forked from jaildesigner-jailgames/jaildoctors_dilemma
mogut GlobalEvenets a core/system
This commit is contained in:
768
CLAUDE.md
Normal file
768
CLAUDE.md
Normal file
@@ -0,0 +1,768 @@
|
|||||||
|
# CLAUDE.md
|
||||||
|
|
||||||
|
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
# JailDoctor's Dilemma - Codebase Architecture Guide
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
**JailDoctor's Dilemma** is a retro-style 2D puzzle platformer game built in C++20 using SDL3 for graphics and audio. The game features 60+ rooms, collectible items, enemies, and an achievement system. It targets multiple platforms (Windows, macOS, Linux) with a focus on retro aesthetics and precise collision detection.
|
||||||
|
|
||||||
|
**Language:** C++20
|
||||||
|
**Graphics:** SDL3, OpenGL
|
||||||
|
**Audio:** SDL3 + custom jail_audio library
|
||||||
|
**Build:** CMake 3.10+
|
||||||
|
**Game Canvas:** 256x192 pixels (retro resolution)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Build Commands
|
||||||
|
|
||||||
|
### Initial Setup & Build
|
||||||
|
```bash
|
||||||
|
# From project root
|
||||||
|
mkdir -p build
|
||||||
|
cd build
|
||||||
|
cmake ..
|
||||||
|
cmake --build .
|
||||||
|
```
|
||||||
|
|
||||||
|
### Rebuild After Changes
|
||||||
|
```bash
|
||||||
|
# From build directory
|
||||||
|
cmake --build .
|
||||||
|
|
||||||
|
# Or from project root
|
||||||
|
cmake --build build
|
||||||
|
```
|
||||||
|
|
||||||
|
### Clean Build
|
||||||
|
```bash
|
||||||
|
# From build directory
|
||||||
|
cmake --build . --clean-first
|
||||||
|
|
||||||
|
# Or from project root
|
||||||
|
cmake --build build --clean-first
|
||||||
|
```
|
||||||
|
|
||||||
|
### Run the Game
|
||||||
|
```bash
|
||||||
|
# Executable is placed in project root
|
||||||
|
./jaildoctors_dilemma
|
||||||
|
```
|
||||||
|
|
||||||
|
**Important:** The build directory is `/Users/sergio/Gitea/jaildoctors_dilemma/build` and the output executable is placed in the project root directory.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 1. High-Level Architecture Overview
|
||||||
|
|
||||||
|
The architecture follows a **layered, modular design** with clear separation of concerns:
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────┐
|
||||||
|
│ Application Layer │
|
||||||
|
│ (Director, Scene Manager) │
|
||||||
|
└─────────────────────────────────────┘
|
||||||
|
↓
|
||||||
|
┌─────────────────────────────────────┐
|
||||||
|
│ Game Logic Layer │
|
||||||
|
│ (Game Scene, Entities, Gameplay) │
|
||||||
|
└─────────────────────────────────────┘
|
||||||
|
↓
|
||||||
|
┌─────────────────────────────────────┐
|
||||||
|
│ Core Systems Layer │
|
||||||
|
│ (Rendering, Audio, Input, Resources)│
|
||||||
|
└─────────────────────────────────────┘
|
||||||
|
↓
|
||||||
|
┌─────────────────────────────────────┐
|
||||||
|
│ SDL3 & External Libraries │
|
||||||
|
│ (jail_audio, stb_image, stb_vorbis) │
|
||||||
|
└─────────────────────────────────────┘
|
||||||
|
```
|
||||||
|
|
||||||
|
### Key Design Principles
|
||||||
|
|
||||||
|
- **Singleton Pattern:** Core systems (Director, Screen, Audio, Input, Resource, Asset) use singleton pattern for global access
|
||||||
|
- **Scene-Based Architecture:** Game flow managed through discrete scenes (Logo, Title, Loading, Game, Ending, etc.)
|
||||||
|
- **Component-Based Entities:** Player, enemies, and items are discrete entities with render/update patterns
|
||||||
|
- **Resource Management:** All assets (textures, sounds, animations, tilemaps) cached through Resource singleton
|
||||||
|
- **Delta Time:** Frame-rate independent physics using DeltaTimer class
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Directory Structure
|
||||||
|
|
||||||
|
```
|
||||||
|
source/
|
||||||
|
├── core/ # Core engine systems
|
||||||
|
│ ├── audio/ # Audio management
|
||||||
|
│ │ └── audio.hpp/cpp # Audio singleton (music, sounds, volumes)
|
||||||
|
│ ├── input/ # Input handling
|
||||||
|
│ │ ├── input.hpp/cpp # Input manager (keyboard, gamepad)
|
||||||
|
│ │ ├── global_inputs.hpp # Global input state
|
||||||
|
│ │ └── mouse.hpp # Mouse input
|
||||||
|
│ ├── rendering/ # Graphics rendering
|
||||||
|
│ │ ├── screen.hpp/cpp # Screen/window singleton, SDL renderer
|
||||||
|
│ │ ├── surface.hpp/cpp # 8-bit indexed color surface abstraction
|
||||||
|
│ │ ├── surface_sprite.hpp # Static sprite rendering
|
||||||
|
│ │ ├── surface_animated_sprite.hpp # Animated sprite with frame data
|
||||||
|
│ │ ├── surface_moving_sprite.hpp # Moving sprite with velocity
|
||||||
|
│ │ ├── texture.hpp/cpp # SDL texture wrapper
|
||||||
|
│ │ ├── text.hpp/cpp # Text rendering system
|
||||||
|
│ │ ├── gif.hpp/cpp # GIF image loader
|
||||||
|
│ │ ├── opengl/ # OpenGL shader backend
|
||||||
|
│ │ │ └── opengl_shader.hpp/cpp # CRT shader effects
|
||||||
|
│ │ └── shader_backend.hpp # Abstract shader interface
|
||||||
|
│ ├── resources/ # Asset & Resource management
|
||||||
|
│ │ ├── asset.hpp/cpp # Asset registry (file path mapping)
|
||||||
|
│ │ └── resource.hpp/cpp # Resource singleton (loads/caches assets)
|
||||||
|
│ └── system/ # System management
|
||||||
|
│ ├── director.hpp/cpp # Main application controller
|
||||||
|
│ ├── debug.hpp/cpp # Debug info overlay
|
||||||
|
│ └── global_events.hpp/cpp # Global event broadcasting
|
||||||
|
├── game/ # Game-specific logic
|
||||||
|
│ ├── entities/ # Game objects
|
||||||
|
│ │ ├── player.hpp/cpp # Player entity with physics
|
||||||
|
│ │ ├── enemy.hpp/cpp # Enemy entities
|
||||||
|
│ │ └── item.hpp/cpp # Collectible items
|
||||||
|
│ ├── gameplay/ # Core gameplay systems
|
||||||
|
│ │ ├── room.hpp/cpp # Room/level logic, tilemap, collision
|
||||||
|
│ │ ├── room_tracker.hpp/cpp # Tracks visited rooms
|
||||||
|
│ │ ├── scoreboard.hpp/cpp # Score display & data
|
||||||
|
│ │ ├── item_tracker.hpp/cpp # Tracks collected items
|
||||||
|
│ │ ├── stats.hpp/cpp # Game statistics
|
||||||
|
│ │ └── cheevos.hpp/cpp # Achievement system
|
||||||
|
│ ├── scenes/ # Game scenes (flow states)
|
||||||
|
│ │ ├── logo.hpp/cpp # JailGames logo screen
|
||||||
|
│ │ ├── loading_screen.hpp/cpp # Resource loading progress
|
||||||
|
│ │ ├── title.hpp/cpp # Title screen & menus
|
||||||
|
│ │ ├── game.hpp/cpp # Main gameplay loop
|
||||||
|
│ │ ├── game_over.hpp/cpp # Game over screen
|
||||||
|
│ │ ├── ending.hpp/cpp # Ending sequence 1
|
||||||
|
│ │ ├── ending2.hpp/cpp # Ending sequence 2
|
||||||
|
│ │ └── credits.hpp/cpp # Credits screen
|
||||||
|
│ ├── ui/ # User interface
|
||||||
|
│ │ └── notifier.hpp/cpp # Achievement/notification display
|
||||||
|
│ ├── options.hpp/cpp # Game configuration/options
|
||||||
|
│ ├── scene_manager.hpp # Scene flow state machine
|
||||||
|
│ ├── defaults.hpp # Game defaults constants
|
||||||
|
│ └── gameplay.hpp # Gameplay constants
|
||||||
|
├── external/ # Third-party libraries
|
||||||
|
│ ├── jail_audio.hpp/cpp # Custom audio library
|
||||||
|
│ ├── jail_audio.h # C interface for jail_audio
|
||||||
|
│ ├── stb_image.h # Image loading library
|
||||||
|
│ └── stb_vorbis.h # OGG Vorbis audio decoding
|
||||||
|
├── utils/ # Utility code
|
||||||
|
│ ├── delta_timer.hpp/cpp # Frame-rate independent timing
|
||||||
|
│ ├── defines.hpp # Game constants (resolutions, block sizes)
|
||||||
|
│ └── utils.hpp/cpp # Helper functions (colors, math)
|
||||||
|
└── main.cpp # Application entry point
|
||||||
|
|
||||||
|
data/ # Game assets
|
||||||
|
├── font/ # Bitmap fonts + descriptors
|
||||||
|
├── palette/ # Color palettes (.pal files)
|
||||||
|
├── shaders/ # GLSL vertex/fragment shaders
|
||||||
|
├── room/ # Tilemaps & room definitions (01.tmx-60.tmx)
|
||||||
|
├── tilesets/ # Tileset graphics
|
||||||
|
├── enemies/ # Enemy sprites & animations
|
||||||
|
├── player/ # Player sprites & animations
|
||||||
|
├── items/ # Item sprite sheets
|
||||||
|
├── music/ # Background music (OGG)
|
||||||
|
├── sound/ # Sound effects (WAV)
|
||||||
|
├── logo/ # Logo images
|
||||||
|
├── loading/ # Loading screen graphics
|
||||||
|
├── title/ # Title screen graphics
|
||||||
|
├── ending/ # Ending sequence images
|
||||||
|
└── credits/ # Credits screen assets
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Key Architectural Patterns
|
||||||
|
|
||||||
|
### 3.1 Singleton Pattern (Core Systems)
|
||||||
|
|
||||||
|
Most core systems use thread-safe singleton pattern:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
class Screen {
|
||||||
|
private:
|
||||||
|
static Screen* screen_; // Singleton instance
|
||||||
|
Screen(); // Private constructor
|
||||||
|
~Screen();
|
||||||
|
public:
|
||||||
|
static void init(); // Creates singleton
|
||||||
|
static void destroy(); // Destroys singleton
|
||||||
|
static Screen* get(); // Accesses singleton
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
**Singleton Systems:**
|
||||||
|
- `Screen` - Rendering, window management, palette/shader effects
|
||||||
|
- `Input` - Keyboard & gamepad input binding and checking
|
||||||
|
- `Audio` - Music and sound effect playback
|
||||||
|
- `Resource` - Asset loading, caching, streaming
|
||||||
|
- `Asset` - Asset path registry and verification
|
||||||
|
- `Director` - Main application controller
|
||||||
|
- `Cheevos` - Achievement state management
|
||||||
|
- `Debug` - Debug information overlay
|
||||||
|
|
||||||
|
### 3.2 Scene-Based State Machine
|
||||||
|
|
||||||
|
The game uses a scene manager to control application flow:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// namespace SceneManager
|
||||||
|
enum class Scene {
|
||||||
|
LOGO, LOADING_SCREEN, TITLE, CREDITS, GAME, DEMO,
|
||||||
|
GAME_OVER, ENDING, ENDING2, QUIT
|
||||||
|
};
|
||||||
|
|
||||||
|
inline Scene current = Scene::LOGO; // Global scene state
|
||||||
|
inline Options options = ...; // Transition options
|
||||||
|
```
|
||||||
|
|
||||||
|
**Scene Hierarchy:**
|
||||||
|
- Each scene runs its own update/render loop
|
||||||
|
- `Director` switches between scenes based on `SceneManager::current`
|
||||||
|
- Scenes can request transitions via `SceneManager::current` assignment
|
||||||
|
|
||||||
|
### 3.3 Entity-Component Pattern (Simplified)
|
||||||
|
|
||||||
|
Entities (Player, Enemies, Items) have:
|
||||||
|
- **Update** - Logic, physics, animation
|
||||||
|
- **Render** - Draw to screen surface
|
||||||
|
- **Collision** - Hit detection (player collides with room, enemies, items)
|
||||||
|
|
||||||
|
### 3.4 Surface-Based Rendering Pipeline
|
||||||
|
|
||||||
|
The rendering system uses a **8-bit indexed color** pipeline:
|
||||||
|
|
||||||
|
```
|
||||||
|
SurfaceData (pixel buffer)
|
||||||
|
↓
|
||||||
|
Surface (palette + rendering operations)
|
||||||
|
↓
|
||||||
|
SDL_Texture (GPU texture)
|
||||||
|
↓
|
||||||
|
SDL_Renderer (to SDL_Window)
|
||||||
|
↓
|
||||||
|
Display
|
||||||
|
```
|
||||||
|
|
||||||
|
**Key Components:**
|
||||||
|
- `Surface` - 8-bit indexed pixel buffer with palette support
|
||||||
|
- `SurfaceSprite` - Renders a fixed region of a surface
|
||||||
|
- `SurfaceAnimatedSprite` - Frame-based animation on top of sprite
|
||||||
|
- `SurfaceMovingSprite` - Adds velocity/position to animated sprite
|
||||||
|
- Supports color replacement, palette swapping, and shader effects (CRT)
|
||||||
|
|
||||||
|
### 3.5 Tile-Based Collision System
|
||||||
|
|
||||||
|
Rooms use a sophisticated collision detection system:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
class Room {
|
||||||
|
std::vector<LineHorizontal> bottom_floors_; // Ground surfaces
|
||||||
|
std::vector<LineHorizontal> top_floors_; // Ceiling surfaces
|
||||||
|
std::vector<LineVertical> left_walls_; // Left walls
|
||||||
|
std::vector<LineVertical> right_walls_; // Right walls
|
||||||
|
std::vector<LineDiagonal> left_slopes_; // Ramps going left
|
||||||
|
std::vector<LineDiagonal> right_slopes_; // Ramps going right
|
||||||
|
std::vector<LineHorizontal> conveyor_belt_floors_; // Moving platforms
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
**Collision Detection:**
|
||||||
|
- Player has collision points and "feet" points for fine-grained detection
|
||||||
|
- Room provides `check*Surfaces()` methods for collision resolution
|
||||||
|
- Supports ramps, slopes, conveyor belts, and auto-surfaces
|
||||||
|
- Enemies have axis-aligned bounding boxes
|
||||||
|
|
||||||
|
### 3.6 Sprite Animation System
|
||||||
|
|
||||||
|
Animation is data-driven:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
struct AnimationData {
|
||||||
|
std::string name;
|
||||||
|
std::vector<SDL_FRect> frames; // Frame rectangles
|
||||||
|
int speed; // Milliseconds per frame
|
||||||
|
int loop; // Frame to return to (-1 = no loop)
|
||||||
|
bool completed;
|
||||||
|
int current_frame;
|
||||||
|
int counter;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Loaded from .ani files (list of animation names)
|
||||||
|
// Rendered with SurfaceAnimatedSprite
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. System Interactions & Data Flow
|
||||||
|
|
||||||
|
### 4.1 Application Lifecycle
|
||||||
|
|
||||||
|
```
|
||||||
|
main()
|
||||||
|
↓
|
||||||
|
Director::Director() [Initialization]
|
||||||
|
├─ Options::init() - Load game configuration
|
||||||
|
├─ Asset::init() - Register asset paths
|
||||||
|
├─ Screen::init() - Create window, SDL renderer
|
||||||
|
├─ Audio::init() - Initialize SDL audio
|
||||||
|
├─ Input::init() - Bind keyboard/gamepad controls
|
||||||
|
├─ Resource::init() - Load all game resources
|
||||||
|
└─ Cheevos::init() - Load achievement state
|
||||||
|
|
||||||
|
Director::run() [Main loop]
|
||||||
|
├─ while (SceneManager::current != QUIT)
|
||||||
|
│ ├─ Logo::run()
|
||||||
|
│ ├─ LoadingScreen::run()
|
||||||
|
│ ├─ Title::run()
|
||||||
|
│ ├─ Game::run()
|
||||||
|
│ ├─ Ending::run()
|
||||||
|
│ └─ ...
|
||||||
|
└─ return 0
|
||||||
|
|
||||||
|
Director::~Director() [Cleanup]
|
||||||
|
├─ Options::saveToFile() - Save game settings
|
||||||
|
├─ Resource::destroy()
|
||||||
|
├─ Audio::destroy()
|
||||||
|
├─ Input::destroy()
|
||||||
|
├─ Screen::destroy()
|
||||||
|
└─ Asset::destroy()
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4.2 Game Scene Flow (Core Gameplay Loop)
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
Game::run() {
|
||||||
|
while (game is running) {
|
||||||
|
// Update
|
||||||
|
Input::checkInput() - Get player commands
|
||||||
|
Player::update() - Physics, animation, collision
|
||||||
|
Room::update() - Enemy AI, animated tiles
|
||||||
|
checkCollisions() - Player vs enemies, items, room
|
||||||
|
checkGameOver() - Win/lose conditions
|
||||||
|
|
||||||
|
// Render
|
||||||
|
Screen::start() - Prepare for drawing
|
||||||
|
Room::renderMap() - Draw tilemap
|
||||||
|
Room::renderEnemies() - Draw enemy sprites
|
||||||
|
Room::renderItems() - Draw item sprites
|
||||||
|
Player::render() - Draw player sprite
|
||||||
|
renderScoreboard() - Draw HUD
|
||||||
|
Screen::render() - Flush to GPU
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4.3 Resource Loading & Caching
|
||||||
|
|
||||||
|
```
|
||||||
|
Director::setFileList()
|
||||||
|
├─ Asset::add(file, type) - Register all assets
|
||||||
|
└─ Asset::check() - Verify files exist
|
||||||
|
|
||||||
|
Game Scene initialization
|
||||||
|
└─ Resource::init() - Loads all resources
|
||||||
|
├─ loadSounds() - WAV files
|
||||||
|
├─ loadMusics() - OGG files
|
||||||
|
├─ loadSurfaces() - GIF/PNG images
|
||||||
|
├─ loadAnimations() - .ani animation definitions
|
||||||
|
├─ loadTileMaps() - .room tilemap data
|
||||||
|
└─ loadRooms() - Room metadata
|
||||||
|
|
||||||
|
During gameplay
|
||||||
|
└─ Resource::get*(name) - Return cached resource
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4.4 Input Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
SDL_Event (from OS)
|
||||||
|
↓
|
||||||
|
Input::checkInput(action)
|
||||||
|
├─ Check keyboard bindings - SDL_Scancode → InputAction
|
||||||
|
├─ Check gamepad bindings - SDL_GamepadButton → InputAction
|
||||||
|
└─ Return true if action active
|
||||||
|
|
||||||
|
Game logic uses checked inputs
|
||||||
|
└─ Player responds to actions
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4.5 Audio Control Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
Game code
|
||||||
|
├─ Audio::playMusic(name, loop)
|
||||||
|
├─ Audio::playSound(name, group)
|
||||||
|
└─ Audio::stopMusic()
|
||||||
|
↓
|
||||||
|
Audio [wrapper/manager]
|
||||||
|
├─ Resource::getMusic(name)
|
||||||
|
├─ Resource::getSound(name)
|
||||||
|
└─ jail_audio C library
|
||||||
|
└─ SDL3 Audio device
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Important Design Patterns & Conventions
|
||||||
|
|
||||||
|
### 5.1 Naming Conventions
|
||||||
|
|
||||||
|
**Classes:**
|
||||||
|
- `PascalCase` for classes: `Player`, `Room`, `Screen`, `Director`
|
||||||
|
- Suffix `Sprite` for sprite classes: `SurfaceSprite`, `SurfaceAnimatedSprite`
|
||||||
|
|
||||||
|
**Methods:**
|
||||||
|
- `get*()` for getters: `getWidth()`, `getRect()`
|
||||||
|
- `set*()` for setters: `setColor()`, `setPos()`
|
||||||
|
- `check*()` for boolean checks: `checkInput()`, `checkCollision()`
|
||||||
|
- `update()` for game logic updates
|
||||||
|
- `render()` for drawing
|
||||||
|
|
||||||
|
**Variables:**
|
||||||
|
- `snake_case` for member variables with `_` suffix: `x_`, `y_`, `sprite_`
|
||||||
|
- `UPPER_CASE` for constants: `BLOCK`, `MAX_VY_`, `WIDTH_`
|
||||||
|
- Private members: `private_member_`
|
||||||
|
|
||||||
|
**Structs for Data:**
|
||||||
|
- `XxxData` suffix: `PlayerData`, `RoomData`, `AnimationData`
|
||||||
|
- Used as initialization structures passed to constructors
|
||||||
|
|
||||||
|
### 5.2 Memory Management
|
||||||
|
|
||||||
|
- **Smart Pointers:** Uses `std::shared_ptr` for shared ownership (Surfaces, Sprites, Rooms)
|
||||||
|
- **Unique Pointers:** Uses `std::unique_ptr` for sole ownership (Director, local objects)
|
||||||
|
- **Raw Pointers:** Minimal use, mainly for singleton access or SDL objects
|
||||||
|
- **Static Allocation:** Singletons use static pointer pattern for RAII
|
||||||
|
|
||||||
|
### 5.3 Frame-Independent Physics
|
||||||
|
|
||||||
|
Uses `DeltaTimer` for delta time calculation:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// In game loop
|
||||||
|
float delta = deltaTimer.tick(); // Get seconds since last frame
|
||||||
|
|
||||||
|
// Apply to physics
|
||||||
|
player.vy_ += gravity * delta;
|
||||||
|
player.y_ += player.vy_ * delta;
|
||||||
|
```
|
||||||
|
|
||||||
|
Provides **time scaling** for slow-motion effects.
|
||||||
|
|
||||||
|
### 5.4 Palette System
|
||||||
|
|
||||||
|
- 8-bit indexed color (256 colors per palette)
|
||||||
|
- Multiple palettes can be loaded and swapped
|
||||||
|
- `Surface::setPalette()` changes rendering colors
|
||||||
|
- Supports color replacement per-render: `renderWithColorReplace()`
|
||||||
|
- CRT shader effects can modify colors in real-time
|
||||||
|
|
||||||
|
### 5.5 Configuration System
|
||||||
|
|
||||||
|
Game settings stored in configuration file:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
namespace Options {
|
||||||
|
inline Video video{}; // Screen resolution, fullscreen, etc.
|
||||||
|
inline Audio audio{}; // Music/sound volumes
|
||||||
|
inline Notification notifications{};
|
||||||
|
inline Cheat cheats{}; // Cheat codes
|
||||||
|
inline ControlScheme keys{}; // Control mapping
|
||||||
|
inline Stats stats{}; // Game statistics
|
||||||
|
}
|
||||||
|
|
||||||
|
Options::loadFromFile(path); // Load from config.txt
|
||||||
|
Options::saveToFile(path); // Save on exit
|
||||||
|
```
|
||||||
|
|
||||||
|
### 5.6 Achievement System
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
struct Achievement {
|
||||||
|
int id;
|
||||||
|
std::string caption;
|
||||||
|
std::string description;
|
||||||
|
int icon;
|
||||||
|
bool completed;
|
||||||
|
bool obtainable;
|
||||||
|
};
|
||||||
|
|
||||||
|
Cheevos::unlock(id); // Unlock achievement
|
||||||
|
Cheevos::setUnobtainable(id); // Lock achievement
|
||||||
|
Cheevos::saveToFile(); // Persist state
|
||||||
|
```
|
||||||
|
|
||||||
|
Achievements trigger notifications on unlock.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Technology Stack
|
||||||
|
|
||||||
|
### Core Technologies
|
||||||
|
|
||||||
|
| Component | Technology | Version | Role |
|
||||||
|
|-----------|-----------|---------|------|
|
||||||
|
| **Graphics** | SDL3 | Latest | Window, rendering, input |
|
||||||
|
| **GPU Rendering** | OpenGL | 3.2+ | Shader effects (CRT) |
|
||||||
|
| **Audio** | SDL3 Audio | Latest | Audio device, mixing |
|
||||||
|
| **Audio Decoding** | jail_audio (custom) | 1.x | OGG/WAV playback |
|
||||||
|
| **Image Loading** | stb_image | v2.x | PNG/GIF image loading |
|
||||||
|
| **Audio Decoding** | stb_vorbis | v1.x | OGG Vorbis support |
|
||||||
|
| **Language** | C++ | C++20 | Standard library features |
|
||||||
|
| **Build System** | CMake | 3.10+ | Cross-platform building |
|
||||||
|
|
||||||
|
### C++ Features Used
|
||||||
|
|
||||||
|
- **Smart Pointers:** `std::shared_ptr`, `std::unique_ptr`
|
||||||
|
- **Standard Containers:** `std::vector`, `std::array`
|
||||||
|
- **Modern Features:** `std::move`, lambda functions, constexpr
|
||||||
|
- **Namespaces:** Extensive use for organization
|
||||||
|
- **Inline Variables:** C++17 `inline` for global game state
|
||||||
|
|
||||||
|
### Platform Support
|
||||||
|
|
||||||
|
- **Windows:** MinGW/MSVC with SDL3
|
||||||
|
- **macOS:** Apple Clang, arm64 architecture, OpenGL
|
||||||
|
- **Linux:** GCC with SDL3 and OpenGL
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Key Classes & Their Responsibilities
|
||||||
|
|
||||||
|
### Core System Classes
|
||||||
|
|
||||||
|
| Class | Purpose | Pattern |
|
||||||
|
|-------|---------|---------|
|
||||||
|
| `Director` | Main application controller, scene manager | Singleton |
|
||||||
|
| `Screen` | Rendering, window, palette management | Singleton |
|
||||||
|
| `Input` | Keyboard & gamepad input | Singleton |
|
||||||
|
| `Audio` | Music and SFX playback | Singleton |
|
||||||
|
| `Resource` | Asset caching and loading | Singleton |
|
||||||
|
| `Asset` | Asset path registry | Singleton |
|
||||||
|
| `Debug` | Debug overlay information | Singleton |
|
||||||
|
| `globalEvents` | Global SDL event handling (quit, device reset, mouse) | Namespace |
|
||||||
|
|
||||||
|
### Game Logic Classes
|
||||||
|
|
||||||
|
| Class | Purpose |
|
||||||
|
|-------|---------|
|
||||||
|
| `Game` | Main gameplay scene, orchestrates update/render |
|
||||||
|
| `Player` | Player entity with physics and animation |
|
||||||
|
| `Room` | Level data, collision detection, tilemap rendering |
|
||||||
|
| `Enemy` | Enemy entity behavior and rendering |
|
||||||
|
| `Item` | Collectible items |
|
||||||
|
| `Scoreboard` | HUD display data |
|
||||||
|
| `Cheevos` | Achievement unlock and state |
|
||||||
|
| `ItemTracker` | Tracks collected items |
|
||||||
|
| `RoomTracker` | Tracks visited rooms |
|
||||||
|
|
||||||
|
### Rendering Classes
|
||||||
|
|
||||||
|
| Class | Purpose |
|
||||||
|
|-------|---------|
|
||||||
|
| `Surface` | 8-bit indexed color pixel buffer with palette |
|
||||||
|
| `SurfaceSprite` | Renders a sprite region |
|
||||||
|
| `SurfaceAnimatedSprite` | Frame-based animation rendering |
|
||||||
|
| `SurfaceMovingSprite` | Sprite with velocity/position |
|
||||||
|
| `Text` | Text rendering system |
|
||||||
|
| `OpenGLShader` | Shader compilation and effects |
|
||||||
|
|
||||||
|
### Utility Classes
|
||||||
|
|
||||||
|
| Class | Purpose |
|
||||||
|
|-------|---------|
|
||||||
|
| `DeltaTimer` | Frame-rate independent timing |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Common Development Workflows
|
||||||
|
|
||||||
|
### Adding a New Input Action
|
||||||
|
|
||||||
|
1. Add to `InputAction` enum in `core/input/input.hpp`
|
||||||
|
2. Bind in `Director::initInput()`:
|
||||||
|
```cpp
|
||||||
|
Input::get()->bindKey(InputAction::NEW_ACTION, SDL_SCANCODE_X);
|
||||||
|
```
|
||||||
|
3. Check in game code:
|
||||||
|
```cpp
|
||||||
|
if (Input::get()->checkInput(InputAction::NEW_ACTION)) {
|
||||||
|
// Handle action
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Adding a New Scene
|
||||||
|
|
||||||
|
1. Create class inheriting appropriate base (usually standalone `run()` method)
|
||||||
|
2. Add to `SceneManager::Scene` enum
|
||||||
|
3. Implement in `Director::run()` switch statement
|
||||||
|
4. Set `SceneManager::current` to transition
|
||||||
|
|
||||||
|
### Adding Game Assets
|
||||||
|
|
||||||
|
1. Place file in `data/` directory
|
||||||
|
2. Register in `Director::setFileList()`:
|
||||||
|
```cpp
|
||||||
|
Asset::get()->add("/data/path/file.ext", AssetType::TYPE);
|
||||||
|
```
|
||||||
|
3. Resource loads automatically during `Resource::init()`
|
||||||
|
4. Access via: `Resource::get()->getSurface("name")`
|
||||||
|
|
||||||
|
### Modifying Collision Detection
|
||||||
|
|
||||||
|
1. Update `Room::setBottomSurfaces()`, `setLeftSlopes()`, etc.
|
||||||
|
2. Modify Player collision point generation in `Player::updateColliderPoints()`
|
||||||
|
3. Adjust tile classification in `TileType` enum
|
||||||
|
4. Test with debug visualization (F12 key)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Debug Features
|
||||||
|
|
||||||
|
### Available at Runtime
|
||||||
|
|
||||||
|
- **F12** - Toggle debug info overlay (FPS, player position, collision points)
|
||||||
|
- **F1/F2** - Decrease/increase window zoom
|
||||||
|
- **F3** - Toggle fullscreen mode
|
||||||
|
- **F4** - Toggle shader effects
|
||||||
|
- **F5/F6** - Next/previous palette
|
||||||
|
- **F7** - Toggle integer scaling
|
||||||
|
- **M** - Toggle music
|
||||||
|
- **B** - Toggle border display
|
||||||
|
- **P** - Pause game
|
||||||
|
|
||||||
|
### Debug Mode Compilation
|
||||||
|
|
||||||
|
In debug builds (`#ifdef DEBUG`), renders:
|
||||||
|
- Player collision boxes
|
||||||
|
- Collision point visualization
|
||||||
|
- Debug information overlay
|
||||||
|
- Special debug event handling
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Performance Considerations
|
||||||
|
|
||||||
|
### Optimization Points
|
||||||
|
|
||||||
|
1. **Rendering:** Uses indexed color (8-bit) to reduce memory bandwidth
|
||||||
|
2. **Surfaces:** Shared smart pointers reduce copying
|
||||||
|
3. **Collision:** Pre-computed tile surface lists avoid per-frame searches
|
||||||
|
4. **Animation:** Frame-based animation reduces computation vs. bone systems
|
||||||
|
5. **Audio:** Cached music and sound effects, no runtime decoding
|
||||||
|
6. **Delta Time:** Frame-rate independent logic for smooth gameplay
|
||||||
|
|
||||||
|
### Known Limitations
|
||||||
|
|
||||||
|
- Single-threaded architecture (SDL3 requires single-thread rendering)
|
||||||
|
- Surfaces stored entirely in CPU memory (not GPU-side textures)
|
||||||
|
- Palette system requires full surface redraw when changing colors
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 11. File Format Reference
|
||||||
|
|
||||||
|
### Animation Files (.ani)
|
||||||
|
List of animation names, one per line:
|
||||||
|
```
|
||||||
|
default
|
||||||
|
jump
|
||||||
|
run
|
||||||
|
fall
|
||||||
|
```
|
||||||
|
|
||||||
|
### Room Data Files (.room)
|
||||||
|
Key-value pairs defining room properties:
|
||||||
|
```
|
||||||
|
number=01
|
||||||
|
name=Starting Room
|
||||||
|
bg_color=0x000000
|
||||||
|
border_color=0xFF00FF
|
||||||
|
...
|
||||||
|
```
|
||||||
|
|
||||||
|
### Tilemap Files (.tmx)
|
||||||
|
Tiled map format with tileset and collision data.
|
||||||
|
|
||||||
|
### Palette Files (.pal)
|
||||||
|
Binary 256-color palette format (256 × 4 bytes RGBA).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 12. Quick Reference: Main Entry Points
|
||||||
|
|
||||||
|
### For Graphics Issues
|
||||||
|
- `Screen::render()` - Main rendering method
|
||||||
|
- `Screen::setPalete()` - Palette application
|
||||||
|
- `Surface` class - Pixel buffer operations
|
||||||
|
|
||||||
|
### For Input Issues
|
||||||
|
- `Input::checkInput()` - Input state checking
|
||||||
|
- `Director::initInput()` - Binding configuration
|
||||||
|
|
||||||
|
### For Audio Issues
|
||||||
|
- `Audio::playMusic()` - Music playback
|
||||||
|
- `Audio::playSound()` - SFX playback
|
||||||
|
- `jail_audio` library - Low-level audio operations
|
||||||
|
|
||||||
|
### For Game Logic
|
||||||
|
- `Game::run()` - Main game loop
|
||||||
|
- `Room` class - Collision and level logic
|
||||||
|
- `Player::update()` - Physics and movement
|
||||||
|
|
||||||
|
### For Asset Management
|
||||||
|
- `Asset::add()` - Asset registration
|
||||||
|
- `Resource::load()` - Asset loading
|
||||||
|
- `Director::setFileList()` - Complete asset registry
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 13. Future Enhancement Points
|
||||||
|
|
||||||
|
### Identified Areas for Expansion
|
||||||
|
|
||||||
|
1. **Network Play:** Stats upload to online service
|
||||||
|
2. **More Scenes:** Additional game modes
|
||||||
|
3. **Custom Rooms:** Level editor integration
|
||||||
|
4. **Audio Streaming:** Background music without loading entire file
|
||||||
|
5. **Particle System:** Visual effects for pickups/collisions
|
||||||
|
6. **Controller Feedback:** Haptic feedback for game events
|
||||||
|
7. **Accessibility:** Font scaling, color-blind modes, key remapping UI
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Development Notes
|
||||||
|
|
||||||
|
- **Language:** All code comments and some variable names are in Spanish (maintaining original author style)
|
||||||
|
- **Compilation:** Use CMake - automatically handles platform differences
|
||||||
|
- **Performance Profiling:** Use debug overlay (F12) for basic metrics; consider external profilers for deeper analysis
|
||||||
|
- **Common Warnings:** The codebase has been cleaned of the `struct`/`class` forward declaration inconsistency warnings that previously appeared
|
||||||
|
|
||||||
|
### Important Code Consistency Rules
|
||||||
|
|
||||||
|
1. **Forward Declarations:** Always use `class` for forward declarations of classes defined with `class` (not `struct`). The `Surface` class is defined as `class Surface` in `surface.hpp:57`, so all forward declarations must use `class Surface;`
|
||||||
|
|
||||||
|
2. **Singleton Pattern:** When creating new singletons, follow the existing pattern:
|
||||||
|
- Private static instance pointer
|
||||||
|
- Private constructor/destructor
|
||||||
|
- Public `init()`, `destroy()`, and `get()` methods
|
||||||
|
|
||||||
|
3. **Delta Time:** Always use `DeltaTimer` for frame-rate independent physics calculations
|
||||||
|
|
||||||
|
4. **Memory Management:** Prefer `std::shared_ptr` for shared resources (Surfaces, Sprites) and `std::unique_ptr` for sole ownership
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Last Updated:** November 2022 (per README)
|
||||||
|
**Original Author:** JailDesigner
|
||||||
|
**Repository:** Gitea (internal)
|
||||||
@@ -58,6 +58,7 @@ set(APP_SOURCES
|
|||||||
# Core - System
|
# Core - System
|
||||||
source/core/system/debug.cpp
|
source/core/system/debug.cpp
|
||||||
source/core/system/director.cpp
|
source/core/system/director.cpp
|
||||||
|
source/core/system/global_events.cpp
|
||||||
|
|
||||||
# Game - Entities
|
# Game - Entities
|
||||||
source/game/entities/enemy.cpp
|
source/game/entities/enemy.cpp
|
||||||
@@ -90,7 +91,6 @@ set(APP_SOURCES
|
|||||||
|
|
||||||
# Utils
|
# Utils
|
||||||
source/utils/delta_timer.cpp
|
source/utils/delta_timer.cpp
|
||||||
source/utils/global_events.cpp
|
|
||||||
source/utils/utils.cpp
|
source/utils/utils.cpp
|
||||||
|
|
||||||
# Main
|
# Main
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
#include <vector> // Para vector
|
#include <vector> // Para vector
|
||||||
|
|
||||||
#include "utils/utils.hpp" // Para Color
|
#include "utils/utils.hpp" // Para Color
|
||||||
struct Surface;
|
class Surface;
|
||||||
namespace Rendering {
|
namespace Rendering {
|
||||||
class ShaderBackend;
|
class ShaderBackend;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include "game/scene_manager.hpp" // Para SceneManager
|
#include "game/scene_manager.hpp" // Para SceneManager
|
||||||
|
|
||||||
#include "utils/global_events.hpp"
|
#include "core/system/global_events.hpp"
|
||||||
|
|
||||||
#include "core/input/mouse.hpp"
|
#include "core/input/mouse.hpp"
|
||||||
#include "game/options.hpp" // Para Options, options, OptionsGame, OptionsAudio
|
#include "game/options.hpp" // Para Options, options, OptionsGame, OptionsAudio
|
||||||
@@ -13,7 +13,7 @@
|
|||||||
#include "game/options.hpp" // Para Options, options, OptionsGame, Sectio...
|
#include "game/options.hpp" // Para Options, options, OptionsGame, Sectio...
|
||||||
#include "game/scene_manager.hpp" // Para SceneManager
|
#include "game/scene_manager.hpp" // Para SceneManager
|
||||||
#include "utils/defines.hpp" // Para GAME_SPEED, PLAY_AREA_CENTER_X, PLAY_...
|
#include "utils/defines.hpp" // Para GAME_SPEED, PLAY_AREA_CENTER_X, PLAY_...
|
||||||
#include "utils/global_events.hpp" // Para check
|
#include "core/system/global_events.hpp" // Para check
|
||||||
#include "utils/utils.hpp" // Para PaletteColor
|
#include "utils/utils.hpp" // Para PaletteColor
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
@@ -14,7 +14,7 @@
|
|||||||
#include "game/options.hpp" // Para Options, options, OptionsGame, SectionS...
|
#include "game/options.hpp" // Para Options, options, OptionsGame, SectionS...
|
||||||
#include "game/scene_manager.hpp" // Para SceneManager
|
#include "game/scene_manager.hpp" // Para SceneManager
|
||||||
#include "utils/defines.hpp" // Para GAME_SPEED
|
#include "utils/defines.hpp" // Para GAME_SPEED
|
||||||
#include "utils/global_events.hpp" // Para check
|
#include "core/system/global_events.hpp" // Para check
|
||||||
#include "utils/utils.hpp" // Para PaletteColor
|
#include "utils/utils.hpp" // Para PaletteColor
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
@@ -15,7 +15,7 @@
|
|||||||
#include "game/options.hpp" // Para Options, options, OptionsGame, Sectio...
|
#include "game/options.hpp" // Para Options, options, OptionsGame, Sectio...
|
||||||
#include "game/scene_manager.hpp" // Para SceneManager
|
#include "game/scene_manager.hpp" // Para SceneManager
|
||||||
#include "utils/defines.hpp" // Para GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y
|
#include "utils/defines.hpp" // Para GAMECANVAS_CENTER_X, GAMECANVAS_CENTER_Y
|
||||||
#include "utils/global_events.hpp" // Para check
|
#include "core/system/global_events.hpp" // Para check
|
||||||
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
|
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
@@ -24,7 +24,7 @@
|
|||||||
#include "game/gameplay/stats.hpp" // Para Stats
|
#include "game/gameplay/stats.hpp" // Para Stats
|
||||||
#include "game/ui/notifier.hpp" // Para Notifier, NotificationText, CHEEVO_NO...
|
#include "game/ui/notifier.hpp" // Para Notifier, NotificationText, CHEEVO_NO...
|
||||||
#include "utils/defines.hpp" // Para BLOCK, PLAY_AREA_HEIGHT, RoomBorder::BOTTOM
|
#include "utils/defines.hpp" // Para BLOCK, PLAY_AREA_HEIGHT, RoomBorder::BOTTOM
|
||||||
#include "utils/global_events.hpp" // Para check
|
#include "core/system/global_events.hpp" // Para check
|
||||||
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
|
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
@@ -14,7 +14,7 @@
|
|||||||
#include "game/options.hpp" // Para Options, options, OptionsStats, Secti...
|
#include "game/options.hpp" // Para Options, options, OptionsStats, Secti...
|
||||||
#include "game/scene_manager.hpp" // Para SceneManager
|
#include "game/scene_manager.hpp" // Para SceneManager
|
||||||
#include "utils/defines.hpp" // Para GAMECANVAS_CENTER_X, GAME_SPEED
|
#include "utils/defines.hpp" // Para GAMECANVAS_CENTER_X, GAME_SPEED
|
||||||
#include "utils/global_events.hpp" // Para check
|
#include "core/system/global_events.hpp" // Para check
|
||||||
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
|
#include "utils/utils.hpp" // Para PaletteColor, stringToColor
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
@@ -12,7 +12,7 @@
|
|||||||
#include "game/options.hpp" // Para Options, options, SectionState, Options...
|
#include "game/options.hpp" // Para Options, options, SectionState, Options...
|
||||||
#include "game/scene_manager.hpp" // Para SceneManager
|
#include "game/scene_manager.hpp" // Para SceneManager
|
||||||
#include "utils/defines.hpp" // Para GAME_SPEED
|
#include "utils/defines.hpp" // Para GAME_SPEED
|
||||||
#include "utils/global_events.hpp" // Para check
|
#include "core/system/global_events.hpp" // Para check
|
||||||
#include "utils/utils.hpp" // Para stringToColor, PaletteColor
|
#include "utils/utils.hpp" // Para stringToColor, PaletteColor
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
@@ -12,7 +12,7 @@
|
|||||||
#include "game/options.hpp" // Para Options, SectionState, options, Section
|
#include "game/options.hpp" // Para Options, SectionState, options, Section
|
||||||
#include "game/scene_manager.hpp" // Para SceneManager
|
#include "game/scene_manager.hpp" // Para SceneManager
|
||||||
#include "utils/delta_timer.hpp" // Para DeltaTimer
|
#include "utils/delta_timer.hpp" // Para DeltaTimer
|
||||||
#include "utils/global_events.hpp" // Para check
|
#include "core/system/global_events.hpp" // Para check
|
||||||
#include "utils/utils.hpp" // Para PaletteColor
|
#include "utils/utils.hpp" // Para PaletteColor
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
@@ -15,7 +15,7 @@
|
|||||||
#include "game/options.hpp" // Para Options, options, SectionState, Section
|
#include "game/options.hpp" // Para Options, options, SectionState, Section
|
||||||
#include "game/scene_manager.hpp" // Para SceneManager
|
#include "game/scene_manager.hpp" // Para SceneManager
|
||||||
#include "utils/defines.hpp" // Para PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
|
#include "utils/defines.hpp" // Para PLAY_AREA_CENTER_X, GAMECANVAS_WIDTH
|
||||||
#include "utils/global_events.hpp" // Para check
|
#include "core/system/global_events.hpp" // Para check
|
||||||
#include "utils/utils.hpp" // Para stringToColor, PaletteColor, playMusic
|
#include "utils/utils.hpp" // Para stringToColor, PaletteColor, playMusic
|
||||||
|
|
||||||
// Constructor
|
// Constructor
|
||||||
|
|||||||
Reference in New Issue
Block a user