forked from jaildesigner-jailgames/jaildoctors_dilemma
Compare commits
13 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4d41ef53f1 | |||
| 38f95d9724 | |||
| 783689c368 | |||
| 6059a3b894 | |||
| 8d49c78519 | |||
| bade27edc4 | |||
| 64ebf24408 | |||
| f931890e95 | |||
| 216fc1e19c | |||
| 9ecab3ea59 | |||
| 90bbe77f39 | |||
| edba97cfc7 | |||
| 4243f89dc0 |
@@ -1,4 +1,3 @@
|
||||
id=1
|
||||
name=Test Room
|
||||
bg_color=black
|
||||
tileset=room1.png
|
||||
@@ -6,7 +5,10 @@ room_up=0
|
||||
room_down=0
|
||||
room_left=0
|
||||
room_right=02.room
|
||||
tilemap=41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,41,41,41,41,41,41,41,41,41,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,41,41,41,41,41,0,0,0,0,0,0,0,0,0,81,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,41,41,41,41,0,0,0,0,0,0,0,0,0,0,0,41,41,41,41,41,41,41,41,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,0,0,41,41,0,0,0,0,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,0,0,0,0,0,41,0,0,0,0,0,0,0,0,0,81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41
|
||||
|
||||
[tilemap]
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room1.tmx
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[tilemap-end]
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||||
|
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[enemy]
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tileset=enemy01.png
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@@ -34,4 +36,9 @@ y2=72
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color=yellow
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[enemy-end]
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||||
|
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item=1,10,10
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[item]
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||||
tileset=items.png
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||||
tile=1
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x=10
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y=10
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[item-end]
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@@ -1,4 +1,3 @@
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id=2
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name=Test Room 2
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bg_color=black
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tileset=room1.png
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@@ -6,7 +5,7 @@ room_up=0
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room_down=0
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||||
room_left=01.room
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||||
room_right=0
|
||||
tilemap=43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,43,43,43,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,0,0,0,0,0,0,0,83,83,83,83,83,83,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,83,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63
|
||||
enemy=1,0,0,0,1
|
||||
enemy=2,10,0,0,1
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||||
item=1,10,10
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||||
|
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[tilemap]
|
||||
room2.tmx
|
||||
[tilemap-end]
|
||||
24
data/room/room1.tmx
Normal file
24
data/room/room1.tmx
Normal file
@@ -0,0 +1,24 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.0" orientation="orthogonal" renderorder="right-down" width="32" height="16" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../../resources/tilesets/room1.tsx"/>
|
||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
||||
<data encoding="csv">
|
||||
41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,0,0,41,41,41,41,41,41,41,41,41,41,41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,41,41,41,41,41,0,0,0,0,0,0,0,0,0,81,0,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,41,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,41,41,0,0,0,0,0,0,0,0,0,0,0,41,41,41,41,41,41,41,41,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,
|
||||
41,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,0,0,0,0,0,41,
|
||||
41,0,0,0,0,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,81,0,0,0,0,0,41,
|
||||
0,0,0,0,0,0,0,0,0,81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,
|
||||
41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41,41
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
24
data/room/room2.tmx
Normal file
24
data/room/room2.tmx
Normal file
@@ -0,0 +1,24 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.0" orientation="orthogonal" renderorder="right-down" width="32" height="16" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../../resources/tilesets/room1.tsx"/>
|
||||
<layer id="1" name="Capa de patrones 1" width="32" height="16">
|
||||
<data encoding="csv">
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,83,83,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,43,43,43,43,43,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,83,0,0,0,0,0,0,0,0,0,3,0,0,0,0,83,83,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,83,0,0,0,0,0,0,0,0,0,3,0,0,0,0,83,83,0,0,0,0,0,43,
|
||||
43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,43,
|
||||
0,0,0,0,0,0,0,83,83,83,83,83,83,0,0,0,0,0,0,3,0,0,0,0,83,83,0,0,0,0,0,0,
|
||||
0,0,0,0,0,83,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
63,43,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,43,43,43,43,43,43,43,43,43,43,43,63,
|
||||
63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
BIN
media/player/player01.png
Normal file
BIN
media/player/player01.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 222 B |
@@ -29,9 +29,9 @@ const int VIEW_HEIGHT = SCREEN_HEIGHT * 3;
|
||||
|
||||
// Zona de juego
|
||||
const int PLAY_AREA_TOP = (0 * BLOCK);
|
||||
const int PLAY_AREA_BOTTOM = GAMECANVAS_HEIGHT - (4 * BLOCK);
|
||||
const int PLAY_AREA_BOTTOM = (16 * BLOCK);
|
||||
const int PLAY_AREA_LEFT = (0 * BLOCK);
|
||||
const int PLAY_AREA_RIGHT = GAMECANVAS_WIDTH - (0 * BLOCK);
|
||||
const int PLAY_AREA_RIGHT = (32 * BLOCK);
|
||||
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
|
||||
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
|
||||
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
|
||||
@@ -41,6 +41,11 @@ const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
|
||||
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
|
||||
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
|
||||
|
||||
#define BORDER_TOP 0
|
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#define BORDER_RIGHT 1
|
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#define BORDER_BOTTOM 2
|
||||
#define BORDER_LEFT 3
|
||||
|
||||
// Anclajes de pantalla
|
||||
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
|
||||
|
||||
@@ -198,8 +198,11 @@ void Director::setFileList()
|
||||
mAsset->add("/data/config.bin", data, false);
|
||||
mAsset->add("/data/room/01.room", room);
|
||||
mAsset->add("/data/room/02.room", room);
|
||||
mAsset->add("/data/room/room1.tmx", room);
|
||||
mAsset->add("/data/room/room2.tmx", room);
|
||||
mAsset->add("/media/tilesets/room1.png", bitmap);
|
||||
mAsset->add("/media/enemies/enemy01.png", bitmap);
|
||||
mAsset->add("/media/player/player01.png", bitmap);
|
||||
}
|
||||
|
||||
// Carga el fichero de configuración
|
||||
|
||||
146
source/game.cpp
146
source/game.cpp
@@ -9,8 +9,10 @@ Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang,
|
||||
mLang = lang;
|
||||
mInput = input;
|
||||
|
||||
// Crea los objetos
|
||||
mScreen = new Screen(window, renderer);
|
||||
mRoom = new Room(mAsset->get("01.room"), mRenderer, mAsset);
|
||||
mPlayer = new Player(mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
|
||||
mEventHandler = new SDL_Event();
|
||||
mTextureText = new LTexture();
|
||||
mText = new Text(mAsset->get("smb2.txt"), mTextureText, renderer);
|
||||
@@ -19,11 +21,13 @@ Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang,
|
||||
|
||||
Game::~Game()
|
||||
{
|
||||
// Borra las referencias a los punteros
|
||||
mRenderer = nullptr;
|
||||
mAsset = nullptr;
|
||||
mLang = nullptr;
|
||||
mInput = nullptr;
|
||||
|
||||
// Libera la memoria de los objetos
|
||||
delete mEventHandler;
|
||||
mEventHandler = nullptr;
|
||||
|
||||
@@ -37,6 +41,9 @@ Game::~Game()
|
||||
delete mRoom;
|
||||
mRoom = nullptr;
|
||||
|
||||
delete mRoom;
|
||||
mRoom = nullptr;
|
||||
|
||||
delete mText;
|
||||
mText = nullptr;
|
||||
|
||||
@@ -106,8 +113,11 @@ void Game::update()
|
||||
}
|
||||
}
|
||||
|
||||
checkInput();
|
||||
mRoom->update();
|
||||
mPlayer->update();
|
||||
checkPlayerAndWalls(); // Debe ir detras del player update, por si se ha metido en algun muro
|
||||
checkPlayerOnBorder();
|
||||
checkPlayerOnFloor();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -115,36 +125,55 @@ void Game::update()
|
||||
void Game::draw()
|
||||
{
|
||||
// Prepara para dibujar el frame
|
||||
const color_t color = {0xAA, 0x55, 0x55};
|
||||
mScreen->start();
|
||||
mScreen->clean(color);
|
||||
mScreen->clean(mRoom->getBGColor());
|
||||
|
||||
mRoom->drawMap();
|
||||
mRoom->drawEnemies();
|
||||
mPlayer->draw();
|
||||
|
||||
// Texto en el centro de la pantalla
|
||||
mText->writeCentered(GAMECANVAS_CENTER_X, 18 * 8, mRoom->getName());
|
||||
SDL_Rect rect = {0, 16 * 8, PLAY_AREA_RIGHT, 8};
|
||||
color_t color = stringToColor("light_black");
|
||||
SDL_SetRenderDrawColor(mRenderer, color.r, color.g, color.b, 0xFF);
|
||||
SDL_RenderFillRect(mRenderer, &rect);
|
||||
|
||||
mText->writeCentered(GAMECANVAS_CENTER_X, 16 * 8, mRoom->getName());
|
||||
|
||||
// Debug info
|
||||
std::string text;
|
||||
text = "status: " + std::to_string(mPlayer->status);
|
||||
mText->write(0, 17 * 8, text);
|
||||
|
||||
text = "foot: " + std::to_string((int)mPlayer->getLeftFoot().y);
|
||||
mText->write(0, 18 * 8, text);
|
||||
|
||||
const int a = (mPlayer->lastPosition.y + 16) / 8;
|
||||
const int b = mPlayer->getLeftFoot().y / 8;
|
||||
text = "tile: " + std::to_string(a) + " - " + std::to_string(b);
|
||||
mText->write(0, 19 * 8, text);
|
||||
|
||||
// Actualiza la pantalla
|
||||
mScreen->blit();
|
||||
}
|
||||
|
||||
// Comprueba la entrada
|
||||
/*
|
||||
void Game::checkInput()
|
||||
{
|
||||
if (mInput->checkInput(INPUT_UP, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomUp());
|
||||
if (mInput->checkInput(INPUT_UP, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomUp());
|
||||
|
||||
if (mInput->checkInput(INPUT_DOWN, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomDown());
|
||||
if (mInput->checkInput(INPUT_DOWN, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomDown());
|
||||
|
||||
if (mInput->checkInput(INPUT_LEFT, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomLeft());
|
||||
if (mInput->checkInput(INPUT_LEFT, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomLeft());
|
||||
|
||||
if (mInput->checkInput(INPUT_RIGHT, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomRight());
|
||||
if (mInput->checkInput(INPUT_RIGHT, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomRight());
|
||||
}
|
||||
*/
|
||||
|
||||
// Cambia de habitación
|
||||
bool Game::changeRoom(std::string file)
|
||||
@@ -165,6 +194,97 @@ bool Game::changeRoom(std::string file)
|
||||
|
||||
success = true;
|
||||
}
|
||||
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Comprueba si el jugador esta en el borde de la pantalla
|
||||
void Game::checkPlayerOnBorder()
|
||||
{
|
||||
if (mPlayer->getOnBorder())
|
||||
{
|
||||
if (changeRoom(mRoom->getRoom(mPlayer->getBorder())))
|
||||
{
|
||||
mPlayer->switchBorders();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba si el jugador esta sobre el suelo
|
||||
void Game::checkPlayerOnFloor()
|
||||
{
|
||||
// Comprueba si tiene suelo bajo los pies solo cuando no hay velocidad de subida
|
||||
// y solo cuando el pie este encima de un bloque, es decir, en multiplos de 8
|
||||
|
||||
// *** HAY UN POSIBLE PROBLEMA y es que caiga muy rapido y viaje a mas de un pixel de velocidad,
|
||||
// con lo que se saltaria la comprobación
|
||||
|
||||
// *** POSIBLE SOLUCION. Comprobar si el tile actual del pie es diferente al tile del pie previo.
|
||||
// Esto indica que se ha saltado la comprobacion cada 8 pixeles.
|
||||
// En este caso habría que recolocar al jugador en el sitio
|
||||
const int a = (mPlayer->lastPosition.y + 16) / 8;
|
||||
const int b = mPlayer->getLeftFoot().y / 8;
|
||||
const bool tile_change = a != b;
|
||||
|
||||
const bool is_not_going_up = mPlayer->getVelY() >= 0;
|
||||
const bool is_tile_aligned = mPlayer->getLeftFoot().y % 8 == 0;
|
||||
|
||||
if (((is_not_going_up) && (is_tile_aligned)) || ((is_not_going_up) && (tile_change)))
|
||||
{
|
||||
bool test = false;
|
||||
test |= (mRoom->getTile(mPlayer->getLeftFoot()) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(mPlayer->getRightFoot()) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(mPlayer->getLeftFoot()) == TILE_TRAVESSABLE);
|
||||
test |= (mRoom->getTile(mPlayer->getRightFoot()) == TILE_TRAVESSABLE);
|
||||
|
||||
// Tiene uno de los pies sobre una superficie
|
||||
if (test)
|
||||
{
|
||||
mPlayer->setStatus(STATUS_STANDING);
|
||||
|
||||
// Si ha habido un cambio de tile, hay que recolocarlo
|
||||
if (tile_change)
|
||||
{
|
||||
int offset = (int)mPlayer->sprite->getPosY() % 8;
|
||||
mPlayer->sprite->setPosY((int)mPlayer->sprite->getPosY() - offset);
|
||||
}
|
||||
}
|
||||
// Tiene ambos pies sobre el vacío
|
||||
else if (mPlayer->getStatus() != STATUS_JUMPING)
|
||||
{
|
||||
mPlayer->setStatus(STATUS_FALLING);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba que el jugador no atraviese ninguna pared
|
||||
void Game::checkPlayerAndWalls()
|
||||
{
|
||||
// Comprueba las cuatro esquinas de los dos tiles del jugador
|
||||
const SDL_Rect rect = mPlayer->getRect();
|
||||
const SDL_Point p1 = {rect.x, rect.y};
|
||||
const SDL_Point p2 = {rect.x + 7, rect.y};
|
||||
const SDL_Point p3 = {rect.x + 7, rect.y + 7};
|
||||
const SDL_Point p4 = {rect.x, rect.y + 7};
|
||||
const SDL_Point p5 = {rect.x, rect.y + 8};
|
||||
const SDL_Point p6 = {rect.x + 7, rect.y + 8};
|
||||
const SDL_Point p7 = {rect.x + 7, rect.y + 15};
|
||||
const SDL_Point p8 = {rect.x, rect.y + 15};
|
||||
|
||||
bool test = false;
|
||||
test |= (mRoom->getTile(p1) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(p2) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(p3) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(p4) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(p5) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(p6) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(p7) == TILE_SOLID);
|
||||
test |= (mRoom->getTile(p8) == TILE_SOLID);
|
||||
|
||||
if (test)
|
||||
{
|
||||
// Si hay colisión, deshace el movimiento y lo pone en modo caída
|
||||
mPlayer->undoLastMove();
|
||||
mPlayer->setStatus(STATUS_FALLING);
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,6 @@
|
||||
#include "ifdefs.h"
|
||||
#include "const.h"
|
||||
#include "utils.h"
|
||||
|
||||
#include "sprite.h"
|
||||
#include "movingsprite.h"
|
||||
#include "text.h"
|
||||
@@ -14,6 +13,7 @@
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "room.h"
|
||||
#include "player.h"
|
||||
#include "jail_audio.h"
|
||||
|
||||
#ifndef GAME_H
|
||||
@@ -27,6 +27,7 @@ private:
|
||||
SDL_Event *mEventHandler; // Manejador de eventos
|
||||
Screen *mScreen; // Objeto encargado de manejar el renderizador
|
||||
Room *mRoom; // Objeto encargado de gestionar cada habitación del juego
|
||||
Player *mPlayer; // Objeto con el jugador
|
||||
Asset *mAsset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
Lang *mLang; // Objeto para gestionar los textos en diferentes idiomas
|
||||
Input *mInput; // Objeto pata gestionar la entrada
|
||||
@@ -49,12 +50,21 @@ private:
|
||||
// Pinta los objetos en pantalla
|
||||
void draw();
|
||||
|
||||
// Comprueba la entrada
|
||||
void checkInput();
|
||||
// Comprueba la entrada y actua
|
||||
//void checkInput();
|
||||
|
||||
// Cambia de habitación
|
||||
bool changeRoom(std::string file);
|
||||
|
||||
// Comprueba si el jugador esta en el borde de la pantalla y actua
|
||||
void checkPlayerOnBorder();
|
||||
|
||||
// Comprueba si el jugador esta sobre el suelo
|
||||
void checkPlayerOnFloor();
|
||||
|
||||
// Comprueba que el jugador no atraviese ninguna pared
|
||||
void checkPlayerAndWalls();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input);
|
||||
|
||||
@@ -30,9 +30,12 @@ void MovingSprite::clear()
|
||||
|
||||
mAngle = 0.0; // Angulo para dibujarlo
|
||||
mRotate = false; // Indica si ha de rotar
|
||||
mCenter = {0, 0}; // Centro de rotación
|
||||
mRotateSpeed = 0; // Velocidad de giro
|
||||
mRotateAmount = 0.0; // Cantidad de grados a girar en cada iteración
|
||||
mCounter = 0; // Contador interno
|
||||
|
||||
mFlip = SDL_FLIP_NONE; // Establece como se ha de voltear el sprite
|
||||
}
|
||||
|
||||
// Iniciador
|
||||
@@ -96,7 +99,7 @@ void MovingSprite::move()
|
||||
void MovingSprite::render()
|
||||
{
|
||||
if (mEnabled)
|
||||
mTexture->render(mRenderer, (int)mPosX, (int)mPosY, &mSpriteClip, mZoomW, mZoomH, mAngle);
|
||||
mTexture->render(mRenderer, (int)mPosX, (int)mPosY, &mSpriteClip, mZoomW, mZoomH, mAngle, &mCenter, mFlip);
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
@@ -283,4 +286,10 @@ void MovingSprite::update()
|
||||
void MovingSprite::switchRotate()
|
||||
{
|
||||
mRotateAmount *= -1;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void MovingSprite::setFlip(SDL_RendererFlip flip)
|
||||
{
|
||||
mFlip = flip;
|
||||
}
|
||||
@@ -21,11 +21,13 @@ protected:
|
||||
float mZoomW; // Zoom aplicado a la anchura
|
||||
float mZoomH; // Zoom aplicado a la altura
|
||||
|
||||
double mAngle; // Angulo para dibujarlo
|
||||
bool mRotate; // Indica si ha de rotar
|
||||
Uint16 mRotateSpeed; // Velocidad de giro
|
||||
double mRotateAmount; // Cantidad de grados a girar en cada iteración
|
||||
Uint16 mCounter; // Contador interno
|
||||
double mAngle; // Angulo para dibujarlo
|
||||
bool mRotate; // Indica si ha de rotar
|
||||
Uint16 mRotateSpeed; // Velocidad de giro
|
||||
double mRotateAmount; // Cantidad de grados a girar en cada iteración
|
||||
Uint16 mCounter; // Contador interno
|
||||
SDL_Point mCenter; // Centro de rotación
|
||||
SDL_RendererFlip mFlip; // Indica como se voltea el sprite
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
@@ -132,6 +134,9 @@ public:
|
||||
|
||||
// Cambia el sentido de la rotación
|
||||
void switchRotate();
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setFlip(SDL_RendererFlip flip);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -2,12 +2,15 @@
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
// CAUTION!!!!! si no se gasta al final, quitar la referencia a la habitación
|
||||
|
||||
// Constructor
|
||||
Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset)
|
||||
Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room)
|
||||
{
|
||||
// Obten punteros a objetos
|
||||
asset = _asset;
|
||||
renderer = _renderer;
|
||||
input = _input;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
@@ -18,6 +21,32 @@ Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset)
|
||||
|
||||
// Inicializa variables
|
||||
color = stringToColor("white");
|
||||
onBorder = false;
|
||||
border = BORDER_TOP;
|
||||
|
||||
jump_ini = 0;
|
||||
status = STATUS_STANDING;
|
||||
|
||||
sprite->setPosX(2 * 8);
|
||||
sprite->setPosX(10 * 8);
|
||||
sprite->setPosY(12 * 8);
|
||||
sprite->setPosY(6 * 8);
|
||||
sprite->setVelX(0);
|
||||
sprite->setVelY(0);
|
||||
sprite->setWidth(8);
|
||||
sprite->setHeight(16);
|
||||
sprite->setCurrentFrame(0);
|
||||
sprite->setAnimationCounter(0);
|
||||
sprite->setAnimationNumFrames(0, 4);
|
||||
sprite->setAnimationSpeed(0, 5);
|
||||
sprite->setAnimationLoop(0, true);
|
||||
sprite->setAnimationFrames(0, 0, 8 * 0, 0, 8, 16);
|
||||
sprite->setAnimationFrames(0, 1, 8 * 1, 0, 8, 16);
|
||||
sprite->setAnimationFrames(0, 2, 8 * 2, 0, 8, 16);
|
||||
sprite->setAnimationFrames(0, 3, 8 * 3, 0, 8, 16);
|
||||
sprite->setSpriteClip(sprite->getAnimationClip(0, 0));
|
||||
|
||||
lastPosition = getRect();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -41,7 +70,208 @@ void Player::draw()
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void Player::update()
|
||||
{
|
||||
|
||||
setLastPosition(); // Guarda la posición actual en la variable lastPosition
|
||||
checkInput(); // Comprueba las entradas y modifica variables
|
||||
move(); // Recalcula la posición del jugador y su animación
|
||||
checkBorders(); // Comprueba si está situado en alguno de los cuatro bordes de la habitación
|
||||
applyGravity(); // Aplica gravedad al jugador
|
||||
checkJump(); // Comprueba si ha finalizado el salto
|
||||
}
|
||||
|
||||
// Comprueba las entradas y modifica variables
|
||||
void Player::checkInput()
|
||||
{
|
||||
// Solo comprueba las entradas de dirección cuando está de pie
|
||||
if ((input->checkInput(INPUT_LEFT, REPEAT_TRUE)) && (status == STATUS_STANDING))
|
||||
{
|
||||
sprite->setVelX(-0.6f);
|
||||
sprite->setFlip(SDL_FLIP_HORIZONTAL);
|
||||
}
|
||||
else if ((input->checkInput(INPUT_RIGHT, REPEAT_TRUE)) && (status == STATUS_STANDING))
|
||||
{
|
||||
sprite->setVelX(0.6f);
|
||||
sprite->setFlip(SDL_FLIP_NONE);
|
||||
}
|
||||
else if (status == STATUS_STANDING)
|
||||
{
|
||||
sprite->setVelX(0);
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_UP, REPEAT_FALSE))
|
||||
{
|
||||
setStatus(STATUS_JUMPING);
|
||||
}
|
||||
}
|
||||
|
||||
// Indica si el jugador esta en uno de los cuatro bordes de la pantalla
|
||||
bool Player::getOnBorder()
|
||||
{
|
||||
return onBorder;
|
||||
}
|
||||
|
||||
// Indica en cual de los cuatro bordes se encuentra
|
||||
int Player::getBorder()
|
||||
{
|
||||
return border;
|
||||
}
|
||||
|
||||
// Comprueba si está situado en alguno de los cuatro bordes de la habitación
|
||||
void Player::checkBorders()
|
||||
{
|
||||
if (sprite->getPosX() < PLAY_AREA_LEFT)
|
||||
{
|
||||
border = BORDER_LEFT;
|
||||
onBorder = true;
|
||||
}
|
||||
else if (sprite->getPosX() > PLAY_AREA_RIGHT - sprite->getWidth())
|
||||
{
|
||||
border = BORDER_RIGHT;
|
||||
onBorder = true;
|
||||
}
|
||||
else if (sprite->getPosY() < PLAY_AREA_TOP)
|
||||
{
|
||||
border = BORDER_TOP;
|
||||
onBorder = true;
|
||||
}
|
||||
else if (sprite->getPosY() > PLAY_AREA_BOTTOM - sprite->getHeight())
|
||||
{
|
||||
border = BORDER_BOTTOM;
|
||||
onBorder = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
onBorder = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Cambia al jugador de un borde al opuesto. Util para el cambio de pantalla
|
||||
void Player::switchBorders()
|
||||
{
|
||||
if (border == BORDER_TOP)
|
||||
{
|
||||
sprite->setPosY(PLAY_AREA_BOTTOM - sprite->getHeight() - 1);
|
||||
}
|
||||
else if (border == BORDER_BOTTOM)
|
||||
{
|
||||
sprite->setPosY(PLAY_AREA_TOP + 1);
|
||||
}
|
||||
else if (border == BORDER_RIGHT)
|
||||
{
|
||||
sprite->setPosX(PLAY_AREA_LEFT + 1);
|
||||
}
|
||||
if (border == BORDER_LEFT)
|
||||
{
|
||||
sprite->setPosX(PLAY_AREA_RIGHT - sprite->getWidth() - 1);
|
||||
}
|
||||
|
||||
onBorder = false;
|
||||
}
|
||||
|
||||
// Obtiene el valor del pixel inferior izquierdo del jugador
|
||||
SDL_Point Player::getLeftFoot()
|
||||
{
|
||||
SDL_Point point = {(int)sprite->getPosX(), (int)sprite->getPosY() + sprite->getHeight()};
|
||||
return point;
|
||||
}
|
||||
|
||||
// Obtiene el valor del pixel inferior derecho del jugador
|
||||
SDL_Point Player::getRightFoot()
|
||||
{
|
||||
SDL_Point point = {(int)sprite->getPosX() + sprite->getWidth() - 1, (int)sprite->getPosY() + sprite->getHeight()};
|
||||
return point;
|
||||
}
|
||||
|
||||
// Cambia el estado del jugador
|
||||
void Player::setStatus(int value)
|
||||
{
|
||||
// Si quiere cambiar a saltando, ha de ser desde quieto
|
||||
if ((value == STATUS_JUMPING) && (status == STATUS_STANDING))
|
||||
{
|
||||
status = STATUS_JUMPING;
|
||||
sprite->setVelY(-MAX_VY);
|
||||
jump_ini = sprite->getPosY();
|
||||
}
|
||||
|
||||
// Modifica el estado a 'cayendo'
|
||||
if (value == STATUS_FALLING)
|
||||
{
|
||||
status = STATUS_FALLING;
|
||||
sprite->setVelY(MAX_VY);
|
||||
sprite->setVelX(0);
|
||||
}
|
||||
|
||||
// Modifica el estado a 'de pie'
|
||||
if (value == STATUS_STANDING)
|
||||
{
|
||||
status = STATUS_STANDING;
|
||||
sprite->setVelY(0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene el estado del jugador
|
||||
int Player::getStatus()
|
||||
{
|
||||
return status;
|
||||
}
|
||||
|
||||
// Obtiene la velocidad en el eje Y del jugador
|
||||
float Player::getVelY()
|
||||
{
|
||||
return sprite->getVelY();
|
||||
}
|
||||
|
||||
// Aplica gravedad al jugador
|
||||
void Player::applyGravity()
|
||||
{
|
||||
if (status == STATUS_JUMPING)
|
||||
{
|
||||
sprite->setVelY(sprite->getVelY() + GRAVITY);
|
||||
if (sprite->getVelY() > MAX_VY)
|
||||
{
|
||||
sprite->setVelY(MAX_VY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene el rectangulo que delimita al jugador
|
||||
SDL_Rect Player::getRect()
|
||||
{
|
||||
SDL_Rect rect = {(int)sprite->getPosX(), (int)sprite->getPosY(), sprite->getWidth(), sprite->getHeight()};
|
||||
return rect;
|
||||
}
|
||||
|
||||
// Guarda la posición actual en la variable lastPosition
|
||||
void Player::setLastPosition()
|
||||
{
|
||||
lastPosition = getRect();
|
||||
}
|
||||
|
||||
// Deshace el ultimo movimiento
|
||||
void Player::undoLastMove()
|
||||
{
|
||||
sprite->setPosX(lastPosition.x);
|
||||
sprite->setPosY(lastPosition.y);
|
||||
}
|
||||
|
||||
// Recalcula la posición del jugador y su animación
|
||||
void Player::move()
|
||||
{
|
||||
sprite->update();
|
||||
sprite->animate(0);
|
||||
if (sprite->getVelX() != 0)
|
||||
{
|
||||
sprite->animate(0);
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba si ha finalizado el salto
|
||||
void Player::checkJump()
|
||||
{
|
||||
if (status == STATUS_JUMPING)
|
||||
if (sprite->getVelY() > 0)
|
||||
if (sprite->getPosY() > jump_ini)
|
||||
{
|
||||
status = STATUS_FALLING;
|
||||
}
|
||||
}
|
||||
@@ -1,28 +1,67 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
#include "const.h"
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "room.h"
|
||||
#include "animatedsprite.h"
|
||||
#include "input.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
//#define VX 0.6
|
||||
#define STATUS_STANDING 0
|
||||
#define STATUS_JUMPING 1
|
||||
#define STATUS_FALLING 2
|
||||
|
||||
#define GRAVITY 0.035f
|
||||
#define MAX_VY 1.2f
|
||||
|
||||
// Clase Player
|
||||
class Player
|
||||
{
|
||||
private:
|
||||
LTexture *texture; // Textura con los graficos del enemigo
|
||||
AnimatedSprite *sprite; // Sprite del enemigo
|
||||
Input *input; // Objeto para gestionar la entrada
|
||||
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
color_t color; // Color del jugador
|
||||
|
||||
bool onBorder; // Indica si el jugador esta en uno de los cuatro bordes de la pantalla
|
||||
int border; // Indica en cual de los cuatro bordes se encuentra
|
||||
|
||||
// Comprueba las entradas y modifica variables
|
||||
void checkInput();
|
||||
|
||||
// Comprueba si se halla en alguno de los cuatro bordes
|
||||
void checkBorders();
|
||||
|
||||
// Asigna velocidad negativa en el eje Y al jugador
|
||||
void jump();
|
||||
|
||||
// Aplica gravedad al jugador
|
||||
void applyGravity();
|
||||
|
||||
// Guarda la posición actual en la variable lastPosition
|
||||
void setLastPosition();
|
||||
|
||||
// Recalcula la posición del jugador y su animación
|
||||
void move();
|
||||
|
||||
// Comprueba si ha finalizado el salto
|
||||
void checkJump();
|
||||
|
||||
public:
|
||||
AnimatedSprite *sprite; // Sprite del enemigo
|
||||
SDL_Rect lastPosition; // Contiene la ultima posición del jugador, por si hay que deshacer algun movimiento
|
||||
int jump_ini; // Valor del eje Y en el que se inicia el salto
|
||||
int status; // Estado en el que se encuentra el jugador. Util apara saber si está saltando o cayendo
|
||||
|
||||
// Constructor
|
||||
Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset);
|
||||
Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room);
|
||||
|
||||
// Destructor
|
||||
~Player();
|
||||
@@ -32,6 +71,36 @@ public:
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
|
||||
// Indica si el jugador esta en uno de los cuatro bordes de la pantalla
|
||||
bool getOnBorder();
|
||||
|
||||
// Indica en cual de los cuatro bordes se encuentra
|
||||
int getBorder();
|
||||
|
||||
// Cambia al jugador de un borde al opuesto. Util para el cambio de pantalla
|
||||
void switchBorders();
|
||||
|
||||
// Obtiene el valor del pixel inferior izquierdo del jugador
|
||||
SDL_Point getLeftFoot();
|
||||
|
||||
// Obtiene el valor del pixel inferior derecho del jugador
|
||||
SDL_Point getRightFoot();
|
||||
|
||||
// Cambia el estado del jugador
|
||||
void setStatus(int value);
|
||||
|
||||
// Obtiene el estado del jugador
|
||||
int getStatus();
|
||||
|
||||
// Obtiene la velocidad en el eje Y del jugador
|
||||
float getVelY();
|
||||
|
||||
// Obtiene el rectangulo que delimita al jugador
|
||||
SDL_Rect getRect();
|
||||
|
||||
// Deshace el ultimo movimiento
|
||||
void undoLastMove();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
153
source/room.cpp
153
source/room.cpp
@@ -56,7 +56,7 @@ bool Room::load(std::string _file_path)
|
||||
printf("Reading file %s\n", filename.c_str());
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Si la linea contiene el texto [enemy] se realiza un proceso distinto
|
||||
// Si la linea contiene el texto [enemy] se realiza el proceso de carga de un enemigo
|
||||
if (line == "[enemy]")
|
||||
{
|
||||
enemy_t enemy;
|
||||
@@ -80,6 +80,84 @@ bool Room::load(std::string _file_path)
|
||||
// Añade el enemigo al vector de enemigos
|
||||
enemy_list.push_back(new Enemy(enemy));
|
||||
}
|
||||
|
||||
// Si la linea contiene el texto [tilemap] se realiza el proceso de carga del fichero tmx
|
||||
else if (line == "[tilemap]")
|
||||
{
|
||||
//printf("Loading tilemap...\n");
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
if (line.find(".tmx") != std::string::npos)
|
||||
{
|
||||
//printf("Reading file %s\n", asset->get(line).c_str());
|
||||
std::ifstream file2(asset->get(line)); // Abre el fichero tmx
|
||||
if (file2.good())
|
||||
{
|
||||
bool data_read = false;
|
||||
while (std::getline(file2, line)) // Lee el fichero linea a linea
|
||||
{
|
||||
if (!data_read)
|
||||
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
|
||||
int pos = 0;
|
||||
do
|
||||
{
|
||||
std::getline(file2, line);
|
||||
//printf("parsing: %s\n", line.c_str());
|
||||
|
||||
pos = line.find("data encoding");
|
||||
//printf("pos: %i\n", pos);
|
||||
|
||||
} while (pos == std::string::npos);
|
||||
|
||||
do
|
||||
{ // Se introducen los valores separados por comas en un vector
|
||||
data_read = true;
|
||||
std::getline(file2, line);
|
||||
if (line != "</data>")
|
||||
{
|
||||
//printf("data: %s\n", line.c_str());
|
||||
std::stringstream ss(line);
|
||||
std::string tmp;
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
//printf("tile: %s\n", tmp.c_str());
|
||||
tilemap.push_back(std::stoi(tmp));
|
||||
}
|
||||
}
|
||||
} while (line != "</data>");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} while (line != "[tilemap-end]");
|
||||
}
|
||||
|
||||
// Si la linea contiene el texto [item] se realiza el proceso de carga de un item
|
||||
else if (line == "[item]")
|
||||
{
|
||||
// enemy_t enemy;
|
||||
// enemy.asset = asset;
|
||||
// enemy.renderer = renderer;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
// Procesa las dos subcadenas
|
||||
// if (!setEnemy(&enemy, line.substr(0, pos), line.substr(pos + 1, line.length())))
|
||||
//{
|
||||
// printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
// success = false;
|
||||
//}
|
||||
} while (line != "[item-end]");
|
||||
|
||||
// Añade el enemigo al vector de enemigos
|
||||
// enemy_list.push_back(new Enemy(enemy));
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
@@ -114,11 +192,7 @@ bool Room::setVars(std::string _var, std::string _value)
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (_var == "id")
|
||||
{
|
||||
id = _value;
|
||||
}
|
||||
else if (_var == "name")
|
||||
if (_var == "name")
|
||||
{
|
||||
name = _value;
|
||||
}
|
||||
@@ -156,6 +230,9 @@ bool Room::setVars(std::string _var, std::string _value)
|
||||
tilemap.push_back(std::stoi(tmp));
|
||||
}
|
||||
}
|
||||
else if (_var == "")
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
@@ -210,6 +287,9 @@ bool Room::setEnemy(enemy_t *enemy, std::string _var, std::string _value)
|
||||
{
|
||||
enemy->color = stringToColor(_value);
|
||||
}
|
||||
else if (_var == "[enemy-end]")
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
@@ -281,26 +361,53 @@ void Room::update()
|
||||
}
|
||||
}
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
std::string Room::getRoomUp()
|
||||
// Devuelve la cadena del fichero de la habitación contigua segun el borde
|
||||
std::string Room::getRoom(int border)
|
||||
{
|
||||
return room_up;
|
||||
switch (border)
|
||||
{
|
||||
case BORDER_TOP:
|
||||
return room_up;
|
||||
break;
|
||||
|
||||
case BORDER_BOTTOM:
|
||||
return room_down;
|
||||
break;
|
||||
|
||||
case BORDER_RIGHT:
|
||||
return room_right;
|
||||
break;
|
||||
|
||||
case BORDER_LEFT:
|
||||
return room_left;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
std::string Room::getRoomDown()
|
||||
// Devuelve el tipo de tile que hay en ese pixel
|
||||
int Room::getTile(SDL_Point point)
|
||||
{
|
||||
return room_down;
|
||||
}
|
||||
int pos = ((point.y / 8) * 32) + (point.x / 8);
|
||||
int tile = TILE_EMPTY;
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
std::string Room::getRoomLeft()
|
||||
{
|
||||
return room_left;
|
||||
}
|
||||
if (pos < 512)
|
||||
{
|
||||
// Los tiles entre el 1 y el 80 son solidos
|
||||
if ((tilemap[pos] > 0) && (tilemap[pos] < 81))
|
||||
{
|
||||
return TILE_SOLID;
|
||||
}
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
std::string Room::getRoomRight()
|
||||
{
|
||||
return room_right;
|
||||
}
|
||||
// Los tiles mayores de 80 son atravesables
|
||||
if (tilemap[pos] > 80)
|
||||
{
|
||||
return TILE_TRAVESSABLE;
|
||||
}
|
||||
}
|
||||
|
||||
return tile;
|
||||
}
|
||||
|
||||
@@ -10,6 +10,10 @@
|
||||
#ifndef ROOM_H
|
||||
#define ROOM_H
|
||||
|
||||
#define TILE_EMPTY 0
|
||||
#define TILE_SOLID 1
|
||||
#define TILE_TRAVESSABLE 2
|
||||
|
||||
/*
|
||||
Cada habitación se crea y destruye cada vez que se entra o sale de la misma
|
||||
Cada habitacion si que tendra lo siguiente:
|
||||
@@ -28,7 +32,6 @@ LISTADO DE ITEMS (tipo, posicion)
|
||||
class Room
|
||||
{
|
||||
private:
|
||||
std::string id; // Identificador
|
||||
std::string name; // Nombre de la habitación
|
||||
color_t bg_color; // Color de fondo de la habitación
|
||||
std::string room_up; // Identificador de la habitación que se encuentra arriba
|
||||
@@ -78,17 +81,11 @@ public:
|
||||
// Actualiza las variables y objetos de la habitación
|
||||
void update();
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
std::string getRoomUp();
|
||||
// Devuelve la cadena del fichero de la habitación contigua segun el borde
|
||||
std::string getRoom(int border);
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
std::string getRoomDown();
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
std::string getRoomLeft();
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
std::string getRoomRight();
|
||||
// Devuelve el tipo de tile que hay en ese pixel
|
||||
int getTile(SDL_Point point);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
4
todo.txt
Normal file
4
todo.txt
Normal file
@@ -0,0 +1,4 @@
|
||||
[x] Hacer que deje de poder moverse tras el salto al alcanzar la misma posicion en altura que tenia cuando saltó
|
||||
[x] Arreglar que no atraviese tiles atravaseables al caer muy rapido
|
||||
[x] Leer los mapas directamente del archivo tmx
|
||||
[ ] Crear la clase item
|
||||
Reference in New Issue
Block a user