forked from jaildesigner-jailgames/jaildoctors_dilemma
Compare commits
22 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 01d96ec1ce | |||
| 446dc9941f | |||
| d95645e930 | |||
| 8f3fc5b52a | |||
| e752e90630 | |||
| 6152dc4255 | |||
| f8db0e3a90 | |||
| ae841a45ee | |||
| 834d3a09a4 | |||
| 6d7f8035bb | |||
| 8101c33526 | |||
| 4f6a99f670 | |||
| 4d41ef53f1 | |||
| 38f95d9724 | |||
| 783689c368 | |||
| 6059a3b894 | |||
| 8d49c78519 | |||
| bade27edc4 | |||
| 64ebf24408 | |||
| f931890e95 | |||
| 216fc1e19c | |||
| 9ecab3ea59 |
@@ -1,10 +0,0 @@
|
||||
tileset=enemy01.png
|
||||
x=8
|
||||
y=8
|
||||
vx=0.1
|
||||
vy=0
|
||||
x1=8
|
||||
x2=200
|
||||
y1=8
|
||||
y2=8
|
||||
color=red
|
||||
@@ -1,37 +1,55 @@
|
||||
id=1
|
||||
name=Test Room
|
||||
name=void main
|
||||
bg_color=black
|
||||
tileset=room1.png
|
||||
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]
|
||||
room1.tmx
|
||||
[tilemap-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy01.png
|
||||
x=8
|
||||
width=16
|
||||
height=16
|
||||
x=1
|
||||
y=0
|
||||
vx=0
|
||||
vy=0.3
|
||||
x1=8
|
||||
x2=8
|
||||
x1=1
|
||||
y1=0
|
||||
y2=48
|
||||
x2=1
|
||||
y2=6
|
||||
color=red
|
||||
[enemy-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy01.png
|
||||
x=40
|
||||
y=72
|
||||
vx=0.3
|
||||
width=16
|
||||
height=16
|
||||
x=5
|
||||
y=9
|
||||
vx=0.6
|
||||
vy=0
|
||||
x1=40
|
||||
x2=184
|
||||
y1=72
|
||||
y2=72
|
||||
x1=5
|
||||
y1=9
|
||||
x2=22
|
||||
y2=9
|
||||
color=yellow
|
||||
[enemy-end]
|
||||
|
||||
item=1,10,10
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=0
|
||||
x=1
|
||||
y=7
|
||||
[item-end]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=0
|
||||
x=17
|
||||
y=8
|
||||
[item-end]
|
||||
@@ -1,12 +1,33 @@
|
||||
id=2
|
||||
name=Test Room 2
|
||||
name=case switch
|
||||
bg_color=black
|
||||
tileset=room1.png
|
||||
room_up=0
|
||||
room_down=0
|
||||
room_down=04.room
|
||||
room_left=01.room
|
||||
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
|
||||
item=1,10,10
|
||||
room_right=03.room
|
||||
|
||||
[tilemap]
|
||||
room2.tmx
|
||||
[tilemap-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy01.png
|
||||
width=16
|
||||
height=16
|
||||
x=14
|
||||
y=0
|
||||
vx=0
|
||||
vy=1
|
||||
x1=14
|
||||
y1=0
|
||||
x2=14
|
||||
y2=12
|
||||
color=purple
|
||||
[enemy-end]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=1
|
||||
x=19
|
||||
y=6
|
||||
[item-end]
|
||||
63
data/room/03.room
Normal file
63
data/room/03.room
Normal file
@@ -0,0 +1,63 @@
|
||||
name=the edge
|
||||
bg_color=light_black
|
||||
tileset=room1.png
|
||||
room_up=0
|
||||
room_down=0
|
||||
room_left=02.room
|
||||
room_right=0
|
||||
|
||||
[tilemap]
|
||||
room3.tmx
|
||||
[tilemap-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy02.png
|
||||
width=8
|
||||
height=16
|
||||
x=4
|
||||
y=5
|
||||
vx=0
|
||||
vy=1
|
||||
x1=4
|
||||
y1=2
|
||||
x2=4
|
||||
y2=13
|
||||
color=green
|
||||
[enemy-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy02.png
|
||||
width=8
|
||||
height=16
|
||||
x=10
|
||||
y=4
|
||||
vx=0
|
||||
vy=1
|
||||
x1=10
|
||||
y1=2
|
||||
x2=10
|
||||
y2=13
|
||||
color=light_blue
|
||||
[enemy-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy02.png
|
||||
width=8
|
||||
height=16
|
||||
x=16
|
||||
y=3
|
||||
vx=0
|
||||
vy=1
|
||||
x1=16
|
||||
y1=2
|
||||
x2=16
|
||||
y2=13
|
||||
color=purple
|
||||
[enemy-end]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=5
|
||||
x=12
|
||||
y=2
|
||||
[item-end]
|
||||
78
data/room/04.room
Normal file
78
data/room/04.room
Normal file
@@ -0,0 +1,78 @@
|
||||
name=The Fridge
|
||||
bg_color=blue
|
||||
tileset=room1.png
|
||||
room_up=02.room
|
||||
room_down=0
|
||||
room_left=0
|
||||
room_right=05.room
|
||||
|
||||
[tilemap]
|
||||
room4.tmx
|
||||
[tilemap-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy02.png
|
||||
width=8
|
||||
height=16
|
||||
x=1
|
||||
y=3
|
||||
vx=1
|
||||
vy=0
|
||||
x1=1
|
||||
y1=3
|
||||
x2=14
|
||||
y2=3
|
||||
color=purple
|
||||
[enemy-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy02.png
|
||||
width=8
|
||||
height=16
|
||||
x=30
|
||||
y=7
|
||||
vx=-0.8
|
||||
vy=0
|
||||
x1=10
|
||||
y1=7
|
||||
x2=30
|
||||
y2=7
|
||||
color=light_white
|
||||
[enemy-end]
|
||||
|
||||
[enemy]
|
||||
tileset=enemy03.png
|
||||
width=8
|
||||
height=8
|
||||
x=15
|
||||
y=12
|
||||
vx=0.5
|
||||
vy=0
|
||||
x1=15
|
||||
y1=12
|
||||
x2=30
|
||||
y2=12
|
||||
color=light_purple
|
||||
[enemy-end]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=6
|
||||
x=2
|
||||
y=2
|
||||
[item-end]
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=6
|
||||
x=29
|
||||
y=5
|
||||
[item-end]
|
||||
|
||||
|
||||
[item]
|
||||
tileset=items.png
|
||||
tile=6
|
||||
x=21
|
||||
y=12
|
||||
[item-end]
|
||||
11
data/room/05.room
Normal file
11
data/room/05.room
Normal file
@@ -0,0 +1,11 @@
|
||||
name=coruscant
|
||||
bg_color=light_black
|
||||
tileset=room1.png
|
||||
room_up=03.room
|
||||
room_down=0
|
||||
room_left=04.room
|
||||
room_right=0
|
||||
|
||||
[tilemap]
|
||||
room5.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">
|
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|
||||
</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">
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|
||||
0,0,0,0,0,0,0,0,0,0,0,203,203,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,23,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,23,23,23,23,23,0,0,0,0,0,0,0,0,0,23,
|
||||
23,23,23,23,23,23,0,0,0,203,0,0,0,0,0,0,0,0,0,23,0,0,0,0,203,203,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,23,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,203,0,0,0,0,0,0,0,0,0,23,0,0,0,0,203,203,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,23,0,0,0,0,0,0,0,0,0,203,203,23,
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0,0,0,0,0,0,0,203,203,203,203,203,203,0,0,0,0,0,0,23,0,0,0,0,203,203,0,0,0,0,0,23,
|
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0,0,0,0,0,203,0,0,0,0,0,0,0,0,0,0,0,0,0,23,0,0,0,0,0,0,0,0,0,0,0,23,
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||||
43,23,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,23,83,83,83,83,83,83,83,83,83,83,83,83,
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||||
43,43,43,43,43,43,43,43,43,43,43,43,43,43,223,0,0,223,43,43,43,43,43,43,43,43,43,43,43,43,43,43
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
24
data/room/room3.tmx
Normal file
24
data/room/room3.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">
|
||||
26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
26,0,0,0,0,0,0,0,0,0,0,0,271,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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26,0,0,0,0,0,0,0,0,271,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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26,0,0,0,0,0,271,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
26,0,0,271,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,271,271,271,271,271,271,271,271,271,271,271,271,271,271,271,271,271,271,0,232,0,0,0,0,0,0,0,0,0,
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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,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,232,0,0,0,0,0,0,0,0,0,
|
||||
26,26,26,0,0,0,26,26,26,0,0,0,26,26,26,0,0,0,26,26,26,0,0,0,0,0,0,0,0,0,0,0,
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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,
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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,
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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,
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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
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
24
data/room/room4.tmx
Normal file
24
data/room/room4.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">
|
||||
25,249,249,249,249,249,249,249,249,249,249,249,249,249,0,0,0,0,249,249,249,249,249,249,249,249,249,249,249,249,249,25,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,
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||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,
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||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,230,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,
|
||||
25,25,25,25,0,25,25,25,25,25,0,25,25,25,25,0,0,230,0,0,0,0,0,0,0,0,0,0,0,0,0,25,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,270,270,270,270,270,270,270,0,0,270,0,25,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,290,0,0,0,0,0,0,0,25,
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||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,290,0,0,0,0,0,0,0,25,
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||||
25,0,0,0,0,0,0,0,0,0,0,25,25,25,25,0,0,25,25,25,25,25,25,25,0,0,0,0,0,0,0,25,
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||||
25,0,0,0,0,229,229,229,229,229,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,
|
||||
25,249,249,249,249,249,249,249,249,249,249,249,249,249,249,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,
|
||||
22,0,0,0,0,0,289,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
22,0,0,0,0,0,289,0,0,0,0,0,0,0,0,0,0,0,381,0,0,0,0,0,0,381,0,0,0,0,0,0,
|
||||
25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
24
data/room/room5.tmx
Normal file
24
data/room/room5.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">
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
25,0,0,0,0,0,0,0,48,0,0,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,48,48,382,382,48,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,48,48,48,47,47,48,48,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
BIN
media/enemies/enemy02.png
Normal file
BIN
media/enemies/enemy02.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 208 B |
BIN
media/enemies/enemy03.png
Normal file
BIN
media/enemies/enemy03.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 149 B |
BIN
media/items/items.png
Normal file
BIN
media/items/items.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 331 B |
Binary file not shown.
|
Before Width: | Height: | Size: 583 B After Width: | Height: | Size: 3.0 KiB |
@@ -4,8 +4,11 @@
|
||||
// Constructor
|
||||
AnimatedSprite::AnimatedSprite(LTexture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
mRenderer = renderer;
|
||||
mTexture = texture;
|
||||
// Copia los punteros
|
||||
setTexture(texture);
|
||||
setRenderer(renderer);
|
||||
|
||||
init();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
|
||||
@@ -27,7 +27,7 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
AnimatedSprite(LTexture *texture, SDL_Renderer *renderer);
|
||||
AnimatedSprite(LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
|
||||
|
||||
// Destructor
|
||||
~AnimatedSprite();
|
||||
|
||||
@@ -98,6 +98,7 @@ void Director::init(Uint8 name)
|
||||
mInput->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
|
||||
mInput->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
|
||||
mInput->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
|
||||
mInput->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D);
|
||||
mInput->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
|
||||
mInput->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
|
||||
|
||||
@@ -198,9 +199,20 @@ 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/03.room", room);
|
||||
mAsset->add("/data/room/04.room", room);
|
||||
mAsset->add("/data/room/05.room", room);
|
||||
mAsset->add("/data/room/room1.tmx", room);
|
||||
mAsset->add("/data/room/room2.tmx", room);
|
||||
mAsset->add("/data/room/room3.tmx", room);
|
||||
mAsset->add("/data/room/room4.tmx", room);
|
||||
mAsset->add("/data/room/room5.tmx", room);
|
||||
mAsset->add("/media/tilesets/room1.png", bitmap);
|
||||
mAsset->add("/media/enemies/enemy01.png", bitmap);
|
||||
mAsset->add("/media/enemies/enemy02.png", bitmap);
|
||||
mAsset->add("/media/enemies/enemy03.png", bitmap);
|
||||
mAsset->add("/media/player/player01.png", bitmap);
|
||||
mAsset->add("/media/items/items.png", bitmap);
|
||||
}
|
||||
|
||||
// Carga el fichero de configuración
|
||||
|
||||
@@ -28,18 +28,20 @@ Enemy::Enemy(enemy_t enemy)
|
||||
sprite->setVelY(enemy.vy);
|
||||
|
||||
// Inicializa el sprite con el resto de parametros comunes
|
||||
sprite->setWidth(16);
|
||||
sprite->setHeight(16);
|
||||
sprite->setWidth(enemy.w);
|
||||
sprite->setHeight(enemy.h);
|
||||
sprite->setCurrentFrame(0);
|
||||
sprite->setAnimationCounter(0);
|
||||
sprite->setAnimationNumFrames(0, 4);
|
||||
sprite->setAnimationSpeed(0, 5);
|
||||
sprite->setAnimationLoop(0, true);
|
||||
sprite->setAnimationFrames(0, 0, 16 * 0, 0, 16, 16);
|
||||
sprite->setAnimationFrames(0, 1, 16 * 1, 0, 16, 16);
|
||||
sprite->setAnimationFrames(0, 2, 16 * 2, 0, 16, 16);
|
||||
sprite->setAnimationFrames(0, 3, 16 * 3, 0, 16, 16);
|
||||
sprite->setAnimationFrames(0, 0, enemy.w * 0, 0, enemy.w, enemy.h);
|
||||
sprite->setAnimationFrames(0, 1, enemy.w * 1, 0, enemy.w, enemy.h);
|
||||
sprite->setAnimationFrames(0, 2, enemy.w * 2, 0, enemy.w, enemy.h);
|
||||
sprite->setAnimationFrames(0, 3, enemy.w * 3, 0, enemy.w, enemy.h);
|
||||
sprite->setSpriteClip(sprite->getAnimationClip(0, 0));
|
||||
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -67,6 +69,7 @@ void Enemy::update()
|
||||
sprite->update();
|
||||
sprite->animate(0);
|
||||
checkPath();
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
||||
@@ -74,13 +77,23 @@ void Enemy::checkPath()
|
||||
{
|
||||
if (sprite->getPosX() > x2 || sprite->getPosX() < x1)
|
||||
{
|
||||
//sprite->setPosX(sprite->getPosX() - sprite->getVelX());
|
||||
sprite->setVelX(sprite->getVelX() * (-1));
|
||||
}
|
||||
|
||||
if (sprite->getPosY() > y2 || sprite->getPosY() < y1)
|
||||
{
|
||||
//sprite->setPosY(sprite->getPosY() - sprite->getVelY());
|
||||
sprite->setVelY(sprite->getVelY() * (-1));
|
||||
}
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo que contiene al enemigo
|
||||
SDL_Rect Enemy::getRect()
|
||||
{
|
||||
return sprite->getRect();
|
||||
}
|
||||
|
||||
// Obtiene el rectangulo de colision del enemigo
|
||||
SDL_Rect &Enemy::getCollider()
|
||||
{
|
||||
return collider;
|
||||
}
|
||||
@@ -29,6 +29,8 @@ struct enemy_t
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
std::string tileset; // Fichero con los graficos del enemigo
|
||||
int w; // Anchura del enemigo
|
||||
int h; // Altura del enemigo
|
||||
float x; // Posición inicial en el eje X
|
||||
float y; // Posición inicial en el eje Y
|
||||
float vx; // Velocidad en el eje X
|
||||
@@ -54,6 +56,7 @@ private:
|
||||
int x2; // Limite derecho de la ruta en el eje X
|
||||
int y1; // Limite superior de la ruta en el eje Y
|
||||
int y2; // Limite inferior de la ruta en el eje Y
|
||||
SDL_Rect collider; // Caja de colisión
|
||||
|
||||
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
||||
void checkPath();
|
||||
@@ -70,6 +73,12 @@ public:
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
|
||||
// Devuelve el rectangulo que contiene al enemigo
|
||||
SDL_Rect getRect();
|
||||
|
||||
// Obtiene el rectangulo de colision del enemigo
|
||||
SDL_Rect &getCollider();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
208
source/game.cpp
208
source/game.cpp
@@ -3,6 +3,11 @@
|
||||
// Constructor
|
||||
Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input)
|
||||
{
|
||||
// Inicia variables
|
||||
mCurrentRoom = "02.room";
|
||||
mSpawnPoint = {2 * BLOCK, 12 * BLOCK, 0, 0, 0, STATUS_STANDING, SDL_FLIP_NONE};
|
||||
mDebug = false;
|
||||
|
||||
// Copia los punteros
|
||||
mRenderer = renderer;
|
||||
mAsset = asset;
|
||||
@@ -11,8 +16,9 @@ Game::Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang,
|
||||
|
||||
// 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);
|
||||
mItemTracker = new Item_tracker();
|
||||
mRoom = new Room(mAsset->get(mCurrentRoom), mRenderer, mAsset, mItemTracker);
|
||||
mPlayer = new Player(mSpawnPoint, mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
|
||||
mEventHandler = new SDL_Event();
|
||||
mTextureText = new LTexture();
|
||||
mText = new Text(mAsset->get("smb2.txt"), mTextureText, renderer);
|
||||
@@ -28,6 +34,18 @@ Game::~Game()
|
||||
mInput = nullptr;
|
||||
|
||||
// Libera la memoria de los objetos
|
||||
delete mScreen;
|
||||
mScreen = nullptr;
|
||||
|
||||
delete mItemTracker;
|
||||
mItemTracker = nullptr;
|
||||
|
||||
delete mRoom;
|
||||
mRoom = nullptr;
|
||||
|
||||
delete mPlayer;
|
||||
mPlayer = nullptr;
|
||||
|
||||
delete mEventHandler;
|
||||
mEventHandler = nullptr;
|
||||
|
||||
@@ -35,15 +53,6 @@ Game::~Game()
|
||||
delete mTextureText;
|
||||
mTextureText = nullptr;
|
||||
|
||||
delete mScreen;
|
||||
mScreen = nullptr;
|
||||
|
||||
delete mRoom;
|
||||
mRoom = nullptr;
|
||||
|
||||
delete mRoom;
|
||||
mRoom = nullptr;
|
||||
|
||||
delete mText;
|
||||
mText = nullptr;
|
||||
|
||||
@@ -113,11 +122,14 @@ 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();
|
||||
checkPlayerAndItems();
|
||||
checkPlayerAndEnemies();
|
||||
checkInput();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -125,23 +137,48 @@ 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();
|
||||
mRoom->drawItems();
|
||||
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
|
||||
if (mDebug)
|
||||
{
|
||||
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);
|
||||
|
||||
const bool collision = checkPlayerAndEnemies();
|
||||
text = "collision: " + std::to_string(collision);
|
||||
mText->write(0, 20 * 8, text);
|
||||
}
|
||||
|
||||
// Actualiza la pantalla
|
||||
mScreen->blit();
|
||||
}
|
||||
|
||||
// Comprueba la entrada
|
||||
|
||||
void Game::checkInput()
|
||||
{
|
||||
/*
|
||||
@@ -157,6 +194,9 @@ void Game::checkInput()
|
||||
if (mInput->checkInput(INPUT_RIGHT, REPEAT_FALSE))
|
||||
changeRoom(mRoom->getRoomRight());
|
||||
*/
|
||||
|
||||
if (mInput->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
|
||||
mDebug = !mDebug;
|
||||
}
|
||||
|
||||
// Cambia de habitación
|
||||
@@ -174,10 +214,7 @@ bool Game::changeRoom(std::string file)
|
||||
mRoom = nullptr;
|
||||
|
||||
// Crea un objeto habitación nuevo a partir del fichero
|
||||
mRoom = new Room(mAsset->get(file), mRenderer, mAsset);
|
||||
|
||||
// Comunica al jugador la nueva referencia para la habitación
|
||||
mPlayer->setRoom(mRoom);
|
||||
mRoom = new Room(mAsset->get(file), mRenderer, mAsset, mItemTracker);
|
||||
|
||||
success = true;
|
||||
}
|
||||
@@ -190,21 +227,140 @@ void Game::checkPlayerOnBorder()
|
||||
{
|
||||
if (mPlayer->getOnBorder())
|
||||
{
|
||||
changeRoom(mRoom->getRoom(mPlayer->getBorder()));
|
||||
mPlayer->switchBorders();
|
||||
const std::string room_name = mRoom->getRoom(mPlayer->getBorder());
|
||||
if (changeRoom(room_name))
|
||||
{
|
||||
mPlayer->switchBorders();
|
||||
mCurrentRoom = room_name;
|
||||
mSpawnPoint = mPlayer->getSpawnParams();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba si el jugador esta sobre el suelo
|
||||
void Game::checkPlayerOnFloor()
|
||||
{
|
||||
// Comprueba ambos pies
|
||||
if ((mRoom->isFloor(mPlayer->getLeftFoot())) || (mRoom->isFloor(mPlayer->getRightFoot())))
|
||||
// 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
|
||||
|
||||
// *** PARECE RESUELTO
|
||||
|
||||
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)))
|
||||
{
|
||||
mPlayer->setFalling(false);
|
||||
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);
|
||||
}
|
||||
}
|
||||
else
|
||||
}
|
||||
|
||||
// Comprueba que el jugador no atraviese ninguna pared
|
||||
void Game::checkPlayerAndWalls()
|
||||
{
|
||||
// Obtiene los ocho puntos de colisión 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};
|
||||
|
||||
// Comprueba si ha colisionado con un muro
|
||||
bool wall = false;
|
||||
wall |= (mRoom->getTile(p1) == TILE_SOLID);
|
||||
wall |= (mRoom->getTile(p2) == TILE_SOLID);
|
||||
wall |= (mRoom->getTile(p3) == TILE_SOLID);
|
||||
wall |= (mRoom->getTile(p4) == TILE_SOLID);
|
||||
wall |= (mRoom->getTile(p5) == TILE_SOLID);
|
||||
wall |= (mRoom->getTile(p6) == TILE_SOLID);
|
||||
wall |= (mRoom->getTile(p7) == TILE_SOLID);
|
||||
wall |= (mRoom->getTile(p8) == TILE_SOLID);
|
||||
|
||||
if (wall)
|
||||
{
|
||||
mPlayer->setFalling(true);
|
||||
// Si hay colisión, deshace el movimiento y lo pone en modo caída
|
||||
mPlayer->undoLastMove();
|
||||
mPlayer->setStatus(STATUS_FALLING);
|
||||
}
|
||||
|
||||
// Comprueba si ha colisionado con un tile de los que matan al jugador
|
||||
bool death = false;
|
||||
death |= (mRoom->getTile(p1) == TILE_KILL);
|
||||
death |= (mRoom->getTile(p2) == TILE_KILL);
|
||||
death |= (mRoom->getTile(p3) == TILE_KILL);
|
||||
death |= (mRoom->getTile(p4) == TILE_KILL);
|
||||
death |= (mRoom->getTile(p5) == TILE_KILL);
|
||||
death |= (mRoom->getTile(p6) == TILE_KILL);
|
||||
death |= (mRoom->getTile(p7) == TILE_KILL);
|
||||
death |= (mRoom->getTile(p8) == TILE_KILL);
|
||||
|
||||
if (death)
|
||||
{
|
||||
killPlayer();
|
||||
}
|
||||
}
|
||||
|
||||
// Comprueba las colisiones del jugador con los enemigos
|
||||
bool Game::checkPlayerAndEnemies()
|
||||
{
|
||||
const bool death = mRoom->enemyCollision(mPlayer->getCollider());
|
||||
if (death)
|
||||
{
|
||||
killPlayer();
|
||||
}
|
||||
return death;
|
||||
}
|
||||
|
||||
// Comprueba las colisiones del jugador con los objetos
|
||||
void Game::checkPlayerAndItems()
|
||||
{
|
||||
mRoom->itemCollision(mPlayer->getCollider());
|
||||
}
|
||||
|
||||
// Mata al jugador
|
||||
void Game::killPlayer()
|
||||
{
|
||||
// Destruye la habitacion y el jugador
|
||||
delete mRoom;
|
||||
delete mPlayer;
|
||||
|
||||
// Crea la nueva habitación y el nuevo jugador
|
||||
mRoom = new Room(mAsset->get(mCurrentRoom), mRenderer, mAsset, mItemTracker);
|
||||
mPlayer = new Player(mSpawnPoint, mAsset->get("player01.png"), mRenderer, mAsset, mInput, mRoom);
|
||||
}
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "room.h"
|
||||
#include "item_tracker.h"
|
||||
#include "player.h"
|
||||
#include "jail_audio.h"
|
||||
|
||||
@@ -23,20 +24,24 @@
|
||||
class Game
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *mRenderer; // El renderizador de la ventana
|
||||
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
|
||||
Text *mText; // Objeto para los textos del juego
|
||||
Fade *mFade; // Objeto para renderizar fades
|
||||
LTexture *mTextureText; // Textura para la fuente de texto
|
||||
Uint32 mTicks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint8 mTicksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
section_t mSection; // Seccion actual dentro del juego
|
||||
SDL_Renderer *mRenderer; // El renderizador de la ventana
|
||||
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
|
||||
Item_tracker *mItemTracker; // Lleva el control de los objetos recogidos
|
||||
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
|
||||
Text *mText; // Objeto para los textos del juego
|
||||
Fade *mFade; // Objeto para renderizar fades
|
||||
LTexture *mTextureText; // Textura para la fuente de texto
|
||||
Uint32 mTicks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint8 mTicksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
section_t mSection; // Seccion actual dentro del juego
|
||||
std::string mCurrentRoom; // Fichero de la habitación actual
|
||||
player_t mSpawnPoint; // Lugar de la habitación donde aparece el jugador
|
||||
bool mDebug; // Indica si el modo debug está activo
|
||||
|
||||
// Inicializa las variables
|
||||
void init();
|
||||
@@ -62,6 +67,18 @@ private:
|
||||
// Comprueba si el jugador esta sobre el suelo
|
||||
void checkPlayerOnFloor();
|
||||
|
||||
// Comprueba que el jugador no atraviese ninguna pared
|
||||
void checkPlayerAndWalls();
|
||||
|
||||
// Comprueba las colisiones del jugador con los enemigos
|
||||
bool checkPlayerAndEnemies();
|
||||
|
||||
// Comprueba las colisiones del jugador con los objetos
|
||||
void checkPlayerAndItems();
|
||||
|
||||
// Mata al jugador
|
||||
void killPlayer();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Game(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, Lang *lang, Input *input);
|
||||
|
||||
86
source/item.cpp
Normal file
86
source/item.cpp
Normal file
@@ -0,0 +1,86 @@
|
||||
#include "item.h"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
Item::Item(item_t item)
|
||||
{
|
||||
// Obten punteros a objetos
|
||||
asset = item.asset;
|
||||
renderer = item.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
sprite = new Sprite(item.x, item.y, 8, 8, texture, renderer);
|
||||
|
||||
// Carga la textura
|
||||
loadTextureFromFile(texture, asset->get(item.tileset), renderer);
|
||||
|
||||
// Inicia variables
|
||||
sprite->setSpriteClip(item.tile * 8, 0, 8, 8);
|
||||
collider = sprite->getRect();
|
||||
|
||||
// Inicializa los colores
|
||||
color_t c = stringToColor("blue");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("red");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("purple");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("green");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("cyan");
|
||||
color.push_back(c);
|
||||
|
||||
c = stringToColor("yellow");
|
||||
color.push_back(c);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Item::~Item()
|
||||
{
|
||||
texture->unload();
|
||||
delete texture;
|
||||
texture = nullptr;
|
||||
|
||||
delete sprite;
|
||||
sprite = nullptr;
|
||||
}
|
||||
|
||||
// Pinta el objeto en pantalla
|
||||
void Item::draw()
|
||||
{
|
||||
const int index = (counter / 2) % color.size();
|
||||
sprite->getTexture()->setColor(color[index].r, color[index].g, color[index].b);
|
||||
sprite->render();
|
||||
sprite->getTexture()->setColor(255, 255, 255);
|
||||
}
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void Item::update()
|
||||
{
|
||||
counter++;
|
||||
}
|
||||
|
||||
// Coge el objeto
|
||||
void Item::pick()
|
||||
{
|
||||
sprite->setEnabled(false);
|
||||
}
|
||||
|
||||
// Obtiene el rectangulo de colision del objeto
|
||||
SDL_Rect &Item::getCollider()
|
||||
{
|
||||
return collider;
|
||||
}
|
||||
|
||||
// Obtiene su ubicación
|
||||
SDL_Point Item::getPos()
|
||||
{
|
||||
const SDL_Point p = {sprite->getPosX(), sprite->getPosY()};
|
||||
return p;
|
||||
}
|
||||
66
source/item.h
Normal file
66
source/item.h
Normal file
@@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "sprite.h"
|
||||
#include <string>
|
||||
|
||||
#ifndef ITEM_H
|
||||
#define ITEM_H
|
||||
|
||||
/*
|
||||
Un item deberia tener la siguiente informacion:
|
||||
POSICION INICIAL
|
||||
PNG ASOCIADO
|
||||
*/
|
||||
|
||||
struct item_t
|
||||
{
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
std::string tileset; // Fichero con los graficos del item
|
||||
int x; // Posicion del item en pantalla
|
||||
int y; // Posicion del item en pantalla
|
||||
int tile; // Numero de tile dentro de la textura
|
||||
};
|
||||
|
||||
// Clase Item
|
||||
class Item
|
||||
{
|
||||
private:
|
||||
LTexture *texture; // Textura con los graficos del objeto
|
||||
Sprite *sprite; // Sprite del objeto
|
||||
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
std::vector<color_t> color; // Vector con los colores del objeto
|
||||
int counter; // Contador interno
|
||||
SDL_Rect collider; // Rectangulo de colisión
|
||||
|
||||
// Comprueba si ha llegado al limite del recorrido para darse media vuelta
|
||||
void checkPath();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Item(item_t item);
|
||||
|
||||
// Destructor
|
||||
~Item();
|
||||
|
||||
// Pinta el objeto en pantalla
|
||||
void draw();
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
|
||||
// Coge el item
|
||||
void pick();
|
||||
|
||||
// Obtiene el rectangulo de colision del objeto
|
||||
SDL_Rect &getCollider();
|
||||
|
||||
// Obtiene su ubicación
|
||||
SDL_Point getPos();
|
||||
};
|
||||
|
||||
#endif
|
||||
87
source/item_tracker.cpp
Normal file
87
source/item_tracker.cpp
Normal file
@@ -0,0 +1,87 @@
|
||||
#include "item_tracker.h"
|
||||
|
||||
// Constructor
|
||||
Item_tracker::Item_tracker()
|
||||
{
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Item_tracker::~Item_tracker()
|
||||
{
|
||||
list.clear();
|
||||
}
|
||||
|
||||
// Comprueba si el objeto ya ha sido cogido
|
||||
bool Item_tracker::hasBeenPicked(std::string name, SDL_Point pos)
|
||||
{
|
||||
bool success = false;
|
||||
|
||||
// Primero busca si ya hay una entrada con ese nombre
|
||||
const int index = findByName(name);
|
||||
if (index != -1)
|
||||
{
|
||||
// Luego busca si existe ya una entrada con esa posición
|
||||
if (findByPos(index, pos) != -1)
|
||||
{
|
||||
success = true;
|
||||
}
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Añade el objeto a la lista de objetos cogidos
|
||||
void Item_tracker::addItem(std::string name, SDL_Point pos)
|
||||
{
|
||||
// Comprueba si el objeto no ha sido recogido con anterioridad
|
||||
if (!hasBeenPicked(name, pos))
|
||||
{
|
||||
// Primero busca si ya hay una entrada con ese nombre
|
||||
const int index = findByName(name);
|
||||
if (index != -1)
|
||||
{
|
||||
list[index].pos.push_back(pos);
|
||||
}
|
||||
|
||||
// En caso contrario crea la entrada
|
||||
else
|
||||
{
|
||||
item_tracker_t item;
|
||||
item.name = name;
|
||||
item.pos.push_back(pos);
|
||||
list.push_back(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Busca una entrada en la lista por nombre
|
||||
int Item_tracker::findByName(std::string name)
|
||||
{
|
||||
const int c = -1;
|
||||
|
||||
for (int i = 0; i < list.size(); i++)
|
||||
{
|
||||
if (list[i].name == name)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
// Busca una entrada en la lista por posición
|
||||
int Item_tracker::findByPos(int index, SDL_Point pos)
|
||||
{
|
||||
const int c = -1;
|
||||
|
||||
for (int i = 0; i < list[index].pos.size(); i++)
|
||||
{
|
||||
if ((list[index].pos[i].x == pos.x) && (list[index].pos[i].y == pos.y))
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
42
source/item_tracker.h
Normal file
42
source/item_tracker.h
Normal file
@@ -0,0 +1,42 @@
|
||||
#pragma once
|
||||
#include "ifdefs.h"
|
||||
#include "utils.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef ITEM_TRACKER_H
|
||||
#define ITEM_TRACKER_H
|
||||
|
||||
struct item_tracker_t
|
||||
{
|
||||
std::string name; // Nombre de la habitación donde se encuentra el objeto
|
||||
std::vector<SDL_Point> pos; // Lista de objetos cogidos de la habitación
|
||||
};
|
||||
|
||||
// Clase Item_tracker
|
||||
class Item_tracker
|
||||
{
|
||||
private:
|
||||
std::vector<item_tracker_t> list; // Lista con todos los objetos recogidos
|
||||
|
||||
// Busca una entrada en la lista por nombre
|
||||
int findByName(std::string name);
|
||||
|
||||
// Busca una entrada en la lista por posición
|
||||
int findByPos(int index, SDL_Point pos);
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Item_tracker();
|
||||
|
||||
// Destructor
|
||||
~Item_tracker();
|
||||
|
||||
// Comprueba si el objeto ya ha sido cogido
|
||||
bool hasBeenPicked(std::string name, SDL_Point pos);
|
||||
|
||||
// Añade el objeto a la lista de objetos cogidos
|
||||
void addItem(std::string name, SDL_Point pos);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -2,45 +2,12 @@
|
||||
#include "movingsprite.h"
|
||||
|
||||
// Constructor
|
||||
MovingSprite::MovingSprite()
|
||||
{
|
||||
clear();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
MovingSprite::~MovingSprite()
|
||||
{
|
||||
clear();
|
||||
}
|
||||
|
||||
// Reinicia todas las variables
|
||||
void MovingSprite::clear()
|
||||
{
|
||||
mPosX = 0.0f; // Posición en el eje X
|
||||
mPosY = 0.0f; // Posición en el eje Y
|
||||
|
||||
mVelX = 0.0f; // Velocidad en el eje X. Cantidad de pixeles a desplazarse
|
||||
mVelY = 0.0f; // Velocidad en el eje Y. Cantidad de pixeles a desplazarse
|
||||
|
||||
mAccelX = 0.0f; // Aceleración en el eje X. Variación de la velocidad
|
||||
mAccelY = 0.0f; // Aceleración en el eje Y. Variación de la velocidad
|
||||
|
||||
mZoomW = 1.0f; // Zoom aplicado a la anchura
|
||||
mZoomH = 1.0f; // Zoom aplicado a la altura
|
||||
|
||||
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
|
||||
void MovingSprite::init(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, LTexture *texture, SDL_Renderer *renderer)
|
||||
MovingSprite::MovingSprite(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, LTexture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
// Copia los punteros
|
||||
setTexture(texture);
|
||||
setRenderer(renderer);
|
||||
|
||||
// Establece el alto y el ancho del sprite
|
||||
setWidth(w);
|
||||
setHeight(h);
|
||||
@@ -72,14 +39,44 @@ void MovingSprite::init(float x, float y, int w, int h, float velx, float vely,
|
||||
// Contador interno
|
||||
mCounter = 0;
|
||||
|
||||
// Establece la textura donde están los gráficos para el sprite
|
||||
setTexture(texture);
|
||||
|
||||
// Establece el renderizador
|
||||
setRenderer(renderer);
|
||||
|
||||
// Establece el rectangulo de donde coger la imagen
|
||||
setSpriteClip(0, 0, w, h);
|
||||
|
||||
// Establece el centro de rotación
|
||||
mCenter = {0,0};
|
||||
|
||||
// Establece el tipo de volteado
|
||||
mFlip = SDL_FLIP_NONE;
|
||||
};
|
||||
|
||||
// Destructor
|
||||
MovingSprite::~MovingSprite()
|
||||
{
|
||||
}
|
||||
|
||||
// Reinicia todas las variables
|
||||
void MovingSprite::clear()
|
||||
{
|
||||
mPosX = 0.0f; // Posición en el eje X
|
||||
mPosY = 0.0f; // Posición en el eje Y
|
||||
|
||||
mVelX = 0.0f; // Velocidad en el eje X. Cantidad de pixeles a desplazarse
|
||||
mVelY = 0.0f; // Velocidad en el eje Y. Cantidad de pixeles a desplazarse
|
||||
|
||||
mAccelX = 0.0f; // Aceleración en el eje X. Variación de la velocidad
|
||||
mAccelY = 0.0f; // Aceleración en el eje Y. Variación de la velocidad
|
||||
|
||||
mZoomW = 1.0f; // Zoom aplicado a la anchura
|
||||
mZoomH = 1.0f; // Zoom aplicado a la altura
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
// Mueve el sprite
|
||||
@@ -292,4 +289,17 @@ void MovingSprite::switchRotate()
|
||||
void MovingSprite::setFlip(SDL_RendererFlip flip)
|
||||
{
|
||||
mFlip = flip;
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
SDL_RendererFlip MovingSprite::getFlip()
|
||||
{
|
||||
return mFlip;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo donde está el sprite
|
||||
SDL_Rect MovingSprite::getRect()
|
||||
{
|
||||
SDL_Rect rect = {(int)getPosX(), (int)getPosY(), getWidth(), getHeight()};
|
||||
return rect;
|
||||
}
|
||||
@@ -31,14 +31,11 @@ protected:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
MovingSprite();
|
||||
MovingSprite(float x = 0, float y = 0, int w = 0, int h = 0, float velx = 0, float vely = 0, float accelx = 0, float accely = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
|
||||
|
||||
// Destructor
|
||||
~MovingSprite();
|
||||
|
||||
// Iniciador
|
||||
void init(float x, float y, int w, int h, float velx, float vely, float accelx, float accely, LTexture *texture, SDL_Renderer *renderer);
|
||||
|
||||
// Mueve el sprite
|
||||
void move();
|
||||
|
||||
@@ -137,6 +134,12 @@ public:
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setFlip(SDL_RendererFlip flip);
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
SDL_RendererFlip getFlip();
|
||||
|
||||
// Devuelve el rectangulo donde está el sprite
|
||||
SDL_Rect getRect();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -2,14 +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, Input *_input, Room *_room)
|
||||
Player::Player(player_t ini, std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room)
|
||||
{
|
||||
// Obten punteros a objetos
|
||||
asset = _asset;
|
||||
renderer = _renderer;
|
||||
input = _input;
|
||||
room = _room;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
@@ -23,12 +24,14 @@ Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Inp
|
||||
onBorder = false;
|
||||
border = BORDER_TOP;
|
||||
|
||||
sprite->setPosX(2 * 8);
|
||||
sprite->setPosX(10 * 8);
|
||||
sprite->setPosY(12 * 8);
|
||||
sprite->setPosY(6 * 8);
|
||||
sprite->setVelX(0);
|
||||
sprite->setVelY(0);
|
||||
jump_ini = ini.jump_ini;
|
||||
status = ini.status;
|
||||
|
||||
sprite->setPosX(ini.x);
|
||||
sprite->setPosY(ini.y);
|
||||
sprite->setVelX(ini.vx);
|
||||
sprite->setVelY(ini.vy);
|
||||
|
||||
sprite->setWidth(8);
|
||||
sprite->setHeight(16);
|
||||
sprite->setCurrentFrame(0);
|
||||
@@ -41,6 +44,11 @@ Player::Player(std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Inp
|
||||
sprite->setAnimationFrames(0, 2, 8 * 2, 0, 8, 16);
|
||||
sprite->setAnimationFrames(0, 3, 8 * 3, 0, 8, 16);
|
||||
sprite->setSpriteClip(sprite->getAnimationClip(0, 0));
|
||||
|
||||
sprite->setFlip(ini.flip);
|
||||
|
||||
lastPosition = getRect();
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -65,38 +73,39 @@ void Player::draw()
|
||||
// Actualiza las variables del objeto
|
||||
void Player::update()
|
||||
{
|
||||
checkInput();
|
||||
sprite->update();
|
||||
// sprite->animate(0);
|
||||
checkBorders();
|
||||
|
||||
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
|
||||
collider = getRect();
|
||||
}
|
||||
|
||||
// Comprueba las entradas y modifica variables
|
||||
void Player::checkInput()
|
||||
{
|
||||
// if (mInput->checkInput(INPUT_UP, REPEAT_FALSE))
|
||||
// changeRoom(mRoom->getRoomUp());
|
||||
//
|
||||
// if (mInput->checkInput(INPUT_DOWN, REPEAT_FALSE))
|
||||
// changeRoom(mRoom->getRoomDown());
|
||||
|
||||
if (input->checkInput(INPUT_LEFT, REPEAT_TRUE))
|
||||
// Solo comprueba las entradas de dirección cuando está de pie
|
||||
if ((input->checkInput(INPUT_LEFT, REPEAT_TRUE)) && (status == STATUS_STANDING))
|
||||
{
|
||||
sprite->setVelX(-VX);
|
||||
sprite->animate(0);
|
||||
sprite->setVelX(-0.6f);
|
||||
sprite->setFlip(SDL_FLIP_HORIZONTAL);
|
||||
}
|
||||
|
||||
else if (input->checkInput(INPUT_RIGHT, REPEAT_TRUE))
|
||||
else if ((input->checkInput(INPUT_RIGHT, REPEAT_TRUE)) && (status == STATUS_STANDING))
|
||||
{
|
||||
sprite->setVelX(VX);
|
||||
sprite->animate(0);
|
||||
sprite->setVelX(0.6f);
|
||||
sprite->setFlip(SDL_FLIP_NONE);
|
||||
}
|
||||
else
|
||||
else if (status == STATUS_STANDING)
|
||||
{
|
||||
sprite->setVelX(0);
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_UP, REPEAT_TRUE))
|
||||
{
|
||||
setStatus(STATUS_JUMPING);
|
||||
}
|
||||
}
|
||||
|
||||
// Indica si el jugador esta en uno de los cuatro bordes de la pantalla
|
||||
@@ -111,7 +120,7 @@ int Player::getBorder()
|
||||
return border;
|
||||
}
|
||||
|
||||
// Comprueba si está situado en alguno de los cuatro bordes
|
||||
// Comprueba si está situado en alguno de los cuatro bordes de la habitación
|
||||
void Player::checkBorders()
|
||||
{
|
||||
if (sprite->getPosX() < PLAY_AREA_LEFT)
|
||||
@@ -146,6 +155,7 @@ void Player::switchBorders()
|
||||
if (border == BORDER_TOP)
|
||||
{
|
||||
sprite->setPosY(PLAY_AREA_BOTTOM - sprite->getHeight() - 1);
|
||||
jump_ini += 128;
|
||||
}
|
||||
else if (border == BORDER_BOTTOM)
|
||||
{
|
||||
@@ -163,12 +173,6 @@ void Player::switchBorders()
|
||||
onBorder = false;
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Player::setRoom(Room *_room)
|
||||
{
|
||||
room = _room;
|
||||
}
|
||||
|
||||
// Obtiene el valor del pixel inferior izquierdo del jugador
|
||||
SDL_Point Player::getLeftFoot()
|
||||
{
|
||||
@@ -179,19 +183,120 @@ SDL_Point Player::getLeftFoot()
|
||||
// Obtiene el valor del pixel inferior derecho del jugador
|
||||
SDL_Point Player::getRightFoot()
|
||||
{
|
||||
SDL_Point point = {(int)sprite->getPosX() + sprite->getWidth(), (int)sprite->getPosY() + sprite->getHeight()};
|
||||
SDL_Point point = {(int)sprite->getPosX() + sprite->getWidth() - 1, (int)sprite->getPosY() + sprite->getHeight()};
|
||||
return point;
|
||||
}
|
||||
|
||||
// Establece la velocidad en el eje Y al jugador
|
||||
void Player::setFalling(bool value)
|
||||
// Cambia el estado del jugador
|
||||
void Player::setStatus(int value)
|
||||
{
|
||||
if (value)
|
||||
// Si quiere cambiar a saltando, ha de ser desde quieto
|
||||
if ((value == STATUS_JUMPING) && (status == STATUS_STANDING))
|
||||
{
|
||||
sprite->setVelY(0.5f);
|
||||
status = STATUS_JUMPING;
|
||||
sprite->setVelY(-MAX_VY);
|
||||
jump_ini = sprite->getPosY();
|
||||
}
|
||||
else
|
||||
|
||||
// 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()
|
||||
{
|
||||
return sprite->getRect();
|
||||
}
|
||||
|
||||
// Obtiene el rectangulo de colision del jugador
|
||||
SDL_Rect &Player::getCollider()
|
||||
{
|
||||
return collider;
|
||||
}
|
||||
|
||||
// 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();
|
||||
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)
|
||||
{
|
||||
setStatus(STATUS_FALLING);
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene algunos parametros del jugador
|
||||
player_t Player::getSpawnParams()
|
||||
{
|
||||
player_t params;
|
||||
|
||||
params.x = sprite->getPosX();
|
||||
params.y = sprite->getPosY();
|
||||
params.vx = sprite->getVelX();
|
||||
params.vy = sprite->getVelY();
|
||||
params.jump_ini = jump_ini;
|
||||
params.status = status;
|
||||
params.flip = sprite->getFlip();
|
||||
|
||||
return params;
|
||||
}
|
||||
@@ -11,20 +11,36 @@
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#define VX 0.6
|
||||
//#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
|
||||
|
||||
struct player_t
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float vx;
|
||||
float vy;
|
||||
int jump_ini;
|
||||
int status;
|
||||
SDL_RendererFlip flip;
|
||||
};
|
||||
|
||||
// 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
|
||||
Room *room; // Objeto con el mapa del juego
|
||||
LTexture *texture; // Textura con los graficos 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
|
||||
SDL_Rect collider; // Caja de colisión
|
||||
|
||||
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
|
||||
@@ -35,9 +51,29 @@ private:
|
||||
// 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, Input *_input, Room *_room);
|
||||
Player(player_t ini, std::string _tileset, SDL_Renderer *_renderer, Asset *_asset, Input *_input, Room *_room);
|
||||
|
||||
// Destructor
|
||||
~Player();
|
||||
@@ -57,17 +93,32 @@ public:
|
||||
// Cambia al jugador de un borde al opuesto. Util para el cambio de pantalla
|
||||
void switchBorders();
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setRoom(Room *_room);
|
||||
|
||||
// Obtiene el valor del pixel inferior izquierdo del jugador
|
||||
SDL_Point getLeftFoot();
|
||||
|
||||
// Obtiene el valor del pixel inferior derecho del jugador
|
||||
SDL_Point getRightFoot();
|
||||
|
||||
// Establece la velocidad en el eje Y al jugador
|
||||
void setFalling(bool value);
|
||||
// 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();
|
||||
|
||||
// Obtiene el rectangulo de colision del jugador
|
||||
SDL_Rect &getCollider();
|
||||
|
||||
// Deshace el ultimo movimiento
|
||||
void undoLastMove();
|
||||
|
||||
// Obtiene algunos parametros del jugador
|
||||
player_t getSpawnParams();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
237
source/room.cpp
237
source/room.cpp
@@ -4,11 +4,15 @@
|
||||
#include <sstream>
|
||||
|
||||
// Constructor
|
||||
Room::Room(std::string _file_path, SDL_Renderer *_renderer, Asset *_asset)
|
||||
Room::Room(std::string _file_path, SDL_Renderer *_renderer, Asset *_asset, Item_tracker *_item_tracker)
|
||||
{
|
||||
texture = new LTexture();
|
||||
// Copia los punteros a objetos
|
||||
asset = _asset;
|
||||
renderer = _renderer;
|
||||
item_tracker = _item_tracker;
|
||||
|
||||
// Crea los objetos
|
||||
texture = new LTexture();
|
||||
load(_file_path);
|
||||
loadTextureFromFile(texture, asset->get(tileset), renderer);
|
||||
|
||||
@@ -37,6 +41,12 @@ Room::~Room()
|
||||
delete enemy;
|
||||
}
|
||||
enemy_list.clear();
|
||||
|
||||
for (auto item : item_list)
|
||||
{
|
||||
delete item;
|
||||
}
|
||||
item_list.clear();
|
||||
}
|
||||
|
||||
// Carga las variables desde un fichero
|
||||
@@ -56,7 +66,7 @@ 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 +90,88 @@ 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]")
|
||||
{
|
||||
item_t item;
|
||||
item.asset = asset;
|
||||
item.renderer = renderer;
|
||||
|
||||
do
|
||||
{
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
// Procesa las dos subcadenas
|
||||
if (!setItem(&item, 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 item al vector de items
|
||||
const SDL_Point itemPos = {item.x, item.y};
|
||||
if (!item_tracker->hasBeenPicked(name, itemPos))
|
||||
{
|
||||
item_list.push_back(new Item(item));
|
||||
}
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
@@ -114,11 +206,7 @@ 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 +244,9 @@ bool Room::setVars(std::string _var, std::string _value)
|
||||
tilemap.push_back(std::stoi(tmp));
|
||||
}
|
||||
}
|
||||
else if (_var == "")
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
@@ -174,13 +265,21 @@ bool Room::setEnemy(enemy_t *enemy, std::string _var, std::string _value)
|
||||
{
|
||||
enemy->tileset = _value;
|
||||
}
|
||||
else if (_var == "width")
|
||||
{
|
||||
enemy->w = std::stof(_value);
|
||||
}
|
||||
else if (_var == "height")
|
||||
{
|
||||
enemy->h = std::stof(_value);
|
||||
}
|
||||
else if (_var == "x")
|
||||
{
|
||||
enemy->x = std::stof(_value);
|
||||
enemy->x = std::stof(_value) * BLOCK;
|
||||
}
|
||||
else if (_var == "y")
|
||||
{
|
||||
enemy->y = std::stof(_value);
|
||||
enemy->y = std::stof(_value) * BLOCK;
|
||||
}
|
||||
else if (_var == "vx")
|
||||
{
|
||||
@@ -192,24 +291,60 @@ bool Room::setEnemy(enemy_t *enemy, std::string _var, std::string _value)
|
||||
}
|
||||
else if (_var == "x1")
|
||||
{
|
||||
enemy->x1 = std::stoi(_value);
|
||||
enemy->x1 = std::stoi(_value) * BLOCK;
|
||||
}
|
||||
else if (_var == "x2")
|
||||
{
|
||||
enemy->x2 = std::stoi(_value);
|
||||
enemy->x2 = std::stoi(_value) * BLOCK;
|
||||
}
|
||||
else if (_var == "y1")
|
||||
{
|
||||
enemy->y1 = std::stoi(_value);
|
||||
enemy->y1 = std::stoi(_value) * BLOCK;
|
||||
}
|
||||
else if (_var == "y2")
|
||||
{
|
||||
enemy->y2 = std::stoi(_value);
|
||||
enemy->y2 = std::stoi(_value) * BLOCK;
|
||||
}
|
||||
else if (_var == "color")
|
||||
{
|
||||
enemy->color = stringToColor(_value);
|
||||
}
|
||||
else if (_var == "[enemy-end]")
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Asigna variables a una estructura item_t
|
||||
bool Room::setItem(item_t *item, std::string _var, std::string _value)
|
||||
{
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (_var == "tileset")
|
||||
{
|
||||
item->tileset = _value;
|
||||
}
|
||||
else if (_var == "x")
|
||||
{
|
||||
item->x = std::stof(_value) * BLOCK;
|
||||
}
|
||||
else if (_var == "y")
|
||||
{
|
||||
item->y = std::stof(_value) * BLOCK;
|
||||
}
|
||||
else if (_var == "tile")
|
||||
{
|
||||
item->tile = std::stof(_value);
|
||||
}
|
||||
else if (_var == "[item-end]")
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
@@ -272,6 +407,15 @@ void Room::drawEnemies()
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja los objetos en pantalla
|
||||
void Room::drawItems()
|
||||
{
|
||||
for (auto item : item_list)
|
||||
{
|
||||
item->draw();
|
||||
}
|
||||
}
|
||||
|
||||
// Actualiza las variables y objetos de la habitación
|
||||
void Room::update()
|
||||
{
|
||||
@@ -279,6 +423,11 @@ void Room::update()
|
||||
{
|
||||
enemy->update();
|
||||
}
|
||||
|
||||
for (auto item : item_list)
|
||||
{
|
||||
item->update();
|
||||
}
|
||||
}
|
||||
|
||||
// Devuelve la cadena del fichero de la habitación contigua segun el borde
|
||||
@@ -308,18 +457,62 @@ std::string Room::getRoom(int border)
|
||||
return "";
|
||||
}
|
||||
|
||||
// Indica si el tile al que pertenece el pixel es sólido o no
|
||||
bool Room::isFloor(SDL_Point point)
|
||||
// Devuelve el tipo de tile que hay en ese pixel
|
||||
int Room::getTile(SDL_Point point)
|
||||
{
|
||||
int tile = ((point.y / 8) * 32) + (point.x / 8);
|
||||
|
||||
if (tile < 512)
|
||||
int pos = ((point.y / 8) * 32) + (point.x / 8);
|
||||
int tile = TILE_EMPTY;
|
||||
|
||||
if (pos < 512)
|
||||
{
|
||||
if (tilemap[tile] != 0)
|
||||
// Los tiles entre el 1 y el 80 son solidos
|
||||
if ((tilemap[pos] > 0) && (tilemap[pos] < 201))
|
||||
{
|
||||
return true;
|
||||
return TILE_SOLID;
|
||||
}
|
||||
|
||||
// Los tiles mayores de 80 son atravesables
|
||||
if ((tilemap[pos] > 200) && (tilemap[pos] < 381))
|
||||
{
|
||||
return TILE_TRAVESSABLE;
|
||||
}
|
||||
|
||||
// Los tiles mayores de 80 son atravesables
|
||||
if ((tilemap[pos] > 380) && (tilemap[pos] < 400))
|
||||
{
|
||||
return TILE_KILL;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return tile;
|
||||
}
|
||||
|
||||
// Indica si hay colision con un enemigo a partir de un rectangulo
|
||||
bool Room::enemyCollision(SDL_Rect &rect)
|
||||
{
|
||||
bool collision = false;
|
||||
|
||||
for (auto enemy : enemy_list)
|
||||
{
|
||||
collision |= checkCollision(rect, enemy->getCollider());
|
||||
}
|
||||
|
||||
return collision;
|
||||
}
|
||||
|
||||
// Indica si hay colision con un objeto a partir de un rectangulo
|
||||
bool Room::itemCollision(SDL_Rect &rect)
|
||||
{
|
||||
bool collision = false;
|
||||
for (auto item : item_list)
|
||||
{
|
||||
if (checkCollision(rect, item->getCollider()))
|
||||
{
|
||||
item->pick();
|
||||
item_tracker->addItem(name, item->getPos());
|
||||
collision = true;
|
||||
}
|
||||
}
|
||||
|
||||
return collision;
|
||||
}
|
||||
@@ -4,12 +4,19 @@
|
||||
#include "utils.h"
|
||||
#include "asset.h"
|
||||
#include "enemy.h"
|
||||
#include "item.h"
|
||||
#include "item_tracker.h"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef ROOM_H
|
||||
#define ROOM_H
|
||||
|
||||
#define TILE_EMPTY 0
|
||||
#define TILE_SOLID 1
|
||||
#define TILE_TRAVESSABLE 2
|
||||
#define TILE_KILL 3
|
||||
|
||||
/*
|
||||
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 +35,6 @@ 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
|
||||
@@ -38,9 +44,10 @@ private:
|
||||
std::string tileset; // Imagen con los graficos para la habitación
|
||||
std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación
|
||||
std::vector<Enemy *> enemy_list; // Listado con los enemigos de la habitación
|
||||
std::vector<int> item_list; // Listado con los items que hay en la habitación
|
||||
std::vector<Item *> item_list; // Listado con los items que hay en la habitación
|
||||
LTexture *texture; // Textura con los graficos de la habitación
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
Item_tracker *item_tracker; // Lleva el control de los objetos recogidos
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación
|
||||
|
||||
@@ -53,12 +60,15 @@ private:
|
||||
// Asigna variables a una estructura enemy_t
|
||||
bool setEnemy(enemy_t *enemy, std::string _var, std::string _value);
|
||||
|
||||
// Asigna variables a una estructura item_t
|
||||
bool setItem(item_t *item, std::string _var, std::string _value);
|
||||
|
||||
// Pinta el mapa de la habitación en la textura
|
||||
void fillMapTexture();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Room(std::string _file_path, SDL_Renderer *_renderer, Asset *_asset);
|
||||
Room(std::string _file_path, SDL_Renderer *_renderer, Asset *_asset, Item_tracker *_item_tracker);
|
||||
|
||||
// Destructor
|
||||
~Room();
|
||||
@@ -75,14 +85,23 @@ public:
|
||||
// Dibuja los enemigos en pantalla
|
||||
void drawEnemies();
|
||||
|
||||
// Dibuja los objetos en pantalla
|
||||
void drawItems();
|
||||
|
||||
// Actualiza las variables y objetos de la habitación
|
||||
void update();
|
||||
|
||||
// Devuelve la cadena del fichero de la habitación contigua segun el borde
|
||||
std::string getRoom(int border);
|
||||
|
||||
// Indica si el tile al que pertenece el pixel es sólido o no
|
||||
bool isFloor(SDL_Point point);
|
||||
// Devuelve el tipo de tile que hay en ese pixel
|
||||
int getTile(SDL_Point point);
|
||||
|
||||
// Indica si hay colision con un enemigo a partir de un rectangulo
|
||||
bool enemyCollision(SDL_Rect &rect);
|
||||
|
||||
// Indica si hay colision con un objeto a partir de un rectangulo
|
||||
bool itemCollision(SDL_Rect &rect);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,29 +1,16 @@
|
||||
#include "sprite.h"
|
||||
|
||||
// Constructor
|
||||
Sprite::Sprite()
|
||||
Sprite::Sprite(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
init(0, 0, 0, 0, nullptr, nullptr);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Sprite::~Sprite()
|
||||
{
|
||||
mTexture = nullptr;
|
||||
mRenderer = nullptr;
|
||||
}
|
||||
|
||||
// Inicializador
|
||||
void Sprite::init(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
// Establece la posición X,Y del sprite
|
||||
setPosX(x);
|
||||
setPosY(y);
|
||||
|
||||
// Establece el alto y el ancho del sprite
|
||||
setWidth(w);
|
||||
setHeight(h);
|
||||
|
||||
// Establece la posición X,Y del sprite
|
||||
setPosX(x);
|
||||
setPosY(y);
|
||||
|
||||
// Establece el puntero al renderizador de la ventana
|
||||
setRenderer(renderer);
|
||||
|
||||
@@ -31,22 +18,21 @@ void Sprite::init(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *r
|
||||
setTexture(texture);
|
||||
|
||||
// Establece el rectangulo de donde coger la imagen
|
||||
setSpriteClip(0, 0, w, h);
|
||||
setSpriteClip(x, y, w, h);
|
||||
|
||||
// Habilita el objeto
|
||||
// Inicializa variables
|
||||
setEnabled(true);
|
||||
}
|
||||
|
||||
// Inicializador
|
||||
void Sprite::init(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer)
|
||||
Sprite::Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
// Establece el alto y el ancho del sprite
|
||||
mWidth = rect.w;
|
||||
mHeight = rect.h;
|
||||
setWidth(rect.w);
|
||||
setHeight(rect.h);
|
||||
|
||||
// Establece la posición X,Y del sprite
|
||||
mPosX = rect.x;
|
||||
mPosY = rect.y;
|
||||
setPosX(rect.x);
|
||||
setPosY(rect.y);
|
||||
|
||||
// Establece el puntero al renderizador de la ventana
|
||||
setRenderer(renderer);
|
||||
@@ -56,13 +42,25 @@ void Sprite::init(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer)
|
||||
|
||||
// Establece el rectangulo de donde coger la imagen
|
||||
setSpriteClip(rect);
|
||||
|
||||
// Inicializa variables
|
||||
setEnabled(true);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Sprite::~Sprite()
|
||||
{
|
||||
mTexture = nullptr;
|
||||
mRenderer = nullptr;
|
||||
}
|
||||
|
||||
// Muestra el sprite por pantalla
|
||||
void Sprite::render()
|
||||
{
|
||||
if (mEnabled)
|
||||
{
|
||||
mTexture->render(mRenderer, mPosX, mPosY, &mSpriteClip);
|
||||
}
|
||||
}
|
||||
|
||||
// Obten el valor de la variable
|
||||
@@ -162,4 +160,11 @@ void Sprite::setEnabled(bool value)
|
||||
bool Sprite::isEnabled()
|
||||
{
|
||||
return mEnabled;
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo donde está el sprite
|
||||
SDL_Rect Sprite::getRect()
|
||||
{
|
||||
SDL_Rect rect = {getPosX(), getPosY(), getWidth(), getHeight()};
|
||||
return rect;
|
||||
}
|
||||
@@ -22,15 +22,12 @@ protected:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Sprite();
|
||||
Sprite(int x = 0, int y = 0, int w = 0, int h = 0, LTexture *texture = nullptr, SDL_Renderer *renderer = nullptr);
|
||||
Sprite(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer);
|
||||
|
||||
// Destructor
|
||||
~Sprite();
|
||||
|
||||
// Inicializador
|
||||
void init(int x, int y, int w, int h, LTexture *texture, SDL_Renderer *renderer);
|
||||
void init(SDL_Rect rect, LTexture *texture, SDL_Renderer *renderer);
|
||||
|
||||
// Muestra el sprite por pantalla
|
||||
void render();
|
||||
|
||||
@@ -81,6 +78,9 @@ public:
|
||||
|
||||
// Comprueba si el objeto está habilitado
|
||||
bool isEnabled();
|
||||
|
||||
// Devuelve el rectangulo donde está el sprite
|
||||
SDL_Rect getRect();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -6,7 +6,8 @@
|
||||
// Constructor
|
||||
Text::Text(std::string file, LTexture *texture, SDL_Renderer *renderer)
|
||||
{
|
||||
mSprite = new Sprite();
|
||||
SDL_Rect rect = {0,0,0,0};
|
||||
mSprite = new Sprite(rect, texture, renderer);
|
||||
mSprite->setTexture(texture);
|
||||
mSprite->setRenderer(renderer);
|
||||
mFile = file;
|
||||
|
||||
@@ -74,7 +74,7 @@ bool checkCollision(circle_t &a, circle_t &b);
|
||||
bool checkCollision(circle_t &a, SDL_Rect &b);
|
||||
|
||||
// Detector de colisiones entre un dos rectangulos
|
||||
bool checkCollision(SDL_Rect a, SDL_Rect b);
|
||||
bool checkCollision(SDL_Rect &a, SDL_Rect &b);
|
||||
|
||||
// Carga un archivo de imagen en una textura
|
||||
bool loadTextureFromFile(LTexture *texture, std::string path, SDL_Renderer *renderer);
|
||||
|
||||
45
todo.txt
Normal file
45
todo.txt
Normal file
@@ -0,0 +1,45 @@
|
||||
[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
|
||||
[x] Crear la clase item
|
||||
[x] Colisiones con los enemigos
|
||||
[x] Decidir un diseño para qué sucede en caso de morir: Recordar el punto por donde se entró al mapa y la velocidad en el eje X/Y que llevaba el personaje, crear puntos de reaparicion en las habitaciones, etc
|
||||
En el Jet Set Willy el juego recuerda la posicion y el momento. En las Tres Luces de Glaurung solo la posición. Se va a optar por seguir el diseño del Jet Set Willy
|
||||
[x] Crear tiles que maten
|
||||
[ ] Crear tiles que deslicen, (no tipo hielo sino cinta)
|
||||
[ ] Tiles animados
|
||||
[ ] Crear ascensores
|
||||
[ ] Enemigos de diferente tamaño
|
||||
[ ] Color de los items
|
||||
[ ] Temporizador de inicio de los items
|
||||
|
||||
|
||||
TEMAS:
|
||||
arounders
|
||||
paku simbel
|
||||
jail battle
|
||||
arounders race
|
||||
aee gba
|
||||
matatunos
|
||||
sigmasua
|
||||
calculin doom
|
||||
leaper reaper
|
||||
mini ascii
|
||||
mappy
|
||||
paco
|
||||
chirping
|
||||
abad y batman
|
||||
jail
|
||||
counter strike
|
||||
starcraft
|
||||
diablo
|
||||
jailparty
|
||||
maniac mansion
|
||||
molotov
|
||||
tutorials
|
||||
gavina
|
||||
puzzle restorer
|
||||
qvoid
|
||||
brick roll
|
||||
dante's fall
|
||||
repairing computers
|
||||
Reference in New Issue
Block a user