forked from jaildesigner-jailgames/jaildoctors_dilemma
JA VA! Nomes s'havia de fer les coses be i no ser un ansias
This commit is contained in:
@@ -20,17 +20,16 @@
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#include "stats.h" // for Stats
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#include "text.h" // for Text, TXT_CENTER, TXT_COLOR
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#include "utils.h" // for options_t, cheat_t, stringToColor
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#include "options.h"
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// Constructor
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Game::Game(Resource *resource, options_t *options, section_t *section, Debug *debug)
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Game::Game(Resource *resource, Debug *debug)
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: screen_(Screen::get()),
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renderer_(Screen::get()->getRenderer()),
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asset_(Asset::get()),
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input_(Input::get()),
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resource_(resource),
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debug_(debug),
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options_(options),
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section_(section)
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debug_(debug)
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{
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// Inicia algunas variables
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board_.iniClock = SDL_GetTicks();
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@@ -48,26 +47,26 @@ Game::Game(Resource *resource, options_t *options, section_t *section, Debug *de
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#endif
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// Crea los objetos
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cheevos_ = new Cheevos(screen_, options, asset_->get("cheevos.bin"));
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scoreboard_ = new ScoreBoard(renderer_, resource, asset_, options, &board_);
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cheevos_ = new Cheevos(screen_, asset_->get("cheevos.bin"));
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scoreboard_ = new ScoreBoard(renderer_, resource, asset_, &board_);
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item_tracker_ = new ItemTracker();
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room_tracker_ = new RoomTracker();
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room_ = new Room(resource->getRoom(current_room_), renderer_, screen_, asset_, options, item_tracker_, &board_.items, false, debug);
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const std::string playerPNG = options->cheat.altSkin ? "player2.png" : "player.png";
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const std::string playerANI = options->cheat.altSkin ? "player2.ani" : "player.ani";
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const player_t player = {spawn_point_, playerPNG, playerANI, renderer_, resource, asset_, options, input_, room_, debug};
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room_ = new Room(resource->getRoom(current_room_), renderer_, screen_, asset_, item_tracker_, &board_.items, false, debug);
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const std::string playerPNG = options.cheat.altSkin ? "player2.png" : "player.png";
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const std::string playerANI = options.cheat.altSkin ? "player2.ani" : "player.ani";
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const player_t player = {spawn_point_, playerPNG, playerANI, renderer_, resource, asset_, input_, room_, debug};
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this->player_ = new Player(player);
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event_handler_ = new SDL_Event();
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text_ = new Text(resource->getOffset("smb2.txt"), resource->getTexture("smb2.png"), renderer_);
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music_ = JA_LoadMusic(asset_->get("game.ogg").c_str());
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death_sound_ = JA_LoadSound(asset_->get("death.wav").c_str());
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stats_ = new Stats(asset_->get("stats.csv"), asset_->get("stats_buffer.csv"), options);
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stats_ = new Stats(asset_->get("stats.csv"), asset_->get("stats_buffer.csv"));
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// Crea la textura para poner el nombre de la habitación
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room_name_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, text_->getCharacterSize() * 2);
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if (room_name_texture_ == nullptr)
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{
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if (options->console)
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if (options.console)
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{
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std::cout << "Error: roomNameTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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@@ -92,7 +91,7 @@ Game::Game(Resource *resource, options_t *options, section_t *section, Debug *de
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board_.items = 0;
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board_.rooms = 1;
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board_.music = true;
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board_.jailEnabled = options->cheat.jailEnabled;
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board_.jailEnabled = options.cheat.jailEnabled;
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setScoreBoardColor();
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room_tracker_->addRoom(current_room_);
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paused_ = false;
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@@ -101,11 +100,11 @@ Game::Game(Resource *resource, options_t *options, section_t *section, Debug *de
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total_items_ = getTotalItems();
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initStats();
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stats_->addVisit(room_->getName());
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const bool cheats = options->cheat.infiniteLives || options->cheat.invincible || options->cheat.jailEnabled;
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const bool cheats = options.cheat.infiniteLives || options.cheat.invincible || options.cheat.jailEnabled;
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cheevos_->enable(!cheats); // Deshabilita los logros si hay trucos activados
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section->name = SECTION_GAME;
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section->subsection = 0;
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options.section.name = SECTION_GAME;
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options.section.subsection = 0;
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}
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Game::~Game()
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@@ -136,8 +135,8 @@ void Game::checkEvents()
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// Evento de salida de la aplicación
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if (event_handler_->type == SDL_QUIT)
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{
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section_->name = SECTION_QUIT;
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screen_->setBorderColor(stringToColor(options_->palette, "black"));
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options.section.name = SECTION_QUIT;
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screen_->setBorderColor(stringToColor(options.palette, "black"));
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break;
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}
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@@ -153,7 +152,7 @@ void Game::checkEvents()
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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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options.cheat.invincible = debug_->getEnabled();
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board_.music = !debug_->getEnabled();
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board_.music ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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@@ -206,7 +205,7 @@ void Game::checkInput()
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{
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if (input_->checkInput(input_exit, REPEAT_FALSE))
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{
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section_->name = SECTION_TITLE;
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options.section.name = SECTION_TITLE;
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}
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else if (input_->checkInput(input_toggle_music, REPEAT_FALSE))
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@@ -264,7 +263,7 @@ void Game::run()
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JA_PauseMusic();
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}
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while (section_->name == SECTION_GAME)
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while (options.section.name == SECTION_GAME)
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{
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update();
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checkEvents();
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@@ -402,7 +401,7 @@ bool Game::changeRoom(std::string file)
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room_ = nullptr;
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// Crea un objeto habitación nuevo a partir del fichero
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room_ = new Room(resource_->getRoom(file), renderer_, screen_, asset_, options_, item_tracker_, &board_.items, board_.jailEnabled, debug_);
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room_ = new Room(resource_->getRoom(file), renderer_, screen_, asset_, item_tracker_, &board_.items, board_.jailEnabled, debug_);
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// Pone el nombre de la habitación en la textura
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fillRoomNameTexture();
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@@ -414,7 +413,7 @@ bool Game::changeRoom(std::string file)
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{
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// Incrementa el contador de habitaciones visitadas
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board_.rooms++;
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options_->stats.rooms = board_.rooms;
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options.stats.rooms = board_.rooms;
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// Actualiza las estadisticas
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stats_->addVisit(room_->getName());
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@@ -475,20 +474,20 @@ void Game::checkGameOver()
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{
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if (board_.lives < 0 && black_screen_counter_ > 17)
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{
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section_->name = SECTION_GAME_OVER;
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options.section.name = SECTION_GAME_OVER;
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}
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}
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// Mata al jugador
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void Game::killPlayer()
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{
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if (options_->cheat.invincible)
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if (options.cheat.invincible)
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{
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return;
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}
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// Resta una vida al jugador
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if (!options_->cheat.infiniteLives)
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if (!options.cheat.infiniteLives)
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{
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board_.lives--;
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}
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@@ -510,10 +509,10 @@ void Game::killPlayer()
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setBlackScreen();
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// Crea la nueva habitación y el nuevo jugador
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room_ = new Room(resource_->getRoom(current_room_), renderer_, screen_, asset_, options_, item_tracker_, &board_.items, board_.jailEnabled, debug_);
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const std::string playerPNG = options_->cheat.altSkin ? "player2.png" : "player.png";
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const std::string playerANI = options_->cheat.altSkin ? "player2.ani" : "player.ani";
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const player_t player = {spawn_point_, playerPNG, playerANI, renderer_, resource_, asset_, options_, input_, room_, debug_};
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room_ = new Room(resource_->getRoom(current_room_), renderer_, screen_, asset_, item_tracker_, &board_.items, board_.jailEnabled, debug_);
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const std::string playerPNG = options.cheat.altSkin ? "player2.png" : "player.png";
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const std::string playerANI = options.cheat.altSkin ? "player2.ani" : "player.ani";
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const player_t player = {spawn_point_, playerPNG, playerANI, renderer_, resource_, asset_, input_, room_, debug_};
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this->player_ = new Player(player);
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// Pone los objetos en pausa mientras esta la habitación en negro
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@@ -524,7 +523,7 @@ void Game::killPlayer()
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// Recarga todas las texturas
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void Game::reLoadTextures()
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{
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if (options_->console)
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if (options.console)
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{
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std::cout << "** RELOAD REQUESTED" << std::endl;
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}
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@@ -537,13 +536,13 @@ void Game::reLoadTextures()
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// Cambia la paleta
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void Game::switchPalette()
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{
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if (options_->console)
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if (options.console)
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{
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std::cout << "** PALETTE SWITCH REQUESTED" << std::endl;
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}
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// Modifica la variable
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options_->palette = (options_->palette == p_zxspectrum) ? p_zxarne : p_zxspectrum;
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options.palette = (options.palette == p_zxspectrum) ? p_zxarne : p_zxspectrum;
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// Recarga las paletas
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room_->reLoadPalette();
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@@ -584,7 +583,7 @@ void Game::renderBlackScreen()
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if (black_screen_)
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{
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screen_->clean();
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screen_->setBorderColor(stringToColor(options_->palette, "black"));
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screen_->setBorderColor(stringToColor(options.palette, "black"));
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}
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}
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@@ -594,19 +593,19 @@ void Game::setScoreBoardColor()
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// Obtiene el color del borde
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const color_t colorBorder = room_->getBorderColor();
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const bool isBlack = colorAreEqual(colorBorder, stringToColor(options_->palette, "black"));
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const bool isBrightBlack = colorAreEqual(colorBorder, stringToColor(options_->palette, "bright_black"));
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const bool isBlack = colorAreEqual(colorBorder, stringToColor(options.palette, "black"));
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const bool isBrightBlack = colorAreEqual(colorBorder, stringToColor(options.palette, "bright_black"));
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// Si el color del borde es negro o negro brillante cambia el texto del marcador a blanco
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board_.color = isBlack || isBrightBlack ? stringToColor(options_->palette, "white") : colorBorder;
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board_.color = isBlack || isBrightBlack ? stringToColor(options.palette, "white") : colorBorder;
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}
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// Comprueba si ha finalizado el juego
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bool Game::checkEndGame()
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{
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const bool isOnTheRoom = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
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const bool haveTheItems = board_.items >= int(total_items_ * 0.9f) || options_->cheat.jailEnabled; // Con mas del 90% de los items recogidos
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const bool isOnTheDoor = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
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const bool isOnTheRoom = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
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const bool haveTheItems = board_.items >= int(total_items_ * 0.9f) || options.cheat.jailEnabled; // Con mas del 90% de los items recogidos
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const bool isOnTheDoor = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
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if (haveTheItems)
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{
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@@ -618,7 +617,7 @@ bool Game::checkEndGame()
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// Comprueba los logros de completar el juego
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checkEndGameCheevos();
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section_->name = SECTION_ENDING;
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options.section.name = SECTION_ENDING;
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return true;
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}
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@@ -721,7 +720,7 @@ void Game::fillRoomNameTexture()
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SDL_SetRenderTarget(renderer_, room_name_texture_);
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// Rellena la textura de color
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const color_t color = stringToColor(options_->palette, "white");
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const color_t color = stringToColor(options.palette, "white");
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_RenderClear(renderer_);
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