Singletonejant

Borrat menu.cpp que no estava gastantse...mmm.. desde mai
This commit is contained in:
2025-02-22 18:27:23 +01:00
parent e361d295c1
commit fc01676df2
38 changed files with 440 additions and 1751 deletions

View File

@@ -13,20 +13,19 @@
#include "room.h" // Para Room, tile_e
#include "texture.h" // Para Texture
#include "options.h"
#include "screen.h"
// Constructor
Player::Player(player_t player)
: renderer_(Screen::get()->getRenderer()),
input_(Input::get()),
resource_(Resource::get()),
asset_(Asset::get()),
room_(player.room),
debug_(Debug::get())
{
// Obten punteros a objetos
this->resource = player.resource;
this->asset = player.asset;
this->renderer = player.renderer;
this->input = player.input;
this->room = player.room;
this->debug = player.debug;
// Crea objetos
sprite = new AnimatedSprite(renderer, resource->getAnimation(player.animation));
sprite_ = new AnimatedSprite(renderer_, resource_->getAnimation(player.animation));
// Inicializa variables
reLoadPalette();
@@ -49,14 +48,14 @@ Player::Player(player_t player)
h = 16;
maxVY = 1.2f;
sprite->setPosX(player.spawn.x);
sprite->setPosY(player.spawn.y);
sprite->setWidth(8);
sprite->setHeight(16);
sprite_->setPosX(player.spawn.x);
sprite_->setPosY(player.spawn.y);
sprite_->setWidth(8);
sprite_->setHeight(16);
sprite->setFlipH(player.spawn.flipH);
sprite->setCurrentAnimation("walk");
sprite->animate();
sprite_->setFlipH(player.spawn.flipH);
sprite_->setCurrentAnimation("walk");
sprite_->animate();
lastPosition = getRect();
colliderBox = getRect();
@@ -64,45 +63,45 @@ Player::Player(player_t player)
colliderPoints.insert(colliderPoints.end(), {p, p, p, p, p, p, p, p});
underFeet.insert(underFeet.end(), {p, p});
feet.insert(feet.end(), {p, p});
jumpSound.push_back(JA_LoadSound(asset->get("jump1.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump2.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump3.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump4.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump5.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump6.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump7.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump8.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump9.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump10.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump11.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump12.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump13.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump14.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump15.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump16.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump17.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump18.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump19.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump20.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump21.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump22.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump23.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset->get("jump24.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump1.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump2.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump3.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump4.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump5.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump6.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump7.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump8.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump9.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump10.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump11.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump12.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump13.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump14.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump15.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump16.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump17.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump18.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump19.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump20.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump21.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump22.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump23.wav").c_str()));
jumpSound.push_back(JA_LoadSound(asset_->get("jump24.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump11.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump12.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump13.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump14.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump15.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump16.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump17.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump18.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump19.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump20.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump21.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump22.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump23.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset->get("jump24.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump11.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump12.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump13.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump14.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump15.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump16.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump17.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump18.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump19.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump20.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump21.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump22.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump23.wav").c_str()));
fallSound.push_back(JA_LoadSound(asset_->get("jump24.wav").c_str()));
jumpCounter = 0;
fallCounter = 0;
@@ -118,7 +117,7 @@ Player::Player(player_t player)
// Destructor
Player::~Player()
{
delete sprite;
delete sprite_;
for (auto s : jumpSound)
{
@@ -129,38 +128,38 @@ Player::~Player()
// Pinta el jugador en pantalla
void Player::render()
{
sprite->getTexture()->setColor(color.r, color.g, color.b);
sprite->render();
sprite_->getTexture()->setColor(color.r, color.g, color.b);
sprite_->render();
#ifdef DEBUG
if (debug->getEnabled())
if (debug_->getEnabled())
{
// Pinta los underfeet
SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
SDL_RenderDrawPoint(renderer, underFeet[0].x, underFeet[0].y);
SDL_RenderDrawPoint(renderer, underFeet[1].x, underFeet[1].y);
SDL_SetRenderDrawColor(renderer_, 255, 0, 255, 255);
SDL_RenderDrawPoint(renderer_, underFeet[0].x, underFeet[0].y);
SDL_RenderDrawPoint(renderer_, underFeet[1].x, underFeet[1].y);
// Pinta rectangulo del jugador
SDL_SetRenderDrawColor(renderer, debugColor.r, debugColor.g, debugColor.b, 192);
SDL_SetRenderDrawColor(renderer_, debugColor.r, debugColor.g, debugColor.b, 192);
SDL_Rect rect = getRect();
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255);
SDL_RenderDrawRect(renderer, &rect);
SDL_RenderFillRect(renderer_, &rect);
SDL_SetRenderDrawColor(renderer_, 0, 255, 255, 255);
SDL_RenderDrawRect(renderer_, &rect);
// Pinta el rectangulo de movimiento
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_SetRenderDrawColor(renderer_, 255, 0, 0, 255);
if (vx != 0.0f)
{
SDL_RenderFillRect(renderer, &rx);
SDL_RenderFillRect(renderer_, &rx);
}
if (vy != 0.0f)
{
SDL_RenderFillRect(renderer, &ry);
SDL_RenderFillRect(renderer_, &ry);
}
// Pinta el punto de debug
SDL_SetRenderDrawColor(renderer, rand() % 256, rand() % 256, rand() % 256, 255);
SDL_RenderDrawPoint(renderer, debugPoint.x, debugPoint.y);
SDL_SetRenderDrawColor(renderer_, rand() % 256, rand() % 256, rand() % 256, 255);
SDL_RenderDrawPoint(renderer_, debugPoint.x, debugPoint.y);
}
#endif
}
@@ -192,16 +191,16 @@ void Player::checkInput()
if (!autoMovement)
{ // Comprueba las entradas de desplazamiento lateral solo en el caso de no estar enganchado a una superficie automatica
if (input->checkInput(input_left))
if (input_->checkInput(input_left))
{
vx = -0.6f;
sprite->setFlipH(true);
sprite_->setFlipH(true);
}
else if (input->checkInput(input_right))
else if (input_->checkInput(input_right))
{
vx = 0.6f;
sprite->setFlipH(false);
sprite_->setFlipH(false);
}
else
@@ -215,19 +214,19 @@ void Player::checkInput()
}
else
{ // El movimiento lo proporciona la superficie
vx = 0.6f * room->getAutoSurfaceDirection();
vx = 0.6f * room_->getAutoSurfaceDirection();
if (vx > 0.0f)
{
sprite->setFlipH(false);
sprite_->setFlipH(false);
}
else
{
sprite->setFlipH(true);
sprite_->setFlipH(true);
}
}
if (input->checkInput(input_jump))
if (input_->checkInput(input_jump))
{
// Solo puede saltar si ademas de estar (state == s_standing)
// Esta sobre el suelo, rampa o suelo que se mueve
@@ -409,7 +408,7 @@ void Player::move()
#endif
// Comprueba la colisión con las superficies
const int pos = room->checkRightSurfaces(&proj);
const int pos = room_->checkRightSurfaces(&proj);
// Calcula la nueva posición
if (pos == -1)
@@ -425,7 +424,7 @@ void Player::move()
if (state != s_jumping)
{
v_line_t leftSide = {(int)x, (int)y + h - 2, (int)y + h - 1}; // Comprueba solo los dos pixels de abajo
const int ly = room->checkLeftSlopes(&leftSide);
const int ly = room_->checkLeftSlopes(&leftSide);
if (ly > -1)
{
y = ly - h;
@@ -454,7 +453,7 @@ void Player::move()
#endif
// Comprueba la colisión
const int pos = room->checkLeftSurfaces(&proj);
const int pos = room_->checkLeftSurfaces(&proj);
// Calcula la nueva posición
if (pos == -1)
@@ -470,7 +469,7 @@ void Player::move()
if (state != s_jumping)
{
v_line_t rightSide = {(int)x + w - 1, (int)y + h - 2, (int)y + h - 1}; // Comprueba solo los dos pixels de abajo
const int ry = room->checkRightSlopes(&rightSide);
const int ry = room_->checkRightSlopes(&rightSide);
if (ry > -1)
{
y = ry - h;
@@ -515,7 +514,7 @@ void Player::move()
#endif
// Comprueba la colisión
const int pos = room->checkBottomSurfaces(&proj);
const int pos = room_->checkBottomSurfaces(&proj);
// Calcula la nueva posición
if (pos == -1)
@@ -544,7 +543,7 @@ void Player::move()
#endif
// Comprueba la colisión con las superficies normales y las automáticas
const int pos = std::max(room->checkTopSurfaces(&proj), room->checkAutoSurfaces(&proj));
const int pos = std::max(room_->checkTopSurfaces(&proj), room_->checkAutoSurfaces(&proj));
if (pos > -1)
{ // Si hay colisión lo mueve hasta donde no colisiona y pasa a estar sobre la superficie
y = pos - h;
@@ -559,7 +558,7 @@ void Player::move()
{ // Las rampas no se miran si se está saltando
v_line_t leftSide = {proj.x, proj.y, proj.y + proj.h - 1};
v_line_t rightSide = {proj.x + proj.w - 1, proj.y, proj.y + proj.h - 1};
const int p = std::max(room->checkRightSlopes(&rightSide), room->checkLeftSlopes(&leftSide));
const int p = std::max(room_->checkRightSlopes(&rightSide), room_->checkLeftSlopes(&leftSide));
if (p > -1)
{ // No está saltando y hay colisión con una rampa
// Calcula la nueva posición
@@ -588,12 +587,12 @@ void Player::move()
}
// Actualiza la posición del sprite
sprite->setPosX(x);
sprite->setPosY(y);
sprite_->setPosX(x);
sprite_->setPosY(y);
#ifdef DEBUG
debug->add("RECT_X: " + std::to_string(rx.x) + "," + std::to_string(rx.y) + "," + std::to_string(rx.w) + "," + std::to_string(rx.h));
debug->add("RECT_Y: " + std::to_string(ry.x) + "," + std::to_string(ry.y) + "," + std::to_string(ry.w) + "," + std::to_string(ry.h));
debug_->add("RECT_X: " + std::to_string(rx.x) + "," + std::to_string(rx.y) + "," + std::to_string(rx.w) + "," + std::to_string(rx.h));
debug_->add("RECT_Y: " + std::to_string(ry.x) + "," + std::to_string(ry.y) + "," + std::to_string(ry.w) + "," + std::to_string(ry.h));
#endif
}
@@ -602,7 +601,7 @@ void Player::animate()
{
if (vx != 0)
{
sprite->animate();
sprite_->animate();
}
}
@@ -632,7 +631,7 @@ void Player::playJumpSound()
}
#ifdef DEBUG
debug->add("JUMP: " + std::to_string(jumpCounter / 4));
debug_->add("JUMP: " + std::to_string(jumpCounter / 4));
#endif
}
@@ -645,7 +644,7 @@ void Player::playFallSound()
}
#ifdef DEBUG
debug->add("FALL: " + std::to_string(fallCounter / 4));
debug_->add("FALL: " + std::to_string(fallCounter / 4));
#endif
}
@@ -661,28 +660,28 @@ bool Player::isOnFloor()
// Comprueba las superficies
for (auto f : underFeet)
{
onFloor |= room->checkTopSurfaces(&f);
onFloor |= room->checkAutoSurfaces(&f);
onFloor |= room_->checkTopSurfaces(&f);
onFloor |= room_->checkAutoSurfaces(&f);
}
// Comprueba las rampas
onSlopeL = room->checkLeftSlopes(&underFeet[0]);
onSlopeR = room->checkRightSlopes(&underFeet[1]);
onSlopeL = room_->checkLeftSlopes(&underFeet[0]);
onSlopeR = room_->checkRightSlopes(&underFeet[1]);
#ifdef DEBUG
if (onFloor)
{
debug->add("ON_FLOOR");
debug_->add("ON_FLOOR");
}
if (onSlopeL)
{
debug->add("ON_SLOPE_L: " + std::to_string(underFeet[0].x) + "," + std::to_string(underFeet[0].y));
debug_->add("ON_SLOPE_L: " + std::to_string(underFeet[0].x) + "," + std::to_string(underFeet[0].y));
}
if (onSlopeR)
{
debug->add("ON_SLOPE_R: " + std::to_string(underFeet[1].x) + "," + std::to_string(underFeet[1].y));
debug_->add("ON_SLOPE_R: " + std::to_string(underFeet[1].x) + "," + std::to_string(underFeet[1].y));
}
#endif
@@ -699,13 +698,13 @@ bool Player::isOnAutoSurface()
// Comprueba las superficies
for (auto f : underFeet)
{
onAutoSurface |= room->checkAutoSurfaces(&f);
onAutoSurface |= room_->checkAutoSurfaces(&f);
}
#ifdef DEBUG
if (onAutoSurface)
{
debug->add("ON_AUTO_SURFACE");
debug_->add("ON_AUTO_SURFACE");
}
#endif
@@ -725,13 +724,13 @@ bool Player::isOnDownSlope()
underFeet[1].y += 1;
// Comprueba las rampas
onSlope |= room->checkLeftSlopes(&underFeet[0]);
onSlope |= room->checkRightSlopes(&underFeet[1]);
onSlope |= room_->checkLeftSlopes(&underFeet[0]);
onSlope |= room_->checkRightSlopes(&underFeet[1]);
#ifdef DEBUG
if (onSlope)
{
debug->add("ON_DOWN_SLOPE");
debug_->add("ON_DOWN_SLOPE");
}
#endif
@@ -749,7 +748,7 @@ bool Player::checkKillingTiles()
for (auto c : colliderPoints)
{
check |= (room->getTile(c) == t_kill);
check |= (room_->getTile(c) == t_kill);
}
// Mata al jugador si hay colisión
@@ -772,7 +771,7 @@ playerSpawn_t Player::getSpawnParams()
params.vy = vy;
params.jumpIni = jumpIni;
params.state = state;
params.flipH = sprite->getFlipH();
params.flipH = sprite_->getFlipH();
return params;
}
@@ -780,7 +779,7 @@ playerSpawn_t Player::getSpawnParams()
// Recarga la textura
void Player::reLoadTexture()
{
sprite->getTexture()->reLoad();
sprite_->getTexture()->reLoad();
}
// Recarga la paleta
@@ -800,7 +799,7 @@ void Player::reLoadPalette()
// Establece el valor de la variable
void Player::setRoom(Room *room)
{
this->room = room;
this->room_ = room;
}
// Actualiza los puntos de colisión