCREEN, SECTION_QUIT
#include "input.h" // Para Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // Para JA_DeleteMusic, JA_LoadMusic, JA_PlayMusic
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para options_t, color_t, section_t, stringToC...
#include "loading_screen.h"
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <stdlib.h> // for rand
#include "asset.h" // for Asset
#include "const.h" // for SECTION_LOADING_SCREEN, SECTION_QUIT
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // for JA_DeleteMusic, JA_LoadMusic, JA_PlayMusic
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for options_t, section_t, color_t, stringToC...
// Constructor
LoadingScreen::LoadingScreen(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)

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@@ -1,14 +1,15 @@
#include "gamestate_logo.h"
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <string> // Para basic_string, string
#include "const.h" // Para SECTION_LOGO, SECTION_TITLE, SUBSECTION_...
#include "input.h" // Para Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // Para JA_StopMusic
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
class Asset;
#include "logo.h"
#include <SDL2/SDL_timer.h> // for SDL_GetTicks
#include <string> // for basic_string, string
#include "const.h" // for SECTION_LOGO, SECTION_TITLE, SUBSECTION_...
#include "input.h" // for Input, REPEAT_FALSE, inputs_e
#include "jail_audio.h" // for JA_StopMusic
#include "resource.h" // for Resource
#include "screen.h" // for Screen
#include "sprite.h" // for Sprite
#include "texture.h" // for Texture
#include "utils.h" // for color_t, section_t, options_t, stringToC...
class Asset; // lines 11-11
// Constructor
Logo::Logo(SDL_Renderer *renderer, Screen *screen, Resource *resource, Asset *asset, Input *input, options_t *options, section_t *section)

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@@ -1,16 +1,18 @@
#pragma once
#include <SDL2/SDL_events.h> // Para SDL_Event
#include <SDL2/SDL_render.h> // Para SDL_Renderer
#include <SDL2/SDL_stdinc.h> // Para Uint32
#include <vector> // Para vector
#include "utils.h" // Para color_t
class Asset;
class Input;
class Resource;
class Screen;
class Sprite;
class Texture;
#include <SDL2/SDL_events.h> // for SDL_Event
#include <SDL2/SDL_render.h> // for SDL_Renderer
#include <SDL2/SDL_stdinc.h> // for Uint32
#include <vector> // for vector
class Asset; // lines 8-8
class Input; // lines 9-9
class Resource; // lines 10-10
class Screen; // lines 11-11
class Sprite; // lines 12-12
class Texture; // lines 13-13
struct color_t;
struct options_t;
struct section_t;
class Logo
{

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@@ -1,3 +1,4 @@
// IWYU pragma: no_include <bits/std_abs.h>
#include "player.h"
#include <stdlib.h> // Para rand
#include <algorithm> // Para max, min

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@@ -1,4 +1,4 @@
#include "gamestate_title.h"
#include "title.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888